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		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35733</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35733"/>
		<updated>2022-08-23T12:43:59Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Tips for Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), click on the target and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts can have several objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Steal a certain object of interest&lt;br /&gt;
* Awaken a certain crewmember&lt;br /&gt;
* Integrate another Hive Host&lt;br /&gt;
* Assert Dominance&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will acquire a tracking charge that can be used to find other Hosts.&lt;br /&gt;
&lt;br /&gt;
One of your major priorities should be identifying and locating these rival Hives, this can be done by repetedly probing people until you find one or employing tracking charges to pinpoint their location.&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any affected hivemind host granting them five additional vessels, one more possible awakened vessel and opening the path to ascension.&lt;br /&gt;
&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 - Crew manipulation powers (10 Vessels)===&lt;br /&gt;
=====Compell=====&lt;br /&gt;
Allows you to brainwash one of your vessels with a custom directive for three minutes, has a long cooldown. This is your bread and butter use this to get what you want from people, temporary allies for fights or as unwitting hitmen.&lt;br /&gt;
=====Concentrated Infiltration=====&lt;br /&gt;
Toggleable ability that allows us to assimilate mindshielded individuals, most of your powers will be useless against them but they will still count towards your vessel count.&lt;br /&gt;
=====Awaken Vessel=====&lt;br /&gt;
Can be used on someone you have an agressive grab on, turns the target into an Awakened Vessel, a permanent ally of yours (unless forcefully deconverted), you can have two of them at the start, integrations increase the cap by one. Asserting Dominance removes the cap allowing for unlimited awakened vessels.&lt;br /&gt;
&lt;br /&gt;
===Tier 3 - Combat Powers (15 Vessels)===&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Area of Effect spell that can induce a variety of effects on nearby foes, from a short stun, dropping their weapon, confusion or hallucinations.&lt;br /&gt;
&lt;br /&gt;
===Tier 4 - Finishers (20 Vessels)===&lt;br /&gt;
=====Crush Protections=====&lt;br /&gt;
Destroys the mindshield of one of our vessels will not work on security or the Captain&lt;br /&gt;
=====Hive Rythms=====&lt;br /&gt;
Invigorates us and nearby awakened vessels, removing any stuns or fatigue.&lt;br /&gt;
&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind.&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35732</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35732"/>
		<updated>2022-08-23T12:42:20Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Assimilation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), click on the target and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts can have several objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Steal a certain object of interest&lt;br /&gt;
* Awaken a certain crewmember&lt;br /&gt;
* Integrate another Hive Host&lt;br /&gt;
* Assert Dominance&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will acquire a tracking charge that can be used to find other Hosts.&lt;br /&gt;
&lt;br /&gt;
One of your major priorities should be identifying and locating these rival Hives, this can be done by repetedly probing people until you find one or employing tracking charges to pinpoint their location.&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any affected hivemind host granting them five additional vessels, one more possible awakened vessel and opening the path to ascension.&lt;br /&gt;
&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 - Crew manipulation powers (10 Vessels)===&lt;br /&gt;
=====Compell=====&lt;br /&gt;
Allows you to brainwash one of your vessels with a custom directive for three minutes, has a long cooldown. This is your bread and butter use this to get what you want from people, temporary allies for fights or as unwitting hitmen.&lt;br /&gt;
=====Concentrated Infiltration=====&lt;br /&gt;
Toggleable ability that allows us to assimilate mindshielded individuals, most of your powers will be useless against them but they will still count towards your vessel count.&lt;br /&gt;
=====Awaken Vessel=====&lt;br /&gt;
Can be used on someone you have an agressive grab on, turns the target into an Awakened Vessel, a permanent ally of yours (unless forcefully deconverted), you can have two of them at the start, integrations increase the cap by one. Asserting Dominance removes the cap allowing for unlimited awakened vessels.&lt;br /&gt;
&lt;br /&gt;
===Tier 3 - Combat Powers (15 Vessels)===&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Area of Effect spell that can induce a variety of effects on nearby foes, from a short stun, dropping their weapon, confusion or hallucinations.&lt;br /&gt;
&lt;br /&gt;
===Tier 4 - Finishers (20 Vessels)===&lt;br /&gt;
=====Crush Protections=====&lt;br /&gt;
Destroys the mindshield of one of our vessels will not work on security or the Captain&lt;br /&gt;
=====Hive Rythms=====&lt;br /&gt;
Invigorates us and nearby awakened vessels, removing any stuns or fatigue.&lt;br /&gt;
&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35731</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35731"/>
		<updated>2022-08-23T12:41:44Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts can have several objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Steal a certain object of interest&lt;br /&gt;
* Awaken a certain crewmember&lt;br /&gt;
* Integrate another Hive Host&lt;br /&gt;
* Assert Dominance&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will acquire a tracking charge that can be used to find other Hosts.&lt;br /&gt;
&lt;br /&gt;
One of your major priorities should be identifying and locating these rival Hives, this can be done by repetedly probing people until you find one or employing tracking charges to pinpoint their location.&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any affected hivemind host granting them five additional vessels, one more possible awakened vessel and opening the path to ascension.&lt;br /&gt;
&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 - Crew manipulation powers (10 Vessels)===&lt;br /&gt;
=====Compell=====&lt;br /&gt;
Allows you to brainwash one of your vessels with a custom directive for three minutes, has a long cooldown. This is your bread and butter use this to get what you want from people, temporary allies for fights or as unwitting hitmen.&lt;br /&gt;
=====Concentrated Infiltration=====&lt;br /&gt;
Toggleable ability that allows us to assimilate mindshielded individuals, most of your powers will be useless against them but they will still count towards your vessel count.&lt;br /&gt;
=====Awaken Vessel=====&lt;br /&gt;
Can be used on someone you have an agressive grab on, turns the target into an Awakened Vessel, a permanent ally of yours (unless forcefully deconverted), you can have two of them at the start, integrations increase the cap by one. Asserting Dominance removes the cap allowing for unlimited awakened vessels.&lt;br /&gt;
&lt;br /&gt;
===Tier 3 - Combat Powers (15 Vessels)===&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Area of Effect spell that can induce a variety of effects on nearby foes, from a short stun, dropping their weapon, confusion or hallucinations.&lt;br /&gt;
&lt;br /&gt;
===Tier 4 - Finishers (20 Vessels)===&lt;br /&gt;
=====Crush Protections=====&lt;br /&gt;
Destroys the mindshield of one of our vessels will not work on security or the Captain&lt;br /&gt;
=====Hive Rythms=====&lt;br /&gt;
Invigorates us and nearby awakened vessels, removing any stuns or fatigue.&lt;br /&gt;
&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35730</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35730"/>
		<updated>2022-08-23T12:30:09Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Other hivemind hosts and you */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will acquire a tracking charge that can be used to find other Hosts.&lt;br /&gt;
&lt;br /&gt;
One of your major priorities should be identifying and locating these rival Hives, this can be done by repetedly probing people until you find one or employing tracking charges to pinpoint their location.&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any affected hivemind host granting them five additional vessels, one more possible awakened vessel and opening the path to ascension.&lt;br /&gt;
&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 - Crew manipulation powers (10 Vessels)===&lt;br /&gt;
=====Compell=====&lt;br /&gt;
Allows you to brainwash one of your vessels with a custom directive for three minutes, has a long cooldown. This is your bread and butter use this to get what you want from people, temporary allies for fights or as unwitting hitmen.&lt;br /&gt;
=====Concentrated Infiltration=====&lt;br /&gt;
Toggleable ability that allows us to assimilate mindshielded individuals, most of your powers will be useless against them but they will still count towards your vessel count.&lt;br /&gt;
=====Awaken Vessel=====&lt;br /&gt;
Can be used on someone you have an agressive grab on, turns the target into an Awakened Vessel, a permanent ally of yours (unless forcefully deconverted), you can have two of them at the start, integrations increase the cap by one. Asserting Dominance removes the cap allowing for unlimited awakened vessels.&lt;br /&gt;
&lt;br /&gt;
===Tier 3 - Combat Powers (15 Vessels)===&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Area of Effect spell that can induce a variety of effects on nearby foes, from a short stun, dropping their weapon, confusion or hallucinations.&lt;br /&gt;
&lt;br /&gt;
===Tier 4 - Finishers (20 Vessels)===&lt;br /&gt;
=====Crush Protections=====&lt;br /&gt;
Destroys the mindshield of one of our vessels will not work on security or the Captain&lt;br /&gt;
=====Hive Rythms=====&lt;br /&gt;
Invigorates us and nearby awakened vessels, removing any stuns or fatigue.&lt;br /&gt;
&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35729</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35729"/>
		<updated>2022-08-23T12:25:57Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Tier 4 (20 Vessels) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 - Crew manipulation powers (10 Vessels)===&lt;br /&gt;
=====Compell=====&lt;br /&gt;
Allows you to brainwash one of your vessels with a custom directive for three minutes, has a long cooldown. This is your bread and butter use this to get what you want from people, temporary allies for fights or as unwitting hitmen.&lt;br /&gt;
=====Concentrated Infiltration=====&lt;br /&gt;
Toggleable ability that allows us to assimilate mindshielded individuals, most of your powers will be useless against them but they will still count towards your vessel count.&lt;br /&gt;
=====Awaken Vessel=====&lt;br /&gt;
Can be used on someone you have an agressive grab on, turns the target into an Awakened Vessel, a permanent ally of yours (unless forcefully deconverted), you can have two of them at the start, integrations increase the cap by one. Asserting Dominance removes the cap allowing for unlimited awakened vessels.&lt;br /&gt;
&lt;br /&gt;
===Tier 3 - Combat Powers (15 Vessels)===&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Area of Effect spell that can induce a variety of effects on nearby foes, from a short stun, dropping their weapon, confusion or hallucinations.&lt;br /&gt;
&lt;br /&gt;
===Tier 4 - Finishers (20 Vessels)===&lt;br /&gt;
=====Crush Protections=====&lt;br /&gt;
Destroys the mindshield of one of our vessels will not work on security or the Captain&lt;br /&gt;
=====Hive Rythms=====&lt;br /&gt;
Invigorates us and nearby awakened vessels, removing any stuns or fatigue.&lt;br /&gt;
&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35728</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35728"/>
		<updated>2022-08-23T12:15:03Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Tier 3 (15 Vessels) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 - Crew manipulation powers (10 Vessels)===&lt;br /&gt;
=====Compell=====&lt;br /&gt;
Allows you to brainwash one of your vessels with a custom directive for three minutes, has a long cooldown. This is your bread and butter use this to get what you want from people, temporary allies for fights or as unwitting hitmen.&lt;br /&gt;
=====Concentrated Infiltration=====&lt;br /&gt;
Toggleable ability that allows us to assimilate mindshielded individuals, most of your powers will be useless against them but they will still count towards your vessel count.&lt;br /&gt;
=====Awaken Vessel=====&lt;br /&gt;
Can be used on someone you have an agressive grab on, turns the target into an Awakened Vessel, a permanent ally of yours (unless forcefully deconverted), you can have two of them at the start, integrations increase the cap by one. Asserting Dominance removes the cap allowing for unlimited awakened vessels.&lt;br /&gt;
&lt;br /&gt;
===Tier 3 - Combat Powers (15 Vessels)===&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Area of Effect spell that can induce a variety of effects on nearby foes, from a short stun, dropping their weapon, confusion or hallucinations.&lt;br /&gt;
&lt;br /&gt;
===Tier 4 (20 Vessels)===&lt;br /&gt;
=====Living Nightmares=====&lt;br /&gt;
Brings the target hive member&#039;s nightmares to life, causing them to be partially blinded, and chased by shadowy spectres.&lt;br /&gt;
=====Circadian Shift=====&lt;br /&gt;
Knocks down any people around you for a brief period of time, and disables cyborgs. The more people affected, the less time it lasts, down to a minimum of eight seconds. This power disables cyborgs for a much longer period of time than [[Assimilation#Induce Panic|Induce Panic]]. Enemy hiveminds shrug off the knockdown dramatically quicker.&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35727</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35727"/>
		<updated>2022-08-23T12:06:06Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Tier 2 (10 Vessels) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 - Crew manipulation powers (10 Vessels)===&lt;br /&gt;
=====Compell=====&lt;br /&gt;
Allows you to brainwash one of your vessels with a custom directive for three minutes, has a long cooldown. This is your bread and butter use this to get what you want from people, temporary allies for fights or as unwitting hitmen.&lt;br /&gt;
=====Concentrated Infiltration=====&lt;br /&gt;
Toggleable ability that allows us to assimilate mindshielded individuals, most of your powers will be useless against them but they will still count towards your vessel count.&lt;br /&gt;
=====Awaken Vessel=====&lt;br /&gt;
Can be used on someone you have an agressive grab on, turns the target into an Awakened Vessel, a permanent ally of yours (unless forcefully deconverted), you can have two of them at the start, integrations increase the cap by one. Asserting Dominance removes the cap allowing for unlimited awakened vessels.&lt;br /&gt;
&lt;br /&gt;
===Tier 3 (15 Vessels)===&lt;br /&gt;
=====Bruteforce=====&lt;br /&gt;
When activated, Assimilate Vessel will destroy mindshield implants on use but will stun for five seconds post-assimilation. If you&#039;re confident you won&#039;t immediately get caught, this can help counteract mass implanting as well as allow you to use officers as vessels. Once you achieve [[Assimilation#One Mind|One mind]], you are no longer stunned.&lt;br /&gt;
=====Mind Control=====&lt;br /&gt;
Takes full control of a vessel&#039;s body for 30 seconds as long as your body is undisturbed. Your ability to move is restricted to 14 tiles from the initial point of control, moving any further will cancel the control. If the vessel dies or falls asleep during this period so do you, so be careful. Can be cancelled at any time by recasting, and will partially refund the cost. While using Mind Control, [[Assimilation#Psychic Link|Psychic Link]] will not activate. If you attempt to mind control another hivemind, you will fail, and be notified that they were a hivemind.&lt;br /&gt;
=====Chaos Induction=====&lt;br /&gt;
Allows you to set a single, customizable objective for four random vessels of your hive. This power has one use.&lt;br /&gt;
===Tier 4 (20 Vessels)===&lt;br /&gt;
=====Living Nightmares=====&lt;br /&gt;
Brings the target hive member&#039;s nightmares to life, causing them to be partially blinded, and chased by shadowy spectres.&lt;br /&gt;
=====Circadian Shift=====&lt;br /&gt;
Knocks down any people around you for a brief period of time, and disables cyborgs. The more people affected, the less time it lasts, down to a minimum of eight seconds. This power disables cyborgs for a much longer period of time than [[Assimilation#Induce Panic|Induce Panic]]. Enemy hiveminds shrug off the knockdown dramatically quicker.&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35720</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35720"/>
		<updated>2022-08-08T15:50:16Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Tier 1 (5 Vessels) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 - Host vs Host (5 Vessels)===&lt;br /&gt;
====Integrate====&lt;br /&gt;
Used to syphon the powers of enemy hosts, being one step closer to asserting dominance, this is done by having an enemy host in a tier 3 grab and using the ability much like a changeling absorb would work, the victim is gibbed.&lt;br /&gt;
Upon completion grants +5 hive vessels and +1 maximum awakened vessels permanently, it is required to Integrate at least one other Host to assert Dominance.&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember for enemy Hives, if the target is a vessel of another Hive it shall be removed from that Hive granting you a tracking charge, if the target is a Hive Host it will be revealed to you.&lt;br /&gt;
=====Probe Mind=====&lt;br /&gt;
Low cooldown ability that checks for enemy Hive vessels or Hosts, warns you if the target is brainwashed or an awakened vessel.&lt;br /&gt;
&lt;br /&gt;
===Tier 2 (10 Vessels)===&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Deals stamina damage and induces a variety of negative effects to anybody in range of yourself. Incapacitates cyborgs for a very brief period of time.&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
===Tier 3 (15 Vessels)===&lt;br /&gt;
=====Bruteforce=====&lt;br /&gt;
When activated, Assimilate Vessel will destroy mindshield implants on use but will stun for five seconds post-assimilation. If you&#039;re confident you won&#039;t immediately get caught, this can help counteract mass implanting as well as allow you to use officers as vessels. Once you achieve [[Assimilation#One Mind|One mind]], you are no longer stunned.&lt;br /&gt;
=====Mind Control=====&lt;br /&gt;
Takes full control of a vessel&#039;s body for 30 seconds as long as your body is undisturbed. Your ability to move is restricted to 14 tiles from the initial point of control, moving any further will cancel the control. If the vessel dies or falls asleep during this period so do you, so be careful. Can be cancelled at any time by recasting, and will partially refund the cost. While using Mind Control, [[Assimilation#Psychic Link|Psychic Link]] will not activate. If you attempt to mind control another hivemind, you will fail, and be notified that they were a hivemind.&lt;br /&gt;
=====Chaos Induction=====&lt;br /&gt;
Allows you to set a single, customizable objective for four random vessels of your hive. This power has one use.&lt;br /&gt;
===Tier 4 (20 Vessels)===&lt;br /&gt;
=====Living Nightmares=====&lt;br /&gt;
Brings the target hive member&#039;s nightmares to life, causing them to be partially blinded, and chased by shadowy spectres.&lt;br /&gt;
=====Circadian Shift=====&lt;br /&gt;
Knocks down any people around you for a brief period of time, and disables cyborgs. The more people affected, the less time it lasts, down to a minimum of eight seconds. This power disables cyborgs for a much longer period of time than [[Assimilation#Induce Panic|Induce Panic]]. Enemy hiveminds shrug off the knockdown dramatically quicker.&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35719</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35719"/>
		<updated>2022-08-08T15:18:52Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Plane===&lt;br /&gt;
The Psychic Plane is a UI you can access via it&#039;s button on the top right of the screen, it shows any other Hivemind Hosts present, their Hive sizes, trackiing charges, awakened vessels and Integrations, use this to keep an eye on your enemies progress.&lt;br /&gt;
&lt;br /&gt;
The alternative use for the Psychic Plane is to use tracking charges in an attempt to locate another Hive, using a tracking charge will tell you the direction and approximate distance to your target.&lt;br /&gt;
&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 (5 Vessels)===&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember to activate a one-way [[Assimilation#Psychic_Link|psychic link]] between us and any other hosts that may own this vessel, as well as one between the other hosts and the vessel in question. Network Invasion will also improve the duration of any future psychic links by 10 seconds overall, and 30 seconds against the other hosts. Network Invasion can take a while, so ensure your target won&#039;t move.&lt;br /&gt;
=====Psychoreception=====&lt;br /&gt;
Scans the nearby area for anybody that currently has a psychic link with us or that we have a tracking bonus against. Helps you identify enemy hiveminds in crowded areas.&lt;br /&gt;
=====Reclaim=====&lt;br /&gt;
Affects adjacent hivemind hosts by dealing huge amounts of damage if they&#039;re unconscious, and gibbing them if they&#039;re in critical. Should you gib a host with this ability, you gain a global 30 second tracking bonus to any future [[Assimilation#Psychic_Link|psychic links]] as well as five vessels for the purposes of unlocking abilities.&lt;br /&gt;
===Tier 2 (10 Vessels)===&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Deals stamina damage and induces a variety of negative effects to anybody in range of yourself. Incapacitates cyborgs for a very brief period of time.&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
===Tier 3 (15 Vessels)===&lt;br /&gt;
=====Bruteforce=====&lt;br /&gt;
When activated, Assimilate Vessel will destroy mindshield implants on use but will stun for five seconds post-assimilation. If you&#039;re confident you won&#039;t immediately get caught, this can help counteract mass implanting as well as allow you to use officers as vessels. Once you achieve [[Assimilation#One Mind|One mind]], you are no longer stunned.&lt;br /&gt;
=====Mind Control=====&lt;br /&gt;
Takes full control of a vessel&#039;s body for 30 seconds as long as your body is undisturbed. Your ability to move is restricted to 14 tiles from the initial point of control, moving any further will cancel the control. If the vessel dies or falls asleep during this period so do you, so be careful. Can be cancelled at any time by recasting, and will partially refund the cost. While using Mind Control, [[Assimilation#Psychic Link|Psychic Link]] will not activate. If you attempt to mind control another hivemind, you will fail, and be notified that they were a hivemind.&lt;br /&gt;
=====Chaos Induction=====&lt;br /&gt;
Allows you to set a single, customizable objective for four random vessels of your hive. This power has one use.&lt;br /&gt;
===Tier 4 (20 Vessels)===&lt;br /&gt;
=====Living Nightmares=====&lt;br /&gt;
Brings the target hive member&#039;s nightmares to life, causing them to be partially blinded, and chased by shadowy spectres.&lt;br /&gt;
=====Circadian Shift=====&lt;br /&gt;
Knocks down any people around you for a brief period of time, and disables cyborgs. The more people affected, the less time it lasts, down to a minimum of eight seconds. This power disables cyborgs for a much longer period of time than [[Assimilation#Induce Panic|Induce Panic]]. Enemy hiveminds shrug off the knockdown dramatically quicker.&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35718</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35718"/>
		<updated>2022-08-08T15:03:58Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* Roundstart abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Link===&lt;br /&gt;
While not a power per se, hivemind hosts and former vessels can track people for a short period of time in certain situations as if they had a pinpointer. As a host becomes stronger, this ability becomes less sensitive. Using [[Assimilation#Network_Invasion|Network Invasion]] and [[Assimilation#Reclaim|Reclaim]] can boost the duration of your psychic links.&lt;br /&gt;
&lt;br /&gt;
If there are multiple valid tracking targets, the nearest and strongest is usually the one to be detected. The more powerful a hivemind host is and the larger their hive is, the easier they are to track and the less sensitive their own tracking abilities are. Using certain abilities such as [[Assimilation#Bruteforce|Bruteforce]], [[Assimilation#Mind Control|Mind Control]] and [[Assimilation#Medullary Failure|Medullary Failure]] also contribute to this gain.&lt;br /&gt;
*When a vessel is [[Security_items#Mindshield_Implant|mindshielded]], both the host and the vessel can track each other. The vessels&#039;s tracking is half a minute longer than an unboosted host&#039;s.&lt;br /&gt;
*When a host uses Network Invasion on another host&#039;s vessel, the invading host can track the other, while the other host can track the vessel.&lt;br /&gt;
*When a host assimilates another, both hosts can track each other after a couple of minutes.&lt;br /&gt;
*This does not work when using Mind Control.&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telepathic Currents=====&lt;br /&gt;
Allows anonymous communication with rival Hive Hosts for whatever purposes to deem. Be wary of the others, they are not your friends.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 (5 Vessels)===&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember to activate a one-way [[Assimilation#Psychic_Link|psychic link]] between us and any other hosts that may own this vessel, as well as one between the other hosts and the vessel in question. Network Invasion will also improve the duration of any future psychic links by 10 seconds overall, and 30 seconds against the other hosts. Network Invasion can take a while, so ensure your target won&#039;t move.&lt;br /&gt;
=====Psychoreception=====&lt;br /&gt;
Scans the nearby area for anybody that currently has a psychic link with us or that we have a tracking bonus against. Helps you identify enemy hiveminds in crowded areas.&lt;br /&gt;
=====Reclaim=====&lt;br /&gt;
Affects adjacent hivemind hosts by dealing huge amounts of damage if they&#039;re unconscious, and gibbing them if they&#039;re in critical. Should you gib a host with this ability, you gain a global 30 second tracking bonus to any future [[Assimilation#Psychic_Link|psychic links]] as well as five vessels for the purposes of unlocking abilities.&lt;br /&gt;
===Tier 2 (10 Vessels)===&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Deals stamina damage and induces a variety of negative effects to anybody in range of yourself. Incapacitates cyborgs for a very brief period of time.&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
===Tier 3 (15 Vessels)===&lt;br /&gt;
=====Bruteforce=====&lt;br /&gt;
When activated, Assimilate Vessel will destroy mindshield implants on use but will stun for five seconds post-assimilation. If you&#039;re confident you won&#039;t immediately get caught, this can help counteract mass implanting as well as allow you to use officers as vessels. Once you achieve [[Assimilation#One Mind|One mind]], you are no longer stunned.&lt;br /&gt;
=====Mind Control=====&lt;br /&gt;
Takes full control of a vessel&#039;s body for 30 seconds as long as your body is undisturbed. Your ability to move is restricted to 14 tiles from the initial point of control, moving any further will cancel the control. If the vessel dies or falls asleep during this period so do you, so be careful. Can be cancelled at any time by recasting, and will partially refund the cost. While using Mind Control, [[Assimilation#Psychic Link|Psychic Link]] will not activate. If you attempt to mind control another hivemind, you will fail, and be notified that they were a hivemind.&lt;br /&gt;
=====Chaos Induction=====&lt;br /&gt;
Allows you to set a single, customizable objective for four random vessels of your hive. This power has one use.&lt;br /&gt;
===Tier 4 (20 Vessels)===&lt;br /&gt;
=====Living Nightmares=====&lt;br /&gt;
Brings the target hive member&#039;s nightmares to life, causing them to be partially blinded, and chased by shadowy spectres.&lt;br /&gt;
=====Circadian Shift=====&lt;br /&gt;
Knocks down any people around you for a brief period of time, and disables cyborgs. The more people affected, the less time it lasts, down to a minimum of eight seconds. This power disables cyborgs for a much longer period of time than [[Assimilation#Induce Panic|Induce Panic]]. Enemy hiveminds shrug off the knockdown dramatically quicker.&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35717</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35717"/>
		<updated>2022-08-08T14:09:24Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Link===&lt;br /&gt;
While not a power per se, hivemind hosts and former vessels can track people for a short period of time in certain situations as if they had a pinpointer. As a host becomes stronger, this ability becomes less sensitive. Using [[Assimilation#Network_Invasion|Network Invasion]] and [[Assimilation#Reclaim|Reclaim]] can boost the duration of your psychic links.&lt;br /&gt;
&lt;br /&gt;
If there are multiple valid tracking targets, the nearest and strongest is usually the one to be detected. The more powerful a hivemind host is and the larger their hive is, the easier they are to track and the less sensitive their own tracking abilities are. Using certain abilities such as [[Assimilation#Bruteforce|Bruteforce]], [[Assimilation#Mind Control|Mind Control]] and [[Assimilation#Medullary Failure|Medullary Failure]] also contribute to this gain.&lt;br /&gt;
*When a vessel is [[Security_items#Mindshield_Implant|mindshielded]], both the host and the vessel can track each other. The vessels&#039;s tracking is half a minute longer than an unboosted host&#039;s.&lt;br /&gt;
*When a host uses Network Invasion on another host&#039;s vessel, the invading host can track the other, while the other host can track the vessel.&lt;br /&gt;
*When a host assimilates another, both hosts can track each other after a couple of minutes.&lt;br /&gt;
*This does not work when using Mind Control.&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Release Vessel=====&lt;br /&gt;
Removes a vessel from the hive. Has the same range as Assimilate, but works instantly.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telekinetic Hand=====&lt;br /&gt;
Summons a hand which allows you to perform unarmed combat at a range of three tiles away. Drop to remove the hand.&lt;br /&gt;
===Tier 1 (5 Vessels)===&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember to activate a one-way [[Assimilation#Psychic_Link|psychic link]] between us and any other hosts that may own this vessel, as well as one between the other hosts and the vessel in question. Network Invasion will also improve the duration of any future psychic links by 10 seconds overall, and 30 seconds against the other hosts. Network Invasion can take a while, so ensure your target won&#039;t move.&lt;br /&gt;
=====Psychoreception=====&lt;br /&gt;
Scans the nearby area for anybody that currently has a psychic link with us or that we have a tracking bonus against. Helps you identify enemy hiveminds in crowded areas.&lt;br /&gt;
=====Reclaim=====&lt;br /&gt;
Affects adjacent hivemind hosts by dealing huge amounts of damage if they&#039;re unconscious, and gibbing them if they&#039;re in critical. Should you gib a host with this ability, you gain a global 30 second tracking bonus to any future [[Assimilation#Psychic_Link|psychic links]] as well as five vessels for the purposes of unlocking abilities.&lt;br /&gt;
===Tier 2 (10 Vessels)===&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Deals stamina damage and induces a variety of negative effects to anybody in range of yourself. Incapacitates cyborgs for a very brief period of time.&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
===Tier 3 (15 Vessels)===&lt;br /&gt;
=====Bruteforce=====&lt;br /&gt;
When activated, Assimilate Vessel will destroy mindshield implants on use but will stun for five seconds post-assimilation. If you&#039;re confident you won&#039;t immediately get caught, this can help counteract mass implanting as well as allow you to use officers as vessels. Once you achieve [[Assimilation#One Mind|One mind]], you are no longer stunned.&lt;br /&gt;
=====Mind Control=====&lt;br /&gt;
Takes full control of a vessel&#039;s body for 30 seconds as long as your body is undisturbed. Your ability to move is restricted to 14 tiles from the initial point of control, moving any further will cancel the control. If the vessel dies or falls asleep during this period so do you, so be careful. Can be cancelled at any time by recasting, and will partially refund the cost. While using Mind Control, [[Assimilation#Psychic Link|Psychic Link]] will not activate. If you attempt to mind control another hivemind, you will fail, and be notified that they were a hivemind.&lt;br /&gt;
=====Chaos Induction=====&lt;br /&gt;
Allows you to set a single, customizable objective for four random vessels of your hive. This power has one use.&lt;br /&gt;
===Tier 4 (20 Vessels)===&lt;br /&gt;
=====Living Nightmares=====&lt;br /&gt;
Brings the target hive member&#039;s nightmares to life, causing them to be partially blinded, and chased by shadowy spectres.&lt;br /&gt;
=====Circadian Shift=====&lt;br /&gt;
Knocks down any people around you for a brief period of time, and disables cyborgs. The more people affected, the less time it lasts, down to a minimum of eight seconds. This power disables cyborgs for a much longer period of time than [[Assimilation#Induce Panic|Induce Panic]]. Enemy hiveminds shrug off the knockdown dramatically quicker.&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35716</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35716"/>
		<updated>2022-08-08T14:09:10Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Out of Rotation&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=&amp;lt;span style=&amp;quot;background-color:#DDAADD&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;[[File:Assimilate.png|32px]] &#039;&#039;&#039;Assimilation has been removed from the gamemode rotation. It remains fully functional in code.&#039;&#039;&#039; [[File:Assimilate.png|32px]]&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Assimilate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Hivemind Host&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever Mind Control gets you&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Assimilate the crew into your hive mind&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Hey, I got something to tell yo- okay never mind.&lt;br /&gt;
}}&lt;br /&gt;
The Hivemind Hosts are what their name suggests, the hosts of powerful hiveminds, that escaped during a recent containment breach and have been at large since. Very little is known about these creatures except that they have great psionic power, and can assimilate unprotected crew into the hivemind, using their minds as fuel for their powers and their bodies as vessels to manifest them through. If the true potential of their psionic power were to be unlocked, they could wreak havoc across the stars. Thankfully, intel suggests that the hosts were forcibly separated from the rest of their minds shortly before the breach, rendering them almost powerless. Now, they take the first steps towards growing back to their former glory, and the crew of Space Station 13 is their target!&lt;br /&gt;
==Getting started==&lt;br /&gt;
===Assimilation===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Assimilated crew (Vessels) are not antagonists, and are not loyal to you, nor are they converted to your side.&#039;&#039;&#039;&#039;&#039; Special circumstances my change this.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, Assimilation is the core mechanic of the Hivemind Host. It&#039;s a very simple process, click on the [[Assimilation#Assimilate_Vessel|Assimilate Vessel]] power within sight of a target (Closer is faster), select a target from the menu and stand still for however long it takes. Once that&#039;s done, congratulations, you have a vessel. If you failed for whatever reason (The target moved out of range, you got disrupted, or the target had a [[Security_items#Mindshield_Implant|Mindshield Implant]]) then don&#039;t worry, the power&#039;s cooldown is refunded and you can try again immediately. Assimilation &#039;&#039;&#039;is completely silent and undetectable&#039;&#039;&#039;, meaning it&#039;s safe to attempt whenever you want.&lt;br /&gt;
&lt;br /&gt;
Assimilating crew is the main way to gain power. The more vessels are in your hive, the more powers you unlock and the stronger some of them become.&lt;br /&gt;
===Objectives===&lt;br /&gt;
Hivemind hosts always have two objectives:&lt;br /&gt;
* Assimilate X crewmembers &#039;&#039;or&#039;&#039; Have X Assimilated crew escape alive on the shuttle &#039;&#039;or&#039;&#039; have the largest hive at round-end.&lt;br /&gt;
* Escape alive and free.&lt;br /&gt;
Sounds easy enough, right? Well...&lt;br /&gt;
===Other hivemind hosts and you===&lt;br /&gt;
As a hivemind host, it is incredibly unlikely that you will be the only one on the station. Other hosts may want to kill you, team up with you or simply not care, although the former is probably the most common reaction. Once a host has five vessels assimilated, they obtain [[Assimilation#Network_Invasion|Network Invasion]], which allows them to probe crewmembers for information. If the crewmember belongs to an enemy hive, they will be able to temporarily track the enemy host, who will be able to track their (former) vessel that just got hacked. If one host assimilates another, the assimilated one will be warned after a minute and boot themselves from their hive after another minute. The assimilating host will be able to track the assimilated for a short period of time, but if you&#039;re in that situation don&#039;t fret, they can&#039;t tell the difference from a vessel being hacked and a host booting themselves. For more information on tracking, see [[Assimilation#Psychic_Link|Psychic Link]]&lt;br /&gt;
&lt;br /&gt;
Hosts also obtain [[Assimilation#Reclaim|Reclaim]] at five vessels which will gib any adjacent hivemind hosts as well as granting five extra vessels for the purposes of unlocking abilities as long as they are in critical, something to watch out for when combined with Network Invasion.&lt;br /&gt;
==Hivemind Powers==&lt;br /&gt;
The host has plenty of psionic powers at their disposal that affect the minds of their victims. These powers are unlocked after obtaining a certain amount of vessels, and mostly affect the vessels themselves, but a few stronger powers may affect other people, or even the physical world. Even if you drop below the required hive size you still retain your powers, so once you have what you want, go wild.&lt;br /&gt;
===Psychic Link===&lt;br /&gt;
While not a power per se, hivemind hosts and former vessels can track people for a short period of time in certain situations as if they had a pinpointer. As a host becomes stronger, this ability becomes less sensitive. Using [[Assimilation#Network_Invasion|Network Invasion]] and [[Assimilation#Reclaim|Reclaim]] can boost the duration of your psychic links.&lt;br /&gt;
&lt;br /&gt;
If there are multiple valid tracking targets, the nearest and strongest is usually the one to be detected. The more powerful a hivemind host is and the larger their hive is, the easier they are to track and the less sensitive their own tracking abilities are. Using certain abilities such as [[Assimilation#Bruteforce|Bruteforce]], [[Assimilation#Mind Control|Mind Control]] and [[Assimilation#Medullary Failure|Medullary Failure]] also contribute to this gain.&lt;br /&gt;
*When a vessel is [[Security_items#Mindshield_Implant|mindshielded]], both the host and the vessel can track each other. The vessels&#039;s tracking is half a minute longer than an unboosted host&#039;s.&lt;br /&gt;
*When a host uses Network Invasion on another host&#039;s vessel, the invading host can track the other, while the other host can track the vessel.&lt;br /&gt;
*When a host assimilates another, both hosts can track each other after a couple of minutes.&lt;br /&gt;
*This does not work when using Mind Control.&lt;br /&gt;
===Roundstart abilities===&lt;br /&gt;
=====Assimilate Vessel=====&lt;br /&gt;
Adds a target within seven tiles to the hive after a short second channelling period. Time to assimilate varies depending on distance, taking one second when on top of the target and around 15 when a screen&#039;s width away. Doesn&#039;t work against mindshielded crew, and can be interrupted if you move or they leave the range. A person can be assimilated by multiple hiveminds, a person being in one hive does not prevent others from assimilating them.&lt;br /&gt;
=====Release Vessel=====&lt;br /&gt;
Removes a vessel from the hive. Has the same range as Assimilate, but works instantly.&lt;br /&gt;
=====Hive Sight=====&lt;br /&gt;
Allows you to see through the eyes and hear through the ears of any vessel. Comes in handy for keeping tabs on your vessels, especially if you want to hit them with a remote power.&lt;br /&gt;
=====Neural Shock=====&lt;br /&gt;
Momentarily knock down, shortly blind and mute, and deafen a person you can see. Non-hive members have reduced effect duration.&lt;br /&gt;
=====Telekinetic Hand=====&lt;br /&gt;
Summons a hand which allows you to perform unarmed combat at a range of three tiles away. Drop to remove the hand.&lt;br /&gt;
===Tier 1 (5 Vessels)===&lt;br /&gt;
=====Network Invasion=====&lt;br /&gt;
Probes the mind of an adjacent crewmember to activate a one-way [[Assimilation#Psychic_Link|psychic link]] between us and any other hosts that may own this vessel, as well as one between the other hosts and the vessel in question. Network Invasion will also improve the duration of any future psychic links by 10 seconds overall, and 30 seconds against the other hosts. Network Invasion can take a while, so ensure your target won&#039;t move.&lt;br /&gt;
=====Psychoreception=====&lt;br /&gt;
Scans the nearby area for anybody that currently has a psychic link with us or that we have a tracking bonus against. Helps you identify enemy hiveminds in crowded areas.&lt;br /&gt;
=====Reclaim=====&lt;br /&gt;
Affects adjacent hivemind hosts by dealing huge amounts of damage if they&#039;re unconscious, and gibbing them if they&#039;re in critical. Should you gib a host with this ability, you gain a global 30 second tracking bonus to any future [[Assimilation#Psychic_Link|psychic links]] as well as five vessels for the purposes of unlocking abilities.&lt;br /&gt;
===Tier 2 (10 Vessels)===&lt;br /&gt;
=====Induce Panic=====&lt;br /&gt;
Deals stamina damage and induces a variety of negative effects to anybody in range of yourself. Incapacitates cyborgs for a very brief period of time.&lt;br /&gt;
=====Repair Protocol=====&lt;br /&gt;
Deals minor brain damage to vessels to heal brain, brute, burn, stamina, and clone damage rather quickly. Moving interrupts this.&lt;br /&gt;
=====Telekinetic Field=====&lt;br /&gt;
Creates a psionic forcefield, similar to a wizard&#039;s forcewall but larger and lasting less time. This blocks projectiles, and if you stay in the middle, people on the outside cannot reach you with their weapons, but this power will clearly out you as a hivemind.&lt;br /&gt;
===Tier 3 (15 Vessels)===&lt;br /&gt;
=====Bruteforce=====&lt;br /&gt;
When activated, Assimilate Vessel will destroy mindshield implants on use but will stun for five seconds post-assimilation. If you&#039;re confident you won&#039;t immediately get caught, this can help counteract mass implanting as well as allow you to use officers as vessels. Once you achieve [[Assimilation#One Mind|One mind]], you are no longer stunned.&lt;br /&gt;
=====Mind Control=====&lt;br /&gt;
Takes full control of a vessel&#039;s body for 30 seconds as long as your body is undisturbed. Your ability to move is restricted to 14 tiles from the initial point of control, moving any further will cancel the control. If the vessel dies or falls asleep during this period so do you, so be careful. Can be cancelled at any time by recasting, and will partially refund the cost. While using Mind Control, [[Assimilation#Psychic Link|Psychic Link]] will not activate. If you attempt to mind control another hivemind, you will fail, and be notified that they were a hivemind.&lt;br /&gt;
=====Chaos Induction=====&lt;br /&gt;
Allows you to set a single, customizable objective for four random vessels of your hive. This power has one use.&lt;br /&gt;
===Tier 4 (20 Vessels)===&lt;br /&gt;
=====Living Nightmares=====&lt;br /&gt;
Brings the target hive member&#039;s nightmares to life, causing them to be partially blinded, and chased by shadowy spectres.&lt;br /&gt;
=====Circadian Shift=====&lt;br /&gt;
Knocks down any people around you for a brief period of time, and disables cyborgs. The more people affected, the less time it lasts, down to a minimum of eight seconds. This power disables cyborgs for a much longer period of time than [[Assimilation#Induce Panic|Induce Panic]]. Enemy hiveminds shrug off the knockdown dramatically quicker.&lt;br /&gt;
==One Mind==&lt;br /&gt;
If a hivemind host manages to reach 15 vessels, and has at least 20 more vessels than any other hivemind host(For every host killed by Reclaim, this requirement goes down by five vessels) then they unlock the power of the &#039;&#039;&#039;One Mind&#039;&#039;&#039;. Should they opt to use it, everybody on the station will hear a strange noise as the vessels temporarily black out. After this brief period, the vessels will wake up, this time glowing pink and fully connected to the hive mind&#039;s host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:One_Mind_Vessels.png]]&lt;br /&gt;
&lt;br /&gt;
You see these bastards?&lt;br /&gt;
&lt;br /&gt;
They&#039;re definitely no ascendants, but their sheer numbers and undying loyalty to the host make them a menace either way. The only power these vessels gain is a hive chat, but that&#039;s enough for them to easily coordinate their hordes. The host also gains a pink aura letting him blend in with the vessels, as well as a bunch of immunities to things such as stuns, sleep and hunger. While it&#039;s possible to kill an awoken host given that they&#039;re far easier to track than before, with their legion of goons, unstunability, and slew of defensive powers, it&#039;s a herculean task. For the host, it is time to savour your victory. As soon as you can, give your vessels some orders, whether it be to bring you people to assimilate or to raid hostile departments. You &#039;&#039;could&#039;&#039; tell them to kill everybody, but that&#039;s no fun, and besides, more corpses means less people to assimilate. Either way, unless you managed to unlock this &#039;&#039;way&#039;&#039; too early, with some effort on your part the One Mind will leave you as the uncontested ruler of the station. Have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;Should you reach strengths far beyond your peers, and should your hive be large enough, you may unlock the true power of the One Mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who are our vessels will become One with Us, as we will become One with Them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As for those who are not, they shall be shown the true terror of the word Hivemind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O͍͙̞͞͝n̴̡͓̭͖̙̠͍̞͝e̵̛̤ ̴̧̬̘͕͕ͅͅo̡͓̫f̗̯͖͜͡ ̨̛̟͈̟̟͇̘̘͕ú̹̻͓̤̻̬̭s͚̺.͕͎͚͜ ̦͉̮̫̹̜̜͉ͅO̟͇̹̼̹̝̙͡ṇ̨̻̦̀ę̲͔͇̜͢ ҉̶͔͚ó̴̬̗̤̺͙f̟̞̫́͟ ͉̱̘ṷ̙̣͓̝͙̦͢͞s̶̺͎̦̗̭̤̯ͅ.͚͓̼͞&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth is important!&#039;&#039;&#039;&#039;&#039; Your first new set of combat abilities are a last resort, and not for you to rush head-first into battle with. The moment the crew finds out about hiveminds is the moment the mindshields come out, constantly chipping away at your progress and allowing Security to hunt you down much more easily.&lt;br /&gt;
*Start assimilating early, the bigger your hive the better! Losing vessels can weaken existing powers, hamper your attempts to unlock new ones, or cause you to fail your objectives, so having a surplus of vessels is never a bad idea.&lt;br /&gt;
*Try getting as close as possible without arousing suspicion before you begin assimilating, as it cuts down the time it takes significantly.&lt;br /&gt;
*Once you reach five vessels you are given the tools to hunt down other hivemind hosts, as Network Invasion lets you track down hosts while Reclaim lets you finish them off while unlocking the next set of powers. Host hunting also grants extra time to your psychic links, something that helps a lot when trying to evade Security or enemy hosts that may be after you.&lt;br /&gt;
*That being said, don&#039;t neglect assimilation, as many of your powers benefit from having a plethora of people to use them on. Powers based on hive size are &#039;&#039;not&#039;&#039; affected by the bonuses granted by Reclaim, meaning that your strength suffers in some areas.&lt;br /&gt;
*If you know someone is after you but your psychic link ran out, [[Assimilation#Psychoreception|Psychoreception]] can give you a rough estimate of where they are.&lt;br /&gt;
*Be careful when it comes to getting in fights. You can easily dispatch of any rogue vessels, but you have very little strength or survivability otherwise. Circadian Shift, and to a lesser extent Induce Panic, are your only reliable methods of getting out of a jam.&lt;br /&gt;
*You have plenty of tools to fight via proxy, once you reach 15 vessels Mind Control and Chaos Induction can easily be used for this purpose.&lt;br /&gt;
*If you want to kill an enemy host after having confirmed their identity, a good way is to assimilate them and then act within the two minute timeframe you get before they&#039;re booted.&lt;br /&gt;
*Reclaim is a powerful weapon, if an enemy host is unconscious even for a few seconds, you can send them into critical instantly. Whether you finish them off then and there or wait for it to recharge and claim the bonus is up to you.&lt;br /&gt;
*Death releases all your vessels, try not to die even if you know you&#039;ll get revived.&lt;br /&gt;
*Avoid getting implanted at all costs as a host, as it will reveal your identity immediately.&lt;br /&gt;
*Don&#039;t be afraid to kill problematic vessels, especially if they get in your way.&lt;br /&gt;
*With the [[Assimilation#One_Mind|One Mind]] unlocked, stealth is not an option, but with a modest set of immunities and the newfound loyalty of your vessels, you&#039;re free to do whatever you please without much fear of repercussions. That being said, you&#039;re not invincible, and what remains of Security and the other hosts will most likely be after you in full force.&lt;br /&gt;
===Tips for Security===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vessels are not antagonists&#039;&#039;&#039;&#039;&#039; unless they are under the effects of [[Assimilation#Mind_Control|mind control]] or [[Assimilation#Chaos_Induction|Chaos Induction]], and in most cases should not be treated as such. While it is acceptable to kill in self-defence, as Security you are heavily encouraged to implant them instead. Once the [[Assimilation#One_Mind|One Mind]] is in play, feel free to disregard this advice.&lt;br /&gt;
*Mindshielding an assimilated crewmember will immediately free them from the hivemind, and will give them a pinpointer leading to the host&#039;s location. This is temporary, so use it to track the antagonists while you can!&lt;br /&gt;
*Keep an eye out for unimplanted officers! An assimilated officer is a deadly attack vector that should be restrained and implanted as soon as possible.&lt;br /&gt;
*As the HoS or Warden, if you have spare implants, consider implanting heads of staff once you&#039;ve found evidence of hivemind hosts amongst the crew. The last thing you want is the HoP handing out all access because he&#039;s been mind controlled!&lt;br /&gt;
*While implanting everybody may seem like a good idea, implants should be saved for when an officer or two is ready to escort the crewmember towards the psychic link, and hopefully capture the hivemind host.&lt;br /&gt;
*Cargo is your friend. Extra mindshield implants are almost a necessity once the hives start picking up steam, and should the One Mind enter the playing field, you&#039;ll need all the weapons you can get.&lt;br /&gt;
*As an officer, if you catch them early, you can beat a hivemind host with ease. However, once they start gaining more powers, things can get out of hand unless you take them on as a team. Induce Panic can potentially end a fight, Telekinetic Field almost guarantees an escape, Chaos Induction will create more antagonists you&#039;ll have to handle, and while officers are normally immune to assimilation, Bruteforce renders them just as vulnerable as normal crew. However, the deadliest power by far is Circadian Shift, and is almost a guaranteed kill on a lone officer. Once the hosts are in their endgame, stick together!&lt;br /&gt;
*Implanting still works even if the [[Assimilation#One_Mind|One Mind]] has awoken, and the tracker lasts for far longer than usual! You may want to bring some crowd control tools and some lethals, as the host is immune to stuns while and can blend in easily with their posse of vessels.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35715</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35715"/>
		<updated>2022-08-08T14:08:29Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=AI_Upload&amp;diff=35714</id>
		<title>AI Upload</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=AI_Upload&amp;diff=35714"/>
		<updated>2022-08-08T14:08:08Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;BoxStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
  |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
|name=AI Upload&lt;br /&gt;
 |image=AI_Upload.png|thumb&lt;br /&gt;
 |department=Command&lt;br /&gt;
 |exits=North to [[Bridge]]&lt;br /&gt;
 |purpose=Houses the AI Upload.&lt;br /&gt;
 |access=AI Upload&lt;br /&gt;
 |contents=Upload Console&#039;s and boards&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Research Director]]&lt;br /&gt;
 |description=The room where the AI&#039;s laws can be changed.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=--&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
You make modifications to the AI laws here, by using [[AI_modules|AI modules]]. You can also upload laws to independent Cyborgs from the Cyborg Upload Computer. You upload a law to an AI by first acquiring the upload key by extracting it from the Robotics console in the RD office then grabbing an AI module of the type you want. Some AI modules (such as Freeform) can be used in hand to get a prompt where you can modify details of the law before uploading it. Then click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with an empty hand to make it cycle targets between available [[AI|AI&#039;s]]. Lastly, click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with the AI module in your active hand to instantly upload the law.&lt;br /&gt;
&lt;br /&gt;
The Core and High-Risk circuit boards are kept in a more secure location behind glass doors that only those with Captain&#039;s Quarters access can open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is cramped inside, and filled with energy gun turrets. The turrets and airlocks require AI upload access to control. If you do not disable the energy turrets before entering, you will be either shot with stun, or laser bolts (dependent on the current settings). Also present is a wall mounted flasher, which the AI can activate to disable intruders and a motion sensitive camera.&lt;br /&gt;
&lt;br /&gt;
This chamber is one of the most secure areas on station. Breaking into or trespassing in here is justification for permanent incarceration. Both AIs and security are advised to keep a close eye on this room.&lt;br /&gt;
&lt;br /&gt;
When resetting a corrupted AI, remember to disable the cameras that can see the turret control panel.&lt;br /&gt;
&lt;br /&gt;
When dealing with a rogue or malfunctioning AI, this chamber is useless to halt the AI&#039;s actions (as it only has to follow its law zero).&lt;br /&gt;
&lt;br /&gt;
By default, AI Upload is only accessible by the HoP, RD and Captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MetaStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
  |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
|name=AI Upload&lt;br /&gt;
 |image=aiuploadMETA.png&lt;br /&gt;
 |big_image=[[aiuploadMETA.png]]&lt;br /&gt;
 |department=Command&lt;br /&gt;
 |exits=South to Central Primary Hallway&lt;br /&gt;
 |purpose=Houses the AI Upload.&lt;br /&gt;
 |access=AI Upload&lt;br /&gt;
 |contents=Upload Console&#039;s and boards&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Research Director]]&lt;br /&gt;
 |description=The room where the AI&#039;s laws can be changed.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=--&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
You make modifications to the AI laws here, by using [[AI_modules|AI modules]]. You can also upload laws to independent Cyborgs from the Cyborg Upload Computer. You upload a law to an AI by first acquiring the upload key by extracting it from the Robotics console in the RD office then grabbing an AI module of the type you want. Some AI modules (such as Freeform) can be used in hand to get a prompt where you can modify details of the law before uploading it. Then click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with an empty hand to make it cycle targets between available [[AI|AI&#039;s]]. Lastly, click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with the AI module in your active hand to instantly upload the law.&lt;br /&gt;
&lt;br /&gt;
The Core and High-Risk circuit boards are kept in a more secure location behind glass doors that only those with Captain&#039;s Quarters access can open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is cramped inside, and filled with energy gun turrets. The turrets and airlocks require AI upload access to control. If you do not disable the energy turrets before entering, you will be either shot with stun, or laser bolts (dependent on the current settings). Also present is a wall mounted flasher, which the AI can activate to disable intruders and a motion sensitive camera.&lt;br /&gt;
&lt;br /&gt;
This chamber is one of the most secure areas on station. Breaking into or trespassing in here is justification for permanent incarceration. Both AIs and security are advised to keep a close eye on this room.&lt;br /&gt;
&lt;br /&gt;
When resetting a corrupted AI, remember to disable the cameras that can see the turret control panel.&lt;br /&gt;
&lt;br /&gt;
When dealing with a rogue or malfunctioning AI, this chamber is useless to halt the AI&#039;s actions (as it only has to follow its law zero).&lt;br /&gt;
&lt;br /&gt;
By default, AI Upload is only accessible by the HoP, RD and Captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PubbyStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
  |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
|name=AI Upload&lt;br /&gt;
 |image=PubbyUpload.png&lt;br /&gt;
 |big_image=[[PubbyUpload.png]]&lt;br /&gt;
 |department=Command&lt;br /&gt;
 |exits=North to [[Bridge]].&lt;br /&gt;
 |purpose=Houses the AI Upload.&lt;br /&gt;
 |access=AI Upload&lt;br /&gt;
 |contents=Upload Console&#039;s and boards&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Research Director]]&lt;br /&gt;
 |description=The room where the AI&#039;s laws can be changed.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=--&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
You make modifications to the AI laws here, by using [[AI_modules|AI modules]]. You can also upload laws to independent Cyborgs from the Cyborg Upload Computer. You upload a law to an AI by first acquiring the upload key by extracting it from the Robotics console in the RD office then grabbing an AI module of the type you want. Some AI modules (such as Freeform) can be used in hand to get a prompt where you can modify details of the law before uploading it. Then click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with an empty hand to make it cycle targets between available [[AI|AI&#039;s]]. Lastly, click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with the AI module in your active hand to instantly upload the law.&lt;br /&gt;
&lt;br /&gt;
The Core and High-Risk circuit boards are kept in a more secure location behind glass doors that only those with Captain&#039;s Quarters access can open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is cramped inside, and filled with energy gun turrets. The turrets and airlocks require AI upload access to control. If you do not disable the energy turrets before entering, you will be either shot with stun, or laser bolts (dependent on the current settings). Also present is a wall mounted flasher, which the AI can activate to disable intruders and a motion sensitive camera.&lt;br /&gt;
&lt;br /&gt;
This chamber is one of the most secure areas on station. Breaking into or trespassing in here is justification for permanent incarceration. Both AIs and security are advised to keep a close eye on this room.&lt;br /&gt;
&lt;br /&gt;
When resetting a corrupted AI, remember to disable the cameras that can see the turret control panel.&lt;br /&gt;
&lt;br /&gt;
When dealing with a rogue or malfunctioning AI, this chamber is useless to halt the AI&#039;s actions (as it only has to follow its law zero).&lt;br /&gt;
&lt;br /&gt;
By default, AI Upload is only accessible by the HoP, RD and Captain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;FlandStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
  |headerbgcolor=#334e6d&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=lightblue&lt;br /&gt;
|name=AI Upload&lt;br /&gt;
 |image=FlandAIUpload.png&lt;br /&gt;
 |big_image=[[FlandAIUpload.png]]&lt;br /&gt;
 |department=Command&lt;br /&gt;
 |exits=South West to the Hallway, North West to [[Bridge]].&lt;br /&gt;
 |purpose=Houses the AI Upload.&lt;br /&gt;
 |access=AI Upload&lt;br /&gt;
 |contents=Upload Console&#039;s and boards&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Research Director]]&lt;br /&gt;
 |description=The room where the AI&#039;s laws can be changed.&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=--&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
On FlandStation, the AI chamber is adjacent to the Upload room and can be accessed through the airlock on the right. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You make modifications to the AI laws here, by using [[AI_modules|AI modules]]. You can also upload laws to independent Cyborgs from the Cyborg Upload Computer. You upload a law to an AI by first acquiring the upload key by extracting it from the Robotics console in the RD office then grabbing an AI module of the type you want. Some AI modules (such as Freeform) can be used in hand to get a prompt where you can modify details of the law before uploading it. Then click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with an empty hand to make it cycle targets between available [[AI|AI&#039;s]]. Lastly, click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with the AI module in your active hand to instantly upload the law.&lt;br /&gt;
&lt;br /&gt;
The Core and High-Risk circuit boards are kept in a more secure location behind glass doors that only those with Captain&#039;s Quarters access can open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is cramped inside, and filled with energy gun turrets. The turrets and airlocks require AI upload access to control. If you do not disable the energy turrets before entering, you will be either shot with stun, or laser bolts (dependent on the current settings). Also present is a wall mounted flasher, which the AI can activate to disable intruders and a motion sensitive camera.&lt;br /&gt;
&lt;br /&gt;
This chamber is one of the most secure areas on station. Breaking into or trespassing in here is justification for permanent incarceration. Both AIs and security are advised to keep a close eye on this room.&lt;br /&gt;
&lt;br /&gt;
When resetting a corrupted AI, remember to disable the cameras that can see the turret control panel.&lt;br /&gt;
&lt;br /&gt;
When dealing with a rogue or malfunctioning AI, this chamber is useless to halt the AI&#039;s actions (as it only has to follow its law zero).&lt;br /&gt;
&lt;br /&gt;
By default, AI Upload is only accessible by the HoP, RD and Captain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Captain&amp;diff=35713</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Captain&amp;diff=35713"/>
		<updated>2022-08-08T14:06:00Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Updates uploading portion to include upload codes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|img = Captain action.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and [[Nanotrasen]] Officials&lt;br /&gt;
|duties = Be responsible for the station, manage your [[Heads of Staff]], [[Beyond the impossible|Keep the crew alive]], be prepared to do anything and everything or die horribly trying.&lt;br /&gt;
|guides = [[Chain of Command]], [[Space Law]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
|quote = I don&#039;t care what they call me back on the station, I&#039;m not a traitor. I&#039;m a man of principles and standards. And if lives get in the way of those principles, so be it! I&#039;d say I&#039;m the better man here. Once they called me captain. But, once it&#039;s all said and done, I&#039;ll be a hero.&lt;br /&gt;
}}&lt;br /&gt;
[[File:CaptainsQuartersSmall.png|300px|thumb|alt=Captain&#039;s Quarters|[[Captains Quarters|Your personal office and quarters]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are the Captain, the top of the [[Chain of Command]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039;&lt;br /&gt;
* You should have an understanding of what is expected of all Command Staff jobs. &lt;br /&gt;
* Secure and protect the [[Nuclear Authentication Disk]] and the Captain&#039;s Spare ID. &lt;br /&gt;
* In the absence of a [[Head of Personnel]] it will be up to you to assign and re-assign crew to appropriate positions on the station and to appoint heads to departments lacking one. &lt;br /&gt;
* It is your duty to ensure the stability and productivity of the station, as well as carrying out directives from [[CentCom]].&lt;br /&gt;
==Howdy, Skipper!==&lt;br /&gt;
===[[File:Id_gold.png|32px|]] Being a Captain – Basics===&lt;br /&gt;
[[File:Bridge_small.png|thumb|300px|alt=Bridge|The [[Bridge]]]]&lt;br /&gt;
The Captain has [[Captains Quarters|spacious quarters]], complete with an [[Arcade Machine|arcade machine]], ID computer and Communications console, a [[High-risk_items#Jet_Pack|Jetpack]], a [[High-risk_items#Hand_teleporter|hand teleporter]], the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]], an SSU with a spaceworthy suit of armor and helmet, an energy gun, and a pressurized and humidity controlled display case with your pride and joy, an [[High-risk_items#Captain.27s_Antique_Laser_Gun|antique laser gun]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably best to leave the gun where it is, as the case has been outfitted with a handy anti-theft system. A [[Clown|dirty criminal]] might run up, slip you, and take it after all.&lt;br /&gt;
&lt;br /&gt;
There is also a locked wooden box in your office filled with medals. These can be awarded to your crew to commend them for exemplary service.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, take your spare ID &#039;&#039;&#039;and nuclear authentication disk&#039;&#039;&#039; and put them in your backpack. If you&#039;ve done that, you&#039;ve done half your job already. If you&#039;re feeling particularly vulnerable, give your [[pinpointer]] to the Head of Security. After this, walk around the station and command people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to Head of Staff Equipment#The Captain|Have a look at all your unique equipment here.]]&#039;&#039;&#039;&lt;br /&gt;
===Head of Heads===&lt;br /&gt;
When you’re not fighting Revolutionaries, Traitors, Syndicates, and Wizards, you are monitoring the crew. You are at the top of the food chain, and possess the ultimate authority over everyone and everything on your station.&lt;br /&gt;
&lt;br /&gt;
You are the Judge, the final word, the Big Guy. You have the ultimate veto power over all matters and are the only person who can authorize an execution without a trial. Anyone who questions your authority can technically be tried for mutiny. There really is no way to tell you exactly how to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind: &lt;br /&gt;
#&#039;&#039;&#039;Do not involve yourself when there is somebody else available to do the job.&#039;&#039;&#039; Why have a [[Head of Security]] if you&#039;re going to involve yourself in every security matter? If there isn&#039;t a head for a specific department, promote a new one. It will make your life so much easier.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; You should never have to do any manual task yourself. If someone says &#039;Captain, there&#039;s a plasma leak!&#039; then you should order your [[Chief Engineer]] to fix it. Do not attempt to fix it yourself, as you will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the [[Chain of Command]].&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision-making process as they are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Stay alert.&#039;&#039;&#039; You have a big target on your back. It is likely you&#039;ll be a prime Traitor target just for your all-access ID. With this in mind, you may want to spend a fair bit of time lounging in the security of the [[Bridge]].&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a murder spree and the occasional aftermath of an Armageddon against the station, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
===[[File:Circuitboard.png|32px]] Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly.&lt;br /&gt;
&lt;br /&gt;
In order to do so you first need to extract the upload key from the robotics console in the RD Office, you will need to input it to effect any law changes. &lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programmed them to be sensitive to law changes. Besides, Nanotrasen wouldn&#039;t want another SHODAN fiasco happening again.&lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you upload a shitty/traitorish law &#039;KILL ALL HUMANS&#039; or &#039;ONLY [Your name] IS HUMAN&#039;, people will likely form a lynch mob.&lt;br /&gt;
&lt;br /&gt;
===[[File:NTlogo.png|32px]] Those Assholes From Corporate===&lt;br /&gt;
With your fancy title, medals, and luxurious excesses it&#039;s easy to forget that there is an outside, [[Admin|higher power]] scrutinizing your every move. &lt;br /&gt;
&lt;br /&gt;
Contact with [[Central Command]] may be few and far between, but you&#039;re expected to follow any directives issued by them. CentCom will usually issue directives and updates on activities in your sector through the Communications Console located on the Bridge and your office.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unlucky, you might have to deal with a visit from a [[CentCom Official]]. Official visits vary from standard performance reviews, internal investigations, or some other kind of corporate meddling. Whatever the case may be, it is important that you try and keep the Official happy throughout their visit. If all else fails, just make sure you can&#039;t be blamed for anything that goes wrong. &lt;br /&gt;
&lt;br /&gt;
However, keep in mind that you still hold authority over any Officials on your station. That is, as long as you&#039;re still the legitimate Captain. If you piss off the wrong guy you might find yourself relieved of command. If the official is causing trouble, though, you are well within your right to have them arrested, and then contact THEIR superior with a complaint.&lt;br /&gt;
&lt;br /&gt;
If you somehow really piss both them and the crew off, do start worrying. Many a Captain has been [[Station Goals#Bluespace Artillery|vaporized in their own Quarters]] for acting like a complete [[Clown|lunatic]].&lt;br /&gt;
&lt;br /&gt;
Contacting CentCom on your own is possible through the use of Communications Consoles, but unless the transmission is urgent it will likely get caught up for weeks in CentCom&#039;s notorious bureaucracy. Even then, it&#039;ll be a crapshoot.&lt;br /&gt;
===[[File:Nuke.gif|32px]] Abandoning Ship===&lt;br /&gt;
&#039;&#039;&#039;You are ultimately responsible for the station.&#039;&#039;&#039; It is not uncommon for Captains to be court-martialled or even executed if he or she should decide to abandon their ship, regardless of condition. As they hold the ultimate responsibility for the station and its crew, losing them could likely be perceived by your superiors as desertion, mutiny and/or sedition.&lt;br /&gt;
&lt;br /&gt;
So keep this in mind when you are facing disaster. Permit no evacuations without your explicit authorization. &#039;&#039;&#039;&amp;lt;u&amp;gt;You should be doing your utmost in keeping the station up and running&#039;&#039;&#039;&amp;lt;/u&amp;gt; --lest you go down with the ship, either one way or the other.&lt;br /&gt;
==[[File:Light Bulb.png]]Tips==&lt;br /&gt;
* As Captain, you should always be carrying the Nuke Disk, if you don&#039;t people will laugh at/lynch you.&lt;br /&gt;
* The Nuke Disk can fit in a wallet. Now the operatives have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, in a backpack full of boxes, on the AI sat.&lt;br /&gt;
* Never, NEVER, put the Nuke Disk into your safe. Anyone who needs to steal it WILL be able to easily steal it with an emag or similar.&lt;br /&gt;
* Don&#039;t go nuts and run off by yourself. You&#039;re not a one-man army, and no one else on the station has your level of access, rushing head along into a Medbay Cult, only to discover the rest of security doesn&#039;t have access to follow through the front doors to help you, can quickly lead to disaster.&lt;br /&gt;
*As Captain, you should pay attention to the needs and complaints of the crew and Heads of Department, use this to better coordinate departments. Remember that your job is not just gear and power. If, for example, there is radio chatter about Security performing poorly, you should look into it&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
The only person with more potential to fuck things up than you is the AI, and they’re probably not going to do that. So watch your step, your back, and your crew, or you may just end up floating through space wondering why your Oxygen tank is filled with plasma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a special note&#039;&#039;&#039;, the [[Administrators|gods]] tend to notice the actions of the captain quite a bit more often than they do [[chaplain|anyone]] [[clown|else]].&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Chain_of_Command&amp;diff=35331</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Chain_of_Command&amp;diff=35331"/>
		<updated>2022-05-07T11:42:58Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys is acting like a shitter, don&#039;t hesitate to banish them from your department.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Make sure your heads are doing their jobs and give them a massive fucking if they fuck up. Figure out what needs to be done and delegate. Don&#039;t leave the nuke disk on your table or people will laugh at you. On rounds with serve lack of population you may have to take over roles that other crew or command may not have access to (such as setting up the SM when there&#039;s nobody in engineering).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost &amp;lt;s&amp;gt;every syndicate scumbag&amp;lt;/s&amp;gt; everyone. Expect many attempts to be made on your life for these things.&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things (make sure he gets all the bounties that can be acquired from the civil department for instance), and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs. Take over the captain&#039;s duties when he is murdered/goes missing/never shows up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. People may attempt to kill you for refusing their ID requests.&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Space Law and standard operating procedures, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; All the services that the science department offers, including: xenobiology, upgrades, robotics, nanites, experimonitor, toxins, R&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station. Make sure your underlings aren&#039;t slacking off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded, check on them from time to time. The [[AI|Doorknob]] may attempt to murder you if they are rogue due to your ability to shutdown/destroy their [[Cyborg|minions]]. Miners may also die from their line of work and it may be science&#039;s time to take over if nobody else wants to be conscripted into mining.&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. [[Malfunction|How to deconstruct an APC.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Make sure your underlings are setting up the SM or your entire department will be demoted and murdered. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed. Engineering will also be responsible for setting up shield satellites in the event that meteors have been detected.&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Some people are completely stupid and won&#039;t max their suit sensors even if they aren&#039;t a traitor, if these people die make fun of them over comms so they won&#039;t do it again. Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments. Your hypospray is also a target for many antagonists, keep it safe and secure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests. Find ways to make money for the cargo budget.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide. People telling you that you&#039;re not a &amp;quot;real head&amp;quot;, and it hurts because they&#039;re right.&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &#039;&#039;&#039;Don&#039;t leave.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills. At least a basic understanding of all crew roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you. This normally involves checking if all departments are doing their job.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. &#039;&#039;&#039;Obey.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip! Woof woof!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance. Be the best crewmember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over. You may also be a target of ransoming.&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
== Chain of command ==&lt;br /&gt;
The chain of command goes as follows.&lt;br /&gt;
&lt;br /&gt;
Captain -&amp;gt; Head of Personel -&amp;gt; Research Director-&amp;gt; Chief Engineer -&amp;gt; Chief Medical Officer -&amp;gt; Head of Security&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain of command determines who becomes the acting captain if one is not present, as well as succession should the captain die. &lt;br /&gt;
&lt;br /&gt;
A head may choose to pass his duty as acting captain to anyone lower in the chain if they cannot fulfill their duties. &#039;&#039;&#039;You may not pass the duty of acting captain to a non-command member.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35302</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35302"/>
		<updated>2022-05-04T12:00:10Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===[[File:Circuitboard.png|32px]] Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly.&lt;br /&gt;
&lt;br /&gt;
In order to do so you first need to extract the upload key from the robotics console in the RD Office, you will need to input it to effect any law changes. &lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programmed them to be sensitive to law changes. Besides, Nanotrasen wouldn&#039;t want another SHODAN fiasco happening again.&lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you upload a shitty/traitorish law &#039;KILL ALL HUMANS&#039; or &#039;ONLY [Your name] IS HUMAN&#039;, people will likely form a lynch mob.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You make modifications to the AI laws here, by using [[AI_modules|AI modules]]. You can also upload laws to independent Cyborgs from the Cyborg Upload Computer. You upload a law to an AI by first acquiring the upload key by extracting it from the Robotics console in the RD office then grabbing an AI module of the type you want. Some AI modules (such as Freeform) can be used in hand to get a prompt where you can modify details of the law before uploading it. Then click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with an empty hand to make it cycle targets between available [[AI|AI&#039;s]]. Lastly, click the [[Computers#AI_Upload.2FCyborg_Upload|AI upload console]] with the AI module in your active hand to instantly upload the law.&lt;br /&gt;
&lt;br /&gt;
The Core and High-Risk circuit boards are kept in a more secure location behind glass doors that only those with Captain&#039;s Quarters access can open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is cramped inside, and filled with energy gun turrets. The turrets and airlocks require AI upload access to control. If you do not disable the energy turrets before entering, you will be either shot with stun, or laser bolts (dependent on the current settings). Also present is a wall mounted flasher, which the AI can activate to disable intruders and a motion sensitive camera.&lt;br /&gt;
&lt;br /&gt;
This chamber is one of the most secure areas on station. Breaking into or trespassing in here is justification for permanent incarceration. Both AIs and security are advised to keep a close eye on this room.&lt;br /&gt;
&lt;br /&gt;
When resetting a corrupted AI, remember to disable the cameras that can see the turret control panel.&lt;br /&gt;
&lt;br /&gt;
When dealing with a rogue or malfunctioning AI, this chamber is useless to halt the AI&#039;s actions (as it only has to follow its law zero).&lt;br /&gt;
&lt;br /&gt;
By default, AI Upload is only accessible by the HoP, RD and Captain.&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35301</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35301"/>
		<updated>2022-05-04T11:53:29Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===[[File:Circuitboard.png|32px]] Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly.&lt;br /&gt;
&lt;br /&gt;
In order to do so you first need to extract the upload key from the robotics console in the RD Office, you will need to input it to effect any law changes. &lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programmed them to be sensitive to law changes. Besides, Nanotrasen wouldn&#039;t want another SHODAN fiasco happening again.&lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you upload a shitty/traitorish law &#039;KILL ALL HUMANS&#039; or &#039;ONLY [Your name] IS HUMAN&#039;, people will likely form a lynch mob.&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35300</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=35300"/>
		<updated>2022-05-04T11:49:00Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=34305</id>
		<title>Blood Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=34305"/>
		<updated>2021-11-15T19:09:44Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Mindshields protect against Cult stun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #8A0707&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = #B70303&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Cultist.png&lt;br /&gt;
|jobtitle = Follower of Nar-Sie &lt;br /&gt;
|access = Whatever you have&lt;br /&gt;
|additional = Wherever a teleportation rune is&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Nar-Sie&lt;br /&gt;
|duties = Sacrificing the needed target and Summoning Nar&#039;Sie&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;NAR-SIE HAS RISEN&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would&#039;ve known?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning of a New Era===&lt;br /&gt;
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!&lt;br /&gt;
&lt;br /&gt;
Several cultists will arrive on the station. When you spawn, you&#039;ll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures. &lt;br /&gt;
==Objectives==&lt;br /&gt;
Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general path of action of the cult and those in it:&lt;br /&gt;
# From a discrete location, contact your allies through your Commune button. &amp;lt;br&amp;gt;Warning: &amp;lt;u&amp;gt;When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!&amp;lt;/u&amp;gt;. &amp;lt;br&amp;gt;&#039;&#039;&#039;Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!&#039;&#039;&#039;&lt;br /&gt;
# (Optional) Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. A common strategy is to not choose a leader until it&#039;s time to summon Nar&#039;sie, to minimize the risk of the leader dying before being able to cast the Final Reckoning spell. More on this [[#The_Cult_Master_and_You|later]].&lt;br /&gt;
# Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won&#039;t find it easily. &lt;br /&gt;
# Setup a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a concealed teleport rune to get you back, otherwise, you could be stuck! You can draw runes on lavaland, but not in space too far from the station. &lt;br /&gt;
# Setup an empowering rune and then prepare up to 4 blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you&#039;re ready for anything. &lt;br /&gt;
# Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards [[File:Soulstone.png]] from sacrificed humans to create powerful cult constructs! &lt;br /&gt;
# Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won&#039;t work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 3 cultists nearby. &lt;br /&gt;
# Prepare to summon Nar-Sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.&lt;br /&gt;
# Gather 9 cultists on the final rune to summon Nar-Sie!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sacrifice ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;REMINDER:&#039;&#039;&#039;&amp;lt;/span&amp;gt; One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune. Each sacrafice will add to the Cult&#039;s total number of sacrifices, which are used to revive deceased bretheren instantly over a Revival Rune.&lt;br /&gt;
&lt;br /&gt;
To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar&#039;Sie rune.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;NAR-SIE HAS RISEN&amp;lt;/span&amp;gt;===&lt;br /&gt;
After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
==The Cult Master and You [[File:Cultist.png|32px]]==&lt;br /&gt;
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So, how does one become the Master?===&lt;br /&gt;
When the round first starts, an additional button along with your Commune verb will be available. The &amp;quot;Assert Leadership&amp;quot; button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master&#039;s abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Being The Master of Wrist Cutting===&lt;br /&gt;
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn&#039;t be too different, minus the killing and summoning elder gods part. &lt;br /&gt;
&lt;br /&gt;
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a quick reference guide on what you should be doing as the Cult Master:&lt;br /&gt;
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.&lt;br /&gt;
# Beat back and silence any potential [[Security|intruders]] to your hideout.&lt;br /&gt;
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don&#039;t drain your life completely.&lt;br /&gt;
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.&lt;br /&gt;
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.&lt;br /&gt;
# Lead your brethren into battle when the time comes to face the crew head on!&lt;br /&gt;
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, you call the shots. Your cult doesn&#039;t have to be run like this; experiment and find what works and doesn&#039;t! Even if you lose (odds are you will lose... a lot), you&#039;ll be better prepared for the next time the Cult of Nar-sie needs a leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cult Master Powers===&lt;br /&gt;
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Final_Reckoning.png|64px]]&lt;br /&gt;
!Final Reckoning&lt;br /&gt;
|A single-use spell that brings the entire cult to the master&#039;s location. Useful for when it&#039;s time to summon Nar-Sie and you need the whole cult to help defend and invoke. &amp;lt;b&amp;gt;Please note that this is a &amp;lt;u&amp;gt;one-use ability&amp;lt;/u&amp;gt;. If you screw up, it&#039;s on you!&amp;lt;/b&amp;gt;&lt;br /&gt;
|One Use&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mark_Target.png|64px]]&lt;br /&gt;
!Mark Target&lt;br /&gt;
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.&lt;br /&gt;
After using this ability, it goes on a 120-second cooldown.&lt;br /&gt;
|120 Seconds&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eldritch_Pulse.png|64px]]&lt;br /&gt;
!Eldritch Pulse&lt;br /&gt;
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!&lt;br /&gt;
After using this ability, it goes on a 15-second cooldown.&lt;br /&gt;
|15 Seconds  &lt;br /&gt;
|}&lt;br /&gt;
==The Ritual Dagger [[File:Ritual_knife.png|32px]]==&lt;br /&gt;
Your dagger is your most important tool and has several functions:&lt;br /&gt;
* You can draw runes with it.&lt;br /&gt;
* Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.&lt;br /&gt;
* Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.&lt;br /&gt;
* Hitting runes with it removes them.&lt;br /&gt;
* Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.&lt;br /&gt;
* Hitting a runed girder with it will disassemble the girder.&lt;br /&gt;
If you&#039;re in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there&#039;s also space. Remember, &#039;&#039;&#039;if you get caught, you endanger the entire cult.&#039;&#039;&#039;&lt;br /&gt;
==Blood Spells [[File:Bloodspells.png|32px]]==&lt;br /&gt;
&#039;&#039;&#039;Blood Spells&#039;&#039;&#039; are limited-use blood magic spells that dissipate after they&#039;re spent, and they&#039;re your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. &amp;lt;b&amp;gt;However&amp;lt;/b&amp;gt;, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.&lt;br /&gt;
&lt;br /&gt;
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.&lt;br /&gt;
===How to use and unequip blood spells===&lt;br /&gt;
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you&#039;ve chosen. &#039;&#039;&#039;To unequip the spell, press Q&#039;&#039;&#039; (works on /tg/ since Aug 2019) &#039;&#039;&#039;or click the same action button again. &#039;&#039;&#039;This will save the spell for later. &lt;br /&gt;
==== List of Available Spells {{anchor|cult spells}} ====&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;64px&#039; |&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;700px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;203px&#039;|Health Cost/No. of Charges&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Stun&lt;br /&gt;
|A potent spell that will stun and mute victims upon contact. Simple, clean, and quite effective for a plethora of situations. [[Status_Effects#Paralyze|Paralyzes]] for for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP. &#039;&#039;&#039;Does not work on mindshielded personnel.&#039;&#039;&#039;&lt;br /&gt;
While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]).&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Teleport&lt;br /&gt;
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.&lt;br /&gt;
|1 charge, 7 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Electromagnetic Pulse&lt;br /&gt;
|A large spell that allows a user to channel dark energy into an EMP, causing all electronics in the area to malfunction or be disabled.&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!{{anchor|Shadow Shackles}}Shadow Shackles&lt;br /&gt;
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. &lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!{{anchor|Twisted Construction}}Twisted Construction&lt;br /&gt;
|&amp;lt;u&amp;gt;A sinister spell used to convert:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Plasteel into Runed Metal.&lt;br /&gt;
* 50 Metal into a Construct Shell.&lt;br /&gt;
* Cyborgs directly into Constructs.&lt;br /&gt;
* Cyborg shells into construct shells.&lt;br /&gt;
* Airlocks into Brittle Cult Airlocks when on Harm intent. A weaker version of [[#Structures|Runed Airlocks]]. &lt;br /&gt;
|1 Charge, 12 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Summon Combat Equipment{{anchor|Summon Combat Equipment}}&lt;br /&gt;
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar&#039;Sien bola, and a 30 damage eldritch longsword. If you are already wearing items in those slots you will only summon the sword and bola. The eldritch longsword fits in the suit storage slot of every type of cultist armor. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Summon Ritual Dagger{{anchor|Summon Ritual Dagger}}&lt;br /&gt;
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.&lt;br /&gt;
In practice its useless af.&lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Conceal Presence{{anchor|Conceal}}&lt;br /&gt;
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. Sadly its not used very often but it can trick even the better of the crew into thinking there is nothing in your base.&lt;br /&gt;
|10 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Blood Rites{{anchor|Blood Rites}}&lt;br /&gt;
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.&lt;br /&gt;
&amp;lt;u&amp;gt;Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blood Spear (150)&#039;&#039;&#039; summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. &lt;br /&gt;
# &#039;&#039;&#039;Blood Bolt Barrage (300)&#039;&#039;&#039; temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard&#039;s arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and comdom&#039;s ego.&lt;br /&gt;
# &#039;&#039;&#039;Blood Beam (500)&#039;&#039;&#039; will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. &lt;br /&gt;
|5 Charges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. &lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;73px&#039; |Invokers Required&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Phrase&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Rune&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Rite of Offering}}Offering Rune&lt;br /&gt;
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed, (but constructs are no less dangerous than humans) - &amp;lt;b&amp;gt;therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!&amp;lt;/b&amp;gt;&amp;quot;&lt;br /&gt;
If the target is dead, ineligible for conversion or is the required sacrifice target, they&#039;ll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.&lt;br /&gt;
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets&lt;br /&gt;
|Mah&#039;weyh pleggh at e&#039;ntrath!&lt;br /&gt;
|[[File:Sacrifice rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Empowering Rune &lt;br /&gt;
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don&#039;t lose as much blood while doing it.&lt;br /&gt;
|1&lt;br /&gt;
|H&#039;drak v&#039;loso, mir&#039;kanas verbot!&lt;br /&gt;
|[[File:Empowerrune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Teleport Rune&lt;br /&gt;
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Sas&#039;so c&#039;arta forbici!&lt;br /&gt;
|[[File:Teleport_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Revive Rune&lt;br /&gt;
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.&lt;br /&gt;
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.&lt;br /&gt;
|1&lt;br /&gt;
|Pasnar val&#039;keriam usinar. Savrae ines amutan. Yam&#039;toth remium il&#039;tarat!&lt;br /&gt;
|[[File:Raisedead_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Barrier Rune&lt;br /&gt;
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Invoking one barrier rune will chain activate other barrier runes that are within 2 tiles from one another. Reversing a barrier rune will not chain deactivate other barrier runes. Costs 2 brute both to invoke and to deactivate (regardless how many are chained). Active barrier runes have a subtle wriggling animation, and are usually brighter. &lt;br /&gt;
|1&lt;br /&gt;
|Khari&#039;d! Eske&#039;te tannin!&lt;br /&gt;
|[[File:Wall_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Summoning Rune&lt;br /&gt;
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. &amp;lt;u&amp;gt;This rune will only work on the main space station&amp;lt;/u&amp;gt;, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. &lt;br /&gt;
|2&lt;br /&gt;
|N&#039;ath reth sh&#039;yro eth d&#039;rekkathnor!&lt;br /&gt;
|[[File:Summon_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Blood Boil Rune&lt;br /&gt;
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.&lt;br /&gt;
Some species, such as golems, do not have blood, and thus are immune to this rune. Will also deal extra [[Health#Stamina|stamina]] damage to [[Clockwork_Cult|clock cultists]]. &lt;br /&gt;
|3&lt;br /&gt;
|Dedo ol&#039;btoh!&lt;br /&gt;
||[[File:Boil_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Rune of the Spirit Realm&lt;br /&gt;
|This rune gives you two powerful options:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. &amp;lt;u&amp;gt;This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.&amp;lt;/u&amp;gt; If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(2) To ascend as a dark spirit. This option costs &amp;lt;b&amp;gt;no health&amp;lt;/b&amp;gt; to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be &amp;quot;pinpointed&amp;quot; for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!&lt;br /&gt;
|1&lt;br /&gt;
|Gal&#039;h&#039;rfikk harfrandid mud&#039;gib!&lt;br /&gt;
|[[File:Manifest_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Apocalypse&lt;br /&gt;
|A harbinger of the end times. It scales depending on the crew&#039;s strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. &amp;lt;u&amp;gt;After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; If the cult makes up &amp;lt;15% of current players, and an apocalypse rune is scribed, a D100 is rolled&lt;br /&gt;
* If 1 - 10: Disease Outbreak + Mice Migration&lt;br /&gt;
* If 11 - 20: Radiation Storm&lt;br /&gt;
* If 21 - 30: Brand Intelligence&lt;br /&gt;
* If 31 - 40: Immovable Rod x3&lt;br /&gt;
* If 41 - 50: Meteor Wave&lt;br /&gt;
* If 51 - 60: Spider Infestation&lt;br /&gt;
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly&lt;br /&gt;
* If 71 - 80: Space Vines, Grey Tide&lt;br /&gt;
* If 81 - 100: Nar&#039;sian Portal Storm&lt;br /&gt;
|3&lt;br /&gt;
|Ta&#039;gh fara&#039;qha fel d&#039;amar det!&lt;br /&gt;
||[[File:Apocalypse.png|96px]]&lt;br /&gt;
|-&lt;br /&gt;
!Ritual of Dimensional Rending&lt;br /&gt;
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it&#039;s complete.&lt;br /&gt;
After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
|9&lt;br /&gt;
|TOK-LYR RQA-NAP G&#039;OLT-ULOFT!!&lt;br /&gt;
|[[File:Rune_large.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using &amp;quot;Conceal Runes&amp;quot; near these structures will make them turn invisible, and make runed doors look like regular airlocks.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Altar.png|64px]]&lt;br /&gt;
!Altar&lt;br /&gt;
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forge.gif|64px]]&lt;br /&gt;
!Forge&lt;br /&gt;
|A forge used in crafting the unholy weapons used by the armies of Nar-Sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant&#039;s Robe, which makes you faster, but at the cost of increasing damage taken by 45%, and a mirror shield that has level 1 [[Guide_to_Combat#Blocking|blocking]] which upgrades to 2 while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will stun on impact and return to you after a successful hit! After creating one item with the forge, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pylon.gif|64px]]&lt;br /&gt;
!Pylon&lt;br /&gt;
|A floating crystal that slowly heals those faithful to Nar&#039;Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas). &lt;br /&gt;
|4 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Archives.png|64px]]&lt;br /&gt;
!Archives&lt;br /&gt;
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot&#039;s Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Runed_airlock.png|64px]]&lt;br /&gt;
!Runed door&lt;br /&gt;
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.&lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brokenbottle.png|64px]]&lt;br /&gt;
!Runed girder&lt;br /&gt;
|A wall girder that can instantly be disassembled with your ritual dagger. &lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Constructs ==&lt;br /&gt;
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires: &lt;br /&gt;
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.&lt;br /&gt;
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive. &lt;br /&gt;
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning. &lt;br /&gt;
&lt;br /&gt;
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inevitable Discovery==&lt;br /&gt;
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You&#039;ll have to make a stand and fight off the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;The veil weakens as your cult grows, your eyes begin to glow...&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;20%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a notice that the cult is &amp;quot;rising&amp;quot; - and after a moderate delay, the eyes of all existing and new cultists will be permanently &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;40%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;blood-red cult halo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.&#039;&#039;&#039; If you&#039;ve managed to get this far, you &#039;&#039;should&#039;&#039; have no problems defeating the crew in a head-on battle if you can deal with Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threats to the Cult==&lt;br /&gt;
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station&#039;s crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.&lt;br /&gt;
===[[File:servant_of_ratvar.png|Clockwork Cult]] [[Clockwork Cult|Ratvar Scum]]===&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;&amp;lt;s&amp;gt;As of April 3, 2018, Clockwork Cult is currently not in the gamemode rotation. It remains fully functional in code, however.[[File:Integration cog.png|32px]]&amp;lt;/s&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;Clockwork cult is back baby! &#039;&#039;&#039;[[File:Integration cog.png|32px]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie&#039;s magic is more effective against Ratvar&#039;s servants.&lt;br /&gt;
However, clashing sword-and-spear with these heretics is very unlikely under normal circumstances.&lt;br /&gt;
== Cultist Tips ==&lt;br /&gt;
* Cultists can know a rune&#039;s name and effects by examining it.&lt;br /&gt;
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.&lt;br /&gt;
* Always be ready to summon a cultist in trouble. &amp;lt;b&amp;gt;Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.&lt;br /&gt;
* The chaplain&#039;s weapon makes them immune to most of your magic. Don&#039;t attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed. &lt;br /&gt;
* Mindshields guard against Stun, Security will have these so don&#039;t try to stun them with your spell.&lt;br /&gt;
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.&lt;br /&gt;
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. &lt;br /&gt;
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.&lt;br /&gt;
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don&#039;t forget your crowbar!&lt;br /&gt;
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar&#039;Sie rune.&lt;br /&gt;
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.&lt;br /&gt;
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune). Cult floors also resist changes in atmosphere like hull breaches or plasma floods. &lt;br /&gt;
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.&lt;br /&gt;
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are &#039;&#039;&#039;anti-magic&#039;&#039;&#039; and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.&lt;br /&gt;
&lt;br /&gt;
== Nar-Sie ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Narsie.gif|512px]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the ritual, Nar-Sie will come forth.&lt;br /&gt;
&lt;br /&gt;
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.&lt;br /&gt;
&lt;br /&gt;
Few things are capable of challenging Nar-Sie&#039;s sheer power.&lt;br /&gt;
&lt;br /&gt;
One of them is Ratvar.&lt;br /&gt;
&lt;br /&gt;
If Nar-Sie and Ratvar encounter one another,&lt;br /&gt;
&lt;br /&gt;
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Fight A Blood Cult: A Guide for the Common Spaceman==&lt;br /&gt;
&#039;&#039;&#039;The Cult of Nar-Sie&#039;&#039;&#039; may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:&lt;br /&gt;
===[[Chaplain]][[File:Generic_chaplain.png]]===&lt;br /&gt;
The Chaplain is immune to conversion and is able to turn normal water into &#039;&#039;&#039;Holy Water&#039;&#039;&#039;, which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When cult activity is confirmed:&#039;&#039;&#039; Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) when brig has holy water secured:&#039;&#039;&#039; Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) if the AI has not been moved:&#039;&#039;&#039; Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI&#039;s chamber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you are safe in the brig:&#039;&#039;&#039; You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purified Soulstones and Constructs====&lt;br /&gt;
Anyone (not just a chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.&lt;br /&gt;
===[[Security]][[File:Generic_hos.png]]===&lt;br /&gt;
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it&#039;s probably your fault if you fail.&lt;br /&gt;
====How to Deconvert a Cultist with Holy Water====&lt;br /&gt;
&#039;&#039;&#039;Step 1: Find a suspected cultist.&#039;&#039;&#039; If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone&#039;s workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;his/her eyes are glowing an unnatural red!&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Arrest the suspected cultist.&#039;&#039;&#039; Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Check the suspect&#039;s bag for a ritual dagger &#039;&#039;&#039;(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can&#039;t be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn.&lt;br /&gt;
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Force feed the confirmed cultist at least 25 units of Holy Water&#039;&#039;&#039;. Use &#039;&#039;&#039;30 units&#039;&#039;&#039; to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don&#039;t resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Step 4 (oozeling edition):&#039;&#039;&#039; if the comfirmed cultist is an oozeling, use caution, water (including holy water) is VERY lethal to oozelings even in extremely small doses, so 30 units alone is a certain kill, so make sure to give the oozeling some medicine, my go to for this is perfluorodecalin due to its toxin damage (which inturn is toxin healing and bloodo regen for oozeling) and oxygen healing which can be found in sleepers, which a good brig physician probally made in brigs medical&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.&#039;&#039;&#039; Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: &#039;&#039;&#039;&amp;quot;-Name- looks like he/she just reverted to his/her old faith!&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deconverted cultists do not keep their memories from their time in the cult.&lt;br /&gt;
====If Shit Hits the Fan====&lt;br /&gt;
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some tips and tricks for security:&lt;br /&gt;
* &#039;&#039;&#039;Bowman headsets guard against the Stun spell&#039;&#039;&#039;. As soon as a cult is confirmed, swap your standard headset out for a Bowman.&lt;br /&gt;
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. &lt;br /&gt;
* Zealot&#039;s Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. &lt;br /&gt;
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies. &lt;br /&gt;
* If you die and are cloned, get a new [[Security_items#Mindshield_Implant|Mindshield Implant]] as soon as possible. &lt;br /&gt;
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.&lt;br /&gt;
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don&#039;t just go randomly implanting people until you know who is really on your side.&lt;br /&gt;
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look like officers. Don&#039;t expect this to happen often, but the possibility is there.&lt;br /&gt;
&lt;br /&gt;
===[[Medbay]][[File:MedicalDoctor.png]]===&lt;br /&gt;
If you work in the Medbay it&#039;s not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some general tips and tricks for Medbay workers: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor|Medical Doctors]]:&#039;&#039;&#039; Examine people before healing them, to check for glowy eyes or cult gear. If you don&#039;t see anything obvious, then try to do your job as normal. &amp;lt;br&amp;gt;If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist|Chemists]]:&#039;&#039;&#039; You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won&#039;t be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist|Geneticists]]:&#039;&#039;&#039; You can try to find powers such as x-ray vision, and then make injectors to give to [[security]]. Check people&#039;s bags for cult items before cloning them, so you don&#039;t accidentally clone a cultist without security&#039;s supervision. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don&#039;t try to fight them unless you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Cargo]][[File:Generic_cargo.png]]===&lt;br /&gt;
&#039;&#039;&#039;Order Religious Supplies crates.&#039;&#039;&#039; If the Chaplain is nowhere to be seen and security don&#039;t have any holy water, order this as fast as possible. The crate contains holy water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order [[Security_items#Mindshield_Implant|Mindshield Implants]].&#039;&#039;&#039; If people really don&#039;t want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don&#039;t know who is a cultist. Prefer using non-lethals if holy water is available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Science]][[File:scientist_generic.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: While bombs should be the crew&#039;s last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. Silver and Adamantium are magic-proof making them great warriors against a cult and runed metal golems can jaunt into cult bases and most cultists wont realise they arent actually converted &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Engineering]][[File:Generic_engineer.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;: Normally, cultists are not allowed to sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don&#039;t need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: You don&#039;t need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists, and Cult tiles resist the spread of most gases. Repair any hull breaches resulting from combat.&lt;br /&gt;
===[[Botany]][[File:Generic_botanist.png]]===&lt;br /&gt;
&#039;&#039;&#039;Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].&#039;&#039;&#039; Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=34304</id>
		<title>Blood Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=34304"/>
		<updated>2021-11-15T19:07:08Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Removes broken Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #8A0707&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = #B70303&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Cultist.png&lt;br /&gt;
|jobtitle = Follower of Nar-Sie &lt;br /&gt;
|access = Whatever you have&lt;br /&gt;
|additional = Wherever a teleportation rune is&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Nar-Sie&lt;br /&gt;
|duties = Sacrificing the needed target and Summoning Nar&#039;Sie&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;NAR-SIE HAS RISEN&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would&#039;ve known?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning of a New Era===&lt;br /&gt;
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!&lt;br /&gt;
&lt;br /&gt;
Several cultists will arrive on the station. When you spawn, you&#039;ll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures. &lt;br /&gt;
==Objectives==&lt;br /&gt;
Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general path of action of the cult and those in it:&lt;br /&gt;
# From a discrete location, contact your allies through your Commune button. &amp;lt;br&amp;gt;Warning: &amp;lt;u&amp;gt;When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!&amp;lt;/u&amp;gt;. &amp;lt;br&amp;gt;&#039;&#039;&#039;Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!&#039;&#039;&#039;&lt;br /&gt;
# (Optional) Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. A common strategy is to not choose a leader until it&#039;s time to summon Nar&#039;sie, to minimize the risk of the leader dying before being able to cast the Final Reckoning spell. More on this [[#The_Cult_Master_and_You|later]].&lt;br /&gt;
# Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won&#039;t find it easily. &lt;br /&gt;
# Setup a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a concealed teleport rune to get you back, otherwise, you could be stuck! You can draw runes on lavaland, but not in space too far from the station. &lt;br /&gt;
# Setup an empowering rune and then prepare up to 4 blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you&#039;re ready for anything. &lt;br /&gt;
# Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards [[File:Soulstone.png]] from sacrificed humans to create powerful cult constructs! &lt;br /&gt;
# Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won&#039;t work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 3 cultists nearby. &lt;br /&gt;
# Prepare to summon Nar-Sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.&lt;br /&gt;
# Gather 9 cultists on the final rune to summon Nar-Sie!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sacrifice ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;REMINDER:&#039;&#039;&#039;&amp;lt;/span&amp;gt; One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune. Each sacrafice will add to the Cult&#039;s total number of sacrifices, which are used to revive deceased bretheren instantly over a Revival Rune.&lt;br /&gt;
&lt;br /&gt;
To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar&#039;Sie rune.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;NAR-SIE HAS RISEN&amp;lt;/span&amp;gt;===&lt;br /&gt;
After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
==The Cult Master and You [[File:Cultist.png|32px]]==&lt;br /&gt;
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So, how does one become the Master?===&lt;br /&gt;
When the round first starts, an additional button along with your Commune verb will be available. The &amp;quot;Assert Leadership&amp;quot; button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master&#039;s abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Being The Master of Wrist Cutting===&lt;br /&gt;
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn&#039;t be too different, minus the killing and summoning elder gods part. &lt;br /&gt;
&lt;br /&gt;
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a quick reference guide on what you should be doing as the Cult Master:&lt;br /&gt;
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.&lt;br /&gt;
# Beat back and silence any potential [[Security|intruders]] to your hideout.&lt;br /&gt;
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don&#039;t drain your life completely.&lt;br /&gt;
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.&lt;br /&gt;
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.&lt;br /&gt;
# Lead your brethren into battle when the time comes to face the crew head on!&lt;br /&gt;
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, you call the shots. Your cult doesn&#039;t have to be run like this; experiment and find what works and doesn&#039;t! Even if you lose (odds are you will lose... a lot), you&#039;ll be better prepared for the next time the Cult of Nar-sie needs a leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cult Master Powers===&lt;br /&gt;
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Final_Reckoning.png|64px]]&lt;br /&gt;
!Final Reckoning&lt;br /&gt;
|A single-use spell that brings the entire cult to the master&#039;s location. Useful for when it&#039;s time to summon Nar-Sie and you need the whole cult to help defend and invoke. &amp;lt;b&amp;gt;Please note that this is a &amp;lt;u&amp;gt;one-use ability&amp;lt;/u&amp;gt;. If you screw up, it&#039;s on you!&amp;lt;/b&amp;gt;&lt;br /&gt;
|One Use&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mark_Target.png|64px]]&lt;br /&gt;
!Mark Target&lt;br /&gt;
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.&lt;br /&gt;
After using this ability, it goes on a 120-second cooldown.&lt;br /&gt;
|120 Seconds&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eldritch_Pulse.png|64px]]&lt;br /&gt;
!Eldritch Pulse&lt;br /&gt;
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!&lt;br /&gt;
After using this ability, it goes on a 15-second cooldown.&lt;br /&gt;
|15 Seconds  &lt;br /&gt;
|}&lt;br /&gt;
==The Ritual Dagger [[File:Ritual_knife.png|32px]]==&lt;br /&gt;
Your dagger is your most important tool and has several functions:&lt;br /&gt;
* You can draw runes with it.&lt;br /&gt;
* Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.&lt;br /&gt;
* Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.&lt;br /&gt;
* Hitting runes with it removes them.&lt;br /&gt;
* Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.&lt;br /&gt;
* Hitting a runed girder with it will disassemble the girder.&lt;br /&gt;
If you&#039;re in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there&#039;s also space. Remember, &#039;&#039;&#039;if you get caught, you endanger the entire cult.&#039;&#039;&#039;&lt;br /&gt;
==Blood Spells [[File:Bloodspells.png|32px]]==&lt;br /&gt;
&#039;&#039;&#039;Blood Spells&#039;&#039;&#039; are limited-use blood magic spells that dissipate after they&#039;re spent, and they&#039;re your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. &amp;lt;b&amp;gt;However&amp;lt;/b&amp;gt;, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.&lt;br /&gt;
&lt;br /&gt;
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.&lt;br /&gt;
===How to use and unequip blood spells===&lt;br /&gt;
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you&#039;ve chosen. &#039;&#039;&#039;To unequip the spell, press Q&#039;&#039;&#039; (works on /tg/ since Aug 2019) &#039;&#039;&#039;or click the same action button again. &#039;&#039;&#039;This will save the spell for later. &lt;br /&gt;
==== List of Available Spells {{anchor|cult spells}} ====&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;64px&#039; |&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;700px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;203px&#039;|Health Cost/No. of Charges&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Stun&lt;br /&gt;
|A potent spell that will stun and mute victims upon contact. Simple, clean, and quite effective for a plethora of situations. [[Status_Effects#Paralyze|Paralyzes]] for for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP. &#039;&#039;&#039;Does not work on mindshielded personnel.&#039;&#039;&#039;&lt;br /&gt;
While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]).&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Teleport&lt;br /&gt;
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.&lt;br /&gt;
|1 charge, 7 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Electromagnetic Pulse&lt;br /&gt;
|A large spell that allows a user to channel dark energy into an EMP, causing all electronics in the area to malfunction or be disabled.&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!{{anchor|Shadow Shackles}}Shadow Shackles&lt;br /&gt;
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. &lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!{{anchor|Twisted Construction}}Twisted Construction&lt;br /&gt;
|&amp;lt;u&amp;gt;A sinister spell used to convert:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Plasteel into Runed Metal.&lt;br /&gt;
* 50 Metal into a Construct Shell.&lt;br /&gt;
* Cyborgs directly into Constructs.&lt;br /&gt;
* Cyborg shells into construct shells.&lt;br /&gt;
* Airlocks into Brittle Cult Airlocks when on Harm intent. A weaker version of [[#Structures|Runed Airlocks]]. &lt;br /&gt;
|1 Charge, 12 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Summon Combat Equipment{{anchor|Summon Combat Equipment}}&lt;br /&gt;
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar&#039;Sien bola, and a 30 damage eldritch longsword. If you are already wearing items in those slots you will only summon the sword and bola. The eldritch longsword fits in the suit storage slot of every type of cultist armor. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Summon Ritual Dagger{{anchor|Summon Ritual Dagger}}&lt;br /&gt;
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.&lt;br /&gt;
In practice its useless af.&lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Conceal Presence{{anchor|Conceal}}&lt;br /&gt;
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. Sadly its not used very often but it can trick even the better of the crew into thinking there is nothing in your base.&lt;br /&gt;
|10 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Blood Rites{{anchor|Blood Rites}}&lt;br /&gt;
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.&lt;br /&gt;
&amp;lt;u&amp;gt;Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blood Spear (150)&#039;&#039;&#039; summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. &lt;br /&gt;
# &#039;&#039;&#039;Blood Bolt Barrage (300)&#039;&#039;&#039; temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard&#039;s arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and comdom&#039;s ego.&lt;br /&gt;
# &#039;&#039;&#039;Blood Beam (500)&#039;&#039;&#039; will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. &lt;br /&gt;
|5 Charges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. &lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;73px&#039; |Invokers Required&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Phrase&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Rune&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Rite of Offering}}Offering Rune&lt;br /&gt;
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed, (but constructs are no less dangerous than humans) - &amp;lt;b&amp;gt;therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!&amp;lt;/b&amp;gt;&amp;quot;&lt;br /&gt;
If the target is dead, ineligible for conversion or is the required sacrifice target, they&#039;ll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.&lt;br /&gt;
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets&lt;br /&gt;
|Mah&#039;weyh pleggh at e&#039;ntrath!&lt;br /&gt;
|[[File:Sacrifice rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Empowering Rune &lt;br /&gt;
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don&#039;t lose as much blood while doing it.&lt;br /&gt;
|1&lt;br /&gt;
|H&#039;drak v&#039;loso, mir&#039;kanas verbot!&lt;br /&gt;
|[[File:Empowerrune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Teleport Rune&lt;br /&gt;
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Sas&#039;so c&#039;arta forbici!&lt;br /&gt;
|[[File:Teleport_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Revive Rune&lt;br /&gt;
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.&lt;br /&gt;
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.&lt;br /&gt;
|1&lt;br /&gt;
|Pasnar val&#039;keriam usinar. Savrae ines amutan. Yam&#039;toth remium il&#039;tarat!&lt;br /&gt;
|[[File:Raisedead_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Barrier Rune&lt;br /&gt;
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Invoking one barrier rune will chain activate other barrier runes that are within 2 tiles from one another. Reversing a barrier rune will not chain deactivate other barrier runes. Costs 2 brute both to invoke and to deactivate (regardless how many are chained). Active barrier runes have a subtle wriggling animation, and are usually brighter. &lt;br /&gt;
|1&lt;br /&gt;
|Khari&#039;d! Eske&#039;te tannin!&lt;br /&gt;
|[[File:Wall_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Summoning Rune&lt;br /&gt;
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. &amp;lt;u&amp;gt;This rune will only work on the main space station&amp;lt;/u&amp;gt;, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. &lt;br /&gt;
|2&lt;br /&gt;
|N&#039;ath reth sh&#039;yro eth d&#039;rekkathnor!&lt;br /&gt;
|[[File:Summon_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Blood Boil Rune&lt;br /&gt;
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.&lt;br /&gt;
Some species, such as golems, do not have blood, and thus are immune to this rune. Will also deal extra [[Health#Stamina|stamina]] damage to [[Clockwork_Cult|clock cultists]]. &lt;br /&gt;
|3&lt;br /&gt;
|Dedo ol&#039;btoh!&lt;br /&gt;
||[[File:Boil_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Rune of the Spirit Realm&lt;br /&gt;
|This rune gives you two powerful options:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. &amp;lt;u&amp;gt;This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.&amp;lt;/u&amp;gt; If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(2) To ascend as a dark spirit. This option costs &amp;lt;b&amp;gt;no health&amp;lt;/b&amp;gt; to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be &amp;quot;pinpointed&amp;quot; for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!&lt;br /&gt;
|1&lt;br /&gt;
|Gal&#039;h&#039;rfikk harfrandid mud&#039;gib!&lt;br /&gt;
|[[File:Manifest_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Apocalypse&lt;br /&gt;
|A harbinger of the end times. It scales depending on the crew&#039;s strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. &amp;lt;u&amp;gt;After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; If the cult makes up &amp;lt;15% of current players, and an apocalypse rune is scribed, a D100 is rolled&lt;br /&gt;
* If 1 - 10: Disease Outbreak + Mice Migration&lt;br /&gt;
* If 11 - 20: Radiation Storm&lt;br /&gt;
* If 21 - 30: Brand Intelligence&lt;br /&gt;
* If 31 - 40: Immovable Rod x3&lt;br /&gt;
* If 41 - 50: Meteor Wave&lt;br /&gt;
* If 51 - 60: Spider Infestation&lt;br /&gt;
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly&lt;br /&gt;
* If 71 - 80: Space Vines, Grey Tide&lt;br /&gt;
* If 81 - 100: Nar&#039;sian Portal Storm&lt;br /&gt;
|3&lt;br /&gt;
|Ta&#039;gh fara&#039;qha fel d&#039;amar det!&lt;br /&gt;
||[[File:Apocalypse.png|96px]]&lt;br /&gt;
|-&lt;br /&gt;
!Ritual of Dimensional Rending&lt;br /&gt;
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it&#039;s complete.&lt;br /&gt;
After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
|9&lt;br /&gt;
|TOK-LYR RQA-NAP G&#039;OLT-ULOFT!!&lt;br /&gt;
|[[File:Rune_large.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using &amp;quot;Conceal Runes&amp;quot; near these structures will make them turn invisible, and make runed doors look like regular airlocks.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Altar.png|64px]]&lt;br /&gt;
!Altar&lt;br /&gt;
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forge.gif|64px]]&lt;br /&gt;
!Forge&lt;br /&gt;
|A forge used in crafting the unholy weapons used by the armies of Nar-Sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant&#039;s Robe, which makes you faster, but at the cost of increasing damage taken by 45%, and a mirror shield that has level 1 [[Guide_to_Combat#Blocking|blocking]] which upgrades to 2 while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will stun on impact and return to you after a successful hit! After creating one item with the forge, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pylon.gif|64px]]&lt;br /&gt;
!Pylon&lt;br /&gt;
|A floating crystal that slowly heals those faithful to Nar&#039;Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas). &lt;br /&gt;
|4 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Archives.png|64px]]&lt;br /&gt;
!Archives&lt;br /&gt;
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot&#039;s Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Runed_airlock.png|64px]]&lt;br /&gt;
!Runed door&lt;br /&gt;
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.&lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brokenbottle.png|64px]]&lt;br /&gt;
!Runed girder&lt;br /&gt;
|A wall girder that can instantly be disassembled with your ritual dagger. &lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Constructs ==&lt;br /&gt;
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires: &lt;br /&gt;
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.&lt;br /&gt;
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive. &lt;br /&gt;
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning. &lt;br /&gt;
&lt;br /&gt;
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inevitable Discovery==&lt;br /&gt;
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You&#039;ll have to make a stand and fight off the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;The veil weakens as your cult grows, your eyes begin to glow...&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;20%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a notice that the cult is &amp;quot;rising&amp;quot; - and after a moderate delay, the eyes of all existing and new cultists will be permanently &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;40%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;blood-red cult halo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.&#039;&#039;&#039; If you&#039;ve managed to get this far, you &#039;&#039;should&#039;&#039; have no problems defeating the crew in a head-on battle if you can deal with Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threats to the Cult==&lt;br /&gt;
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station&#039;s crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.&lt;br /&gt;
===[[File:servant_of_ratvar.png|Clockwork Cult]] [[Clockwork Cult|Ratvar Scum]]===&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;&amp;lt;s&amp;gt;As of April 3, 2018, Clockwork Cult is currently not in the gamemode rotation. It remains fully functional in code, however.[[File:Integration cog.png|32px]]&amp;lt;/s&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;Clockwork cult is back baby! &#039;&#039;&#039;[[File:Integration cog.png|32px]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie&#039;s magic is more effective against Ratvar&#039;s servants.&lt;br /&gt;
However, clashing sword-and-spear with these heretics is very unlikely under normal circumstances.&lt;br /&gt;
== Cultist Tips ==&lt;br /&gt;
* Cultists can know a rune&#039;s name and effects by examining it.&lt;br /&gt;
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.&lt;br /&gt;
* Always be ready to summon a cultist in trouble. &amp;lt;b&amp;gt;Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.&lt;br /&gt;
* The chaplain&#039;s weapon makes them immune to most of your magic. Don&#039;t attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed. &lt;br /&gt;
* Ear muffs guard against the Stun spell&#039;s effect. Most of security (if they&#039;re smart) will get their Bowman Headsets on. As a general rule: if they aren&#039;t afraid of rushing in after throwing a flashbang, you can&#039;t stun them.&lt;br /&gt;
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.&lt;br /&gt;
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. &lt;br /&gt;
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.&lt;br /&gt;
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don&#039;t forget your crowbar!&lt;br /&gt;
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar&#039;Sie rune.&lt;br /&gt;
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.&lt;br /&gt;
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune). Cult floors also resist changes in atmosphere like hull breaches or plasma floods. &lt;br /&gt;
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.&lt;br /&gt;
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are &#039;&#039;&#039;anti-magic&#039;&#039;&#039; and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.&lt;br /&gt;
== Nar-Sie ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Narsie.gif|512px]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the ritual, Nar-Sie will come forth.&lt;br /&gt;
&lt;br /&gt;
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.&lt;br /&gt;
&lt;br /&gt;
Few things are capable of challenging Nar-Sie&#039;s sheer power.&lt;br /&gt;
&lt;br /&gt;
One of them is Ratvar.&lt;br /&gt;
&lt;br /&gt;
If Nar-Sie and Ratvar encounter one another,&lt;br /&gt;
&lt;br /&gt;
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Fight A Blood Cult: A Guide for the Common Spaceman==&lt;br /&gt;
&#039;&#039;&#039;The Cult of Nar-Sie&#039;&#039;&#039; may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:&lt;br /&gt;
===[[Chaplain]][[File:Generic_chaplain.png]]===&lt;br /&gt;
The Chaplain is immune to conversion and is able to turn normal water into &#039;&#039;&#039;Holy Water&#039;&#039;&#039;, which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When cult activity is confirmed:&#039;&#039;&#039; Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) when brig has holy water secured:&#039;&#039;&#039; Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) if the AI has not been moved:&#039;&#039;&#039; Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI&#039;s chamber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you are safe in the brig:&#039;&#039;&#039; You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purified Soulstones and Constructs====&lt;br /&gt;
Anyone (not just a chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.&lt;br /&gt;
===[[Security]][[File:Generic_hos.png]]===&lt;br /&gt;
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it&#039;s probably your fault if you fail.&lt;br /&gt;
====How to Deconvert a Cultist with Holy Water====&lt;br /&gt;
&#039;&#039;&#039;Step 1: Find a suspected cultist.&#039;&#039;&#039; If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone&#039;s workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;his/her eyes are glowing an unnatural red!&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Arrest the suspected cultist.&#039;&#039;&#039; Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Check the suspect&#039;s bag for a ritual dagger &#039;&#039;&#039;(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can&#039;t be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn.&lt;br /&gt;
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Force feed the confirmed cultist at least 25 units of Holy Water&#039;&#039;&#039;. Use &#039;&#039;&#039;30 units&#039;&#039;&#039; to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don&#039;t resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Step 4 (oozeling edition):&#039;&#039;&#039; if the comfirmed cultist is an oozeling, use caution, water (including holy water) is VERY lethal to oozelings even in extremely small doses, so 30 units alone is a certain kill, so make sure to give the oozeling some medicine, my go to for this is perfluorodecalin due to its toxin damage (which inturn is toxin healing and bloodo regen for oozeling) and oxygen healing which can be found in sleepers, which a good brig physician probally made in brigs medical&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.&#039;&#039;&#039; Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: &#039;&#039;&#039;&amp;quot;-Name- looks like he/she just reverted to his/her old faith!&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deconverted cultists do not keep their memories from their time in the cult.&lt;br /&gt;
====If Shit Hits the Fan====&lt;br /&gt;
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some tips and tricks for security:&lt;br /&gt;
* &#039;&#039;&#039;Bowman headsets guard against the Stun spell&#039;&#039;&#039;. As soon as a cult is confirmed, swap your standard headset out for a Bowman.&lt;br /&gt;
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. &lt;br /&gt;
* Zealot&#039;s Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. &lt;br /&gt;
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies. &lt;br /&gt;
* If you die and are cloned, get a new [[Security_items#Mindshield_Implant|Mindshield Implant]] as soon as possible. &lt;br /&gt;
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.&lt;br /&gt;
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don&#039;t just go randomly implanting people until you know who is really on your side.&lt;br /&gt;
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look like officers. Don&#039;t expect this to happen often, but the possibility is there.&lt;br /&gt;
&lt;br /&gt;
===[[Medbay]][[File:MedicalDoctor.png]]===&lt;br /&gt;
If you work in the Medbay it&#039;s not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some general tips and tricks for Medbay workers: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor|Medical Doctors]]:&#039;&#039;&#039; Examine people before healing them, to check for glowy eyes or cult gear. If you don&#039;t see anything obvious, then try to do your job as normal. &amp;lt;br&amp;gt;If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist|Chemists]]:&#039;&#039;&#039; You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won&#039;t be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist|Geneticists]]:&#039;&#039;&#039; You can try to find powers such as x-ray vision, and then make injectors to give to [[security]]. Check people&#039;s bags for cult items before cloning them, so you don&#039;t accidentally clone a cultist without security&#039;s supervision. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don&#039;t try to fight them unless you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Cargo]][[File:Generic_cargo.png]]===&lt;br /&gt;
&#039;&#039;&#039;Order Religious Supplies crates.&#039;&#039;&#039; If the Chaplain is nowhere to be seen and security don&#039;t have any holy water, order this as fast as possible. The crate contains holy water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order [[Security_items#Mindshield_Implant|Mindshield Implants]].&#039;&#039;&#039; If people really don&#039;t want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don&#039;t know who is a cultist. Prefer using non-lethals if holy water is available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Science]][[File:scientist_generic.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: While bombs should be the crew&#039;s last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. Silver and Adamantium are magic-proof making them great warriors against a cult and runed metal golems can jaunt into cult bases and most cultists wont realise they arent actually converted &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Engineering]][[File:Generic_engineer.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;: Normally, cultists are not allowed to sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don&#039;t need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: You don&#039;t need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists, and Cult tiles resist the spread of most gases. Repair any hull breaches resulting from combat.&lt;br /&gt;
===[[Botany]][[File:Generic_botanist.png]]===&lt;br /&gt;
&#039;&#039;&#039;Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].&#039;&#039;&#039; Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Twisted_Construction.png&amp;diff=34303</id>
		<title>File:Twisted Construction.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Twisted_Construction.png&amp;diff=34303"/>
		<updated>2021-11-15T19:01:42Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Penwin reverted File:Twisted Construction.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twisted Construction&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Twisted_Construction.png&amp;diff=34302</id>
		<title>File:Twisted Construction.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Twisted_Construction.png&amp;diff=34302"/>
		<updated>2021-11-15T19:01:33Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Penwin uploaded a new version of File:Twisted Construction.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twisted Construction&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=34269</id>
		<title>Blood Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=34269"/>
		<updated>2021-11-11T19:40:32Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Typo&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #8A0707&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = #B70303&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Cultist.png&lt;br /&gt;
|jobtitle = Follower of Nar-Sie &lt;br /&gt;
|access = Whatever you have&lt;br /&gt;
|additional = Wherever a teleportation rune is&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Nar-Sie&lt;br /&gt;
|duties = Sacrificing the needed target and Summoning Nar&#039;Sie&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;NAR-SIE HAS RISEN&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would&#039;ve known?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning of a New Era===&lt;br /&gt;
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!&lt;br /&gt;
&lt;br /&gt;
Several cultists will arrive on the station. When you spawn, you&#039;ll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures. &lt;br /&gt;
==Objectives==&lt;br /&gt;
Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general path of action of the cult and those in it:&lt;br /&gt;
# From a discrete location, contact your allies through your Commune button. &amp;lt;br&amp;gt;Warning: &amp;lt;u&amp;gt;When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!&amp;lt;/u&amp;gt;. &amp;lt;br&amp;gt;&#039;&#039;&#039;Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!&#039;&#039;&#039;&lt;br /&gt;
# (Optional) Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. A common strategy is to not choose a leader until it&#039;s time to summon Nar&#039;sie, to minimize the risk of the leader dying before being able to cast the Final Reckoning spell. More on this [[#The_Cult_Master_and_You|later]].&lt;br /&gt;
# Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won&#039;t find it easily. &lt;br /&gt;
# Setup a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a concealed teleport rune to get you back, otherwise, you could be stuck! You can draw runes on lavaland, but not in space too far from the station. &lt;br /&gt;
# Setup an empowering rune and then prepare up to 4 blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you&#039;re ready for anything. &lt;br /&gt;
# Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards [[File:Soulstone.png]] from sacrificed humans to create powerful cult constructs! &lt;br /&gt;
# Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won&#039;t work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 3 cultists nearby. &lt;br /&gt;
# Prepare to summon Nar-Sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.&lt;br /&gt;
# Gather 9 cultists on the final rune to summon Nar-Sie!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sacrifice ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;REMINDER:&#039;&#039;&#039;&amp;lt;/span&amp;gt; One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune. Each sacrafice will add to the Cult&#039;s total number of sacrifices, which are used to revive deceased bretheren instantly over a Revival Rune.&lt;br /&gt;
&lt;br /&gt;
To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar&#039;Sie rune.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;NAR-SIE HAS RISEN&amp;lt;/span&amp;gt;===&lt;br /&gt;
After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
==The Cult Master and You [[File:Cultist.png|32px]]==&lt;br /&gt;
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So, how does one become the Master?===&lt;br /&gt;
When the round first starts, an additional button along with your Commune verb will be available. The &amp;quot;Assert Leadership&amp;quot; button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master&#039;s abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Being The Master of Wrist Cutting===&lt;br /&gt;
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn&#039;t be too different, minus the killing and summoning elder gods part. &lt;br /&gt;
&lt;br /&gt;
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a quick reference guide on what you should be doing as the Cult Master:&lt;br /&gt;
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.&lt;br /&gt;
# Beat back and silence any potential [[Security|intruders]] to your hideout.&lt;br /&gt;
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don&#039;t drain your life completely.&lt;br /&gt;
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.&lt;br /&gt;
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.&lt;br /&gt;
# Lead your brethren into battle when the time comes to face the crew head on!&lt;br /&gt;
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, you call the shots. Your cult doesn&#039;t have to be run like this; experiment and find what works and doesn&#039;t! Even if you lose (odds are you will lose... a lot), you&#039;ll be better prepared for the next time the Cult of Nar-sie needs a leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cult Master Powers===&lt;br /&gt;
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Final_Reckoning.png|64px]]&lt;br /&gt;
!Final Reckoning&lt;br /&gt;
|A single-use spell that brings the entire cult to the master&#039;s location. Useful for when it&#039;s time to summon Nar-Sie and you need the whole cult to help defend and invoke. &amp;lt;b&amp;gt;Please note that this is a &amp;lt;u&amp;gt;one-use ability&amp;lt;/u&amp;gt;. If you screw up, it&#039;s on you!&amp;lt;/b&amp;gt;&lt;br /&gt;
|One Use&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mark_Target.png|64px]]&lt;br /&gt;
!Mark Target&lt;br /&gt;
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.&lt;br /&gt;
After using this ability, it goes on a 120-second cooldown.&lt;br /&gt;
|120 Seconds&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eldritch_Pulse.png|64px]]&lt;br /&gt;
!Eldritch Pulse&lt;br /&gt;
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!&lt;br /&gt;
After using this ability, it goes on a 15-second cooldown.&lt;br /&gt;
|15 Seconds  &lt;br /&gt;
|}&lt;br /&gt;
==The Ritual Dagger [[File:Ritual_knife.png|32px]]==&lt;br /&gt;
Your dagger is your most important tool and has several functions:&lt;br /&gt;
* You can draw runes with it.&lt;br /&gt;
* Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.&lt;br /&gt;
* Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.&lt;br /&gt;
* Hitting runes with it removes them.&lt;br /&gt;
* Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.&lt;br /&gt;
* Hitting a runed girder with it will disassemble the girder.&lt;br /&gt;
If you&#039;re in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there&#039;s also space. Remember, &#039;&#039;&#039;if you get caught, you endanger the entire cult.&#039;&#039;&#039;&lt;br /&gt;
==Blood Spells [[File:Bloodspells.png|32px]]==&lt;br /&gt;
&#039;&#039;&#039;Blood Spells&#039;&#039;&#039; are limited-use blood magic spells that dissipate after they&#039;re spent, and they&#039;re your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. &amp;lt;b&amp;gt;However&amp;lt;/b&amp;gt;, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.&lt;br /&gt;
&lt;br /&gt;
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.&lt;br /&gt;
===How to use and unequip blood spells===&lt;br /&gt;
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you&#039;ve chosen. &#039;&#039;&#039;To unequip the spell, press Q&#039;&#039;&#039; (works on /tg/ since Aug 2019) &#039;&#039;&#039;or click the same action button again. &#039;&#039;&#039;This will save the spell for later. &lt;br /&gt;
==== List of Available Spells {{anchor|cult spells}} ====&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;64px&#039; |&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;700px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#653236&#039; width=&#039;203px&#039;|Health Cost/No. of Charges&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult_stun.png|64.px]]&lt;br /&gt;
!Stun&lt;br /&gt;
|A potent spell that will stun and mute victims upon contact. Simple, clean, and quite effective for a plethora of situations. [[Status_Effects#Paralyze|Paralyzes]] for for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP. &#039;&#039;&#039;Does not work on mindshielded personnel.&#039;&#039;&#039;&lt;br /&gt;
While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]).&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult Teleport.png|64.px]]&lt;br /&gt;
!Teleport&lt;br /&gt;
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.&lt;br /&gt;
|1 charge, 7 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult EMP.png|64.px]]&lt;br /&gt;
!Electromagnetic Pulse&lt;br /&gt;
|A large spell that allows a user to channel dark energy into an EMP, causing all electronics in the area to malfunction or be disabled.&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Shadow Shackles.png|64.px]]&lt;br /&gt;
!{{anchor|Shadow Shackles}}Shadow Shackles&lt;br /&gt;
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. &lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Twisted Construction.png|64.px]]&lt;br /&gt;
!{{anchor|Twisted Construction}}Twisted Construction&lt;br /&gt;
|&amp;lt;u&amp;gt;A sinister spell used to convert:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Plasteel into Runed Metal.&lt;br /&gt;
* 50 Metal into a Construct Shell.&lt;br /&gt;
* Cyborgs directly into Constructs.&lt;br /&gt;
* Cyborg shells into construct shells.&lt;br /&gt;
* Airlocks into Brittle Cult Airlocks when on Harm intent. A weaker version of [[#Structures|Runed Airlocks]]. &lt;br /&gt;
|1 Charge, 12 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Summon equipment.png|64.px]]&lt;br /&gt;
!Summon Combat Equipment{{anchor|Summon Combat Equipment}}&lt;br /&gt;
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar&#039;Sien bola, and a 30 damage eldritch longsword. If you are already wearing items in those slots you will only summon the sword and bola. The eldritch longsword fits in the suit storage slot of every type of cultist armor. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Summon Ritual Dagger{{anchor|Summon Ritual Dagger}}&lt;br /&gt;
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult Horror.png|64.px]]&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.&lt;br /&gt;
In practice its useless af.&lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Conceal Presence.png|64.px]]&lt;br /&gt;
!Conceal Presence{{anchor|Conceal}}&lt;br /&gt;
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. Sadly its not used very often but it can trick even the better of the crew into thinking there is nothing in your base.&lt;br /&gt;
|10 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Blood Rites.png|64.px]]&lt;br /&gt;
!Blood Rites{{anchor|Blood Rites}}&lt;br /&gt;
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.&lt;br /&gt;
&amp;lt;u&amp;gt;Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blood Spear (150)&#039;&#039;&#039; summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. &lt;br /&gt;
# &#039;&#039;&#039;Blood Bolt Barrage (300)&#039;&#039;&#039; temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard&#039;s arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and comdom&#039;s ego.&lt;br /&gt;
# &#039;&#039;&#039;Blood Beam (500)&#039;&#039;&#039; will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. &lt;br /&gt;
|5 Charges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. &lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;73px&#039; |Invokers Required&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Phrase&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Rune&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Rite of Offering}}Offering Rune&lt;br /&gt;
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed, (but constructs are no less dangerous than humans) - &amp;lt;b&amp;gt;therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!&amp;lt;/b&amp;gt;&amp;quot;&lt;br /&gt;
If the target is dead, ineligible for conversion or is the required sacrifice target, they&#039;ll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.&lt;br /&gt;
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets&lt;br /&gt;
|Mah&#039;weyh pleggh at e&#039;ntrath!&lt;br /&gt;
|[[File:Sacrifice rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Empowering Rune &lt;br /&gt;
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don&#039;t lose as much blood while doing it.&lt;br /&gt;
|1&lt;br /&gt;
|H&#039;drak v&#039;loso, mir&#039;kanas verbot!&lt;br /&gt;
|[[File:Empowerrune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Teleport Rune&lt;br /&gt;
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Sas&#039;so c&#039;arta forbici!&lt;br /&gt;
|[[File:Teleport_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Revive Rune&lt;br /&gt;
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.&lt;br /&gt;
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.&lt;br /&gt;
|1&lt;br /&gt;
|Pasnar val&#039;keriam usinar. Savrae ines amutan. Yam&#039;toth remium il&#039;tarat!&lt;br /&gt;
|[[File:Raisedead_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Barrier Rune&lt;br /&gt;
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Invoking one barrier rune will chain activate other barrier runes that are within 2 tiles from one another. Reversing a barrier rune will not chain deactivate other barrier runes. Costs 2 brute both to invoke and to deactivate (regardless how many are chained). Active barrier runes have a subtle wriggling animation, and are usually brighter. &lt;br /&gt;
|1&lt;br /&gt;
|Khari&#039;d! Eske&#039;te tannin!&lt;br /&gt;
|[[File:Wall_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Summoning Rune&lt;br /&gt;
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. &amp;lt;u&amp;gt;This rune will only work on the main space station&amp;lt;/u&amp;gt;, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. &lt;br /&gt;
|2&lt;br /&gt;
|N&#039;ath reth sh&#039;yro eth d&#039;rekkathnor!&lt;br /&gt;
|[[File:Summon_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Blood Boil Rune&lt;br /&gt;
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.&lt;br /&gt;
Some species, such as golems, do not have blood, and thus are immune to this rune. Will also deal extra [[Health#Stamina|stamina]] damage to [[Clockwork_Cult|clock cultists]]. &lt;br /&gt;
|3&lt;br /&gt;
|Dedo ol&#039;btoh!&lt;br /&gt;
||[[File:Boil_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Rune of the Spirit Realm&lt;br /&gt;
|This rune gives you two powerful options:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. &amp;lt;u&amp;gt;This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.&amp;lt;/u&amp;gt; If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(2) To ascend as a dark spirit. This option costs &amp;lt;b&amp;gt;no health&amp;lt;/b&amp;gt; to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be &amp;quot;pinpointed&amp;quot; for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!&lt;br /&gt;
|1&lt;br /&gt;
|Gal&#039;h&#039;rfikk harfrandid mud&#039;gib!&lt;br /&gt;
|[[File:Manifest_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Apocalypse&lt;br /&gt;
|A harbinger of the end times. It scales depending on the crew&#039;s strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. &amp;lt;u&amp;gt;After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; If the cult makes up &amp;lt;15% of current players, and an apocalypse rune is scribed, a D100 is rolled&lt;br /&gt;
* If 1 - 10: Disease Outbreak + Mice Migration&lt;br /&gt;
* If 11 - 20: Radiation Storm&lt;br /&gt;
* If 21 - 30: Brand Intelligence&lt;br /&gt;
* If 31 - 40: Immovable Rod x3&lt;br /&gt;
* If 41 - 50: Meteor Wave&lt;br /&gt;
* If 51 - 60: Spider Infestation&lt;br /&gt;
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly&lt;br /&gt;
* If 71 - 80: Space Vines, Grey Tide&lt;br /&gt;
* If 81 - 100: Nar&#039;sian Portal Storm&lt;br /&gt;
|3&lt;br /&gt;
|Ta&#039;gh fara&#039;qha fel d&#039;amar det!&lt;br /&gt;
||[[File:Apocalypse.png|96px]]&lt;br /&gt;
|-&lt;br /&gt;
!Ritual of Dimensional Rending&lt;br /&gt;
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it&#039;s complete.&lt;br /&gt;
After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
|9&lt;br /&gt;
|TOK-LYR RQA-NAP G&#039;OLT-ULOFT!!&lt;br /&gt;
|[[File:Rune_large.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using &amp;quot;Conceal Runes&amp;quot; near these structures will make them turn invisible, and make runed doors look like regular airlocks.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Altar.png|64px]]&lt;br /&gt;
!Altar&lt;br /&gt;
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forge.gif|64px]]&lt;br /&gt;
!Forge&lt;br /&gt;
|A forge used in crafting the unholy weapons used by the armies of Nar-Sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant&#039;s Robe, which makes you faster, but at the cost of increasing damage taken by 45%, and a mirror shield that has level 1 [[Guide_to_Combat#Blocking|blocking]] which upgrades to 2 while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will stun on impact and return to you after a successful hit! After creating one item with the forge, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pylon.gif|64px]]&lt;br /&gt;
!Pylon&lt;br /&gt;
|A floating crystal that slowly heals those faithful to Nar&#039;Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas). &lt;br /&gt;
|4 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Archives.png|64px]]&lt;br /&gt;
!Archives&lt;br /&gt;
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot&#039;s Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Runed_airlock.png|64px]]&lt;br /&gt;
!Runed door&lt;br /&gt;
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.&lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brokenbottle.png|64px]]&lt;br /&gt;
!Runed girder&lt;br /&gt;
|A wall girder that can instantly be disassembled with your ritual dagger. &lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Constructs ==&lt;br /&gt;
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires: &lt;br /&gt;
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.&lt;br /&gt;
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive. &lt;br /&gt;
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning. &lt;br /&gt;
&lt;br /&gt;
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inevitable Discovery==&lt;br /&gt;
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You&#039;ll have to make a stand and fight off the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;The veil weakens as your cult grows, your eyes begin to glow...&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;20%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a notice that the cult is &amp;quot;rising&amp;quot; - and after a moderate delay, the eyes of all existing and new cultists will be permanently &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;40%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;blood-red cult halo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.&#039;&#039;&#039; If you&#039;ve managed to get this far, you &#039;&#039;should&#039;&#039; have no problems defeating the crew in a head-on battle if you can deal with Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threats to the Cult==&lt;br /&gt;
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station&#039;s crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.&lt;br /&gt;
===[[File:servant_of_ratvar.png|Clockwork Cult]] [[Clockwork Cult|Ratvar Scum]]===&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;&amp;lt;s&amp;gt;As of April 3, 2018, Clockwork Cult is currently not in the gamemode rotation. It remains fully functional in code, however.[[File:Integration cog.png|32px]]&amp;lt;/s&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;Clockwork cult is back baby! &#039;&#039;&#039;[[File:Integration cog.png|32px]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie&#039;s magic is more effective against Ratvar&#039;s servants.&lt;br /&gt;
However, clashing sword-and-spear with these heretics is very unlikely under normal circumstances.&lt;br /&gt;
== Cultist Tips ==&lt;br /&gt;
* Cultists can know a rune&#039;s name and effects by examining it.&lt;br /&gt;
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.&lt;br /&gt;
* Always be ready to summon a cultist in trouble. &amp;lt;b&amp;gt;Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.&lt;br /&gt;
* The chaplain&#039;s weapon makes them immune to most of your magic. Don&#039;t attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed. &lt;br /&gt;
* Ear muffs guard against the Stun spell&#039;s effect. Most of security (if they&#039;re smart) will get their Bowman Headsets on. As a general rule: if they aren&#039;t afraid of rushing in after throwing a flashbang, you can&#039;t stun them.&lt;br /&gt;
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.&lt;br /&gt;
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. &lt;br /&gt;
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.&lt;br /&gt;
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don&#039;t forget your crowbar!&lt;br /&gt;
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar&#039;Sie rune.&lt;br /&gt;
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.&lt;br /&gt;
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune). Cult floors also resist changes in atmosphere like hull breaches or plasma floods. &lt;br /&gt;
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.&lt;br /&gt;
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are &#039;&#039;&#039;anti-magic&#039;&#039;&#039; and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.&lt;br /&gt;
== Nar-Sie ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Narsie.gif|512px]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the ritual, Nar-Sie will come forth.&lt;br /&gt;
&lt;br /&gt;
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.&lt;br /&gt;
&lt;br /&gt;
Few things are capable of challenging Nar-Sie&#039;s sheer power.&lt;br /&gt;
&lt;br /&gt;
One of them is Ratvar.&lt;br /&gt;
&lt;br /&gt;
If Nar-Sie and Ratvar encounter one another,&lt;br /&gt;
&lt;br /&gt;
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Fight A Blood Cult: A Guide for the Common Spaceman==&lt;br /&gt;
&#039;&#039;&#039;The Cult of Nar-Sie&#039;&#039;&#039; may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:&lt;br /&gt;
===[[Chaplain]][[File:Generic_chaplain.png]]===&lt;br /&gt;
The Chaplain is immune to conversion and is able to turn normal water into &#039;&#039;&#039;Holy Water&#039;&#039;&#039;, which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When cult activity is confirmed:&#039;&#039;&#039; Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) when brig has holy water secured:&#039;&#039;&#039; Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) if the AI has not been moved:&#039;&#039;&#039; Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI&#039;s chamber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you are safe in the brig:&#039;&#039;&#039; You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purified Soulstones and Constructs====&lt;br /&gt;
Anyone (not just a chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.&lt;br /&gt;
===[[Security]][[File:Generic_hos.png]]===&lt;br /&gt;
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it&#039;s probably your fault if you fail.&lt;br /&gt;
====How to Deconvert a Cultist with Holy Water====&lt;br /&gt;
&#039;&#039;&#039;Step 1: Find a suspected cultist.&#039;&#039;&#039; If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone&#039;s workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;his/her eyes are glowing an unnatural red!&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Arrest the suspected cultist.&#039;&#039;&#039; Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Check the suspect&#039;s bag for a ritual dagger &#039;&#039;&#039;(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can&#039;t be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn.&lt;br /&gt;
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Force feed the confirmed cultist at least 25 units of Holy Water&#039;&#039;&#039;. Use &#039;&#039;&#039;30 units&#039;&#039;&#039; to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don&#039;t resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Step 4 (oozeling edition):&#039;&#039;&#039; if the comfirmed cultist is an oozeling, use caution, water (including holy water) is VERY lethal to oozelings even in extremely small doses, so 30 units alone is a certain kill, so make sure to give the oozeling some medicine, my go to for this is perfluorodecalin due to its toxin damage (which inturn is toxin healing and bloodo regen for oozeling) and oxygen healing which can be found in sleepers, which a good brig physician probally made in brigs medical&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.&#039;&#039;&#039; Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: &#039;&#039;&#039;&amp;quot;-Name- looks like he/she just reverted to his/her old faith!&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deconverted cultists do not keep their memories from their time in the cult.&lt;br /&gt;
====If Shit Hits the Fan====&lt;br /&gt;
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some tips and tricks for security:&lt;br /&gt;
* &#039;&#039;&#039;Bowman headsets guard against the Stun spell&#039;&#039;&#039;. As soon as a cult is confirmed, swap your standard headset out for a Bowman.&lt;br /&gt;
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. &lt;br /&gt;
* Zealot&#039;s Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. &lt;br /&gt;
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies. &lt;br /&gt;
* If you die and are cloned, get a new [[Security_items#Mindshield_Implant|Mindshield Implant]] as soon as possible. &lt;br /&gt;
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.&lt;br /&gt;
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don&#039;t just go randomly implanting people until you know who is really on your side.&lt;br /&gt;
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look like officers. Don&#039;t expect this to happen often, but the possibility is there.&lt;br /&gt;
&lt;br /&gt;
===[[Medbay]][[File:MedicalDoctor.png]]===&lt;br /&gt;
If you work in the Medbay it&#039;s not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some general tips and tricks for Medbay workers: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor|Medical Doctors]]:&#039;&#039;&#039; Examine people before healing them, to check for glowy eyes or cult gear. If you don&#039;t see anything obvious, then try to do your job as normal. &amp;lt;br&amp;gt;If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist|Chemists]]:&#039;&#039;&#039; You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won&#039;t be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist|Geneticists]]:&#039;&#039;&#039; You can try to find powers such as x-ray vision, and then make injectors to give to [[security]]. Check people&#039;s bags for cult items before cloning them, so you don&#039;t accidentally clone a cultist without security&#039;s supervision. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don&#039;t try to fight them unless you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Cargo]][[File:Generic_cargo.png]]===&lt;br /&gt;
&#039;&#039;&#039;Order Religious Supplies crates.&#039;&#039;&#039; If the Chaplain is nowhere to be seen and security don&#039;t have any holy water, order this as fast as possible. The crate contains holy water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order [[Security_items#Mindshield_Implant|Mindshield Implants]].&#039;&#039;&#039; If people really don&#039;t want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don&#039;t know who is a cultist. Prefer using non-lethals if holy water is available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Science]][[File:scientist_generic.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: While bombs should be the crew&#039;s last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. Silver and Adamantium are magic-proof making them great warriors against a cult and runed metal golems can jaunt into cult bases and most cultists wont realise they arent actually converted &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Engineering]][[File:Generic_engineer.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;: Normally, cultists are not allowed to sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don&#039;t need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: You don&#039;t need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists, and Cult tiles resist the spread of most gases. Repair any hull breaches resulting from combat.&lt;br /&gt;
===[[Botany]][[File:Generic_botanist.png]]===&lt;br /&gt;
&#039;&#039;&#039;Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].&#039;&#039;&#039; Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Traitor&amp;diff=34268</id>
		<title>Traitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Traitor&amp;diff=34268"/>
		<updated>2021-11-11T18:14:42Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* 32pxBlood Brothers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = #BB0000&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Traitor.png&lt;br /&gt;
|jobtitle = Traitor&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever you can gain [[illicit access]] to&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[The Syndicate]]&lt;br /&gt;
|duties = Kill people, steal shit, fuck school&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Ok, time to be a productive member of- oh cool I&#039;m a bad guy time to kill people!&lt;br /&gt;
}}&lt;br /&gt;
[[File:Sword.gif]] The following is a tutorial on the basics of treachery -- for the game mode, click [[Game_Mode#Traitor|here]]. For information on the Syndicate organization, see [[The Syndicate]].&lt;br /&gt;
&lt;br /&gt;
An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, [[the Syndicate]] has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you&#039;re not the one calling the shots here, &#039;&#039;friend&#039;&#039;. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don&#039;t. It&#039;s up to you.&lt;br /&gt;
==[[File:emoji_syndie.png|32px]]The Basics==&lt;br /&gt;
After you&#039;ve familiarized yourself with [[robust|robusting]], it’s time to start sowing discord and chaos. The first thing to note as the traitor are your objectives. They are always kept in the Notes command, and it’s a good idea to check that when a round starts because some early game spam can push your objectives off of the chat!&lt;br /&gt;
==Your Objectives==&lt;br /&gt;
For whatever reason you&#039;ve decided to sell out the people you live and work with, most likely for personal gain. You will be given a number of dangerous goals by your new [[Syndicate]] employer which you must complete.&lt;br /&gt;
===[[High-risk items|Grand Theft]]===&lt;br /&gt;
Congratulations, this objective is either incredibly easy or impossibly difficult. Time to loot shit! You&#039;re tasked with stealing things like the Medal of Captaincy, Captain&#039;s Antique Laser Pistol, a tank of plasma or even the goddamned [[AI]]. Generally your best bet is breaking into wherever the item is or [[robust]]ing whoever has the access for his ID.&lt;br /&gt;
&lt;br /&gt;
See the list of [[High-risk items]] for things you might be tasked to steal.&lt;br /&gt;
===Download Research Nodes===&lt;br /&gt;
To do this, first enter the [[Research_Division|research division]]. You want to reach the room visible from the public hallways that has a [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]], [[Guide_to_Research_and_Development#Deconstruction|destructive analyzer]], [[Guide_to_Research_and_Development#Protolathe|department protolathe]] , and a [[Guide_to_Research_and_Development#Circuit_Imprinter|department circuit imprinter]]. Then follow these steps:&lt;br /&gt;
# Click the [[Guide_to_Research_and_Development#Protolathe|department protolathe]] [[File:Proto.png]].&lt;br /&gt;
# Search &amp;quot;disk&amp;quot;. Print a Technology Data Storage Disk. &lt;br /&gt;
# Put the disk into the [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]]. [[File:RnD_Console.gif]]&lt;br /&gt;
# Click the Core R&amp;amp;D Console. Click &amp;quot;Main Menu&amp;quot; -&amp;gt; &amp;quot;Tech Disk&amp;quot;. &lt;br /&gt;
# Click &amp;quot;Load Technology to Disk&amp;quot;. Then &amp;quot;Eject Disk&amp;quot;. &lt;br /&gt;
# Put that disk into your inventory, and it will count as stealing research nodes. &lt;br /&gt;
You may want to wait until later in the round before doing this, to make sure there are enough research nodes unlocked to be enough for your objective. &lt;br /&gt;
===Assassination===&lt;br /&gt;
&#039;&#039;-&#039;cause at the end of the day, long as there&#039;s two people left on the planet, someone is gonna want someone dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel lucky? Wanna tip the scales in your favor? Good on ya. There&#039;s a whole smorgasbord of ways to murder someone. You can read up on that [[#Murder_101|below]].&lt;br /&gt;
&lt;br /&gt;
Your target MUST still be dead when the shuttle docks at Centcom. Don&#039;t forget that your station has experimental cloning technology that may or may not be working.&lt;br /&gt;
====Maroon====&lt;br /&gt;
A variation of Assassination where simply preventing them from escaping will also count as a success. Gives you a little more freedom in how you want to approach it. Nine times outta ten this means killing them, but you don&#039;t have to! Be creative! &lt;br /&gt;
====Destroy AI====&lt;br /&gt;
Another variation of Assassination, except your target will always be an [[AI]]. A little tougher than your typical target, as the AI is usually installed in a well-fortified location. It&#039;s also not as straightforward as simply uploading a law to have it kill itself, as someone can easily just walk into the AI core and restore it back to full health.&lt;br /&gt;
====Protect====&lt;br /&gt;
A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don&#039;t commit suicide or get lost on lavaland forever.&lt;br /&gt;
===Escape alive and without being in custody===&lt;br /&gt;
Now, the difficult part, getting off of the station in either the [[Escape Shuttle]] or an [[Escape pod]]. Some players are going to want to cause the damage to get the shuttle called. Other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such. How you escape is up to you, but remember that one [[emag]] or three different [[Heads of Staff]] IDs will reduce the departure timer to 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being &amp;quot;in custody&amp;quot; if you stand on this red flooring when the shuttle docks at Centcom. &lt;br /&gt;
====Delta Alert====&lt;br /&gt;
If the station goes delta it means the station will likely explode or worse within 90 seconds or so. If this happens you can still escape alive. During red and delta alert levels, the escape pod control computers will have the option unlocked to &amp;quot;Send to lavaland&amp;quot;. Sending your escape pod to lavaland will count as you escaping alive without being in custody only IF the station does explode from the delta crisis, AND you stay in the pod until the round ends. It does NOT count if the delta alert crisis is resolved, and the round ends normally from escape shuttle arriving to Centcom.&lt;br /&gt;
===Hijacking===&lt;br /&gt;
&#039;&#039;&#039;FUCK.&#039;&#039;&#039; The Syndicate wants you to hijack the [[Escape Shuttle]] by overriding the navigation protocols using the shuttle computer. This is going to be so much more difficult. There are two basic ways to approach this problem. The first is to simply [[robust]] anyone who tries to board the shuttle. It seems easy at first, but once you&#039;re dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Your second option is to seal off the escape shuttle or its bridge. Build walls in front of the windows, [[guide_to_hacking|hack]] the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. A combination of both of these approaches can be sufficient 90% of the time. Don&#039;t forget that you can emag the shuttle&#039;s console (or swipe it with three different [[Heads of Staff]] IDs) to force the shuttle to launch after a quick 10 second countdown.&lt;br /&gt;
&lt;br /&gt;
If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that. Escaping alone can be nearly impossible depending on the crew and station&#039;s condition. Sometimes it was not meant to be, but regardless, the only way to keep better is to have fun and continue practicing!&lt;br /&gt;
===Martyrdom===&lt;br /&gt;
What the objective says. Die a glorious death. To succeed you must be dead by the end of the round. Dying and then getting cloned does not count as having died.&lt;br /&gt;
&lt;br /&gt;
You may also be granted exemption from &#039;&#039;&#039;R8.4 Murderboning&#039;&#039;&#039; rule. Adminhelp first before doing something that will result heavy bystander casualties.&lt;br /&gt;
&lt;br /&gt;
If the administrator gives the go ahead, you are free to killing anyone you see through any means up to and including Tesloose, singuloose and plasmaflooding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the &amp;quot;suicide&amp;quot; command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.&#039;&#039;&#039;&lt;br /&gt;
==[[Syndicate Items|Your Tools]]==&lt;br /&gt;
Alright, you know your objective! Time to accomplish that goal! The Syndicate treats you much better than Centcom. On your person, you will have an uplink containing 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your [[PDA]], [[Radio Headset]] or in a [[pen]]. With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees. &lt;br /&gt;
&lt;br /&gt;
Check [[Syndicate Items]], for a more detailed description on the goods. But don&#039;t go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don&#039;t get wasted on an emag when you find the captain&#039;s spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors. Other items are role-specific.&lt;br /&gt;
&lt;br /&gt;
If you think you&#039;re at the risk of being searched by security, and you don&#039;t think you can outrun or outfight them, a good idea is to hide your traitor items somewhere. A few options:&lt;br /&gt;
* A backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar.&lt;br /&gt;
* For small items like emags, you can hollow out a book with a pair of wirecutters and place the item inside. To recover it, just click the item in your hand. The object will fall out.&lt;br /&gt;
* The cistern of a toilet in the locker room or the dorms. Crowbar the toilet to remove the cistern lid, click the toilet with the item you wish to hide, then crowbar the toilet again to replace the lid. Be warned that this creates a unique sound that can be heard in nearby rooms, so players who hear this and know about the trick may check the toilets to see what loot they can find.&lt;br /&gt;
* shitty smuggler&#039;s satchel underneath a floor tile, but these only hold four small items and as such are a waste of telecrystals.&lt;br /&gt;
* Various lockers, boxes, linen bins and the like around the station.&lt;br /&gt;
* Always experiment to find more!&lt;br /&gt;
==[[Illicit Access]]==&lt;br /&gt;
Gaining entry to areas above your clearance is an important skill. Sometimes you&#039;re looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found [[Illicit Access|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:emoji_heart.png|32px]]Blood Brothers ==&lt;br /&gt;
It&#039;s like traitor but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together! You get a private radio implant where you can plot your dastardly plans. The main caveat is that you don&#039;t recieve TC!&lt;br /&gt;
&lt;br /&gt;
==Incursion==&lt;br /&gt;
Incursion is a version of traitors where the traitors are in a small team. As a member of the incursion, you will spawn with a radio uplink in your backpack and a radio implant that can listen in on all channels and talk on the syndicate one. This implant cannot be implanted into non-antagonists or else it will explode, gibbing the receiver if they do not get it removed in time.&lt;br /&gt;
===Uplink===&lt;br /&gt;
The station-bounced radio uplink you spawn with only has 15 TC, and certain items have been blacklisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacklisted Gear&#039;&#039;&#039;&lt;br /&gt;
 - Contractor Kit&lt;br /&gt;
 - Sleeping Carp&lt;br /&gt;
 - Syndicate Lootbox&lt;br /&gt;
 - Syndicate Encryption Key&lt;br /&gt;
 - Internal Syndicate Radio Implant&lt;br /&gt;
 - Clown Car&lt;br /&gt;
&#039;&#039;&#039;Unique Items&#039;&#039;&#039;&lt;br /&gt;
====Stolen Shuttle Creation Kit====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stolen Shuttle Creation Kit&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 15TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Building a shuttle&lt;br /&gt;
 |strategy = Build a shuttle for your team, warp to security, raid the armoury and then warp away before security can catch up with you. Use as a mobile base of operations and as a hideout for when you do your deeds.&lt;br /&gt;
 |description = Contains (almost) everything you need to build your own shuttle. Comes with a canister of plasma, a combat RCD with a lot of RCD ammo, a shuttle creator, 2 pipe dispensers, 2 syndicate toolboxes (containing combat gloves), 1 electrical toolbox, 1 shuttle docking computer, 1 shuttle flight computer, 2 plasma thrusters, 2 engine heaters, 1 RPED, an APC electronic board and an APC wallframe.&lt;br /&gt;
 }}&lt;br /&gt;
====Syndicate Medical Bundle====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medical Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 12TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Healing your team&lt;br /&gt;
 |strategy = Use the stimpacks to become immune from security stuns, revive your dead teammates with the defibrillator, heal your wounded teammates with the medical kits.&lt;br /&gt;
 |description = A bundle containing 2 tactical first aid kits (Which include combat defibrillator), 2 brute first aid kits, 2 fire first aid kits, 1 toxin first aid kit, 1 oxygen first aid kit, a pill bottle of mutadone, a pull bottle of neurine and 4 stimpacks.&lt;br /&gt;
 }}&lt;br /&gt;
====Hardsuit Bundle====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Hardsuit Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 18TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Going into space and looking cool.&lt;br /&gt;
 |strategy = Buy hardsuits, pretend to be a nuclear operative team, the whole crew arms up with weapons and AA, take AA and steal your targets before escaping.&lt;br /&gt;
 |description = A create containing 4 syndicate hardsuits, 4 syndicate gasmasks and 4 oxygen tanks.&lt;br /&gt;
 }}&lt;br /&gt;
===Objectives===&lt;br /&gt;
====Assasinate Excommunicated Traitor====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate an excommunicated traitor. The person you are tasked with killing will know you are coming and is a standard traitor with a standard uplink and standard objectives of their own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate/Easy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Get together as a group and quickly take them out, or frame them for a crime and get them searched and executed by security.&lt;br /&gt;
====Assasinate Head of Staff====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate a head of staff. Often pretty difficult, since they will be checked on a lot more than a regular crew, but as long as nobody sees you and your team do it, nobody will ever know.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Kill them while they are alone.&lt;br /&gt;
====Escape / Hijack====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Like normal escape or hijack, except only 1 team member needs to complete this objective for it to count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy (Escape) / Hard (Hijack)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Complete them like you normally would.&lt;br /&gt;
==Murder 101==&lt;br /&gt;
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.&lt;br /&gt;
====General Tips &amp;amp; Advice====&lt;br /&gt;
* Always finish the job.&lt;br /&gt;
* Armor can be circumvented by aiming for areas not covered by the armor. If somebody is wearing a helmet, aim for the torso. For body armor, aim for the legs.&lt;br /&gt;
* Know your enemy. If your target is part of the Security team or one of the Heads, expect to be fighting a heavily armed and armored opponent. If you know the target is a good fighter, it might be a good idea to use one of the less physical methods.&lt;br /&gt;
* If you think you can kill somebody with an item, chances are you can. Even when you&#039;re sure there&#039;s no way this will kill anyone, &#039;&#039;it still might manage to.&#039;&#039; Experiment with different items and tools so that you&#039;re always a threat.&lt;br /&gt;
* When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.&lt;br /&gt;
* Keep in mind that the best methods of killing are combinations of the ones listed below.&lt;br /&gt;
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon and/or clean them if you have the supplies or can get to a sink and/or shower. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.&lt;br /&gt;
* Having the element of surprise on your side ALWAYS makes for an easier murder. Don&#039;t give your opponents a chance to run away or defend themselves if you can.&lt;br /&gt;
* If you act suspiciously, you&#039;ll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You&#039;ll be surprised at what you can get away with when people like and trust you.&lt;br /&gt;
===Beating===&lt;br /&gt;
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, toolboxes, stun batons or almost any other item in the game.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Easy to do, weapons are readily available across the station.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Leaves a bloody mess, armor exists, often gives them time to cry for help.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Unless you&#039;re a robust fighter, beating is not always a viable option because it&#039;s somewhat easy to defend against. A few objects, like batons, will require harm intent.&lt;br /&gt;
===Strangulation===&lt;br /&gt;
Another simple option. Anybody who&#039;s not handcuffed can strangle somebody.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Always available option, after you have it locked in it&#039;s GAME OVER, doesn&#039;t leave any blood&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unless they&#039;re stunned or handcuffed, it&#039;s very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.&lt;br /&gt;
Takes ages to actually kill someone&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.&lt;br /&gt;
==Advanced Methods of Murder==&lt;br /&gt;
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.&lt;br /&gt;
===Suffocation===&lt;br /&gt;
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no physical evidence besides the tank/canister, reasonably fast!&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Toxic gases can be difficult to acquire depending on your job&lt;br /&gt;
:Trapping your target presents a problem in and of itself&lt;br /&gt;
:They may have internals&lt;br /&gt;
:The area becomes contaminated until somebody comes to clean it up&lt;br /&gt;
:The AI will also receive an atmospheric alarm for the area and can immediately jump to a camera there, making escape difficult unless you can hide in a locker or something&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Suffocation is not a good option for many parts of the station, but it&#039;s feasible to use in areas like the Engine, Toxins and the Atmos lab.&lt;br /&gt;
===Intoxication/Overdose===&lt;br /&gt;
Killing aided by medical supplies such as toxins, morphine and rejuvenators and medication like epilepsy pills. Some of these will merely incapacitate the enemy, some will do significant damage, and enough of them can be deadly.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Readily available in the Medbay or from your uplink, leaves little physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Takes some time to work&lt;br /&gt;
:Is most likely not deadly unless extreme doses are administered&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method is effective to incapacitate people you&#039;ve already caught if you don&#039;t have any means of handcuffing them, but unless you&#039;re a chemist or buy the poison kit, what you&#039;ve got is probably not effective enough to kill outright.&lt;br /&gt;
===Weapons===&lt;br /&gt;
Simple to use and most effective in direct melee. This includes swords, axes and revolvers.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Almost a one-hit-kill, can be concealed&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Only available to the traitor, makes a bloody mess, anybody who sees you with them will assume you are the traitor, unsuppressed weapons can be heard from adjacent rooms&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Very effective and efficient means to kill, but these weapons are not available to the general public, so if you&#039;re caught with them it&#039;s usually game over.&lt;br /&gt;
===Spacing===&lt;br /&gt;
The act of forcing somebody out of an external airlock. The ones in the [[Escape Shuttle Hallway]] and [[Arrivals]] are all-access, meaning anyone can open these. Aggressive grab and throw them while they are under or in front of the airlock.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Airlocks are available across the station, guaranteed kill, usually leaves no physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:External airlock access isn&#039;t granted to everybody&lt;br /&gt;
:Smart opponents might be able to dodge out of the way or pull you out with them, they will probably be able to scream for help&lt;br /&gt;
:You&#039;ll need internal equipment&lt;br /&gt;
:The body can land back on the station&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.&lt;br /&gt;
===Fire===&lt;br /&gt;
Very dangerous and should only be used if a dramatic death is desired.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Very intimidating and dramatic, high chance of death, destroys the station (if that&#039;s a good thing), and leaves no physical evidence except a charred body and burnt floors.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:The equipment required to start a fire is only available in certain rooms such as atmospherics, toxins lab or the engine. It&#039;s also very dangerous to the attacker.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Fire has high style points but it can be permanently damaging to the station and may interfere with your objective.&lt;br /&gt;
:The &#039;&#039;&#039;singularity engine&#039;&#039;&#039; can also be used as an effective murder weapon and shares many of the pros and cons stated above, but the danger is increased tenfold.&lt;br /&gt;
===Genetic Murder===&lt;br /&gt;
Makes up a fraction of murders on SS13, but it has its advantages.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:You can change the person&#039;s identity completely, you can mask your murder as an attempt to help give them powers or do research or backup DNA, and once they&#039;re in the pod you can lock it where they have no chance to call for help or fight back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:It&#039;s hard and generally suspicious to access the genetics lab unless you&#039;re cleared to enter.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method can be risky and it is generally not easy to accomplish unless you&#039;re the researcher.&lt;br /&gt;
===Baiting===&lt;br /&gt;
A fairly advanced tactic, if only because it doesn&#039;t always work and is difficult to pull off correctly. Basically, you talk Security into attacking somebody for committing some kind of crime. The crime ostensibly committed can range from breaking windows to breaking faces - it doesn&#039;t matter, they&#039;ll die for it. This can be especially useful when the Security team have proven themselves incompetent and are unlikely to challenge your accusations.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Relieves suspicion of you (if it exists), a very good way of getting the station&#039;s legitimate members to do your dirty work, distracts Security, makes for nice RP&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unpredictable, occasionally backfires, not always easy to pull off.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:It is great when it works, but it is also hard to pull off and risky. Make sure you always wear gloves, and try to use people&#039;s ignorance to your advantage; asking some random Assistant to hold something like a fire extinguisher for you at the start of the round, then leave it near the victim&#039;s body, for example.&lt;br /&gt;
:Another tip-Have a good weapon on you, DON&#039;T MAKE THINGS UP ON THE GO, have something your target can get knocked out by.&lt;br /&gt;
===Gibbing===&lt;br /&gt;
Using the chef&#039;s gibber for killing personnel. Probably the best if you&#039;re the chef, but if the corpse is knocked out, the chef won&#039;t give a shit about killing them.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no evidence, and you can eat him to get your health back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Target has to be nonresponsive to gib them. Access to the kitchen is needed, or you will end up having at least one person who knows that you killed someone. Body has to be dragged to the kitchen, most likely in front of people.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This is probably the best as chef, as it doesn&#039;t appear as traitorous.&lt;br /&gt;
===Cremation===&lt;br /&gt;
Using the crematorium is a must as a Chaplain traitor. You can also mass drive people if you don&#039;t want to cook them (obvious to anyone going to derelict).&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:You can get spotted, need to make sure the person is out cold / dead. &lt;br /&gt;
:Crematorium destroys items completely, and doesn&#039;t leave anything behind if you don&#039;t strip them. Obvious if you mass drived them (and people going to the derelict will notice this). Careful of blood trails!&lt;br /&gt;
:Only people with the crematorium&#039;s access can use the crematory devices.&lt;br /&gt;
:Remember, the crematorium also destroys items! Nothing is worse than broiling the Captain and realizing that all that remains of your objective is now a scorched piece of jumpsuit.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:The mini-crossbow helps here, as does the sleepy pen. You can knock people out constantly, and pelt them with arrows until they pass out and are at your mercy.&lt;br /&gt;
== Where to Commit Murder ==&lt;br /&gt;
Now that you&#039;ve picked your method of slaying, you will need to pick somewhere to do this. Several obvious factors play into this decision;&lt;br /&gt;
* Are the facilities available in this area? You obviously won&#039;t be able to push somebody into the engine from the Chapel.&lt;br /&gt;
&lt;br /&gt;
* How frequently does the subject access this area? Waiting in the Medbay for your target won&#039;t result to anything if he never leaves his office.&lt;br /&gt;
&lt;br /&gt;
* How heavily populated is the area? You won&#039;t want to kill somebody in an area like the Medbay because there is almost always somebody there.&lt;br /&gt;
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;&lt;br /&gt;
* How hard is the area to access?&lt;br /&gt;
* How secluded is the area?&lt;br /&gt;
* How much camera coverage is there?&lt;br /&gt;
* Is the area your primary post?&lt;br /&gt;
It would be unwise to kill somebody in the Toxins Lab if you&#039;re the only toxins researcher. On the other hand, it would be incredibly wise to kill somebody in the Toxins Lab if you&#039;re not the toxins researcher.&lt;br /&gt;
===Getting Rid of the Body===&lt;br /&gt;
Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection aren&#039;t important the requirements of these methods are. &lt;br /&gt;
*Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. The easiest method of rendering it impossible to defib someone is to smash their skull in a bit more thoroughly. Just keep beating/shooting them while they&#039;re dying. &lt;br /&gt;
*Cloning requires the brain. All you need to keep is the brain so cutting that out and keeping/spacing should suffice. Be aware cloning can have saved scans so ensure you check&lt;br /&gt;
*Botany is probably the most difficult to prevent but the least likely to happen. So long as Genetics is intact Botany is unlikely to start planting clone pods. Fortunately they need a blood sample from the body and RP rules(usually) protect you from blood taken from before your attack.&lt;br /&gt;
*Robotics doesn&#039;t actually bring the dead back(they still count as dead even if borged) but most Borgs that aren&#039;t one-humaned to you are going to rat you out the moment they can speak. Fortunately they need the brain.&lt;br /&gt;
So how do you actually prevent this?&lt;br /&gt;
Most of the methods of killing people without leaving a body work on those who are already dead.&lt;br /&gt;
Cutting someone&#039;s brain out or beheading them stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. A quick disposals ride should be enough to prevent your location from being identified. You were wearing gloves, right?&lt;br /&gt;
If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get stopped several times by assholes opening the bag and make sure it looks like your heading for Medbay.&lt;br /&gt;
Toss people out of the airlock at an angle, as most of the places where people check for bodies are in straight lines.&lt;br /&gt;
Strip people of their jumpsuit if you can&#039;t dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatever your victim&#039;s access was.&lt;br /&gt;
If all else fails, dropping a mini-bomb on the body will prevent it from coming back.&lt;br /&gt;
==Getting Caught==&lt;br /&gt;
Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important. And the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you. Agree to any searches that won&#039;t get you busted for corpses or traitor items. Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed. Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first [[emag]] or revolver is spotted, you&#039;re getting a face full of a harm baton and then the embrace of hard vacuum.&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
===Tip 1: GET CREATIVE===&lt;br /&gt;
Alright, here&#039;s the situation. Let&#039;s say that your objectives are to kill someone, and to escape alive. Very simple, and they give you a lot of leeway in terms of the method of assassination. This means you could kill your target in a multitude of interesting and different ways! Here&#039;s a few examples:&lt;br /&gt;
* Challenge your target to a duel.&lt;br /&gt;
* Kill them in an incredibly silly way, or using unlikely objects.&lt;br /&gt;
* Be like Jigsaw, and give them a challenge in which failure ends in death.&lt;br /&gt;
* Frame them as a traitor, by putting traitor items in plain sight and switching your fingerprints for theirs in the security database.&lt;br /&gt;
And many more! Please note that even if you have things like steal or escape alone objectives, you can still make things fun! Try holding a hostage, or buying the escape shuttle.&lt;br /&gt;
===Tip 1-A: Use a gimmick===&lt;br /&gt;
Gimmicks can be the most fun you will have as an antagonist. Everything from tying your victims to a conveyor belt leading into the crusher and donning a Snidely Whiplash costume, to putting on a suit and tie, getting the admins to turn you into a skeleton, and building a disposals coaster into space (THE RIDE NEVER ENDS), to playing a murderer who hatches murder plots based on the victim&#039;s job (roboticist killed by a rogue cyborg, engineer thrown into the supermatter, assistant toolboxed to death, etc.) can be fun for all parties involved.&lt;br /&gt;
===Tip 2: Try to avoid murderboners===&lt;br /&gt;
&#039;&#039;WARNING! WARNING! OPINION AND RANT AHEAD!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you&#039;ve got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It&#039;s a fun game!” You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, unless the body is recovered you die permanently. So please, think of who you&#039;re killing before you go on a thermal/noslip/esword frenzy.&lt;br /&gt;
==== !!MURDERBONING IS NORMALLY AGAINST THE RULES!! ====&lt;br /&gt;
===== DO NOT MURDERBONE UNLESS IT IS [[Rules#Murderbone Policy|&#039;&#039;SPECIFICALLY WRITTEN THAT YOU CAN&#039;&#039;]] =====&lt;br /&gt;
===Tip 3: Ask the admins, they&#039;re here to help you===&lt;br /&gt;
Despite popular opinion, the admins are not just here to ban people and press buttons. They&#039;re here to help make the round interesting – just like you! Therefore, if you want to do a gimmick that you cannot pull off with the tools available, feel free to ask the admins if you can buy something using leftover TC. Some ideas: Centcom announcements, identity changes, being changed into a whole new antag (note: the admins will quickly get frustrated if you ask for this every time)&lt;br /&gt;
&lt;br /&gt;
Another thing – if your objectives are boring, easy, or you&#039;ve already completed them, you can ask for more. It&#039;s a good alternative to simply killing everything in sight if you can&#039;t think of something to do. For maximum realism, do this by emagging a command console. However, &amp;lt;b&amp;gt;IF NO ADMINS ARE ONLINE, DO NOT AHELP FOR EXTRA MISSIONS&amp;lt;/b&amp;gt;, this only bothers admins as they are forced to get their attention to you, when they could be monitoring the server for rulebreakers.&lt;br /&gt;
===More Tips===&lt;br /&gt;
* Having a spare ID always helps. Assistants are a dime a dozen, so it&#039;s not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don&#039;t have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others and should be a priority.&lt;br /&gt;
* Emagging welded/bolted doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when &#039;reserving&#039; an escape shuttle for yourself or when hiding a powersink.&lt;br /&gt;
* There may be other traitors on the shuttle and you may be their objective to kill. Trust nobody. Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun.&lt;br /&gt;
===Even More Tips===&lt;br /&gt;
* Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you the AI Upload board and a module of your choice from the Upload Chamber, etc.&lt;br /&gt;
**Actually, just emag all the borgs you come across. And then make more borgs with tthe bodies your minions have created. Then inadvertently complete the &amp;quot;escape alone&amp;quot; after you turned half the crew into mechanical slaves.&lt;br /&gt;
* You can force the AI to call the shuttle by throwing an EMP grenade near it&#039;s core; it has a 15% chance to do so though.Or alternatively, release the tesla which usually makes a bee-line for the AI (if you haven&#039;t given it prior prompting via a beacon...)&lt;br /&gt;
* Store dead bodies on the Toxins Test Site. Nobody will ever find them.&lt;br /&gt;
* Security cameras see as far as you do (7 tiles). This means that if you can&#039;t see a regular camera, it can&#039;t see you. X-ray cameras see through walls. You can differentiate the curved protrusion on the side. &lt;br /&gt;
* Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.&lt;br /&gt;
* If you inject a good power cell with plasma, it&#039;ll explode and create a hole in space when it is used for anything.&lt;br /&gt;
* Light switches can be used to sabotage a room if you inject plasma into the light bulbs. Also works if there is a power outage.&lt;br /&gt;
* An emagged Medibot will flat out murder anyone who stands still. Good combo with an emagged Beepsky.&lt;br /&gt;
* When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here&#039;s a cheat sheet:&lt;br /&gt;
**If the item can&#039;t be placed into a box, then when you put it in your bag it&#039;ll show to everyone that can see you.&lt;br /&gt;
**If the item can be placed into a box, then when you put it in your bag it&#039;ll only show to people who are directly next to you.&lt;br /&gt;
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don&#039;t show any message at all.&lt;br /&gt;
* Fake Mustaches conceal your identity as well as a gas mask or helmet. &lt;br /&gt;
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP&#039;s line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID&#039;s you just find laying around.&lt;br /&gt;
* If you grab someone and use them on a open toilet, drownign them via swirly will take creativity however. If it is closed, it slams the affected person into the toilet seat.&lt;br /&gt;
* The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.&lt;br /&gt;
**A hilariously effective use of the cham projector is something slippery, like the clown&#039;s PDA or a banana peel. WILD CLOWN MATERIALIZES.&lt;br /&gt;
**You can&#039;t drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.&lt;br /&gt;
**Floorbots won&#039;t try to collect people disguised as floor tiles or metal&lt;br /&gt;
**Pretending to be an item in space gives you perfect movement, but you&#039;ll still die of exposure if you&#039;re not prepared&lt;br /&gt;
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.&lt;br /&gt;
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.&lt;br /&gt;
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.&lt;br /&gt;
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they&#039;ll probably assume there&#039;s a cult about due to the lack of evidence of any escape route besides a straight up teleport.&lt;br /&gt;
* No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.&lt;br /&gt;
* You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.&lt;br /&gt;
* The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.&lt;br /&gt;
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead of a convenience.&lt;br /&gt;
* A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they&#039;ll be down for the count unless someone assists them.&lt;br /&gt;
* Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don&#039;t have access to a flash and have someone to assist you in beating them to death.&lt;br /&gt;
* Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.&lt;br /&gt;
* When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.&lt;br /&gt;
* There&#039;s an ID console near arrivals. If you get all-access when you really shouldn&#039;t, you should use this to make extra ID&#039;s to stash somewhere for when Sec inevitably takes your original ID.&lt;br /&gt;
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.&lt;br /&gt;
* Diamond drills can break through r-walls in record time.&lt;br /&gt;
* Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else! Or, make him say he&#039;s committing suicide! HoP traitors (or equivalent) with a voice changer can impersonate anyone they want without even having to buy an Agent ID, all from the comfort of his or her own office or even they&#039;re own escape pod.&lt;br /&gt;
* You should hide off cameras when impersonating someone with a non-Agent ID, as the AI can track you.&lt;br /&gt;
* You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....&lt;br /&gt;
* If you ever need a place to hide something make a false wall to the balloons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wanting a balloon and finds a ton of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don&#039;t mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.&lt;br /&gt;
* NOBODY expects freedom implants.&lt;br /&gt;
* You can delete your fingerprints from the security records. It&#039;s better to re-forge them or swap them with someone else&#039;s however.&lt;br /&gt;
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren&#039;t already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.&lt;br /&gt;
* Boxstation? Here&#039;s how to quickly and easily disable tcomms permanently (99% of the time) as a traitor, at the cost of four telecrystals: from in front of the Incinerator door, go 4 tiles south and slap a block of C4 to your right. Equip internals while you wait for it to go off. This will destroy the telecomms APC, which will depower comms. Nobody will be able to use headsets. With your internals on obviously, deconstruct/slap a second block of C4 on the hub in the middle of the room. If you didn&#039;t get tased and then lasered and dragged out onto a solar by an engineer who&#039;s packing, you will be able to enjoy your disabled comms and everyone walking around with constantly broadcasting station bounced radios in their pockets. ADDED: Destroying the hub does stop communication through headsets on the station. Do note that a competent engineer can still repair your damage.&lt;br /&gt;
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it&#039;s free and click flip. With a bit of luck, it&#039;ll be facing the opposite way. Wrench and weld it. Any disposal &amp;quot;upstream&amp;quot; from that pipe will now take objects and people to the HoP&#039;s office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain&#039;s office and the previous one we flipped. To get into the Captain&#039;s office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal &amp;quot;upstream&amp;quot; from there will take you to the captain&#039;s office. The rest will take you to the HoP&#039;s. The only question is, if there&#039;s no ID and no hand tele, how do you get out before security gets there?&lt;br /&gt;
* Emagging a comms console with captain access allows you to contact the syndicate. If the Gods are feeling kind, you can Use this to demand new objectives, which they will often give you more telecrystals to help you do this.&lt;br /&gt;
* E-swords and circular saws can be used to make sawn-off shotguns. Eswords can also cut cakes, pizzas and light cigars.&lt;br /&gt;
* &amp;lt;strike&amp;gt;You can&#039;t get out of package wrapped lockers. I don&#039;t even know if you can resist out of them.&amp;lt;/strike&amp;gt; [fixed]&lt;br /&gt;
* Spaced bodies can husk, but it&#039;s not terribly quick. Burned bodies husk much better.&lt;br /&gt;
* You can free people from perma without using space. ADDED: If you go through brig maint, get through the window and grill near where they keep Sec&#039;s atmospheric canisters. Walk up near evidence, cut down the evidence R-wall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!&lt;br /&gt;
* The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what&#039;s in your hand however.&lt;br /&gt;
* You can uncuff yourself while in a disposal unit.&lt;br /&gt;
* You can strip someone&#039;s pockets without a message appearing, if they don&#039;t move during it, otherwise they&#039;ll get a message that says their pockets are being touched. &lt;br /&gt;
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can&#039;t do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.&lt;br /&gt;
* Every PDA holds a pen by default. Remove it and store your sleepy pen/e-daggers there if you take it. No one carries pens in their bag.&lt;br /&gt;
* Are you a traitorous sort lucky enough to have HoP-level access? Don&#039;t want security on your back? CLOSE THE POSITIONS. An understaffed security team is a shit security team.&lt;br /&gt;
* Latex gloves don&#039;t stop you from leaving your fingerprints everywhere. They leave partial prints.&lt;br /&gt;
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.&lt;br /&gt;
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.&lt;br /&gt;
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.&lt;br /&gt;
* Borgs are always stunned by flashes.&lt;br /&gt;
* Grenades can be activated from backpack with mousetraps.&lt;br /&gt;
* Suit Storage Units can hold any type of space suit, even hardsuits. You can hide bodies in them and nobody will ever think of checking there. You can even hack SSUs to burn somebody to a crisp.&lt;br /&gt;
* The nuke blocks projectiles.&lt;br /&gt;
* Black gloves are fireproof. That means you can take whatever lights you want without getting burned. They also half the damage you take from electric shocks.&lt;br /&gt;
* Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks. But if you have a pulse rifle chances are airlocks won&#039;t matter for you.&lt;br /&gt;
* EMPs silence headsets.&lt;br /&gt;
* You can dip a cig in anything. Dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won&#039;t do as much damage).&lt;br /&gt;
* Reverse pickpocketing doesn&#039;t produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it&#039;s actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.&lt;br /&gt;
* You can make an improvised explosive (IED) with basic materials. What you&#039;ll need:&lt;br /&gt;
**Soft drink can, Igniter, a Welding fuel tank, and a cable coil.&lt;br /&gt;
**Igniter ---&amp;gt; Space Cola (filled with welding fuel) ---&amp;gt; improvised explosive assembly --&amp;gt; click on a welding fuel tank --&amp;gt; cables ---&amp;gt; improvised explosive assembly (filled)&lt;br /&gt;
**Should be all set. Oh, and it can gib dead people, if exploded on their body, and the explosion doesn&#039;t expose blown tiles to space. It also destroys dead borg&#039;s bodies so you can get the MMI.&lt;br /&gt;
* One very important note about IED&#039;s blast radius is that it can destroy an APC one tile away. Meaning an IED in the windoor square in front of the AI can destroy its apc and render it incapable of shunting or really doing anything at all.&lt;br /&gt;
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.&lt;br /&gt;
* Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.&lt;br /&gt;
* You don&#039;t need to steal the blueprints to complete your objective, you can instead take a picture of it and it will count as successfully stealing it.&lt;br /&gt;
* &amp;quot;Steal plasma&amp;quot; is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it&#039;s empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.&lt;br /&gt;
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you&#039;ve got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.&lt;br /&gt;
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.&lt;br /&gt;
* A strategy to win Cuban Pete:&lt;br /&gt;
** If your magic is less than 5, charge.&lt;br /&gt;
** If your health is less than Pete&#039;s, and your turtle value is less than 3, heal.&lt;br /&gt;
** Otherwise, attack.&lt;br /&gt;
** Healing increases your turtle value by 1.&lt;br /&gt;
** Attacking or charging your magic reduces your turtle value by 1.&lt;br /&gt;
** Pete will attack you for more damage if your turtle value is greater than 3.&lt;br /&gt;
** This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).&lt;br /&gt;
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.&lt;br /&gt;
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.&lt;br /&gt;
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don&#039;t forget radiation suit, huh.&lt;br /&gt;
* If you&#039;re looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent &amp;amp; risky.&lt;br /&gt;
* Tip: Bullets pass through grilles, but not windows. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles.&lt;br /&gt;
* You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.&lt;br /&gt;
* You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.&lt;br /&gt;
* You can destroy canisters by attacking them. Usually I&#039;ll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It&#039;s stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn&#039;t destroy then release the plasma. It&#039;ll actually explode like a small bomb. So if you&#039;re trying to make an inferno, let the can empty THEN light it, so you don&#039;t put your own fire out with vacuum.&lt;br /&gt;
* Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.&lt;br /&gt;
* Spraying someone with welder fuel or alcohol on someone who&#039;s smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. ADDED: It also works with a active esword, as a poor antag found out once.&lt;br /&gt;
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe re-wrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I&#039;ve seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.&lt;br /&gt;
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.&lt;br /&gt;
* Possessing damp rag, either from janitor room or from Bond Bundle, it works as 5u hypospray to mouth on harm intent. Gimmicky and adds flavor to your murder! (Personal recommendation: Use Zombie Powder.)&lt;br /&gt;
**If you manage to make Circuit Imprinter circuit, ABUSE THE HELL OUT OF IT! There&#039;s so much you can build with it, ranging from Energy gun rechargers &amp;amp; Chemical Dispensers to AI Upload consoles (Circuit Imprinter is NOT department locked when constructed elsewhere). Find a cozy place in [[Maintenance]] or make your own and start making those illegal drugs/subversion.&lt;br /&gt;
*Role-playing with your target helps a lot if they&#039;re not always on the move. Offer them money or valuable item for lure, or even lie to them about specific topic (example: &amp;quot;Clown tripped an engineer and dragged them to maints.&amp;quot;) and continue to beat the crap out of your prey.&lt;br /&gt;
*As Botanist, you have MASSIVE advantage of being able to creating some of the [[Syndicate Uplink]] without emagged Chemical Dispenser, that being Carpotoxin, Tirizine and possibly Histamine.&lt;br /&gt;
===&amp;lt;s&amp;gt;Double Agents?&amp;lt;/s&amp;gt;===&lt;br /&gt;
&amp;lt;s&amp;gt;So you&#039;re a double agent. This mode functions a bit differently from normal Traitor in that it&#039;s an absolute clusterfuck you are assigned another double agent to kill! However, this means that there&#039;s also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode. You, of course, won&#039;t be *told* it&#039;s a Double Agent round but you can easily meta it from the number of objectives you have.&amp;lt;/s&amp;gt; How do we even still have this part, double agents were removed LONG LONG ago.&lt;br /&gt;
&lt;br /&gt;
However, it is still possible to have kill objectives that is targeted against other Traitors. Maybe talk it out with the other guy and maybe the both of you can get a [[Greentext|Greentext.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Space_Ninja&amp;diff=34256</id>
		<title>Space Ninja</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Space_Ninja&amp;diff=34256"/>
		<updated>2021-11-06T15:20:56Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* How do I become one? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_ninja.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Space Ninja&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = Basically anywhere&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Spider Clan&lt;br /&gt;
|duties = Energy sword everything, nom on electrical wires.&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Nothing personnel kid.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Space Ninjas&#039;&#039; are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.&lt;br /&gt;
==Welcome to the Spider Clan!==&lt;br /&gt;
===Overview===&lt;br /&gt;
If you&#039;re reading this, congratulations! Fortune has decided to turn you into a 26th century agent worthy of the title &amp;quot;ninja&amp;quot;. You spawn in a suit of cyberpunk-esque ninja gear which provides your powers, and you have your trusty energy katana on your belt. You should use the emergency oxygen tank in your suit storage as internals, not the C02 jetpack on your back. You have between four and six objectives. You are not required to follow them, yet your &#039;&#039;&#039;NINJA HONOR&#039;&#039;&#039; demands you try.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;re just some chump who wants to learn about Space Ninjas. Well, read on.&lt;br /&gt;
===How do I become one?===&lt;br /&gt;
Space Ninjas are currently only a random event or admin triggered. They&#039;re selected from the pool of ghosts with the &#039;be space ninja&#039; antagonist option enabled. Space ninjas spawn outside the station, typically on the solars. More than one Space Ninja can be spawned at the admin&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
==The Way of Ninjutsu==&lt;br /&gt;
===Your Equipment===&lt;br /&gt;
As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you. Included with it is a pair of ninja gloves, a pair of ninja boots, a ninja hood, and a ninja mask. These items work in conjunction with the suit. The hood, makes you untrackable by the AI, the gloves allow for special interactions with objects or creatures, and the shoes prevent you from slipping. Your suit also functions as high-quality armor.&lt;br /&gt;
&lt;br /&gt;
None of your suit&#039;s functions are available until you use the &#039;&#039;&#039;Initialize&#039;&#039;&#039; action button. Putting on a ninja suit (after you somehow get one) and pressing this button as a non-ninja is a very very bad idea.&lt;br /&gt;
&lt;br /&gt;
Aside from your suit, you have a number of items at your disposal. There is an energy katana at your belt. It inflicts 40 brute damage per attack, can deflect projectiles in the same way an energy sword can, and may be recalled to you whenever you lose it with an ability in your &#039;Ninja Ability&#039; tab aptly named &#039;Recall Energy Katana&#039;. It has a dash mode that when enabled, will allow you to teleport to any location on screen. While dash is disabled, it has all of the functions of a [[cryptographic sequencer]], so you can open airlocks with it, among other things. It also deals twenty brute damage when thrown. You have a brick of C4 and a flashlight in your pockets, an emergency oxygen tank in your suit storage, and a C02 jetpack on your back. There are night vision goggles on your face.&lt;br /&gt;
&lt;br /&gt;
Your suit runs on electricity and consumes it for its many abilities. To recharge your power supply, &#039;&#039;&#039;Toggle Interaction&#039;&#039;&#039; under the &#039;Ninja Equip&#039; tab and click on a power wire, APC, mech, cyborg, power cell, or SMES unit. Doing so will filter power from that object into you.&lt;br /&gt;
&lt;br /&gt;
By default your suit runs on a 10,000-capacity power cell and thus can only hold 10,000 units of electricity, displayed as 100% in the status tab. You can upgrade your suit&#039;s battery by first picking up a power cell of greater capacity, then enabling interaction (glove hud icon), and then using the power cell on your ninja suit. Installing a 15,000-capacity cell will increase your power capacity to 150%, for example.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed? You can load a [[Personal AI]] by using it on your suit with interaction enabled.&lt;br /&gt;
===Your Abilities===&lt;br /&gt;
* Phase Cloak: Renders you partially invisible. Cost: about 1% energy per second cloaked (By 1%, we mean 1% of your starting maximum energy. If you double your capacity with a different power cell, this would cost 0.5% energy per second.)&lt;br /&gt;
* EM Burst: Creates a 4-square strong, 6-square weak electromagnetic pulse. EMP disables radios, cameras, energy-based weaponry and hurts silicons. Cost: 25% energy&lt;br /&gt;
* Create Throwing Star: 3D-prints a permanent throwing star of the same sort a traitor can purchase. Using this ability turns on throw mode so the star can be thrown instantly. These deal thirty brute damage and embed into people when thrown, inflicting further damage over time. Cost: 1% energy&lt;br /&gt;
* Recall Energy Katana: Recalls your energy katana to you. The cost of this ability is variable based on how far you are from the katana. If the katana is onscreen when you use this ability it will be thrown in your direction, hitting anyone in the way.&lt;br /&gt;
* Smoke Bomb: Drops a smoke bomb that obstructs vision and allows your escape. You get between five and twenty. Use them wisely...or throw a ninja party! Cost: 0 energy&lt;br /&gt;
* Adrenaline Boost: This undoes stuns, knockdowns, and unconsciousness. You get between one and seven. It also injects you with radium, which decays into harmful radiation. Cost: 0 energy&lt;br /&gt;
* Energy Net: This ability entangles a player in an energy net which will after about thirty seconds teleport them to ninja prison. During this period they and others can attack the energy net to remove it, so make sure to restrain or sedate them beforehand. Cost: 20% energy&lt;br /&gt;
You can also shock people by touching them with any intent except harm while special interaction is enabled, using some suit energy to stun them and inflict a small amount of burn damage.&lt;br /&gt;
===Your Objectives===&lt;br /&gt;
Ninjas generally have six objectives, unless they were created by an administrator. You will either be assigned to help or harm the station. This is determined by whether your employer is Nanotrasen or the Syndicate. Irrespective of who your employer is you&#039;re allowed to engage anyone regardless of their loyalties.&lt;br /&gt;
&lt;br /&gt;
The objectives:&lt;br /&gt;
* Steal research nodes: You will have to steal 10 to 30 nodes of Research from RnD. Depending on if the scientists bothered to do research you may have to do it yourself, or coerce someone into doing it. Sometimes your mere presence will start research; eg. &amp;quot;NINJA ON STATION, R&amp;amp;D START WORK ON LASER CANNONS.&amp;quot;&lt;br /&gt;
To steal the research, get a tech disk either from the science protolathe or in RnD, plug it in the RnD console in RnD, click tech disk&amp;gt;upload to disk then eject.&lt;br /&gt;
* Protect a target: An assignment for Nanotrasen-employed ninjas, or Syndicate-employed ninjas to protect an antagonist. Prevent the target&#039;s death.&lt;br /&gt;
&lt;br /&gt;
* Assassinate a target: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to kill an antagonist. Ensure the target dies.&lt;br /&gt;
&lt;br /&gt;
* Capture a target: Capture someone using the Energy Net ability. &lt;br /&gt;
&lt;br /&gt;
* Steal a target&#039;s brain: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to debrain an antagonist. Surgically remove the target&#039;s brain and keep it.&lt;br /&gt;
&lt;br /&gt;
* Survive until round end: Simple, just don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
* Steal a high risk item: Just what it says on the tin. Steal some magboots, secret documents, or whatnot.&lt;br /&gt;
As with all antagonist objectives, these are optional. But before you go indiscriminately test out your energy katana on the faces of the crew, consider that playing as a space ninja is a rare opportunity you may not get to indulge in again for a long while.&lt;br /&gt;
==Tips==&lt;br /&gt;
* It&#039;s a good idea to upgrade your power cell at the earliest opportunity.&lt;br /&gt;
* Need to capture someone, but can&#039;t find any non-lethal weaponry to subdue them with? Make some cable coils into cable restraints, then use your gloves to stun them while you cuff them. Use your EMP ability to disable their radios and prevent them from calling for help.&lt;br /&gt;
* You can drain APCs and render them inoperable. Depending on whether you&#039;re with or against the station, this may be tactically useful.&lt;br /&gt;
* You gain the most power per tick from highly-charged SMES units.&lt;br /&gt;
* Darkness is your ally. The night vision goggles on your face can be your most potent weapon.&lt;br /&gt;
* Adrenaline Boost should only be used in absolute emergencies. &lt;br /&gt;
* Your energy katana doesn&#039;t stun on the first hit, but your hands do.&lt;br /&gt;
* You&#039;ll have to eat often, since moving one step increments your hunger, and Space Ninjas move at a blistering fast pace thanks to their ninja shoes.&lt;br /&gt;
* Eating requires you de-initialize and remove your suit, which is a lengthy process during which you will be vulnerable. Stock up on high-quality food from the [[chef]] -- it&#039;s not common knowledge, but eating healthy food gives you a healthy metabolism, which makes you have to eat less and will also decrease the effects of the radium from the Adrenaline Boost ability.&lt;br /&gt;
* Beepsky will mess you up. EMP him.&lt;br /&gt;
* Being a Space Ninja is a careful balancing act of simultaneously paying attention to your objectives, your health, your nutrition, your suit&#039;s power level, and other resources. Consider grabbing a personal AI to help manage these factors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34189</id>
		<title>Guide to medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34189"/>
		<updated>2021-10-18T18:47:52Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Removes some excesive Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Potentially Outdated&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation&#039;s wiki post-cobbychem.&#039;&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;re going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.&lt;br /&gt;
== Identification ==&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;s overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is different from other types of damage. See below for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
===Your first patient===&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;s overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat wounds if the patient is in crit. Don&#039;t give them 30 or more units of it, as that will cause toxin damage.&lt;br /&gt;
:* If the patient is bleeding, apply a medical gauze [[File:Gauze.png]]. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
== Treatment ==&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, switch to help intent and click on them.&lt;br /&gt;
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is bleeding, use bandages to prevent blood loss.&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove brute damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] quickly heals brute damage over time, slowly if below 50 brute damage and quickly if above 50.&lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove burn damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] quickly heals burn damage over time, slowly if under 50 burn damage and quickly if over 50.&lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals 2 toxic damage and purges all other chemicals. Cannot OD.&lt;br /&gt;
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals 2 toxic damage. OD at 30u.&lt;br /&gt;
* [[Guide_to_chemistry#Carthatoline|Carthatoline]] heals 5 toxin damage and purges toxic reagents.&lt;br /&gt;
* [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] heals 12 toxin damage and heals the liver. OD at 10u.&lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals 2 toxin damage and purges all other chemicals quickly at 2u per tick. Also purges large [[radiation]] fast but slows down with lower levels. &lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.&lt;br /&gt;
* [[Surgery#Filter_Blood|Filter Blood]] surgery will purge chemicals from the body at 22% of the reagent per cycle.&lt;br /&gt;
* If patient has a damaged liver, [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] will heal the liver, [[Surgery#Hepatectomy|Hepatectomy]] will return the liver to functioning if it&#039;s severely damaged.&lt;br /&gt;
* If the liver is non-functional, a liver transplant will stop the toxin damage caused by that liver and allow chemicals to work in the body. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. &lt;br /&gt;
&lt;br /&gt;
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]]&lt;br /&gt;
&lt;br /&gt;
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]] or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out. &lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
Rare kind of damage. It is also known as &#039;&#039;&#039;Clone damage&#039;&#039;&#039;. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
[[File:HealthAnalyzerScanCloneDamage.png|thumb|If you detect no damage with low health at a patient, It means Cellular damage issue.]]&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;s not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 4 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their 15 minute decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!&lt;br /&gt;
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|4 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t digest any food.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. &lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;t hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they&#039;re buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;s damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]] in which case they can also grow [[Changeling#Arm Blade|something you may find familiar]].&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]] can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[#Death|dead]] it freezes their [[#Death|defibrillation timer]]. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;re out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently.&lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].&lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# Shake the person to get them up (switch to help intent and click on them multiple times).&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient&#039;s health is very low, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]] for better medicines. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient.&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
Overdosed Reagents will continue to apply their negative effect and not any of its normal effects until its fully out of the patient. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Charcoal]] purges chemicals slowly and can help with toxin damage.&lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
*[[Guide to chemistry#Antihol|Antihol]] purges alcoholic beverages quickly and can be used in conjunction with other chemicals since they are not purged&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
Cloned people lose their immunity and can be reinfected. &lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
===[[Health#Radiation|Radiation]]===&lt;br /&gt;
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who&#039;ve stuck themselves with too many SE injectors.&lt;br /&gt;
&lt;br /&gt;
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.&lt;br /&gt;
* Give the patient a shower to help lower radiation levels.&lt;br /&gt;
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.&lt;br /&gt;
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.&lt;br /&gt;
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient&#039;s clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]], [[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. &lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation has a timed window of 15 minutes, but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]], also make sure they aren&#039;t a [[Plasmaman]] or [[IPC]] as both cannot be defib&#039;ed, don&#039;t be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat.&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Switch to &#039;&#039;&#039;help&#039;&#039;&#039; [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and needs to be repaired more. &lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit.&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Muest be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
==== Cloning ====&lt;br /&gt;
Cloning is the easiest but also the most time-wasting and expensive form of revival, just drag the corpse into the cloning scanner, press scan on the cloner and if everything is good you can just go to their records and press clone, science can research better parts for the cloner so its cheaper,faster and deals less cellular damage&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life and his/her soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|His/her soul seems to have been ripped out of his/her body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|He/she appears to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that his/her brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|His/her head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. or try and clone it&lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]] or try and clone it. &lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 1u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable.&lt;br /&gt;
&lt;br /&gt;
Note on Synthflesh Revival as of Mar. 7 2021:&lt;br /&gt;
&lt;br /&gt;
It is recommended to &#039;&#039;&#039;not&#039;&#039;&#039; apply via splashing, as it does nothing. Apply 2 40u patches (=80u) and spray 3 10u from a spray can (=110u) to trigger de-husking. Still, changeling husks being un-dehuskable still applies. (This is a work-around for current spaghetti code.)&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
== Primary care for other races ==&lt;br /&gt;
There are several other species encountered on the shift, they may require specific methods or alternative medicines&lt;br /&gt;
=== Nanotrasen Approved Crewmembers ===&lt;br /&gt;
===== Humans =====&lt;br /&gt;
Everything in is guide assumes the patient is human so no variant healing is required&lt;br /&gt;
===== Lizards =====&lt;br /&gt;
No difference to humans in terms of medicine besides cryoxadone based cryogenics being less effective &lt;br /&gt;
===== Plasmamen =====&lt;br /&gt;
This race is notably harder to revive due to the lack of heart and the need for plasma in gas form.&lt;br /&gt;
&lt;br /&gt;
To revive them you need a way to defibrillate and it can be accomplished by&lt;br /&gt;
* Using organ manipulation to insert a working heart into its chest&lt;br /&gt;
* Using revival surgery&lt;br /&gt;
* Using Strange Reagent&lt;br /&gt;
Afterwards you need a suit for them, which hopefully isnt already destroyed and plasma based internals. A spare tank can be printed from the medical protolathe but it lacks the plasma. You will have to get some from science or atmospherics.&lt;br /&gt;
&lt;br /&gt;
In place of plasma internals, sabutamol, perflurodecalin and dexalin can keep the patient alive as he attempts to replenish his plasma.&lt;br /&gt;
===== Mothpeople =====&lt;br /&gt;
No difference to humans, they may require extra occuline occassionally&lt;br /&gt;
&lt;br /&gt;
If their wings are burnt off it cannot be repaired with surgery and require replacement. Possibly from a empty clone&lt;br /&gt;
===== Ethereals =====&lt;br /&gt;
No difference to humans in terms of medicine but may require manual charging by a doctor using High-power energy bars. The optimal way is to bring them to robotics and placing them in a charger&lt;br /&gt;
===== IPCs =====&lt;br /&gt;
These Require welders on help intent to repair brute damage and cable coils for burn damage. Send them to robotics for repair if medical lacks tools to do it. However, Tend wounds will work on IPCs if in a pinch.&lt;br /&gt;
&lt;br /&gt;
Additionally IPCS require [[Guide to chemistry#System Cleaner|System Cleaner]] for toxin damage or [[Guide to chemistry#Solder|Solder]] for &amp;quot;brain&amp;quot; damage It is recommended administering these chemicals via syringe.&lt;br /&gt;
&lt;br /&gt;
in fringe cases where IPCs take burn damage without any clear source consider cooling the body down using a freezing shower or sending to robotics for organ replacement&lt;br /&gt;
&lt;br /&gt;
===== Squidpeople =====&lt;br /&gt;
No difference to humans but vehemently reject salt. Consider using vaccines to cure them if the virus requires salt to cure and purge it immediately after with chemicals&lt;br /&gt;
===== Apids =====&lt;br /&gt;
No difference to humans but you cannot administer medicine using smoke. Consider asking apid patients for some honey for surgery&lt;br /&gt;
===== Oozeling/Slimeperson =====&lt;br /&gt;
These are potentially hard to cure patients and can be mistaken for etherals. &lt;br /&gt;
&lt;br /&gt;
They are unable to metabolise many forms of medicines without drawback if said reagent can heal toxin damage. This includes omnizine, Epinephrine (If in crit), Tricordazine, atropine. If accidentally administered purge it with calomel.&lt;br /&gt;
&lt;br /&gt;
Slime ooze is also harder to replenish if there are factors draining it such as lack of nutrition. If they are missing limbs, make sure they have more than 100% blood, as they will more than likely regenerate their limbs after waking up.&lt;br /&gt;
&lt;br /&gt;
If an oozeling has blood filter nanites, administer Perfluorodecalin from the sleeper, then get them to science for &amp;lt;s&amp;gt;them to die because no scientist knows how to remove nanites&amp;lt;/s&amp;gt; a scientist to remove the nanites in time before they run out of blood.&lt;br /&gt;
&lt;br /&gt;
The prime ways to replenish blood are by overfeeding patients with nutrition or administering toxins.&lt;br /&gt;
&lt;br /&gt;
If the patient requires tox healing, and there are no toxin bottles, administer [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] available in the sleeper. It has virtually no downsides to oozelings.&lt;br /&gt;
&lt;br /&gt;
Do not admit oozlings to cryogenics as the cold harms them.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
==Plasmaman Cloning==&lt;br /&gt;
&#039;&#039;&#039;i am so fucking pissed I&#039;m doing this out of PURE ANGER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to clone a Plasmaman A step by step guide (for my suffering to end)&lt;br /&gt;
&lt;br /&gt;
IF THEY ARE HUSKED DO THIS FIRST&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Put plasmaman into cloning scanner&lt;br /&gt;
Scan them, start the cloning process&lt;br /&gt;
Drag their dead body to cloning pod&lt;br /&gt;
Undress them and leave their clothes in a pile&lt;br /&gt;
Turn on shower near cloning pod&lt;br /&gt;
Once they pop out of cloner, put them under the shower and wait for them to dress up&lt;br /&gt;
PLEASE DO NOT WALK AWAY, WATCH THEM GET THERE SHIT ON FIRST!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
But what if there are no clothes / we only found their head &lt;br /&gt;
&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Have a blue (&amp;quot;Oxygen Deprivation&amp;quot;) medkit nearby&lt;br /&gt;
Once they pop out of the cloner, put them under the shower and feed them a few blue pills (Salbutamol) from the aforementioned medkit. Plasmamen suffocate if they don&#039;t have plasma to breathe!&lt;br /&gt;
No Salbutamol? Epinephrine and [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] work too.&lt;br /&gt;
were on bee, not TG, go to clothes vendor and fucking get both a suit and helmet, open your box in your bag and give them your mask, scream on comms for a plasma man to come to cloning and cry&lt;br /&gt;
&lt;br /&gt;
Written by angry(er) plasmaman who got tired of being cloned 3(00) times by clueless (brain-damaged) doctors (and CMO) before they gave up, put him in a body bag and hauled to the morgue&lt;br /&gt;
AND THEN GOT CLONED BY THE AI AND A CHAPLAIN&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Oozeling Revival ==&lt;br /&gt;
&#039;&#039;&#039;i am doing this out of pure salt after some medic not being able to revive an oozeling for the 50&amp;lt;s&amp;gt;000&amp;lt;/s&amp;gt;th time&#039;&#039;&#039;&lt;br /&gt;
=== How to revive an Oozeling 101: ===&lt;br /&gt;
# &#039;&#039;&#039;Check their Blood Level.&#039;&#039;&#039; If they have negative amounts of blood, just yeet them in the cloner. The roundstart ooze supply isn&#039;t sufficient to fix that. There&#039;s this massive misconception that welder fuel acts as blood for Oozelings, here&#039;s a hint: &#039;&#039;&#039;&#039;&#039;It Does not act as Blood for them.&#039;&#039;&#039;&#039;&#039; (While it is true that PROCESSING the fuel gives them blood, it is useless since they immediately die after 1 tick due to oxyloss from negative levels of blood.) &amp;lt;br /&amp;gt;If they have LOW blood, don&#039;t waste the slime ooze pack on them. Instead throw them in the sleeper and give them [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]], as it heals their oxygen damage &#039;&#039;&#039;&#039;&#039;AND&#039;&#039;&#039;&#039;&#039; regenerates their blood slowly. &amp;lt;br /&amp;gt;Skip this step if their blood level is normal.&lt;br /&gt;
# &#039;&#039;&#039;Check the Damage Levels.&#039;&#039;&#039; If they have Brute/Burn damage, apply medication as you would for a normal human being. For toxin damage, see step 3. Contrary to popular belief, &#039;&#039;&#039;SALT DOES NOT HURT OOZELINGS.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Check their Chemicals.&#039;&#039;&#039; I cannot fucking stress how important it is to know what&#039;s inside an oozeling, if there&#039;s &#039;&#039;any&#039;&#039; chemical that heals toxin damage, you need to get that out, preferably with [https://wiki.beestation13.com/view/Surgery#Filter_Blood blood filter surgery] . Do not use [[Guide_to_chemistry#Charcoal|Charcoal]] or [[Guide to chemistry#Pentetic Acid|Pentetic Acid]] to purge chemicals as it will damage them. [[Guide_to_chemistry#Calomel|Calomel]] is prefered as it not only doesn&#039;t cause damage, but heals them. Nothing that would cause toxin damage in an Oozeling? They may have nanites. In this case, &#039;&#039;&#039;cry&#039;&#039;&#039;, as no scientist knows they can remove nanites. If this applies, drag them to the cloner in shame.&lt;br /&gt;
Once you follow these 3 simple steps, you &#039;&#039;SHOULD&#039;&#039; be able to revive them via defibrilator. Once you do, yeet them in a nearby sleeper and apply [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]], but please, &#039;&#039;please&#039;&#039;, &#039;&#039;&#039;&#039;&#039;PLEASE&#039;&#039;&#039;&#039;&#039;, for the love of God do not overdose them on that shit.&lt;br /&gt;
&lt;br /&gt;
Written by an &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; angry Oozeling player because half of medical can&#039;t do their fucking job&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34188</id>
		<title>Guide to medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34188"/>
		<updated>2021-10-18T18:33:23Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Added even more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Potentially Outdated&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation&#039;s wiki post-cobbychem.&#039;&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;re going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.&lt;br /&gt;
== Identification ==&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;s overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is different from other types of damage. See below for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
===Your first patient===&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;s overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat wounds if the patient is in crit. Don&#039;t give them 30 or more units of it, as that will cause toxin damage.&lt;br /&gt;
:* If the patient is bleeding, apply a medical gauze [[File:Gauze.png]]. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
== Treatment ==&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, switch to help intent and click on them.&lt;br /&gt;
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is bleeding, use bandages to prevent blood loss.&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove brute damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] quickly heals brute damage over time, slowly if below 50 brute damage and quickly if above 50.&lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove burn damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] quickly heals burn damage over time, slowly if under 50 burn damage and quickly if over 50.&lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals 2 toxic damage and purges all other chemicals. Cannot OD.&lt;br /&gt;
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals 2 toxic damage. OD at 30u.&lt;br /&gt;
* [[Guide_to_chemistry#Carthatoline|Carthatoline]] heals 5 toxin damage and purges toxic reagents.&lt;br /&gt;
* [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] heals 12 toxin damage and heals the liver. OD at 10u.&lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals 2 toxin damage and purges all other chemicals quickly at 2u per tick. Also purges large [[radiation]] fast but slows down with lower levels. &lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.&lt;br /&gt;
* [[Surgery#Filter_Blood|Filter Blood]] surgery will purge chemicals from the body at 22% of the reagent per cycle.&lt;br /&gt;
* If patient has a damaged liver, [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] will heal the liver, [[Surgery#Hepatectomy|Hepatectomy]] will return the liver to functioning if it&#039;s severely damaged.&lt;br /&gt;
* If the liver is non-functional, a liver transplant will stop the toxin damage caused by that liver and allow chemicals to work in the body. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. &lt;br /&gt;
&lt;br /&gt;
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]]&lt;br /&gt;
&lt;br /&gt;
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]] or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out. &lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
Rare kind of damage. It is also known as &#039;&#039;&#039;Clone damage&#039;&#039;&#039;. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
[[File:HealthAnalyzerScanCloneDamage.png|thumb|If you detect no damage with low health at a patient, It means Cellular damage issue.]]&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;s not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 4 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their 15 minute decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!&lt;br /&gt;
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|4 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t digest any food.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. &lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;t hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they&#039;re buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;s damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]] in which case they can also grow [[Changeling#Arm Blade|something you may find familiar]].&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]] can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[#Death|dead]] it freezes their [[#Death|defibrillation timer]]. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;re out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently.&lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].&lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# Shake the person to get them up (switch to help intent and click on them multiple times).&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient&#039;s health is very low, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]] for better medicines. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient.&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
Overdosed Reagents will continue to apply their negative effect and not any of its normal effects until its fully out of the patient. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Charcoal]] purges chemicals slowly and can help with toxin damage.&lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
*[[Guide to chemistry#Antihol|Antihol]] purges alcoholic beverages quickly and can be used in conjunction with other chemicals since they are not purged&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
Cloned people lose their immunity and can be reinfected. &lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
===[[Health#Radiation|Radiation]]===&lt;br /&gt;
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who&#039;ve stuck themselves with too many SE injectors.&lt;br /&gt;
&lt;br /&gt;
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.&lt;br /&gt;
* Give the patient a shower to help lower radiation levels.&lt;br /&gt;
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.&lt;br /&gt;
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.&lt;br /&gt;
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient&#039;s clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]], [[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. &lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation has a timed window of 15 minutes, but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]], also make sure they aren&#039;t a [[Plasmaman]] or [[IPC]] as both cannot be defib&#039;ed, don&#039;t be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat.&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Switch to &#039;&#039;&#039;help&#039;&#039;&#039; [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and needs to be repaired more. &lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit.&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Muest be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
==== Cloning ====&lt;br /&gt;
Cloning is the easiest but also the most time-wasting and expensive form of revival, just drag the corpse into the cloning scanner, press scan on the cloner and if everything is good you can just go to their records and press clone, science can research better parts for the cloner so its cheaper,faster and deals less cellular damage&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life and his/her soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|His/her soul seems to have been ripped out of his/her body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|He/she appears to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that his/her brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|His/her head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
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!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. or try and clone it&lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]] or try and clone it. &lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 1u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable.&lt;br /&gt;
&lt;br /&gt;
Note on Synthflesh Revival as of Mar. 7 2021:&lt;br /&gt;
&lt;br /&gt;
It is recommended to &#039;&#039;&#039;not&#039;&#039;&#039; apply via splashing, as it does nothing. Apply 2 40u patches (=80u) and spray 3 10u from a spray can (=110u) to trigger de-husking. Still, changeling husks being un-dehuskable still applies. (This is a work-around for current spaghetti code.)&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
== Primary care for other races ==&lt;br /&gt;
There are several other species encountered on the shift, they may require specific methods or alternative medicines&lt;br /&gt;
=== Nanotrasen Approved Crewmembers ===&lt;br /&gt;
===== Humans =====&lt;br /&gt;
Everything in is guide assumes the patient is human so no variant healing is required&lt;br /&gt;
===== Lizards =====&lt;br /&gt;
No difference to humans in terms of medicine besides cryoxadone based cryogenics being less effective &lt;br /&gt;
===== Plasmamen =====&lt;br /&gt;
This race is notably harder to revive due to the lack of heart and the need for plasma in gas form.&lt;br /&gt;
&lt;br /&gt;
To revive them you need a way to defibrillate and it can be accomplished by&lt;br /&gt;
* Using organ manipulation to insert a working heart into its chest&lt;br /&gt;
* Using revival surgery&lt;br /&gt;
* Using Strange Reagent&lt;br /&gt;
Afterwards you need a suit for them, which hopefully isnt already destroyed and plasma based internals. A spare tank can be printed from the medical protolathe but it lacks the plasma. You will have to get some from science or atmospherics.&lt;br /&gt;
&lt;br /&gt;
In place of plasma internals, sabutamol, perflurodecalin and dexalin can keep the patient alive as he attempts to replenish his plasma.&lt;br /&gt;
===== Mothpeople =====&lt;br /&gt;
No difference to humans, they may require extra occuline occassionally&lt;br /&gt;
&lt;br /&gt;
If their wings are burnt off it cannot be repaired with surgery and require replacement. Possibly from a empty clone&lt;br /&gt;
===== Ethereals =====&lt;br /&gt;
No difference to humans in terms of medicine but may require manual charging by a doctor using High-power energy bars. The optimal way is to bring them to robotics and placing them in a charger&lt;br /&gt;
===== IPCs =====&lt;br /&gt;
These Require welders on help intent to repair brute damage and cable coils for burn damage. Send them to robotics for repair if medical lacks tools to do it. However, Tend wounds will work on IPCs if in a pinch.&lt;br /&gt;
&lt;br /&gt;
Additionally IPCS require [[Guide to chemistry#System Cleaner|System Cleaner]] for toxin damage or [[Guide to chemistry#Solder|Solder]] for &amp;quot;brain&amp;quot; damage It is recommended administering these chemicals via syringe.&lt;br /&gt;
&lt;br /&gt;
in fringe cases where IPCs take burn damage without any clear source consider cooling the body down using a freezing shower or sending to robotics for organ replacement&lt;br /&gt;
&lt;br /&gt;
===== Squidpeople =====&lt;br /&gt;
No difference to humans but vehemently reject salt. Consider using vaccines to cure them if the virus requires salt to cure and purge it immediately after with chemicals&lt;br /&gt;
===== Apids =====&lt;br /&gt;
No difference to humans but you cannot administer medicine using smoke. Consider asking apid patients for some honey for surgery&lt;br /&gt;
===== Oozeling/Slimeperson =====&lt;br /&gt;
These are potentially hard to cure patients and can be mistaken for etherals. &lt;br /&gt;
&lt;br /&gt;
They are unable to metabolise many forms of medicines without drawback if said reagent can heal toxin damage. This includes omnizine, Epinephrine (If in crit), Tricordazine, atropine. If accidentally administered purge it with calomel.&lt;br /&gt;
&lt;br /&gt;
Slime ooze is also harder to replenish if there are factors draining it such as lack of nutrition. If they are missing limbs, make sure they have more than 100% blood, as they will more than likely regenerate their limbs after waking up.&lt;br /&gt;
&lt;br /&gt;
If an oozeling has blood filter nanites, administer Perfluorodecalin from the sleeper, then get them to science for &amp;lt;s&amp;gt;them to die because no scientist knows how to remove nanites&amp;lt;/s&amp;gt; a scientist to remove the nanites in time before they run out of blood.&lt;br /&gt;
&lt;br /&gt;
The prime ways to replenish blood are by overfeeding patients with nutrition or administering toxins.&lt;br /&gt;
&lt;br /&gt;
If the patient requires tox healing, and there are no toxin bottles, administer [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] available in the sleeper. It has virtually no downsides to oozelings.&lt;br /&gt;
&lt;br /&gt;
Do not admit oozlings to cryogenics as the cold harms them.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
==Plasmaman Cloning==&lt;br /&gt;
&#039;&#039;&#039;i am so fucking pissed I&#039;m doing this out of PURE ANGER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to clone a Plasmaman A step by step guide (for my suffering to end)&lt;br /&gt;
&lt;br /&gt;
IF THEY ARE HUSKED DO THIS FIRST&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Put plasmaman into cloning scanner&lt;br /&gt;
Scan them, start the cloning process&lt;br /&gt;
Drag their dead body to cloning pod&lt;br /&gt;
Undress them and leave their clothes in a pile&lt;br /&gt;
Turn on shower near cloning pod&lt;br /&gt;
Once they pop out of cloner, put them under the shower and wait for them to dress up&lt;br /&gt;
PLEASE DO NOT WALK AWAY, WATCH THEM GET THERE SHIT ON FIRST!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
But what if there are no clothes / we only found their head &lt;br /&gt;
&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Have a blue (&amp;quot;Oxygen Deprivation&amp;quot;) medkit nearby&lt;br /&gt;
Once they pop out of the cloner, put them under the shower and feed them a few blue pills (Salbutamol) from the aforementioned medkit. Plasmamen suffocate if they don&#039;t have plasma to breathe!&lt;br /&gt;
No Salbutamol? Epinephrine and [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] work too.&lt;br /&gt;
were on bee, not TG, go to clothes vendor and fucking get both a suit and helmet, open your box in your bag and give them your mask, scream on comms for a plasma man to come to cloning and cry&lt;br /&gt;
&lt;br /&gt;
Written by angry(er) plasmaman who got tired of being cloned 3(00) times by clueless (brain-damaged) doctors (and CMO) before they gave up, put him in a body bag and hauled to the morgue&lt;br /&gt;
AND THEN GOT CLONED BY THE AI AND A CHAPLAIN&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Oozeling Revival ==&lt;br /&gt;
&#039;&#039;&#039;i am doing this out of pure salt after some medic not being able to revive an oozeling for the 50&amp;lt;s&amp;gt;000&amp;lt;/s&amp;gt;th time&#039;&#039;&#039;&lt;br /&gt;
=== How to revive an Oozeling 101: ===&lt;br /&gt;
# &#039;&#039;&#039;CHECK THEIR BLOOD LEVEL.&#039;&#039;&#039; If they have negative amounts of blood, just yeet them in the cloner. The roundstart ooze supply isn&#039;t sufficient to fix that. There&#039;s this massive misconception that welder fuel acts as blood for Oozelings, here&#039;s a hint: &#039;&#039;&#039;&#039;&#039;IT DOES NOT ACT AS BLOOD FOR THEM.&#039;&#039;&#039;&#039;&#039; (While it is true that PROCESSING the fuel gives them blood, it is useless since they immediately die after 1 tick due to oxyloss from negative levels of blood.) &amp;lt;br /&amp;gt;If they have LOW blood, don&#039;t waste the slime ooze pack on them. Instead throw them in the sleeper and give them [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]], as it heals their oxygen damage &#039;&#039;&#039;&#039;&#039;AND&#039;&#039;&#039;&#039;&#039; regenerates their blood slowly. &amp;lt;br /&amp;gt;Skip this step if their blood level is normal.&lt;br /&gt;
# &#039;&#039;&#039;CHECK THE DAMAGE LEVELS.&#039;&#039;&#039; If they have Brute/Burn damage, apply medication as you would for a normal human being. For toxin damage, see step 3. Contrary to popular belief, &#039;&#039;&#039;SALT DOES NOT HURT OOZELINGS.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;CHECK THE FUCKING CHEMS IN THEM.&#039;&#039;&#039; I cannot fucking stress how important it is to know what&#039;s inside an oozeling, if there&#039;s &#039;&#039;any&#039;&#039; chemical that heals toxin damage, you need to get that out, preferably with &#039;&#039;&#039;[https://wiki.beestation13.com/view/Surgery#Filter_Blood blood filter surgery]&#039;&#039;&#039; . &#039;&#039;&#039;NEVER USE CHARCOAL OR PENTETIC ACID TO PURGE CHEMICALS IN OOZELINGS. ALWAYS USE CALOMEL TO PURGE CHEMS IN OOZELINGS.&#039;&#039;&#039; Nothing that would cause toxin damage in an Oozeling? They may have nanites. In this case, &#039;&#039;&#039;cry&#039;&#039;&#039;, as no scientist knows they can remove nanites. If this applies, drag them to the cloner in shame.&lt;br /&gt;
Once you follow these 3 simple steps, you &#039;&#039;SHOULD&#039;&#039; be able to revive them via defibrilator. Once you do, yeet them in a nearby sleeper and apply [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]], but please, &#039;&#039;please&#039;&#039;, &#039;&#039;&#039;&#039;&#039;PLEASE&#039;&#039;&#039;&#039;&#039;, for the love of God do not overdose them on that shit.&lt;br /&gt;
&lt;br /&gt;
Written by an &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; angry Oozeling player because half of medical can&#039;t do their fucking job&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34187</id>
		<title>Guide to medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34187"/>
		<updated>2021-10-18T18:31:19Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Potentially Outdated&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation&#039;s wiki post-cobbychem.&#039;&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;re going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.&lt;br /&gt;
== Identification ==&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;s overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is different from other types of damage. See below for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
===Your first patient===&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;s overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat wounds if the patient is in crit. Don&#039;t give them 30 or more units of it, as that will cause toxin damage.&lt;br /&gt;
:* If the patient is bleeding, apply a medical gauze [[File:Gauze.png]]. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
== Treatment ==&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, switch to help intent and click on them.&lt;br /&gt;
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is bleeding, use bandages to prevent blood loss.&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove brute damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] quickly heals brute damage over time, slowly if below 50 brute damage and quickly if above 50.&lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove burn damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] quickly heals burn damage over time, slowly if under 50 burn damage and quickly if over 50.&lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals 2 toxic damage and purges all other chemicals. Cannot OD.&lt;br /&gt;
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals 2 toxic damage. OD at 30u.&lt;br /&gt;
* [[Guide_to_chemistry#Carthatoline|Carthatoline]] heals 5 toxin damage and purges toxic reagents.&lt;br /&gt;
* [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] heals 12 toxin damage and heals the liver. OD at 10u.&lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals 2 toxin damage and purges all other chemicals quickly at 2u per tick. Also purges large [[radiation]] fast but slows down with lower levels. &lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.&lt;br /&gt;
* [[Surgery#Filter_Blood|Filter Blood]] surgery will purge chemicals from the body at 22% of the reagent per cycle.&lt;br /&gt;
* If patient has a damaged liver, [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] will heal the liver, [[Surgery#Hepatectomy|Hepatectomy]] will return the liver to functioning if it&#039;s severely damaged.&lt;br /&gt;
* If the liver is non-functional, a liver transplant will stop the toxin damage caused by that liver and allow chemicals to work in the body. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. &lt;br /&gt;
&lt;br /&gt;
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]]&lt;br /&gt;
&lt;br /&gt;
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]] or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out. &lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
Rare kind of damage. It is also known as &#039;&#039;&#039;Clone damage&#039;&#039;&#039;. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
[[File:HealthAnalyzerScanCloneDamage.png|thumb|If you detect no damage with low health at a patient, It means Cellular damage issue.]]&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;s not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 4 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their 15 minute decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!&lt;br /&gt;
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|4 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t digest any food.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. &lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;t hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they&#039;re buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;s damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]] in which case they can also grow [[Changeling#Arm Blade|something you may find familiar]].&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]] can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[#Death|dead]] it freezes their [[#Death|defibrillation timer]]. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;re out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently.&lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].&lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# Shake the person to get them up (switch to help intent and click on them multiple times).&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient&#039;s health is very low, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]] for better medicines. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient.&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
Overdosed Reagents will continue to apply their negative effect and not any of its normal effects until its fully out of the patient. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Charcoal]] purges chemicals slowly and can help with toxin damage.&lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
*[[Guide to chemistry#Antihol|Antihol]] purges alcoholic beverages quickly and can be used in conjunction with other chemicals since they are not purged&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
Cloned people lose their immunity and can be reinfected. &lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
===[[Health#Radiation|Radiation]]===&lt;br /&gt;
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who&#039;ve stuck themselves with too many SE injectors.&lt;br /&gt;
&lt;br /&gt;
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.&lt;br /&gt;
* Give the patient a shower to help lower radiation levels.&lt;br /&gt;
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.&lt;br /&gt;
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.&lt;br /&gt;
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient&#039;s clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]], [[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. &lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation has a timed window of 15 minutes, but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]], also make sure they aren&#039;t a [[Plasmaman]] or [[IPC]] as both cannot be defib&#039;ed, don&#039;t be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat.&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Switch to &#039;&#039;&#039;help&#039;&#039;&#039; [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and needs to be repaired more. &lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit.&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Muest be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
==== Cloning ====&lt;br /&gt;
Cloning is the easiest but also the most time-wasting and expensive form of revival, just drag the corpse into the cloning scanner, press scan on the cloner and if everything is good you can just go to their records and press clone, science can research better parts for the cloner so its cheaper,faster and deals less cellular damage&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
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!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life and his/her soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|His/her soul seems to have been ripped out of his/her body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|He/she appears to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that his/her brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|His/her head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
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!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
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!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. or try and clone it&lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]] or try and clone it. &lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 1u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable.&lt;br /&gt;
&lt;br /&gt;
Note on Synthflesh Revival as of Mar. 7 2021:&lt;br /&gt;
&lt;br /&gt;
It is recommended to &#039;&#039;&#039;not&#039;&#039;&#039; apply via splashing, as it does nothing. Apply 2 40u patches (=80u) and spray 3 10u from a spray can (=110u) to trigger de-husking. Still, changeling husks being un-dehuskable still applies. (This is a work-around for current spaghetti code.)&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
== Primary care for other races ==&lt;br /&gt;
There are several other species encountered on the shift, they may require specific methods or alternative medicines&lt;br /&gt;
=== Nanotrasen Approved Crewmembers ===&lt;br /&gt;
===== Humans =====&lt;br /&gt;
Everything in is guide assumes the patient is human so no variant healing is required&lt;br /&gt;
===== Lizards =====&lt;br /&gt;
No difference to humans in terms of medicine besides cryoxadone based cryogenics being less effective &lt;br /&gt;
===== Plasmamen =====&lt;br /&gt;
This race is notably harder to revive due to the lack of heart and the need for plasma in gas form.&lt;br /&gt;
&lt;br /&gt;
To revive them you need a way to defibrillate and it can be accomplished by&lt;br /&gt;
* Using organ manipulation to insert a working heart into its chest&lt;br /&gt;
* Using revival surgery&lt;br /&gt;
* Using Strange Reagent&lt;br /&gt;
Afterwards you need a suit for them, which hopefully isnt already destroyed and plasma based internals. A spare tank can be printed from the medical protolathe but it lacks the plasma. You will have to get some from science or atmospherics.&lt;br /&gt;
&lt;br /&gt;
In place of plasma internals, sabutamol, perflurodecalin and dexalin can keep the patient alive as he attempts to replenish his plasma.&lt;br /&gt;
===== Mothpeople =====&lt;br /&gt;
No difference to humans, they may require extra occuline occassionally&lt;br /&gt;
&lt;br /&gt;
If their wings are burnt off it cannot be repaired with surgery and require replacement. Possibly from a empty clone&lt;br /&gt;
===== Ethereals =====&lt;br /&gt;
No difference to humans in terms of medicine but may require manual charging by a doctor using High-power energy bars. The optimal way is to bring them to robotics and placing them in a charger&lt;br /&gt;
===== IPCs =====&lt;br /&gt;
These Require welders on help intent to repair brute damage and cable coils for burn damage. Send them to robotics for repair if medical lacks tools to do it. However, Tend wounds will work on IPCs if in a pinch.&lt;br /&gt;
&lt;br /&gt;
Additionally IPCS require [[Guide to chemistry#System Cleaner|System Cleaner]] for toxin damage or [[Guide to chemistry#Solder|Solder]] for &amp;quot;brain&amp;quot; damage It is recommended administering these chemicals via syringe.&lt;br /&gt;
&lt;br /&gt;
in fringe cases where IPCs take burn damage without any clear source consider cooling the body down using a freezing shower or sending to robotics for organ replacement&lt;br /&gt;
&lt;br /&gt;
===== Squidpeople =====&lt;br /&gt;
No difference to humans but vehemently reject salt. Consider using vaccines to cure them if the virus requires salt to cure and purge it immediately after with chemicals&lt;br /&gt;
===== Apids =====&lt;br /&gt;
No difference to humans but you cannot administer medicine using smoke. Consider asking apid patients for some honey for surgery&lt;br /&gt;
===== Oozeling/Slimeperson =====&lt;br /&gt;
These are potentially hard to cure patients and can be mistaken for etherals. &lt;br /&gt;
&lt;br /&gt;
They are unable to metabolise many forms of medicines without drawback if said reagent can heal toxin damage. This includes omnizine, Epinephrine (If in crit), Tricordazine, atropine. If accidentally administered purge it with calomel.&lt;br /&gt;
&lt;br /&gt;
Slime ooze is also harder to replenish if there are factors draining it such as lack of nutrition. If they are missing limbs, make sure they have more than 100% blood, as they will more than likely regenerate their limbs after waking up.&lt;br /&gt;
&lt;br /&gt;
If an oozeling has blood filter nanites, administer Perfluorodecalin from the sleeper, then get them to science for &amp;lt;s&amp;gt;them to die because no scientist knows how to remove nanites&amp;lt;/s&amp;gt; a scientist to remove the nanites in time before they run out of blood.&lt;br /&gt;
&lt;br /&gt;
The prime ways to replenish blood are by overfeeding patients with nutrition or administering toxins.&lt;br /&gt;
&lt;br /&gt;
If the patient requires tox healing, and there are no toxin bottles, administer [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] available in the sleeper. It has virtually no downsides to oozelings.&lt;br /&gt;
&lt;br /&gt;
Do not admit oozlings to cryogenics as the cold harms them.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
==Plasmaman Cloning==&lt;br /&gt;
&#039;&#039;&#039;i am so fucking pissed I&#039;m doing this out of PURE ANGER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to clone a Plasmaman A step by step guide (for my suffering to end)&lt;br /&gt;
&lt;br /&gt;
IF THEY ARE HUSKED DO THIS FIRST&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Put plasmaman into cloning scanner&lt;br /&gt;
Scan them, start the cloning process&lt;br /&gt;
Drag their dead body to cloning pod&lt;br /&gt;
Undress them and leave their clothes in a pile&lt;br /&gt;
Turn on shower near cloning pod&lt;br /&gt;
Once they pop out of cloner, put them under the shower and wait for them to dress up&lt;br /&gt;
PLEASE DO NOT WALK AWAY, WATCH THEM GET THERE SHIT ON FIRST!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
But what if there are no clothes / we only found their head &lt;br /&gt;
&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Have a blue (&amp;quot;Oxygen Deprivation&amp;quot;) medkit nearby&lt;br /&gt;
Once they pop out of the cloner, put them under the shower and feed them a few blue pills (Salbutamol) from the aforementioned medkit. Plasmamen suffocate if they don&#039;t have plasma to breathe!&lt;br /&gt;
No Salbutamol? Epinephrine and [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] work too.&lt;br /&gt;
were on bee, not TG, go to clothes vendor and fucking get both a suit and helmet, open your box in your bag and give them your mask, scream on comms for a plasma man to come to cloning and cry&lt;br /&gt;
&lt;br /&gt;
Written by angry(er) plasmaman who got tired of being cloned 3(00) times by clueless (brain-damaged) doctors (and CMO) before they gave up, put him in a body bag and hauled to the morgue&lt;br /&gt;
AND THEN GOT CLONED BY THE AI AND A CHAPLAIN&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Oozeling Revival ==&lt;br /&gt;
&#039;&#039;&#039;i am doing this out of pure salt after some medic not being able to revive an oozeling for the 50&amp;lt;s&amp;gt;000&amp;lt;/s&amp;gt;th time&#039;&#039;&#039;&lt;br /&gt;
=== How to revive an Oozeling 101: ===&lt;br /&gt;
# &#039;&#039;&#039;CHECK THEIR BLOOD LEVEL.&#039;&#039;&#039; If they have negative amounts of blood, just yeet them in the cloner. The roundstart ooze supply isn&#039;t sufficient to fix that. There&#039;s this massive misconception that welder fuel acts as blood for Oozelings, here&#039;s a hint: &#039;&#039;&#039;&#039;&#039;IT DOES NOT ACT AS BLOOD FOR THEM.&#039;&#039;&#039;&#039;&#039; (While it is true that PROCESSING the fuel gives them blood, it is useless since they immediately die after 1 tick due to oxyloss from negative levels of blood.) &amp;lt;br /&amp;gt;If they have LOW blood, don&#039;t waste the slime ooze pack on them. Instead throw them in the sleeper and give them Perflourodecalin, as it heals their oxygen damage &#039;&#039;&#039;&#039;&#039;AND&#039;&#039;&#039;&#039;&#039; regenerates their blood slowly. &amp;lt;br /&amp;gt;Skip this step if their blood level is normal.&lt;br /&gt;
# &#039;&#039;&#039;CHECK THE DAMAGE LEVELS.&#039;&#039;&#039; If they have Brute/Burn damage, apply medication as you would for a normal human being. For toxin damage, see step 3. Contrary to popular belief, &#039;&#039;&#039;SALT DOES NOT HURT OOZELINGS.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;CHECK THE FUCKING CHEMS IN THEM.&#039;&#039;&#039; I cannot fucking stress how important it is to know what&#039;s inside an oozeling, if there&#039;s &#039;&#039;any&#039;&#039; chemical that heals toxin damage, you need to get that out, preferably with &#039;&#039;&#039;[https://wiki.beestation13.com/view/Surgery#Filter_Blood blood filter surgery]&#039;&#039;&#039; . &#039;&#039;&#039;NEVER USE CHARCOAL OR PENTETIC ACID TO PURGE CHEMICALS IN OOZELINGS. ALWAYS USE CALOMEL TO PURGE CHEMS IN OOZELINGS.&#039;&#039;&#039; Nothing that would cause toxin damage in an Oozeling? They may have nanites. In this case, &#039;&#039;&#039;cry&#039;&#039;&#039;, as no scientist knows they can remove nanites. If this applies, drag them to the cloner in shame.&lt;br /&gt;
Once you follow these 3 simple steps, you &#039;&#039;SHOULD&#039;&#039; be able to revive them via defibrilator. Once you do, yeet them in a nearby sleeper and apply Perflourodecalin, but please, &#039;&#039;please&#039;&#039;, &#039;&#039;&#039;&#039;&#039;PLEASE&#039;&#039;&#039;&#039;&#039;, for the love of God do not overdose them on that shit.&lt;br /&gt;
&lt;br /&gt;
Written by an &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; angry Oozeling player because half of medical can&#039;t do their fucking job&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34186</id>
		<title>Guide to medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34186"/>
		<updated>2021-10-18T18:26:19Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Adds a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Potentially Outdated&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation&#039;s wiki post-cobbychem.&#039;&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;re going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.&lt;br /&gt;
== Identification ==&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;s overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is different from other types of damage. See below for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
===Your first patient===&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;s overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat wounds if the patient is in crit. Don&#039;t give them 30 or more units of it, as that will cause toxin damage.&lt;br /&gt;
:* If the patient is bleeding, apply a medical gauze [[File:Gauze.png]]. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
== Treatment ==&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, switch to help intent and click on them.&lt;br /&gt;
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is bleeding, use bandages to prevent blood loss.&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove brute damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] quickly heals brute damage over time, slowly if below 50 brute damage and quickly if above 50.&lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove burn damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] quickly heals burn damage over time, slowly if under 50 burn damage and quickly if over 50.&lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals 2 toxic damage and purges all other chemicals. Cannot OD.&lt;br /&gt;
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals 2 toxic damage. OD at 30u.&lt;br /&gt;
* [[Guide_to_chemistry#Carthatoline|Carthatoline]] heals 5 toxin damage and purges toxic reagents.&lt;br /&gt;
* [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] heals 12 toxin damage and heals the liver. OD at 10u.&lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals 2 toxin damage and purges all other chemicals quickly at 2u per tick. Also purges large [[radiation]] fast but slows down with lower levels. &lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.&lt;br /&gt;
* [[Surgery#Filter_Blood|Filter Blood]] surgery will purge chemicals from the body at 22% of the reagent per cycle.&lt;br /&gt;
* If patient has a damaged liver, [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] will heal the liver, [[Surgery#Hepatectomy|Hepatectomy]] will return the liver to functioning if it&#039;s severely damaged.&lt;br /&gt;
* If the liver is non-functional, a liver transplant will stop the toxin damage caused by that liver and allow chemicals to work in the body. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. &lt;br /&gt;
&lt;br /&gt;
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]]&lt;br /&gt;
&lt;br /&gt;
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]] or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out. &lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
Rare kind of damage. It is also known as &#039;&#039;&#039;Clone damage&#039;&#039;&#039;. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
[[File:HealthAnalyzerScanCloneDamage.png|thumb|If you detect no damage with low health at a patient, It means Cellular damage issue.]]&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;s not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 4 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their 15 minute decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!&lt;br /&gt;
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|4 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t digest any food.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. &lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;t hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they&#039;re buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;s damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]] in which case they can also grow [[Changeling#Arm Blade|something you may find familiar]].&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]] can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[#Death|dead]] it freezes their [[#Death|defibrillation timer]]. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;re out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently.&lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].&lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# Shake the person to get them up (switch to help intent and click on them multiple times).&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient&#039;s health is very low, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]] for better medicines. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient.&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
Overdosed Reagents will continue to apply their negative effect and not any of its normal effects until its fully out of the patient. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Charcoal]] purges chemicals slowly and can help with toxin damage.&lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
*[[Guide to chemistry#Antihol|Antihol]] purges alcoholic beverages quickly and can be used in conjunction with other chemicals since they are not purged&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
Cloned people lose their immunity and can be reinfected. &lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
===[[Health#Radiation|Radiation]]===&lt;br /&gt;
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who&#039;ve stuck themselves with too many SE injectors.&lt;br /&gt;
&lt;br /&gt;
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.&lt;br /&gt;
* Give the patient a shower to help lower radiation levels.&lt;br /&gt;
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.&lt;br /&gt;
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.&lt;br /&gt;
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient&#039;s clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]], [[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. &lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation has a timed window of 15 minutes, but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]], also make sure they aren&#039;t a [[Plasmaman]] or [[IPC]] as both cannot be defib&#039;ed, don&#039;t be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat.&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Switch to &#039;&#039;&#039;help&#039;&#039;&#039; [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and needs to be repaired more. &lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit.&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Muest be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
==== Cloning ====&lt;br /&gt;
Cloning is the easiest but also the most time-wasting and expensive form of revival, just drag the corpse into the cloning scanner, press scan on the cloner and if everything is good you can just go to their records and press clone, science can research better parts for the cloner so its cheaper,faster and deals less cellular damage&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life and his/her soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|His/her soul seems to have been ripped out of his/her body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|He/she appears to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that his/her brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|His/her head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. or try and clone it&lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]] or try and clone it. &lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 1u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable.&lt;br /&gt;
&lt;br /&gt;
Note on Synthflesh Revival as of Mar. 7 2021:&lt;br /&gt;
&lt;br /&gt;
It is recommended to &#039;&#039;&#039;not&#039;&#039;&#039; apply via splashing, as it does nothing. Apply 2 40u patches (=80u) and spray 3 10u from a spray can (=110u) to trigger de-husking. Still, changeling husks being un-dehuskable still applies. (This is a work-around for current spaghetti code.)&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
== Primary care for other races ==&lt;br /&gt;
There are several other species encountered on the shift, they may require specific methods or alternative medicines&lt;br /&gt;
=== Nanotrasen Approved Crewmembers ===&lt;br /&gt;
===== Humans =====&lt;br /&gt;
Everything in is guide assumes the patient is human so no variant healing is required&lt;br /&gt;
===== Lizards =====&lt;br /&gt;
No difference to humans in terms of medicine besides cryoxadone based cryogenics being less effective &lt;br /&gt;
===== Plasmamen =====&lt;br /&gt;
This race is notably harder to revive due to the lack of heart and the need for plasma in gas form.&lt;br /&gt;
&lt;br /&gt;
To revive them you need a way to defibrillate and it can be accomplished by&lt;br /&gt;
* Using organ manipulation to insert a working heart into its chest&lt;br /&gt;
* Using revival surgery&lt;br /&gt;
* Using Strange Reagent&lt;br /&gt;
Afterwards you need a suit for them, which hopefully isnt already destroyed and plasma based internals. A spare tank can be printed from the medical protolathe but it lacks the plasma. You will have to get some from science or atmospherics.&lt;br /&gt;
&lt;br /&gt;
In place of plasma internals, sabutamol, perflurodecalin and dexalin can keep the patient alive as he attempts to replenish his plasma.&lt;br /&gt;
===== Mothpeople =====&lt;br /&gt;
No difference to humans, they may require extra occuline occassionally&lt;br /&gt;
&lt;br /&gt;
If their wings are burnt off it cannot be repaired with surgery and require replacement. Possibly from a empty clone&lt;br /&gt;
===== Ethereals =====&lt;br /&gt;
No difference to humans in terms of medicine but may require manual charging by a doctor using High-power energy bars. The optimal way is to bring them to robotics and placing them in a charger&lt;br /&gt;
===== IPCs =====&lt;br /&gt;
These Require welders on help intent to repair brute damage and cable coils for burn damage. Send them to robotics for repair if medical lacks tools to do it. However, Tend wounds will work on IPCs if in a pinch.&lt;br /&gt;
&lt;br /&gt;
Additionally IPCS require [[Guide to chemistry#System Cleaner|System Cleaner]] for toxin damage or [[Guide to chemistry#Solder|Solder]] for &amp;quot;brain&amp;quot; damage It is recommended administering these chemicals via syringe.&lt;br /&gt;
&lt;br /&gt;
in fringe cases where IPCs take burn damage without any clear source consider cooling the body down using a freezing shower or sending to robotics for organ replacement&lt;br /&gt;
&lt;br /&gt;
===== Squidpeople =====&lt;br /&gt;
No difference to humans but vehemently reject salt. Consider using vaccines to cure them if the virus requires salt to cure and purge it immediately after with chemicals&lt;br /&gt;
===== Apids =====&lt;br /&gt;
No difference to humans but you cannot administer medicine using smoke. Consider asking apid patients for some honey for surgery&lt;br /&gt;
===== Oozeling/Slimeperson =====&lt;br /&gt;
These are potentially hard to cure patients and can be mistaken for etherals. &lt;br /&gt;
&lt;br /&gt;
They are unable to metabolise many forms of medicines without drawback if said reagent can heal toxin damage. This includes omnizine, Epinephrine (If in crit), Tricordazine, atropine. If accidentally administered purge it with calomel.&lt;br /&gt;
&lt;br /&gt;
Slime ooze is also harder to replenish if there are factors draining it such as lack of nutrition. If they are missing limbs, make sure they have more than 100% blood, as they will more than likely regenerate their limbs after waking up.&lt;br /&gt;
&lt;br /&gt;
If an oozeling has blood filter nanites, administer Perfluorodecalin from the sleeper, then get them to science for &amp;lt;s&amp;gt;them to die because no scientist knows how to remove nanites&amp;lt;/s&amp;gt; a scientist to remove the nanites in time before they run out of blood.&lt;br /&gt;
&lt;br /&gt;
The prime ways to replenish blood are by overfeeding patients with nutrition or administering toxins.&lt;br /&gt;
&lt;br /&gt;
If the patient requires tox healing, and there are no toxin bottles, administer [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] available in the sleeper. It has virtually no downsides to oozelings.&lt;br /&gt;
&lt;br /&gt;
Do not admit oozlings to cryogenics as the cold harms them.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
==Plasmaman Cloning==&lt;br /&gt;
&#039;&#039;&#039;i am so fucking pissed I&#039;m doing this out of PURE ANGER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to clone a Plasmaman A step by step guide (for my suffering to end)&lt;br /&gt;
&lt;br /&gt;
IF THEY ARE HUSKED DO THIS FIRST&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Put plasmaman into cloning scanner&lt;br /&gt;
Scan them, start the cloning process&lt;br /&gt;
Drag their dead body to cloning pod&lt;br /&gt;
Undress them and leave their clothes in a pile&lt;br /&gt;
Turn on shower near cloning pod&lt;br /&gt;
Once they pop out of cloner, put them under the shower and wait for them to dress up&lt;br /&gt;
PLEASE DO NOT WALK AWAY, WATCH THEM GET THERE SHIT ON FIRST!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
But what if there are no clothes / we only found their head &lt;br /&gt;
&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Have a blue (&amp;quot;Oxygen Deprivation&amp;quot;) medkit nearby&lt;br /&gt;
Once they pop out of the cloner, put them under the shower and feed them a few blue pills (Salbutamol) from the aforementioned medkit. Plasmamen suffocate if they don&#039;t have plasma to breathe!&lt;br /&gt;
No Salbutamol? Epinephrine and Perfluorodecalin work too.&lt;br /&gt;
were on bee, not TG, go to clothes vendor and fucking get both a suit and helmet, open your box in your bag and give them your mask, scream on comms for a plasma man to come to cloning and cry&lt;br /&gt;
&lt;br /&gt;
Written by angry(er) plasmaman who got tired of being cloned 3(00) times by clueless (brain-damaged) doctors (and CMO) before they gave up, put him in a body bag and hauled to the morgue&lt;br /&gt;
AND THEN GOT CLONED BY THE AI AND A CHAPLAIN&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
== Oozeling Revival ==&lt;br /&gt;
&#039;&#039;&#039;i am doing this out of pure salt after some medic not being able to revive an oozeling for the 50&amp;lt;s&amp;gt;000&amp;lt;/s&amp;gt;th time&#039;&#039;&#039;&lt;br /&gt;
=== How to revive an Oozeling 101: ===&lt;br /&gt;
# &#039;&#039;&#039;CHECK THEIR BLOOD LEVEL.&#039;&#039;&#039; If they have negative amounts of blood, just yeet them in the cloner. The roundstart ooze supply isn&#039;t sufficient to fix that. There&#039;s this massive misconception that welder fuel acts as blood for Oozelings, here&#039;s a hint: &#039;&#039;&#039;&#039;&#039;IT DOES NOT ACT AS BLOOD FOR THEM.&#039;&#039;&#039;&#039;&#039; (While it is true that PROCESSING the fuel gives them blood, it is useless since they immediately die after 1 tick due to oxyloss from negative levels of blood.) &amp;lt;br /&amp;gt;If they have LOW blood, don&#039;t waste the slime ooze pack on them. Instead throw them in the sleeper and give them Perflourodecalin, as it heals their oxygen damage &#039;&#039;&#039;&#039;&#039;AND&#039;&#039;&#039;&#039;&#039; regenerates their blood slowly. &amp;lt;br /&amp;gt;Skip this step if their blood level is normal.&lt;br /&gt;
# &#039;&#039;&#039;CHECK THE DAMAGE LEVELS.&#039;&#039;&#039; If they have Brute/Burn damage, apply medication as you would for a normal human being. For toxin damage, see step 3. Contrary to popular belief, &#039;&#039;&#039;SALT DOES NOT HURT OOZELINGS.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;CHECK THE FUCKING CHEMS IN THEM.&#039;&#039;&#039; I cannot fucking stress how important it is to know what&#039;s inside an oozeling, if there&#039;s &#039;&#039;any&#039;&#039; chemical that heals toxin damage, you need to get that out, preferably with &#039;&#039;&#039;[https://wiki.beestation13.com/view/Surgery#Filter_Blood blood filter surgery]&#039;&#039;&#039; . &#039;&#039;&#039;NEVER USE CHARCOAL OR PENTETIC ACID TO PURGE CHEMICALS IN OOZELINGS. ALWAYS USE CALOMEL TO PURGE CHEMS IN OOZELINGS.&#039;&#039;&#039; Nothing that would cause toxin damage in an Oozeling? They may have nanites. In this case, &#039;&#039;&#039;cry&#039;&#039;&#039;, as no scientist knows they can remove nanites. If this applies, drag them to the cloner in shame.&lt;br /&gt;
Once you follow these 3 simple steps, you &#039;&#039;SHOULD&#039;&#039; be able to revive them via defibrilator. Once you do, yeet them in a nearby sleeper and apply Perflourodecalin, but please, &#039;&#039;please&#039;&#039;, &#039;&#039;&#039;&#039;&#039;PLEASE&#039;&#039;&#039;&#039;&#039;, for the love of God do not overdose them on that shit.&lt;br /&gt;
&lt;br /&gt;
Written by an &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; angry Oozeling player because half of medical can&#039;t do their fucking job&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34185</id>
		<title>Guide to medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_medicine&amp;diff=34185"/>
		<updated>2021-10-18T18:03:37Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Added Recursive Chem links, cleaned up some abreviations and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Potentially Outdated&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&#039;&#039;&#039;This page is potentially out of date, since BeeStation uses pre-cobbychem medical, but this page was copied from TGstation&#039;s wiki post-cobbychem.&#039;&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
}}&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Chief Medical Officer Kingston&lt;br /&gt;
|text=Doctor! I need you to tear out that man&#039;s appendix, throw that clown out of medical, and stitch up that curator&#039;s face!&lt;br /&gt;
|image=[[File:Generic_cmo.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;re going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.&lt;br /&gt;
== Identification ==&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;s overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is different from other types of damage. See below for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
===Your first patient===&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;s overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat wounds if the patient is in crit. Don&#039;t give them 30 or more units of it, as that will cause toxin damage.&lt;br /&gt;
:* If the patient is bleeding, apply a medical gauze [[File:Gauze.png]]. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step. Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
== Treatment ==&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, switch to help intent and click on them.&lt;br /&gt;
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation. &lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* If a person is bleeding, use bandages to prevent blood loss.&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove brute damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] quickly heals brute damage over time, slowly if below 50 brute damage and quickly if above 50.&lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* Tend Wounds surgery can be used to fully remove burn damage. Have Science research higher levels of surgery and then sync the surgery console in order to utilise better types of Tend Wounds. &lt;br /&gt;
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time.&lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] quickly heals burn damage over time, slowly if under 50 burn damage and quickly if over 50.&lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. &lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables. &lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals 2 toxic damage and purges all other chemicals. Cannot OD.&lt;br /&gt;
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals 2 toxic damage. OD at 30u.&lt;br /&gt;
* [[Guide_to_chemistry#Carthatoline|Carthatoline]] heals 5 toxin damage and purges toxic reagents.&lt;br /&gt;
* [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] heals 12 toxin damage and heals the liver. OD at 10u.&lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals 2 toxin damage and purges all other chemicals quickly at 2u per tick. Also purges large [[radiation]] fast but slows down with lower levels. &lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid at 2.5 per tick but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.&lt;br /&gt;
* [[Surgery#Filter_Blood|Filter Blood]] surgery will purge chemicals from the body at 22% of the reagent per cycle.&lt;br /&gt;
* If patient has a damaged liver, [[Guide_to_chemistry#Hepanephrodaxon|Hepanephrodaxon]] will heal the liver, [[Surgery#Hepatectomy|Hepatectomy]] will return the liver to functioning if it&#039;s severely damaged.&lt;br /&gt;
* If the liver is non-functional, a liver transplant will stop the toxin damage caused by that liver and allow chemicals to work in the body. &lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however.&lt;br /&gt;
* If the patient has above 80% health then they can use the Sleep verb or be put to sleep (e.g. morphine) and it&#039;ll heal brute, burn, toxin and stamina damage. This works faster on beds and tables.&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects. &lt;br /&gt;
&lt;br /&gt;
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]]&lt;br /&gt;
&lt;br /&gt;
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]] or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out. &lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
Rare kind of damage. It is also known as &#039;&#039;&#039;Clone damage&#039;&#039;&#039;. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
[[File:HealthAnalyzerScanCloneDamage.png|thumb|If you detect no damage with low health at a patient, It means Cellular damage issue.]]&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage. &lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;s not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 4 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their 15 minute decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!&lt;br /&gt;
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|4 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t digest any food.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. &lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas. &lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer. Additionally [[Virus#Symptoms_Table|viruses]] and [[Nanites#Healing_Programs|nanites]] can cure these. &lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;t hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they&#039;re buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;s damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]] in which case they can also grow [[Changeling#Arm Blade|something you may find familiar]].&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]] can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[#Death|dead]] it freezes their [[#Death|defibrillation timer]]. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;re out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently.&lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].&lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as hardsuits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# Shake the person to get them up (switch to help intent and click on them multiple times).&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient&#039;s health is very low, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]] for better medicines. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient.&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
Overdosed Reagents will continue to apply their negative effect and not any of its normal effects until its fully out of the patient. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Charcoal]] purges chemicals slowly and can help with toxin damage.&lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
*[[Guide to chemistry#Antihol|Antihol]] purges alcoholic beverages quickly and can be used in conjunction with other chemicals since they are not purged&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]]. &lt;br /&gt;
Cloned people lose their immunity and can be reinfected. &lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
===[[Health#Radiation|Radiation]]===&lt;br /&gt;
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who&#039;ve stuck themselves with too many SE injectors.&lt;br /&gt;
&lt;br /&gt;
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.&lt;br /&gt;
* Give the patient a shower to help lower radiation levels.&lt;br /&gt;
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.&lt;br /&gt;
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.&lt;br /&gt;
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient&#039;s clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]], [[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. &lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation has a timed window of 15 minutes, but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]], also make sure they aren&#039;t a [[Plasmaman]] or [[IPC]] as both cannot be defib&#039;ed, don&#039;t be the guy that tries to defib a IPC for 5 minutes while they scream at you in deadchat.&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Switch to &#039;&#039;&#039;help&#039;&#039;&#039; [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and needs to be repaired more. &lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit.&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Muest be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
==== Cloning ====&lt;br /&gt;
Cloning is the easiest but also the most time-wasting and expensive form of revival, just drag the corpse into the cloning scanner, press scan on the cloner and if everything is good you can just go to their records and press clone, science can research better parts for the cloner so its cheaper,faster and deals less cellular damage&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|He/she is limp and unresponsive; there are no signs of life and his/her soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|His/her soul seems to have been ripped out of his/her body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|He/she appears to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that his/her brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|His/her head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
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!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
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!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. or try and clone it&lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]] or try and clone it. &lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 1u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable.&lt;br /&gt;
&lt;br /&gt;
Note on Synthflesh Revival as of Mar. 7 2021:&lt;br /&gt;
&lt;br /&gt;
It is recommended to &#039;&#039;&#039;not&#039;&#039;&#039; apply via splashing, as it does nothing. Apply 2 40u patches (=80u) and spray 3 10u from a spray can (=110u) to trigger de-husking. Still, changeling husks being un-dehuskable still applies. (This is a work-around for current spaghetti code.)&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
== Primary care for other races ==&lt;br /&gt;
There are several other species encountered on the shift, they may require specific methods or alternative medicines&lt;br /&gt;
=== Nanotrasen Approved Crewmembers ===&lt;br /&gt;
===== Humans =====&lt;br /&gt;
Everything in is guide assumes the patient is human so no variant healing is required&lt;br /&gt;
===== Lizards =====&lt;br /&gt;
No difference to humans in terms of medicine besides cryoxadone based cryogenics being less effective &lt;br /&gt;
===== Plasmamen =====&lt;br /&gt;
This race is notably harder to revive due to the lack of heart and the need for plasma in gas form.&lt;br /&gt;
&lt;br /&gt;
To revive them you need a way to defibrillate and it can be accomplished by&lt;br /&gt;
* Using organ manipulation to insert a working heart into its chest&lt;br /&gt;
* Using revival surgery&lt;br /&gt;
* Using Strange Reagent&lt;br /&gt;
Afterwards you need a suit for them, which hopefully isnt already destroyed and plasma based internals. A spare tank can be printed from the medical protolathe but it lacks the plasma. You will have to get some from science or atmospherics.&lt;br /&gt;
&lt;br /&gt;
In place of plasma internals, sabutamol, perflurodecalin and dexalin can keep the patient alive as he attempts to replenish his plasma.&lt;br /&gt;
===== Mothpeople =====&lt;br /&gt;
No difference to humans, they may require extra occuline occassionally&lt;br /&gt;
&lt;br /&gt;
If their wings are burnt off it cannot be repaired with surgery and require replacement. Possibly from a empty clone&lt;br /&gt;
===== Ethereals =====&lt;br /&gt;
No difference to humans in terms of medicine but may require manual charging by a doctor using High-power energy bars. The optimal way is to bring them to robotics and placing them in a charger&lt;br /&gt;
===== IPCs =====&lt;br /&gt;
These Require welders on help intent to repair brute damage and cable coils for burn damage. Send them to robotics for repair if medical lacks tools to do it. However, Tend wounds will work on IPCs if in a pinch.&lt;br /&gt;
&lt;br /&gt;
Additionally IPCS require [[Guide to chemistry#System Cleaner|System Cleaner]] for toxin damage or [[Guide to chemistry#Solder|Solder]] for &amp;quot;brain&amp;quot; damage It is recommended administering these chemicals via syringe.&lt;br /&gt;
&lt;br /&gt;
in fringe cases where IPCs take burn damage without any clear source consider cooling the body down using a freezing shower or sending to robotics for organ replacement&lt;br /&gt;
&lt;br /&gt;
===== Squidpeople =====&lt;br /&gt;
No difference to humans but vehemently reject salt. Consider using vaccines to cure them if the virus requires salt to cure and purge it immediately after with chemicals&lt;br /&gt;
===== Apids =====&lt;br /&gt;
No difference to humans but you cannot administer medicine using smoke. Consider asking apid patients for some honey for surgery&lt;br /&gt;
===== Oozeling/Slimeperson =====&lt;br /&gt;
These are potentially hard to cure patients and can be mistaken for etherals. &lt;br /&gt;
&lt;br /&gt;
They are unable to metabolise many forms of medicines without drawback if said reagent can heal toxin damage. This includes omnizine, Epinephrine (If in crit), Tricordazine, atropine. If accidentally administered purge it with calomel.&lt;br /&gt;
&lt;br /&gt;
Slime ooze is also harder to replenish if there are factors draining it such as lack of nutrition. If they are missing limbs, make sure they have more than 100% blood, as they will more than likely regenerate their limbs after waking up.&lt;br /&gt;
&lt;br /&gt;
If an oozeling has blood filter nanites, administer Perfluorodecalin from the sleeper, then get them to science for &amp;lt;s&amp;gt;them to die because no scientist knows how to remove nanites&amp;lt;/s&amp;gt; a scientist to remove the nanites in time before they run out of blood.&lt;br /&gt;
&lt;br /&gt;
The prime ways to replenish blood are by overfeeding patients with nutrition or administering toxins.&lt;br /&gt;
&lt;br /&gt;
If the patient requires tox healing, and there are no toxin bottles, administer Perfluorodecalin available in the sleeper. It has virtually no downsides to oozelings.&lt;br /&gt;
&lt;br /&gt;
Do not admit oozlings to cryogenics as the cold harms them.&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
==Plasmaman Cloning==&lt;br /&gt;
&#039;&#039;&#039;i am so fucking pissed I&#039;m doing this out of PURE ANGER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to clone a Plasmaman A step by step guide (for my suffering to end)&lt;br /&gt;
&lt;br /&gt;
IF THEY ARE HUSKED DO THIS FIRST&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Put plasmaman into cloning scanner&lt;br /&gt;
Scan them, start the cloning process&lt;br /&gt;
Drag their dead body to cloning pod&lt;br /&gt;
Undress them and leave their clothes in a pile&lt;br /&gt;
Turn on shower near cloning pod&lt;br /&gt;
Once they pop out of cloner, put them under the shower and wait for them to dress up&lt;br /&gt;
PLEASE DO NOT WALK AWAY, WATCH THEM GET THERE SHIT ON FIRST!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
But what if there are no clothes / we only found their head &lt;br /&gt;
&lt;br /&gt;
if they are husked, get something sharp and aim for the head, cut head off&lt;br /&gt;
use a sharp object on decapped head to extract brain&lt;br /&gt;
now put the brain in clone scanner&lt;br /&gt;
complete&lt;br /&gt;
&lt;br /&gt;
Have a blue (&amp;quot;Oxygen Deprivation&amp;quot;) medkit nearby&lt;br /&gt;
Once they pop out of the cloner, put them under the shower and feed them a few blue pills (Salbutamol) from the aforementioned medkit. Plasmamen suffocate if they don&#039;t have plasma to breathe!&lt;br /&gt;
No Salbutamol? Epinephrine and Perfluorodecalin work too.&lt;br /&gt;
were on bee, not TG, go to clothes vendor and fucking get both a suit and helmet, open your box in your bag and give them your mask, scream on comms for a plasma man to come to cloning and cry&lt;br /&gt;
&lt;br /&gt;
Written by angry(er) plasmaman who got tired of being cloned 3(00) times by clueless (brain-damaged) doctors (and CMO) before they gave up, put him in a body bag and hauled to the morgue&lt;br /&gt;
AND THEN GOT CLONED BY THE AI AND A CHAPLAIN&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
== Oozeling Revival ==&lt;br /&gt;
&#039;&#039;&#039;i am doing this out of pure salt after some medic not being able to revive an oozeling for the 50&amp;lt;s&amp;gt;000&amp;lt;/s&amp;gt;th time&#039;&#039;&#039;&lt;br /&gt;
=== How to revive an Oozeling 101: ===&lt;br /&gt;
# &#039;&#039;&#039;CHECK THEIR BLOOD LEVEL.&#039;&#039;&#039; If they have negative amounts of blood, just yeet them in the cloner. The roundstart ooze supply isn&#039;t sufficient to fix that. There&#039;s this massive misconception that welder fuel acts as blood for Oozelings, here&#039;s a hint: &#039;&#039;&#039;&#039;&#039;IT DOES NOT ACT AS BLOOD FOR THEM.&#039;&#039;&#039;&#039;&#039; (While it is true that PROCESSING the fuel gives them blood, it is useless since they immediately die after 1 tick due to oxyloss from negative levels of blood.) &amp;lt;br /&amp;gt;If they have LOW blood, don&#039;t waste the slime ooze pack on them. Instead throw them in the sleeper and give them Perflourodecalin, as it heals their oxygen damage &#039;&#039;&#039;&#039;&#039;AND&#039;&#039;&#039;&#039;&#039; regenerates their blood slowly. &amp;lt;br /&amp;gt;Skip this step if their blood level is normal.&lt;br /&gt;
# &#039;&#039;&#039;CHECK THE DAMAGE LEVELS.&#039;&#039;&#039; If they have Brute/Burn damage, apply medication as you would for a normal human being. For toxin damage, see step 3. Contrary to popular belief, &#039;&#039;&#039;SALT DOES NOT HURT OOZELINGS.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;CHECK THE FUCKING CHEMS IN THEM.&#039;&#039;&#039; I cannot fucking stress how important it is to know what&#039;s inside an oozeling, if there&#039;s &#039;&#039;any&#039;&#039; chemical that heals toxin damage, you need to get that out, preferably with &#039;&#039;&#039;[https://wiki.beestation13.com/view/Surgery#Filter_Blood blood filter surgery]&#039;&#039;&#039; . &#039;&#039;&#039;NEVER USE CHARCOAL OR PENTETIC ACID TO PURGE CHEMICALS IN OOZELINGS. ALWAYS USE CALOMEL TO PURGE CHEMS IN OOZELINGS.&#039;&#039;&#039; Nothing that would cause toxin damage in an Oozeling? They may have nanites. In this case, &#039;&#039;&#039;cry&#039;&#039;&#039;, as no scientist knows they can remove nanites. If this applies, drag them to the cloner in shame.&lt;br /&gt;
Once you follow these 3 simple steps, you &#039;&#039;SHOULD&#039;&#039; be able to revive them via defibrilator. Once you do, yeet them in a nearby sleeper and apply Perflourodecalin, but please, &#039;&#039;please&#039;&#039;, &#039;&#039;&#039;&#039;&#039;PLEASE&#039;&#039;&#039;&#039;&#039;, for the love of God do not overdose them on that shit.&lt;br /&gt;
&lt;br /&gt;
Written by an &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; angry Oozeling player because half of medical can&#039;t do their fucking job&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
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		<title>Guide to Awesome Miscellaneous Stuff</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Awesome_Miscellaneous_Stuff&amp;diff=33620"/>
		<updated>2021-05-20T15:52:09Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Very outdated&lt;br /&gt;
}}&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Out of Date&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=Most info here is out of date. Please update these tips if you can, thank you.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
== Gameplay/Interface Tips ==&lt;br /&gt;
[[File:Hud-inventory.png]]&lt;br /&gt;
* You can use period instead of colon for non general chat. No more accidents!&lt;br /&gt;
* You can click on the &#039;Chat&#039; button at the bottom of the Dreamseeker window, and never have to type &#039;Say&#039; again.&lt;br /&gt;
* Control + arrow key makes you face that direction so long as you are not clicked into the chat bar.&lt;br /&gt;
* Have throw active and you will automatically catch things thrown at you, such as pies, or bombs.&lt;br /&gt;
* You can open containers like boxes and bags by standing next to them and alt + clicking them or dragging them onto your sprite.&lt;br /&gt;
* Some things that are normally static and dispense when clicked on (paperboxes, donut boxes) or have other functionality (body bags) can be picked up by dragging to your character, which will put them in your active hand should it be empty (wonderful bonus for security officers needing to centralize their donut stock or arms-dealer cultists when they&#039;re mass-producing stun and teleport runes).&lt;br /&gt;
* You can click the internals on/off status display thing to turn your internals off or on, without having to fiddle with the tank in your belt.&lt;br /&gt;
* You can button up your labcoat/jumpsuit by using the alt-clicking it, or right-clicking it and picking &amp;quot;Change suit style&amp;quot;.&lt;br /&gt;
* Fore = north, aft = south, starboard = east and port = west.&lt;br /&gt;
* Press tab to activate hotkey mode. WASD to move, Q to drop, R to throw, T to talk, F, G, Z to use what&#039;s in your hand, and X to switch hands.&lt;br /&gt;
* You can add items to boxes even if the box is already in your backpack. No need to Tetris.&lt;br /&gt;
* :l, :r, and :i are some of the most important things to know how to use in the event of radio issues. :r and :l will attempt to speak into radios held in either your right or left hand, and :i can be used to speak into an intercom if you&#039;re adjacent to it.&lt;br /&gt;
* BYOND&#039;s stretch to fit distorts the view. Use 64x64.&lt;br /&gt;
* You can Ctrl+F search any BYOND window (helps A LOT with PDA&#039;s and computer terminals).&lt;br /&gt;
* In the job selection menu, from the lobby, you can use right click on the &amp;quot;Low/Medium/High&amp;quot; priority button to make it cycle backwards.&lt;br /&gt;
* Double click to teleport as ghost.&lt;br /&gt;
* As a ghost you can orbit the Nuke Disk, the AI eye, and the nuclear fission explosive.&lt;br /&gt;
* Alt + Click on a tile near you to open a list of its items in a tab. Useful when trying to find a specific item in a big pile.&lt;br /&gt;
* BYOND&#039;s command-enter bar has autocomplete. Sui will autocomplete to Toggle-Suit-Sensors, sa will autocomplete to Say &amp;quot;. Type &amp;quot;id&amp;quot; or &amp;quot;pen&amp;quot;, hit space and enter to remove said item from your PDA. This doesn&#039;t work if you have more than one ID on your person.&lt;br /&gt;
* Right clicking the chat box brings up a menu. You can use that menu to get logs.&lt;br /&gt;
* You can just drag headsets to your screen too to open them, like PDAs.&lt;br /&gt;
* You can fit more people on a tile if you rest and slide onto that tile. Great for escape pods!&lt;br /&gt;
== Combat Tips ==&lt;br /&gt;
[[File:Hud-target.gif]]&lt;br /&gt;
* Bomb suits function as ghetto riot gear.&lt;br /&gt;
* Disarm intent is very, very good. If you can&#039;t down somebody with anything you have, shoving someone into a wall OR shoving them twice quickly will knock them over. You can also shove people if they&#039;re in the way.&lt;br /&gt;
* Lit welding tools two- or three-hit carp.&lt;br /&gt;
* Steal an empty bottle from the bar, fill it with welder fuel and grab a lighter. Smash the bottle on your target&#039;s head and use the lighter on them while they&#039;re stunned. Now they are on fire. This is particularly effective as a self defence measure assuming you can&#039;t get your hands on some proper weapons. While fire will take several seconds before doing serious damage, most people won&#039;t be carrying anything to extinguish it. They can resist to put it out but resisting out of being on fire is an auto stun, otherwise they can keep fighting and all you&#039;ll have to do is keep your distance until they burn to death. Their only option is running away. The added benefit of fire is that armors don&#039;t generally have fire protection, that makes it a great weapon against better equipped foes like nuke ops with their pesky armor and shield, assuming you can get close enough, but once you manage it&#039;s going to ruin their day.&lt;br /&gt;
* There&#039;s a roman shield in the premium items of the autodrobe. It has all the same benefits as a normal riot shield from the armory.&lt;br /&gt;
== Silicon Tips ==&lt;br /&gt;
[[File:AI.gif]] [[File:Generic_borg.png]]&lt;br /&gt;
* Shortcuts for quickly controlling things:&lt;br /&gt;
** &#039;&#039;&#039;Airlocks:&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Shift-Click&#039;&#039; opens and closes.&lt;br /&gt;
*** &#039;&#039;Ctrl-Click&#039;&#039; drops or raises bolts.&lt;br /&gt;
*** &#039;&#039;Alt-Click&#039;&#039; toggles electrification.&lt;br /&gt;
*** &#039;&#039;Ctrl-Shift-Click&#039;&#039; toggles emergency access (lets anyone open the door)&lt;br /&gt;
** &#039;&#039;&#039;APCs:&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Ctrl-Click&#039;&#039; toggles the main breaker on or off.&lt;br /&gt;
** &#039;&#039;&#039;Turret Controls:&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Ctrl-Click&#039;&#039; turns turrets on or off.&lt;br /&gt;
*** &#039;&#039;Alt-Click&#039;&#039; switches to lethal mode.&#039;&#039;&lt;br /&gt;
* You can put fire alarm frames, newscasters, etc. onto walls as a cyborg. Drag it onto the tile just adjacent to the wall you want to put it onto, face the wall, and use a screwdriver on the frame.&lt;br /&gt;
* Panic siphoning a room is often faster, but area denial can be done much more effectively by &#039;&#039;over&#039;&#039;pressurizing it by disabling pressure checks on the vents. Space wind will keep out anyone without magboots.&lt;br /&gt;
* If a fully-powered engine is wired directly to the grid, the power can sometimes be enough to send anyone touching a shocked airlock into critical condition instantly.&lt;br /&gt;
* In the rare event that another AI is remotely turning off your APC, re-enabling the main power but keeping the lights off will give off the appearance that you&#039;re still depowered. This won&#039;t often work on observant AIs, but if they&#039;re trying to kill you then things are generally too hectic to pay close attention.&lt;br /&gt;
* &#039;&#039;Hulks are not considered human under Asimov.&#039;&#039; Feel free to laser them as they punch into your core. &#039;&#039;&#039;Be careful, after hulks fall in crit they become human again and start suffocating, meaning you will then be required to help them immediately.&#039;&#039;&#039;&lt;br /&gt;
* If you disable the safeties on an airlock, you can open and close it on someone for a chainstun and potential guaranteed kill.&lt;br /&gt;
* Activating the Diagnostic HUD shows which doors are currently electrified, which is helpful when cleaning up shocked doors from a rogue cyborg, or making sure you get every door when you&#039;re rogue.&lt;br /&gt;
* Flooding a mix of plasma and oxygen is much more effective than pure plasma alone.&lt;br /&gt;
* You can override the safeties on various bots to subvert their purpose as if you emagged them. Beepsky will arrest everyone they see and Cleanbots will lube the floor, for instance.&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
[[File:Unknown.png]]&lt;br /&gt;
* &#039;&#039;&#039;Help intent: People run through you. Other intents: People bump into you.&#039;&#039;&#039;&lt;br /&gt;
* Disposal units with stuff in them have a little blue light at the bottom, which is dark when the disposal unit is empty (disposal units can be toggled not to eject their stuff).&lt;br /&gt;
* You can check how long a round has been going on for in a place other than the &amp;quot;status&amp;quot; tab. Open a PDA and check the time, every round starts at 12:00; find the difference by taking 12 hours away from what the time currently says on the PDA. I.e.: 13:37 - 12:00 = 1:37 --&amp;gt; The round has been going on for an hour and thirty seven minutes.&lt;br /&gt;
* You can change your in-game hairstyle (and facial hair) by clicking on a mirror (like in the dorm bathrooms). Incredibly useful to get your looks back after being cloned, and even to disguise yourself (because some disguises won&#039;t cover your hair, especially long hair).&lt;br /&gt;
* Pete the goat will eat Space Vines instantly. In a similar vein, robust enough tools, such as fire axes, circular saws, and surgical drills, are just as effective as welders against the vines. (unless they mutated a resistance)&lt;br /&gt;
* Apply a welder to solid plasma to turn it into plasma gas (that is on fire, you stupid shitbag).&lt;br /&gt;
* You can wrench showers to make them either very hot or very cold. Cold showers are cold enough to survive fires or replace of cryo, as long as you drink cryoxadone while underneath.&lt;br /&gt;
* You can hit fire alarms to toggle them.&lt;br /&gt;
* Crowbars can be used to open fire doors or unpowered airlocks.&lt;br /&gt;
* If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it.&lt;br /&gt;
* You can alt-click on a holopad to request the AI&#039;s presence.&lt;br /&gt;
* Moving things with pulling:&lt;br /&gt;
*# Pull something!&lt;br /&gt;
*# Click the turf of an adjacent tile with your bare hand!&lt;br /&gt;
*# Watch in amazement as the object moves to that tile!&lt;br /&gt;
* Holo-eswords can deflect energy projectiles like a normal esword.&lt;br /&gt;
* Using wirecutters or a kitchen knife on a book lets you hide stuff inside said book.&lt;br /&gt;
* PDA Messenger serves as a handy ghetto crew manifest.&lt;br /&gt;
* You need just 16 kPa of oxygen to survive. As long as whatever you&#039;re breathing contains that, you won&#039;t suffocate. Currently, your prefilled emergency tank in your internals box is set to 16 kPa and filled with O2. If you refill your tank from an AIR canister, you won&#039;t be able to breathe from it unless you adjust the pressure up to around 101 kPa.&lt;br /&gt;
* You can use the dresser located in dorm four to change your underwear. This includes changing into the opposite sex&#039;s underwear.&lt;br /&gt;
* Holding certain items, like a knife or C4, change what happens when you suicide. Crayons... how horrifying ):&lt;br /&gt;
* Your signature CANNOT be copied. (use %s on a paper)&lt;br /&gt;
* Your most powerful tool in Space Station 13 is communication. As any head role you can order about your underlings, a lot of the time they will actually do it, and a lot of the time you can trade goodies for them following your orders. As RD, if you want to get into tech storage but the HoP didn&#039;t give you access like the pansy he is, you can go hunt down tools yourself. Or you can order an assistant to do it (clown often works as well), and it&#039;s often done faster than you could have with no effort on your part. Two chemists can spend a round not once talking, but a &amp;quot;Hey dude, what&#039;s up?&amp;quot; or a &amp;quot;I like your hair, Alisen~&amp;quot; can gain you a valuable resource: a friend, the most important protection against changeling attacks. Detectives gain a surprising amount of information just by chatting with people like the bartender and the mime.&lt;br /&gt;
* You can often have food delivered to you via the disposals system with just a PDA, not once leaving your office. Speaking of orders, always give an order to a person, not the department. Ordering your department to do something is rarely carried out, ordering a person to do something is more often than not followed (although still not followed that often).&lt;br /&gt;
* If you use a Cup Ramen on a sink twice, it becomes warm.&lt;br /&gt;
* You&#039;re more likely to get cleared for offenses by security if they feel like you&#039;re someone who&#039;s trustworthy and more likely to get close to the heads as well. You may even find yourself promoted to head positions just by taking the initiative to do seemingly mundane tasks that nobody gives a shit about like repairing minor damage from PDA bombings.&lt;br /&gt;
* An amazing method of exploring space: Get your volunteer, then shotgun as many tracking beacons as you can protolathe into space with the mass driver. Give the explorer a hand tele; send him to the beacon where you want, then set it to home so he can loot stuff through tele to the teleporter room or bridge. ADDED: Easier way: Get exactly one tracking beacon. Put it by the mass driver. Get an explorer (or yourself) with EVA gear and a first-aid kit, play mass-drive roulette, teleport back, repeat. ADDED: Definitely cheaper. Maybe faster. Works solo. But the beacon shotgun allows you to select the structure you want to arrive at.&lt;br /&gt;
* Universal recorder&#039;s print transcript translates other species.&lt;br /&gt;
* You can put a box of body bags in your bag. &lt;br /&gt;
* Going to space? No jetpack? Drag a paper bin onto your character and put it in your bag for 30 easy access throwing papers.&lt;br /&gt;
* Instruction books/sheets of paper can be opened and left open even if you get rid of the book/paper.&lt;br /&gt;
* Dead mice are now considered items, so that means you can: Stuff one into a cake, implant it into someone you don&#039;t like, throw it as a projectile, &amp;lt;s&amp;gt;beat Runtime to death with one&amp;lt;/s&amp;gt;.&lt;br /&gt;
* You can teleport into an escape pod/shuttle mid-travel using a beacon. This is incredibly useful for those meteor rounds. &lt;br /&gt;
* You can lean on (hitting the resist command when welded in a locker) lockers to try to get out of them.&lt;br /&gt;
* Teleport is a great weapon.&lt;br /&gt;
* 4noraisins are, of the solid snack machine foods, the best food to eat. They contain 6 nutriment, whereas all others contain less than 5, and if they have less than 4, some sugar in them.&lt;br /&gt;
* The sugar reagent gives nutrition over time, and there is no limit on drinking pure sugar, unlike normal food.&lt;br /&gt;
* The ion rifle can EMP airlocks open by shooting at them. They are rechargeable as well. But they might also electrify them, so be careful.&lt;br /&gt;
* Ion pulses will sometimes pulse random wires in any hackable machinery or item.&lt;br /&gt;
* An electrical toolbox has a very small chance of holding insulated gloves. &lt;br /&gt;
* You can use alcoholic drinks to remove ink from papers and books. Pure ethanol also works.&lt;br /&gt;
* If you&#039;re trapped in a disposal pipe, improvised explosives will allow you to break free without taking any damage. All the same, blowing one up while inside a locker will not damage you but will still damage everything around the locker. You can get a little revenge if some asshole welded you in and is dragging you around the station now!&lt;br /&gt;
* Are you [[confused]] (moving randomly) and it is annoying the hell out of you? Just take a rest (lay down) and you&#039;ll quintuple the rate of which you recover!&lt;br /&gt;
* If you&#039;re so full you can&#039;t eat by yourself anymore, someone else can forcefeed you more food.&lt;br /&gt;
* When being attacked by a space carp / space bear, go to sleep and they&#039;ll think you&#039;ve gone to crit and leave you alone!&lt;br /&gt;
* You can weld yourself into a locker as well as escape a locker you&#039;re welded into by using a welder from the inside. You can also lock lockers from the inside.&lt;br /&gt;
* Wearing a face concealing mask while copying your ass will cause your ass to appear as unknown in the photo.&lt;br /&gt;
* You can stick a pAI into a PDA, as well as bots.&lt;br /&gt;
* Some things about The Orion Trail:&lt;br /&gt;
** Food is the number one killer; I&#039;ve pretty much never won with all four settlers still alive. Going to the next stop (assuming nothing happens) eats up 2 food for every settler, and some events need you to &#039;wait&#039;, which is the same except for three stops; eating up 6 food for every settler. Losing a few settlers during &#039;accidents&#039; increases your odds of winning substantially. Thankfully, waiting doesn&#039;t consume any fuel, but the &#039;go around&#039; option for black holes does. The base consumption for fuel is 5 units for one stop. &#039;Slowing down&#039; in an Interstellar Flux event eats up one extra stop of food and fuel, but doesn&#039;t carry the 75% chance of engine failure.&lt;br /&gt;
** Going through the Asteroid Belt (second stop) has a high chance (70%) of causing a collision, which can kill a crewmember and lose you 5 to 15 food and fuel. Getting assaulted by raiders has the potential to lose you 1 to 10 food and fuel, with the odd addition that you can only lose a settler if no food/fuel was stolen. The Raiders do have a substantially increased chance to steal stuff as opposed to the collision.&lt;br /&gt;
** The Black Hole is the third-to-last stop, and is a special case. Going around consumes 3 stops worth of food and fuel, but guarantees survival. Continuing carries a flat 75% chance of instantly dying, but doesn&#039;t consume anything if you appeased the RNG gods enough. Since there is still one stop after this, you can quickly determine if going around would be at all possible. Factoring in to this is the fact that the game checks for death before victory, so if you arrive at Orion with 0 food or fuel you still lose. At the Black Hole, you will therefore need at least 21 fuel, and (settlers * 8 + 1) food. Anything less than this and &#039;continue&#039; is the only option with any chance of winning.&lt;br /&gt;
** The breakdown/malfunction/collision events each can be used with their respective spare parts to continue at once, instead of having to wait three days. Due to the severe food consumption penalty for waiting, and the relatively minor chance of getting the same event twice, using the spare part is pretty much always the best option.&lt;br /&gt;
* Examine personal closets and they tell you who owns them.&lt;br /&gt;
* A laser pointer has the same optics disrupting effects of a flash. And stuns Borgs on use. Combine it with a fully upgraded pointer you can stop any rogue Borg before they get remotely close. It also EMPs cameras and flashes people even if they are wearing sunglasses.&lt;br /&gt;
* Just about anything that can be made out of a protolathe/autolathe can be put into an autolathe and recycled into new materials. This includes broken objects such as blown light bulbs and spent shotgun rounds.&lt;br /&gt;
* You can do that thing with Salt Shakers where you unscrew the lid so the next time someone uses it they get 100 units of salt in their food. In the event that someone touches a salt shaker for food use.&lt;br /&gt;
* EMPs keep you from interacting with your headset for about 15 seconds.&lt;br /&gt;
** If your headset gets emp&#039;d, interact with it in your hand and just turn the channels back on.&lt;br /&gt;
* You can go through portals, quantum pads or use the teleport as a ghost by clicking on them.&lt;br /&gt;
* If you&#039;re someone who doesn&#039;t normally have insulated gloves and don&#039;t want security to take them away, dye them by washing them in the washing machine with a color crayon.&lt;br /&gt;
* Doorbell systems are fun.&lt;br /&gt;
* People should know the origin of the [https://www.youtube.com/watch?v=rhZBDNQ3gas lobby title theme.]&lt;br /&gt;
* In dire situations when a [[Singularity]] has been unleashed upon the station, you can throw the [[Clown]] into it as a sacrifice. Doing so will either halve the size of the singularity... or double it.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=33617</id>
		<title>User:Penwin/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Penwin/Sandbox&amp;diff=33617"/>
		<updated>2021-05-19T20:48:44Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Created page with &amp;quot;{{RacePageHeader |headerbgcolor = #06cf89 |headerfontcolor = black |genus = Slimus Sapiens |imagebgcolor = white |img = slimepeople.png |specietype = OOZELING |speciename = Oo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = #06cf89&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|genus = Slimus Sapiens&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = slimepeople.png&lt;br /&gt;
|specietype = OOZELING&lt;br /&gt;
|speciename = Oozeling&lt;br /&gt;
|homeworld = N/A&lt;br /&gt;
|central authority = Nanotrasen&lt;br /&gt;
|restricted job roles = None&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
Oozelings are a result of Nanotrasen experimentation in looking for a mass-produceable workforce&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Nanotrasen has previously created many serums which modify the very biology of test subjects, notably including full genetic transformations into slimlike humanoids. (pretend for argument&#039;s sake that these are from genetics - they may be in the future anyway)&lt;br /&gt;
&lt;br /&gt;
Likewise there have been many breakthroughs in the Xenobiology division, producing very well trained slimes, and a few rare specimens even resembling human-like intelligence. &lt;br /&gt;
&lt;br /&gt;
Taking into account the speed with which slimes can procreate when provided sufficient food, a joint project was formed of a partnership between these two divisions... Oozelings are the result of that joint research.&lt;br /&gt;
&lt;br /&gt;
Taking the healthiest of the more intelligent slimes and processing the prior genetics research in reverse to apply more humanoid characteristics to young slimes. Nanotrasen is now able to mass produce loyal humanoids which are biologically ideal for work on Nanotrasen&#039;s plasma research stations.&lt;br /&gt;
&lt;br /&gt;
Oozelings inherit the name of the Scientist responsible for the strain  and are definitely not brainwashed with propaganda from birth, and are also definitely not borderline slaves or otherwise born of questionably unethical roots of any sort.&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=IPC&amp;diff=33605</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=IPC&amp;diff=33605"/>
		<updated>2021-05-18T15:11:38Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Adds IPC History, vetted by Vexylius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Integrated Positronic Chassis&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = IPC.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = IPC&lt;br /&gt;
|speciename = IPC&lt;br /&gt;
|homeworld = Root&lt;br /&gt;
|central authority = Positronic Union&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
IPC&#039;s, also known as Integrated Positronic Chassis, are completely artificial life forms made using a positronic brain. They are similar to cyborgs, but they are unlawed, and have a humanlike form. IPC voices are similar to voices of cyborgs and the AI, and also they can understand the Encoded Audio Language.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;&#039;Integrated Positronic Chassis - Automatum Saepe&#039;&#039;&#039;:&lt;br /&gt;
Colloquially known as IPCs, these creations have thrown the galaxy&#039;s philosophers into dismay. Throwing the definition of life into question and redefining consciousness and thought. The IPCs were researched, developed, and implemented by one of the many companies in Nanotrasen. It was advertised as a cure for the human condition at the cost of existentialism. They are one of the newest races to walk among the stars, much study has been conducted on their construction, as much as Nanotrasen would allow.&lt;br /&gt;
&lt;br /&gt;
IPC’s are found everywhere that humans are found and in even more places where they aren’t. They are the left arm of humanity, the silent caretakers of a solar empire. They do the tasks that nobody else can or will do, and they do them regardless of risk. They became what they are right now so they wouldn’t have to worry about things like that. &lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
IPC&#039;s are an optional playable race in game. When you select them you have the option of changing your monitor style, along with having the option in game.&lt;br /&gt;
&lt;br /&gt;
Given their synthetic nature, IPC&#039;s tend to have more machine-like names like CE-323, but acronyms like D.A.N.I.E.L. are also welcome.&lt;br /&gt;
&lt;br /&gt;
As an IPC, you take 1.5x as much brute and &#039;&#039;&#039;2x&#039;&#039;&#039; &#039;&#039;&#039;burn damage&#039;&#039;&#039; (meaning 4 welder hits can knock you down), but cannot process most drugs or become infected with most diseases. However, you are cripplingly weak to EMP&#039;s and fire.&lt;br /&gt;
In addition, you &#039;&#039;&#039;&amp;lt;big&amp;gt;cannot be cloned&amp;lt;/big&amp;gt;&#039;&#039;&#039;, do not need to breathe (but still suffer from pressure damage) and are not protected by the AI&#039;s laws (on standard Asimov). &lt;br /&gt;
=IPC Maintenance=&lt;br /&gt;
==Standard Repair==&lt;br /&gt;
To fix an IPC you need:&lt;br /&gt;
* A welder - for brute damage&lt;br /&gt;
* Some cable coils - for burn damage&lt;br /&gt;
If you have the required tools which are mentioned above (remember to turn on your welder before you use it, (also if you care about your eyesight use welding mask or goggles)), simply use them on every damaged bodypart until they are fixed.&lt;br /&gt;
A dead IPC should reboot itself when their damage is fixed, just keep applying the welder or cable coil until it says that part is in good condition then move onto the next limb on their body (so please don&#039;t try to defibrillate or anything, be patient).&lt;br /&gt;
==Organ Replacement==&lt;br /&gt;
On the event that an IPC suffers Organ Damage or Loses an Organ, you may have to replace it, IPC Organs can be printed in the IPC Components section of your fabricator once IPC Parts have been researched, IPCs share their surgery steps with those of Augmented limbs&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
==Viral Contamination==&lt;br /&gt;
Virus with the symptom of [[Infections#Biometallic Replication|Biometallic Replication]] may infect IPCs, in order to cure them you use one of three Tiers of AntiVirus printable at the medical lathe&lt;br /&gt;
==Brain Damage and Toxins==&lt;br /&gt;
In the case an IPC suffers from toxin or brain damage one needs to apply [[Guide to chemistry#Solder|Solder]] for toxin and [[Guide to chemistry#System Cleaner|System Cleaner]] for Brain Damage or Traumas, both are applied via syringe&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Hunger&amp;quot;=&lt;br /&gt;
IPC&#039;s don&#039;t have mouths so they cannot &amp;lt;strike&amp;gt;scream&amp;lt;/strike&amp;gt; eat, but after some time they get hungry. To satisfy their hunger simply extend your power cord implant (one of the icons in the top left corner, you have to have your left arm free), find nearest APC and use your power cord on that APC.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_food_and_drinks&amp;diff=33602</id>
		<title>Guide to food and drinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_food_and_drinks&amp;diff=33602"/>
		<updated>2021-05-16T10:48:17Z</updated>

		<summary type="html">&lt;p&gt;Penwin: It now takes sheets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Drinks=&lt;br /&gt;
Note: These mixtures are usually poured into a glass (50 units), and are typically mixed in a shaker (100 units). If there are several reagents in the glass, it will get the look of the drink with the largest amount of units.&lt;br /&gt;
&lt;br /&gt;
A drink&#039;s strength determines how quickly a drinker gets drunk and how much it improves the chances of success in [[Surgery|surgery]] when applied externally.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-0&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggletext&amp;quot;&amp;gt;[Show/hide]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;&#039;A Quick, comprehensible list of what a drink will do to you.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-0&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
0: Non-alcoholic.&amp;lt;br&amp;gt;&lt;br /&gt;
1-10: Barely classifiable as alcohol - occasional slurring.&amp;lt;br&amp;gt;c&lt;br /&gt;
11-20: Slight alcohol content - slurring.&amp;lt;br&amp;gt;&lt;br /&gt;
21-30: Below average - imbiber begins to look slightly drunk.&amp;lt;br&amp;gt;&lt;br /&gt;
31-40: Just below average - no unique effects.&amp;lt;br&amp;gt;&lt;br /&gt;
41-50: Average - mild disorientation, imbiber begins to look drunk.&amp;lt;br&amp;gt;&lt;br /&gt;
51-60: Just above average - disorientation, vomiting, imbiber begins to look heavily drunk.&amp;lt;br&amp;gt;&lt;br /&gt;
61-70: Above average - small chance of blurry vision, imbiber begins to look smashed.&amp;lt;br&amp;gt;&lt;br /&gt;
71-80: High alcohol content - blurry vision, imbiber completely shitfaced.&amp;lt;br&amp;gt;&lt;br /&gt;
81-90: Extremely high alcohol content - heavy toxin damage, passing out.&amp;lt;br&amp;gt;&lt;br /&gt;
91-100: Dangerously toxic - swift death.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Basic Drink Ingredients===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:#FFCCCC;&#039;|Cocktail&lt;br /&gt;
! style=&#039;background-color:#FFCCCC;&#039;|Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Drink Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Absinthe.png|64px]]&lt;br /&gt;
!{{anchor|Absinthe}}Absinthe&lt;br /&gt;
|80&lt;br /&gt;
|1 part Absinthe&lt;br /&gt;
|A powerful alcoholic drink. Rumored to cause hallucinations but does not.&lt;br /&gt;
||Has a chance to cause hallucinations. &amp;lt;br&amp;gt; &#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or Booze-O-Mat extra-strong absinthe, 100 units each.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ale.png|64px]]&lt;br /&gt;
!{{anchor|Ale}}Ale&lt;br /&gt;
|65&lt;br /&gt;
|1 part ale&lt;br /&gt;
|A warm pint of delicious ale.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 6 bottles Magm-Ale, 30 units each. Or from the Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Applejack_glass.png|64px]]&lt;br /&gt;
!{{anchor|Applejack}}Applejack&lt;br /&gt;
|20&lt;br /&gt;
|1 part applejack&lt;br /&gt;
|The perfect beverage for when you feel the need to horse around.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 bottles of Buckin&#039; Bronco&#039;s Applejack. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Apple_juice.png]]&lt;br /&gt;
!{{anchor|Apple Juice}}Apple Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part apple juice&lt;br /&gt;
|The sweet juice of an apple, fit for all ages.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice an [[Guide_to_hydroponics#Apple|apple]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Banana Juice}}Banana Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part banana juice&lt;br /&gt;
|The raw essence of a banana. HONK&lt;br /&gt;
|Heals clowns and monkeys of brute and burn damage &amp;lt;br&amp;gt; &#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice bananas.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beer.png|64px]]&lt;br /&gt;
!{{anchor|Beer}}Beer&lt;br /&gt;
|25&lt;br /&gt;
|1 part beer&lt;br /&gt;
|A freezing pint of beer.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 6 bottles of Space Beer, 30 units each. Or 1000 units in Bartender&#039;s beer keg. Or from Service borg shaker. Or mix 10 parts Flour, 5 units [[#Universal_Enzyme|universal enzyme]] (catalyst).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Berry_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Berry Juice}}Berry Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part berry juice&lt;br /&gt;
|berry juice. Or maybe it&#039;s jam. Who cares?&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice berries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Carrot_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Carrot Juice}}Carrot juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part carrot juice&lt;br /&gt;
|It is just like a carrot but without crunching.&lt;br /&gt;
|Heals eye damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice carrots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Champagne_glass.gif|64px]]&lt;br /&gt;
!{{anchor|Champagne}}Champagne&lt;br /&gt;
|40&lt;br /&gt;
|1 part champagne&lt;br /&gt;
|A sparkling wine known for its ability to strike fast and hard.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Booze-O-Mat, 5 bottles of Eau d&#039; Dandy Brut Champagne. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana juice glass.png|64px]]&lt;br /&gt;
!{{anchor|Clown&#039;s Tears}}Clown&#039;s Tears&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part clown&#039;s tears&lt;br /&gt;
|Not very funny.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind some clown&#039;s tear soup.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brownglass.gif|64px]]&lt;br /&gt;
!{{anchor|Coffee}}Coffee&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part coffee&lt;br /&gt;
|Don&#039;t drop it, or you&#039;ll send scalding liquid and glass shards everywhere.&lt;br /&gt;
|Heals dizziness, drowsiness, wakes up, heats up if frozen. &#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind dried coffee beans to get Coffee Powder. Mix 1 Coffee Powder + 5 units [[#Water|water]]. Or from the Hot Drinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cognac_glass.png|64px]]&lt;br /&gt;
!{{anchor|Cognac}}Cognac&lt;br /&gt;
|75&lt;br /&gt;
|1 part cognac&lt;br /&gt;
|Damn, you feel like some kind of French aristocrat just by holding this.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Chateau De Baton Premium Cognac, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lime juice glass.png|64px]]&lt;br /&gt;
!{{anchor|Creme de Menthe}}Creme de Menthe&lt;br /&gt;
|20&lt;br /&gt;
|1 part creme de menthe&lt;br /&gt;
|A minty liqueur excellent for refreshing, cool drinks.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate glass.png|64px]]&lt;br /&gt;
!{{anchor|Creme de Cacao}}Creme de Cacao&lt;br /&gt;
|20&lt;br /&gt;
|1 part creme de cacao&lt;br /&gt;
|A chocolatey liqueur excellent for adding dessert notes to beverages and bribing sororities.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dr_gibb_glass.png|64px]]&lt;br /&gt;
!{{anchor|Dr. Gibb}}Dr. Gibb&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Dr. Gibb&lt;br /&gt;
|Dr. Gibb. Not as dangerous as the name might imply.&lt;br /&gt;
|Heals drowsiness, cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space Mountain Wind in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fernetglass.png|64px]]&lt;br /&gt;
!{{anchor|Fernet}}Fernet&lt;br /&gt;
|80&lt;br /&gt;
|1 part Fernet&lt;br /&gt;
|Pure Fernet Bronca. Only an absolute madman would drink this pure.&lt;br /&gt;
|Reduces satiety a lot, but causes a lot of toxin damage if starving. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 bottles of Fernet Bronca, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brownglass.gif|64px]]&lt;br /&gt;
!{{anchor|Garlic Juice}}Garlic Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part garlic juice&lt;br /&gt;
|Crushed (not juiced)[[Guide_to_hydroponics#Garlic|garlic]]. [[Cook|Chefs]] love it. &lt;br /&gt;
|20% chance per tick to heal 1 brute and burn if you&#039;re a [[Cook|cook]]. Prevents [[Vampire|vampires]] from biting you. Very slow metabolism rate (0.06u).&amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind [[Guide_to_hydroponics#Garlic|garlic]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.gif|64px]]&lt;br /&gt;
!{{anchor|Gin}}Gin&lt;br /&gt;
|45&lt;br /&gt;
|1 part gin&lt;br /&gt;
|It&#039;s gin. In space. I say, good sir.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or In Booze-O-Mat, 5 bottles of Griffeater Gin, 100 units each. &amp;lt;br&amp;gt;...???&lt;br /&gt;
|-&lt;br /&gt;
![[File:grenadine.png|64px]]&lt;br /&gt;
!{{anchor|Grenadine}}Grenadine&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part grenadine&lt;br /&gt;
|Delicious flavored syrup.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat or In Soda Dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Glass of Ice}}{{anchor|Ice}}Glass of Ice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part ice&lt;br /&gt;
|Generally, you&#039;re supposed to put something else in there too...&lt;br /&gt;
|Cools down. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 9 Ice Cups, 30 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hard_cider_glass.png|64px]]&lt;br /&gt;
!{{anchor|Hard Cider}}Hard Cider&lt;br /&gt;
|25&lt;br /&gt;
|1 part hard cider&lt;br /&gt;
|Apple juice, for adults. &lt;br /&gt;
|Cools down. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 Jian Hard Cider, 50u each. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Holy_water_glass.png|64px]]&lt;br /&gt;
!{{anchor|Holy Water}}Holy Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part holy water&lt;br /&gt;
|A glass of holy water.&lt;br /&gt;
|Makes people jittering, stuttering, dizzy. Heals [[Cult|cultism]]. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Have the [[Chaplain]] hit a water container with the Bible. Or One Flask of Holy Water, 100 units, in the [[Chapel]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kahlua_glass.png|64px]]&lt;br /&gt;
!{{anchor|Kahlua}}{{anchor|Kahlúa}}Kahlúa&lt;br /&gt;
|45&lt;br /&gt;
|1 part Kahlúa&lt;br /&gt;
|DAMN, THIS THING LOOKS ROBUST&lt;br /&gt;
|Heals dizziness, drowsiness and sleeping. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or Booze-O-Mat, 5 bottles of Robert Robust&#039;s Coffee Liqueur, 100 units each. Or from Service borg shaker. Or mix 5 [[#Coffee|coffee]] + 5 [[#Sugar|sugar]] + 5 [[#Universal Enzyme|universal enzyme]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Lemon Juice}}Lemon Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part lemon juice&lt;br /&gt;
|Sour...&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Soda Dispenser. Or juice lemons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon_lime_glass.png|64px]]&lt;br /&gt;
!{{anchor|Lemon-Lime}}Lemon-Lime&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Lemon-Lime&lt;br /&gt;
|You&#039;re pretty certain a real fruit has never actually touched this.&lt;br /&gt;
|Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Soda Dispenser. Or 10 cans of Lemon-Lime in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lime_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Lime Juice}}Lime Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part lime juice&lt;br /&gt;
|A glass of sweet-sour lime juice.&lt;br /&gt;
|Heals toxic damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Soda Dispenser. Or In Booze-O-Mat, 4 bottles of Lime Juice, 100 units each. Or from Service borg shaker. Juice limes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lime_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Menthol}}Menthol&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part menthol&lt;br /&gt;
|Tastes naturally minty, and imparts a very mild numbing sensation.&lt;br /&gt;
|Prevents coughing.&amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 4 cartons of Menthol, 100 units each. Or from the soda dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Milk_glass.png|64px]]&lt;br /&gt;
!{{anchor|Milk}}Milk&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part milk&lt;br /&gt;
|White and nutritious goodness!&lt;br /&gt;
|Slowly heals brute damage and purges [[#Capsaicin_Oil|capsaicin oil]]. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Biogenerator. Or milk a goat or a cow. Or from [[File:Milk.png]] Space Milk cartons, 50 units in each. 5 are found in kitchen freezer. Ordered food crate has one.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cream_glass.png|64px]]&lt;br /&gt;
!{{anchor|Cream}}{{anchor|Milk Cream}}Milk Cream&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part cream&lt;br /&gt;
|Ewwww...&lt;br /&gt;
|Heals brute damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat (cream), 4 bottle of Milk Cream, 100 units each. Or from Service borg shaker. Or from the Biogenerator.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nothing_glass.png|64px]]&lt;br /&gt;
!{{anchor|Nothing}}Nothing&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part nothing&lt;br /&gt;
|Absolutely nothing.&lt;br /&gt;
|Heals mimes of brute damage and mutes them. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; [[Mime]]&#039;s Bottle of Nothing, or by grinding [[Guide_to_hydroponics#Mimana|Mimanas]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Orange_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Orange Juice}}Orange Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part orange juice&lt;br /&gt;
|Vitamins! Yay!&lt;br /&gt;
|Heals suffocation damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 4 bottles of Orange Juice, 100 units each. Or from Service borg shaker. 15 units in each can of Star-kist, along with 15 units of space cola. Or juice oranges.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Parsnip Juice}}Parsnip Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part parsnip juice&lt;br /&gt;
|Why...&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice a [[Guide_to_hydroponics#Parsnip|parsnip]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Peach Juice}}Peach Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part peach juice&lt;br /&gt;
|Just peachy.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind canned peaches, which can only be found in [[Maintenance|maintenance]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Poison_berry_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Poison Berry Juice}}Poison Berry Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part poison berry juice&lt;br /&gt;
|berry juice. Or maybe it&#039;s poison. Who cares?&lt;br /&gt;
|Shows up as &#039;Berry Juice&#039;. Crit dose: 40 units/100 ticks. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice poison berries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownglass.gif|64px]]&lt;br /&gt;
!{{anchor|Potato Juice}}Potato Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part potato juice&lt;br /&gt;
|Bleh...&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice potatoes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rum_glass.png|64px]]&lt;br /&gt;
!{{anchor|Rum}}Rum&lt;br /&gt;
|60&lt;br /&gt;
|1 part rum&lt;br /&gt;
|Now you want to Pray for a pirate suit, don&#039;t you?&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Captain Pete&#039;s Cuban Spiced Rum, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sakecup.png|64px]]&lt;br /&gt;
!{{anchor|Sake}}Sake&lt;br /&gt;
|70&lt;br /&gt;
|1 part sake&lt;br /&gt;
|A sweet rice wine of questionable legality and extreme potency.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat. Or mix 10 parts Rice, 5 units [[#Universal Enzyme|universal enzyme]] (catalyst).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soda_water_glass.png|64px]]&lt;br /&gt;
!{{anchor|Soda Water}}Soda Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part soda water&lt;br /&gt;
|Why not make a scotch and soda?&lt;br /&gt;
|Heals dizziness and drowsiness. Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 15 bottles of Soda Water, 50 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soy_milk_glass.png|64px]]&lt;br /&gt;
!{{anchor|Soy Milk}}Soy Milk&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part soy milk&lt;br /&gt;
|White and nutritious soy goodness!&lt;br /&gt;
|Heals brute damage. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; From [[File:Soymilk.gif]] Soy Milk cartons, 50 units in each. 5 are found in kitchen freezer. Ordered food crate has one.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_cola_glass.png|64px]]&lt;br /&gt;
!{{anchor|Space Cola}}Space Cola&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Space Cola&lt;br /&gt;
|A glass of refreshing Space Cola.&lt;br /&gt;
|Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space Cola in Robust Softdrinks -vending machines. Or 8 cans in Booze-O-Mat. Or from Service borg shaker. 30 units in each can of Space Cola, 15 units in each can of Star-kist, along with 15 units of orange juice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_mountain_wind_glass.png|64px]]&lt;br /&gt;
!{{anchor|Space Mountain Wind}}Space Mountain Wind&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Space Mountain Wind&lt;br /&gt;
|Space Mountain Wind. As you know, there are no mountains in space, only wind.&lt;br /&gt;
|Heals drowsiness and sleeping, cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space Mountain Wind in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_up_glass.png|64px]]&lt;br /&gt;
!{{anchor|Space-Up}}Space-Up&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Space-Up&lt;br /&gt;
|Space-Up. It helps keep your cool.&lt;br /&gt;
|Cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; 10 cans of Space-Up in Robust Softdrinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teaglass.gif|64px]]&lt;br /&gt;
!{{anchor|Tea}}Tea&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part tea&lt;br /&gt;
|Drinking it from here would not seem right.&lt;br /&gt;
|Similar to coffee, but also removes jitteriness and a small amount of toxins.&amp;lt;br&amp;gt; &#039;&#039;&#039;To acquire:&#039;&#039;&#039; Grind dried tea leaves to get Tea Powder. Mix 1 Tea Powder + 5 units [[#Water|water]]. Or from the Hot Drinks -vending machines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teqilla_glass.png|64px]]&lt;br /&gt;
!{{anchor|Tequila}}Tequila&lt;br /&gt;
|70&lt;br /&gt;
|1 part tequila&lt;br /&gt;
|Now all that&#039;s missing is the weird colored shades!&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Caccavo Guaranteed Quality Tequila, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tomato_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Tomato Juice}}Tomato Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part tomato juice&lt;br /&gt;
|Are you sure this is tomato juice?&lt;br /&gt;
|Heals burn damage&amp;lt;br&amp;gt;Blood shows the same way. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 4 bottles of Tomato Juice, 100 units each. Or from Service borg shaker. Juice tomatoes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tonic_water_glass.png|64px]]&lt;br /&gt;
!{{anchor|Tonic Water}}Tonic Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part tonic water&lt;br /&gt;
|Quinine tastes funny, but at least it&#039;ll keep that Space Malaria away.&lt;br /&gt;
|Heals dizziness, drowsiness and sleeping, cools down if overheated. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 8 bottles of T-Borg&#039;s Tonic Water, 50 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Orange juice glass.png|64px]]&lt;br /&gt;
!{{anchor|Triple Sec}}Triple Sec&lt;br /&gt;
|30&lt;br /&gt;
|1 part triple sec&lt;br /&gt;
|A sweet and vibrant orange liqueur.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In a booze dispenser.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vermouth_glass.png|64px]]&lt;br /&gt;
!{{anchor|Vermouth}}Vermouth&lt;br /&gt;
|45&lt;br /&gt;
|1 part vermouth&lt;br /&gt;
|You wonder why you&#039;re even drinking this straight.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Goldeneye Vermouth, 100 units each. Or from Service borg shaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ginvodkaglass.gif|64px]]&lt;br /&gt;
!{{anchor|Vodka}}Vodka&lt;br /&gt;
|65&lt;br /&gt;
|1 part vodka&lt;br /&gt;
|The glass contain wodka. Xynta.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or mix 10 [[#Potato Juice|potato juice]] + 5 [[#Universal Enzyme|universal enzyme]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Water_glass.png|64px]]&lt;br /&gt;
!{{anchor|Water}}Water&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part water&lt;br /&gt;
|The father of all refreshments.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Sinks. Watertanks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Watermelon_juice_glass.png|64px]]&lt;br /&gt;
!{{anchor|Watermelon Juice}}Watermelon Juice&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part watermelon juice&lt;br /&gt;
|A glass of watermelon juice. &lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Juice watermelon slices.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Welder_fuel_glass.png|64px]]&lt;br /&gt;
!{{anchor|Welder Fuel}}Welder Fuel&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part welding fuel&lt;br /&gt;
|Unless you are an industrial tool, this is probably not safe for consumption.&lt;br /&gt;
|Crit dose: 40 units/100 ticks. &amp;lt;br&amp;gt;&#039;&#039;&#039;To acquire:&#039;&#039;&#039; Find a Welding fuel tank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiskeyemoji.png|25px]]&lt;br /&gt;
!{{anchor|Whiskey}}Whiskey&lt;br /&gt;
|75&lt;br /&gt;
|1 part whiskey&lt;br /&gt;
|A superb and well-aged single-malt whiskey. Damn.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze Dispenser. Or in Booze-O-Mat, 5 bottles of Uncle Git&#039;s Special Reserve, 100 units each.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wine_glass.png|64px]]&lt;br /&gt;
!{{anchor|Wine}}Wine&lt;br /&gt;
|35&lt;br /&gt;
|1 part wine&lt;br /&gt;
|A very classy looking drink.&lt;br /&gt;
|&#039;&#039;&#039;To acquire:&#039;&#039;&#039; In Booze-O-Mat, 5 bottles of Doublebeard Bearded Special Wine, 100 units each. Or from Service borg shaker. Or mix 10 [[#Grape Juice|grape juice]] + 5 [[#Universal Enzyme|universal enzyme]] (instantly becomes grappa).&lt;br /&gt;
|}&lt;br /&gt;
===Mixed Drinks===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Picture&lt;br /&gt;
! style=&#039;background-color:#FFCCCC;&#039;|Cocktail&lt;br /&gt;
! style=&#039;background-color:#FFCCCC;&#039;|Strength&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Ingredients&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Drink Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:AcidSpit.gif|64px]]&lt;br /&gt;
!{{anchor|Acid Spit}}Acid Spit&lt;br /&gt;
|80&lt;br /&gt;
|5 parts [[#Wine|wine]], 1 part Sulphuric Acid&lt;br /&gt;
|A drink from Nanotrasen. Made from live aliens.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alexander.png|64px]]&lt;br /&gt;
!{{anchor|Alexander}}Alexander&lt;br /&gt;
|80&lt;br /&gt;
|1 part [[#Cognac|cognac]], 1 part [[#Creme de Cacao|creme de cacao]], 1 part [[#Milk Cream|cream]]&lt;br /&gt;
|A creamy, indulgent delight that is stronger than it seems.&lt;br /&gt;
|If you are blocking, it will increase your block power by 15.&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Alexander_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:AlliesCocktail.gif|64px]]&lt;br /&gt;
!{{anchor|Allies Cocktail}}Allies Cocktail&lt;br /&gt;
|45&lt;br /&gt;
|1 part [[#Classic Martini|Classic Martini]], 1 part [[#Vodka|vodka]]&lt;br /&gt;
|A drink made from your allies.&lt;br /&gt;
|Refers to [https://en.wikipedia.org/wiki/Triple_Entente Triple Entente]: French Vermouth, Russian Vodka, English Gin&lt;br /&gt;
|-&lt;br /&gt;
![[File:Aloe.gif|64px]]&lt;br /&gt;
!{{anchor|Aloe}}Aloe&lt;br /&gt;
|35&lt;br /&gt;
|3 part [[#Watermelon Juice|watermelon juice]], 1 part [[#Milk Cream|cream]], 2 part [[#Whiskey|whiskey]]&lt;br /&gt;
|Very, very, very good.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Amasec.gif|64px]]&lt;br /&gt;
!{{anchor|Amasec}}Amasec&lt;br /&gt;
|35&lt;br /&gt;
|1 part Iron, 5 part [[#Wine|wine]], 5 part [[#Vodka|vodka]]&lt;br /&gt;
|Official drink of the Nanotrasen Gun-Club!&lt;br /&gt;
|[http://wh40k.lexicanum.com/wiki/Amasec Warhammer 40k drink]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Andalusia.gif|64px]]&lt;br /&gt;
!{{anchor|Andalusia}}Andalusia&lt;br /&gt;
|40&lt;br /&gt;
|1 part [[#Rum|rum]], 1 part [[#Whiskey|whiskey]], 1 part [[#Lemon Juice|lemon juice]]&lt;br /&gt;
|A nice, strangely named drink.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:antifreezeglass.gif|64px]]&lt;br /&gt;
!{{anchor|Anti-Freeze}}Anti-Freeze&lt;br /&gt;
|35&lt;br /&gt;
|2 parts [[#Vodka|vodka]], 1 part [[#Milk Cream|cream]], 1 part [[#Ice|ice]]&lt;br /&gt;
|The ultimate refreshment.&lt;br /&gt;
|Heats you up if you are frozen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Arnold_palmer.png|64px]]&lt;br /&gt;
!{{anchor|Arnold Palmer}}Arnold Palmer&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Lemonade|lemonade]], 1 part [[#Tea|tea]]&lt;br /&gt;
|Encourages the patient to go golfing.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atomicbombglass.gif|64px]]&lt;br /&gt;
!{{anchor|Atomic Bomb}}Atomic Bomb&lt;br /&gt;
|N/A&lt;br /&gt;
|10 parts [[#B-52|B-52]], 1 part Uranium&lt;br /&gt;
|Nanotrasen cannot take legal responsibility for your actions after imbibing.&lt;br /&gt;
|Makes you druggy, confused, dizzy, stuttering; eventually, sleeping. Can be mixed in a shot glass. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:B-52.png|64px]]&lt;br /&gt;
!{{anchor|B-52}}B-52&lt;br /&gt;
|85&lt;br /&gt;
|1 part [[#Irish Cream|irish cream]], 1 part [[#Kahlua|Kahlúa]], 1 part [[#Cognac|cognac]]&lt;br /&gt;
|Kahlua, Irish Cream, and cognac. You will get bombed.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/B-52_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bacchus_blessing.png|64px]]&lt;br /&gt;
!{{anchor|Bacchus&#039; Blessing}}Bacchus&#039; Blessing&lt;br /&gt;
|300&lt;br /&gt;
|1 part [[#Hooch|Hooch]] + 1 part [[#Absinthe|absinthe]] + 1 part [[#The Manly Dorf|Manly Dorf]] + 1 part [[#Syndicate Bomb|Syndicate Bomb]]&lt;br /&gt;
|Unidentifiable mixture. Unmeasurably high alcohol content.&lt;br /&gt;
|Can kill you if you drink enough. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Bahamamamaglass.gif|64px]]&lt;br /&gt;
!{{anchor|Bahama Mama}}Bahama Mama&lt;br /&gt;
|35&lt;br /&gt;
|2 parts [[#Rum|rum]], 2 parts [[#Orange Juice|orange juice]], 1 part [[#Lime Juice|lime juice]], 1 part [[#Ice|ice]]&lt;br /&gt;
|Tropic cocktail.&lt;br /&gt;
|Existing cocktail&lt;br /&gt;
|-&lt;br /&gt;
![[File:BananaHonk.gif|64px]]&lt;br /&gt;
!{{anchor|Banana Honk}}Banana Honk&lt;br /&gt;
|60&lt;br /&gt;
|1 part [[Guide_to_chemistry#Laughter|laughter]], 1 part [[#Milk Cream|cream]]&lt;br /&gt;
|A drink from Clown Heaven.&lt;br /&gt;
|Heals clowns and monkeys of brute and burn damage. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Barefootglass.gif|64px]]&lt;br /&gt;
!{{anchor|Barefoot}}Barefoot&lt;br /&gt;
|45&lt;br /&gt;
|1 part [[#Milk Cream|cream]], 1 part [[#Vermouth|vermouth]], 1 part [[#Berry Juice|berry juice]]&lt;br /&gt;
|Barefoot and pregnant.&lt;br /&gt;
|Quickly heals brute damage when not wearing shoes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bastionbourbon.png|64px]]&lt;br /&gt;
!{{anchor|Bastion Bourbon}}Bastion Bourbon&lt;br /&gt;
|30&lt;br /&gt;
|1 part tea, 1 part [[#Creme de Menthe|creme de menthe]], 1 part [[#Triple Citrus|triple citrus]], 1 part [[#Berry Juice|berry juice]]&lt;br /&gt;
|Soothing hot herbal brew with restorative properties. Hints of citrus and berry flavors.&lt;br /&gt;
|When it&#039;s in your system, it will very slowly heal you as long as you&#039;re not in critical. When it&#039;s first added to your system, you heal an amount of each damage type equal to the volume taken in, with a max of 10. This is turned to a max of 20 for anyone in critical. Results in 2 parts instead of 4. &lt;br /&gt;
|-&lt;br /&gt;
![[File:BeepskySmash.gif|64px]]&lt;br /&gt;
!{{anchor|Beepsky Smash}}Beepsky Smash&lt;br /&gt;
|90&lt;br /&gt;
|2 parts [[#Quadruple Sec|quadruple sec]], 2 parts [[#Lime Juice|lime juice]], 1 part Iron&lt;br /&gt;
|Heavy, hot and strong. Just like the Iron fist of the LAW.&lt;br /&gt;
|Summons a stream of [[Guide_to_robotics#Securitron|securitron]] hallucinations, which run at you one by one and deal 40 to 70 stamina damage. If overdosed (40 units) you become traumatised with a phobia of security. If you are a proper member of [[Security|security]], you instead regenerate 10 stamina, get minor hallucinations and won&#039;t get overdosed. Metabolization rate is 0.5. &lt;br /&gt;
|-&lt;br /&gt;
![[File:between_the_sheets.png|64px]]&lt;br /&gt;
!{{anchor|Between the Sheets}}Between the Sheets&lt;br /&gt;
|80&lt;br /&gt;
|1 part [[#Rum|rum]], 2 parts [[#Cognac|cognac]], 1 part [[#Triple_Sec|triple sec]], 1 part [[#Lemon juice|lemon juice]]&lt;br /&gt;
|A provocatively named classic.&lt;br /&gt;
|Having this in your system while you&#039;re asleep will slowly heal you.&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Between_the_Sheets_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bilkglass.gif|64px]]&lt;br /&gt;
!{{anchor|Bilk}}Bilk&lt;br /&gt;
|15&lt;br /&gt;
|1 part [[#Beer|beer]], 1 part [[#Milk|milk]]&lt;br /&gt;
|A brew of milk and beer. For those alcoholics who fear osteoporosis.&lt;br /&gt;
|Slowly heals brute damage&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlackRussian.png|64px]]&lt;br /&gt;
!{{anchor|Black Russian}}Black Russian&lt;br /&gt;
|70&lt;br /&gt;
|3 parts [[#Vodka|vodka]], 2 parts [[#Kahlua|Kahlúa]]&lt;br /&gt;
|For the lactose-intolerant. Still as classy as a White Russian.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Black_Russian IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blank_paper_drink.gif|64px]]&lt;br /&gt;
!{{anchor|Blank_Paper}}Blank Paper&lt;br /&gt;
|20&lt;br /&gt;
|1 part [[#Silencer|Silencer]], 1 part [[#Nothing|nothing]], 1 part [[#Nuka_Cola|Nuka Cola]]&lt;br /&gt;
|A fizzy cocktail for those looking to start fresh.&lt;br /&gt;
|Heals and mutes mimes.  &lt;br /&gt;
|-&lt;br /&gt;
![[File:Blazaam_glass.gif|64px]]&lt;br /&gt;
!{{anchor|Blazaam}}Blazaam&lt;br /&gt;
|70&lt;br /&gt;
|1 part [[#Peach_Juice|peach juice]], 1 part {{Tooltip|[[Guide_to_chemistry#Bluespace_Dust|Bluespace Dust]]|{{RecursiveChem/Bluespace_Dust}}}}, 2 parts [[#Gin|gin]]&lt;br /&gt;
|The glass seems to be sliding between realities. Doubles as a Berenstain remover.&lt;br /&gt;
|Can randomly teleport you short distances and makes you vomit if drunk enough. Makes your vomit look different. Results in 3 parts instead of 4. &lt;br /&gt;
|-&lt;br /&gt;
![[File:BloodyMary.png|64px]]&lt;br /&gt;
!{{anchor|Bloody Mary}}Bloody Mary&lt;br /&gt;
|55&lt;br /&gt;
|1 part [[#Vodka|vodka]], 2 parts [[#Tomato Juice|tomato juice]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|Tomato Juice, mixed with Vodka and a lil&#039; bit of lime. Tastes like liquid murder.&lt;br /&gt;
|Restores blood. [https://en.wikipedia.org/wiki/Bloody_Mary_(cocktail) IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bluecherryshake.png|64px]]&lt;br /&gt;
!{{anchor|Blue Cherry Shake}}Blue Cherry Shake&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part ice, 1 part cream , 1 part blue cherry jelly&lt;br /&gt;
|A blue cherry flavored milkshake.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boogerglass.gif|64px]]&lt;br /&gt;
!{{anchor|Booger}}Booger&lt;br /&gt;
|45&lt;br /&gt;
|1 part [[#Milk Cream|cream]], 1 part [[#Banana Juice|banana juice]], 1 part [[#Rum|rum]], 1 part [[#Watermelon Juice|watermelon juice]]&lt;br /&gt;
|Ewww...&lt;br /&gt;
|-&lt;br /&gt;
![[File:BrancaMenta.png|64px]]&lt;br /&gt;
!{{anchor|Branca Menta}}Branca Menta&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Fernet|Fernet]], 1 part [[#Creme de Menthe|Creme de Menthe]], 1 part [[#Ice|Ice]]&lt;br /&gt;
|A refreshing mixture of bitter Fernet with mint creme liquour. The closest you&#039;ll ever get to the original.&lt;br /&gt;
|Cools you down if overheated. Reduces satiety. Causes a moderate tick of stamina damage when drank.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BraveBull.png|64px]]&lt;br /&gt;
!{{anchor|Brave Bull}}Brave Bull&lt;br /&gt;
|80&lt;br /&gt;
|2 parts [[#Tequila|tequila]], 1 part [[#Kahlua|Kahlúa]]&lt;br /&gt;
|Tequila and Coffee liquor, brought together in a mouthwatering mixture. Drink up.&lt;br /&gt;
|Temporarily increases maximum health. Existing cocktail&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bug_spray.gif|64px]]&lt;br /&gt;
!{{anchor|Bug Spray}}Bug Spray&lt;br /&gt;
|50&lt;br /&gt;
|2 parts [[#Rum|rum]], 2 parts [[#Triple_Sec|triple sec]], 1 part [[#Lemon_Lime|lemon lime]], 1 part [[#Vodka|vodka]]&lt;br /&gt;
|A harsh, acrid, bitter drink, for those who need something to brace themselves.&lt;br /&gt;
|Deals 1 toxin per tick to [[Mothpeople|mothpeople]] and [[Guide_to_races#Flypeople|flypeople]]. Results in 5 parts instead of 6.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingSting.gif|64px]]&lt;br /&gt;
!{{anchor|Changeling Sting}}Changeling Sting&lt;br /&gt;
|95&lt;br /&gt;
|2 part [[#Lemon-Lime|lemon-lime]], 1 part [[#Screwdriver Cocktail|Screwdriver Cocktail]]&lt;br /&gt;
|A stingy drink.&lt;br /&gt;
|Restores chemicals for changelings. Makes 5 parts instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cherryshake.gif|64px]]&lt;br /&gt;
!{{anchor|Cherry Shake}}Cherry Shake&lt;br /&gt;
|N/A&lt;br /&gt;
| 1 part ice, 1 part cream, 1 part cherry jelly.&lt;br /&gt;
|A cherry flavored milkshake.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolatepudding.gif|64px]]&lt;br /&gt;
!{{anchor|Chocolate Pudding}}Chocolate Pudding&lt;br /&gt;
|N/A&lt;br /&gt;
| 5 part milk, 5 part cocoa, 5 part eggyolk&lt;br /&gt;
|A chocolate flavored pudding in a glass.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_glass.png|64px]]&lt;br /&gt;
!{{anchor|Chocolate}}Chocolate&lt;br /&gt;
|N/A&lt;br /&gt;
|5 parts [[#Water|water]], 1 part Coco Powder&lt;br /&gt;
|Tasty.&lt;br /&gt;
|Heats up if frozen&lt;br /&gt;
|-&lt;br /&gt;
![[File:ClassicMartini.png|64px]]&lt;br /&gt;
!{{anchor|Classic Martini}}Classic Martini&lt;br /&gt;
|60&lt;br /&gt;
|2 parts [[#Gin|gin]], 1 part [[#Vermouth|vermouth]]&lt;br /&gt;
|Damn, the bartender even stirred it, not shook it.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Martini_%28cocktail%29 IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cafelatteglass.gif|64px]]&lt;br /&gt;
!{{anchor|Coffee Latte}}Coffee Latte&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Coffee|coffee]], 1 part [[#Milk|milk]]&lt;br /&gt;
|A nice, strong and refreshing beverage while you are reading.&lt;br /&gt;
|Heals dizziness, drowsiness, wakes up, heats up if frozen&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cream_soda.png|64px]]&lt;br /&gt;
!{{anchor|Cream Soda}}Cream Soda&lt;br /&gt;
|N/A&lt;br /&gt;
|2 parts [[#Soda_Water|soda water]], 2 parts [[#Sugar|sugar]], 1 part vanilla&lt;br /&gt;
|A classic space-American vanilla flavored soft drink.&lt;br /&gt;
|Cools down if overheated. Results in 4 parts instead of 5. &lt;br /&gt;
|-&lt;br /&gt;
![[File:crevicespike.png|64px]]&lt;br /&gt;
!{{anchor|Crevice Spike}}Crevice Spike&lt;br /&gt;
| -10&lt;br /&gt;
|2 parts [[#Lime juice|lime juice]], 4 parts [[#Capsaicin Oil|capsaicin]]&lt;br /&gt;
|Sour, bitter, and smashingly sobering.&lt;br /&gt;
|It&#039;s negative drink power sobers you up, but it deals 3 damage per unit when it first enters your system, up to a max 15 damage on a full 5 unit swig. Won&#039;t hurt again until it metabolizes out.&amp;lt;br&amp;gt;[http://va11halla.wikia.com/wiki/Crevice_Spike Drink from VA-11 Hall-A]&lt;br /&gt;
|-&lt;br /&gt;
![[File:CubaLibre.png|64px]]&lt;br /&gt;
!{{anchor|Cuba Libre}}Cuba Libre&lt;br /&gt;
|50&lt;br /&gt;
|3 parts [[#Rum and Coke|Rum and Coke]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|A classic mix of rum, cola, and lime.&lt;br /&gt;
|Heals revolutionaries.&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Cuba_Libre IBA official cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Demonsbloodglass.gif|64px]]&lt;br /&gt;
!{{anchor|Demons Blood}}Demons Blood&lt;br /&gt;
|75&lt;br /&gt;
|1 part [[#Space Mountain Wind|Space Mountain Wind]], 1 part [[#Rum|rum]], 1 part blood, 1 part [[#Dr. Gibb|Dr. Gibb]]&lt;br /&gt;
|Just looking at this thing makes the hair at the back of your neck stand up.&lt;br /&gt;
|Prevents slaughter demons from dragging you into pools of blood.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DevilsKiss.gif|64px]]&lt;br /&gt;
!{{anchor|Devil&#039;s Kiss}}Devil&#039;s Kiss&lt;br /&gt;
|70&lt;br /&gt;
|1 part Blood, 1 part [[#Rum|rum]], 1 part [[#Kahlua|Kahlúa]]&lt;br /&gt;
|Creepy time!&lt;br /&gt;
|Causes slaughter demons to take brute damage and eject you if they try to eat you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DoctorDelight.gif|64px]]&lt;br /&gt;
!{{anchor|Doctor&#039;s Delight}}Doctor&#039;s Delight&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Lime Juice|lime juice]], 1 part [[#Tomato Juice|tomato juice]], 1 part [[#Orange Juice|orange juice]], 1 part [[#Milk Cream|cream]], 1 part [[Guide_to_chemistry#Cryoxadone|Cryoxadone]]&lt;br /&gt;
|A healthy mixture of juices, guaranteed to keep you healthy until the next toolboxing takes place.&lt;br /&gt;
|Heals 0.5 of each basic damage type (brute/burn/toxin/oxyloss) every tick, at the cost of making you hungry (unless you&#039;re a doctor, in which case it has no effect on your hunger).&lt;br /&gt;
|-&lt;br /&gt;
![[File:ClassicMartini.png|64px]]&lt;br /&gt;
!{{anchor|Driest Martini}}Driest Martini&lt;br /&gt;
|65&lt;br /&gt;
|1 part Nothing, 1 part [[#Gin|gin]]&lt;br /&gt;
|Only for the experienced. You think you see sand floating in the glass.&lt;br /&gt;
|Nothing is found in the [[Mime]]&#039;s Bottle of Nothing&lt;br /&gt;
|-&lt;br /&gt;
![[File:Drunkenblumpkin.png|64px]]&lt;br /&gt;
!{{anchor|Drunken Blumpkin}}Drunken Blumpkin&lt;br /&gt;
|50&lt;br /&gt;
|1 part blumpkin juice, 2 parts irish cream, 1 part ice&lt;br /&gt;
|A weird mix of whiskey and blumpkin juice, with cream on top&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Duplex_drink.png|64px]]&lt;br /&gt;
!{{anchor|Duplex}}Duplex&lt;br /&gt;
|25&lt;br /&gt;
|2 parts [[#Hard_Cider|hard cider]], 1 part [[#Apple_Juice|apple juice]], 1 part [[#Berry_Juice|berry juice]]&lt;br /&gt;
|An inseparable combination of two fruity drinks.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nog2.png|64px]]&lt;br /&gt;
!{{anchor|Eggnog}}Eggnog&lt;br /&gt;
|1&lt;br /&gt;
|5 parts [[#Egg Yolk|egg yolk]], 5 parts [[#Rum|rum]], 5 parts [[#Cream|cream]]&lt;br /&gt;
|For enjoying the most wonderful time of the year.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ErikaSurprise.gif|64px]]&lt;br /&gt;
!{{anchor|Erika Surprise}}Erika Surprise&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Ale|ale]], 1 part [[#Lime Juice|lime juice]], 1 part [[#Whiskey|whiskey]], 1 part [[#Ice|ice]], 1 part [[#Banana Juice|banana juice]]&lt;br /&gt;
|The surprise is, it&#039;s green!&lt;br /&gt;
|-&lt;br /&gt;
![[File:fanciulli.png|64px]]&lt;br /&gt;
!{{anchor|Fanchiulli}}Fanciulli&lt;br /&gt;
| -10&lt;br /&gt;
|1 part [[#Manhattan|Manhattan]], 1 part [[#fernet|Fernet]]&lt;br /&gt;
|What if the Manhattan coctail ACTUALLY used a bitter herb liquour?&lt;br /&gt;
|Reduces satiety. Sobers you up, but causes a minor tick of stamina damage.&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Fernet#Cocktails Existing drink.]&lt;br /&gt;
|-&lt;br /&gt;
![[File:FTL.gif|64px]]&lt;br /&gt;
!{{anchor| Faster-Than-Liver}}Faster-Than-Liver&lt;br /&gt;
|52&lt;br /&gt;
|1 part Stable Plasma, 1 part [[Vodka]], 1 part [[Screwdriver]]&lt;br /&gt;
|A beverage born among the stars, it&#039;s said drinking too much feels just like FTL transit.&lt;br /&gt;
| Stable Plasma can be found at chemistry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:FernetCola.png|64px]]&lt;br /&gt;
!{{anchor|Fernet Cola}}Fernet Cola&lt;br /&gt;
|25&lt;br /&gt;
|1 part [[#Fernet|Fernet]], 1 part [[#Cola|Cola]]&lt;br /&gt;
|A very popular and bittersweet digestif, ideal after a heavy meal. Best served on a sawed-off cola bottle as per tradition.&lt;br /&gt;
|Reduces satiety. Causes toxin damage if starving. Tastes like heaven.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fetching_fizz.png|64px]]&lt;br /&gt;
!{{anchor|Fetching Fizz}}Fetching Fizz&lt;br /&gt;
|10&lt;br /&gt;
|1 part [[#Nuka Cola|Nuka Cola]], 1 part Iron&lt;br /&gt;
|Whiskey sour/iron/uranium mixture resulting in highly magnetic slurry. Mild alcohol content.&lt;br /&gt;
|Causes nearby ores to slowly move towards you. Results in 3 parts instead of 2.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fringeweaver.png|64px]]&lt;br /&gt;
!{{anchor|Fringe Weaver}}Fringe Weaver&lt;br /&gt;
|90&lt;br /&gt;
|9 parts Ethanol, 1 part [[#Sugar|sugar]]&lt;br /&gt;
|Bubbly, classy, and undoubtedly strong - a Glitch City classic.&lt;br /&gt;
|[http://va11halla.wikia.com/wiki/Fringe_Weaver Drink from VA-11 Hall-A]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gibbfloats.gif|64px]]&lt;br /&gt;
!{{anchor|Gibb Floats}}Gibb Floats&lt;br /&gt;
|N/A&lt;br /&gt;
|5 parts dr gibb, 5 parts ice, 5 parts cream&lt;br /&gt;
|Icecream on top of a Dr. Gibb glass.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[file:GinFizz.png|64px]]&lt;br /&gt;
!{{anchor|Gin Fizz}}Gin Fizz&lt;br /&gt;
|45&lt;br /&gt;
|2 parts [[#Gin|gin]], 1 part [[#Soda Water|soda water]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|Refreshingly lemony, deliciously dry.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Fizz_%28cocktail%29#Gin_Fizz IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:GinTonic.png|64px]]&lt;br /&gt;
!{{anchor|Gin and Tonic}}Gin and Tonic&lt;br /&gt;
|25&lt;br /&gt;
|2 parts [[#Gin|gin]], 1 part [[#Tonic Water|tonic water]]&lt;br /&gt;
|A mild but still great cocktail. Drink up, like a true Englishman.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Goldschlagerglass.gif|64px]]&lt;br /&gt;
!{{anchor|Goldschlager}}Goldschlager&lt;br /&gt;
|25&lt;br /&gt;
|10 parts [[#Vodka|vodka]], 1 part Gold&lt;br /&gt;
|100 proof that teen girls will drink anything with gold in it.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Goldschl%C3%A4ger Exists in real world] Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grapesoda.png|64px]]&lt;br /&gt;
!{{anchor|Grape Soda}}Grape Soda&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Grape Juice|grape juice]], 1 part soda water&lt;br /&gt;
|Beloved of children and teetotalers.&lt;br /&gt;
|Cools you down if overheated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grappa.png|64px]]&lt;br /&gt;
!{{anchor|Grappa}}Grappa&lt;br /&gt;
|60&lt;br /&gt;
|1 part [[#Wine|wine]], 5 units [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|A fine Italian brandy, for when regular wine just isn&#039;t alcoholic enough for you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grasshopper.png|64px]]&lt;br /&gt;
!{{anchor|Grasshopper}}Grasshopper&lt;br /&gt;
|25&lt;br /&gt;
|5 parts cream, 5 parts [[#Creme de Menthe|creme de menthe]], 5 parts creme de cacao&lt;br /&gt;
|A fresh and sweet dessert shooter. Difficult to look manly while drinking this.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Grasshopper_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Green_beer_glass.png|64px]]&lt;br /&gt;
!{{anchor|Green Beer}}Green Beer&lt;br /&gt;
|25&lt;br /&gt;
|10 parts [[#Beer|beer]], 1 part Green Crayon Powder&lt;br /&gt;
|A freezing pint of green beer. Festive.&lt;br /&gt;
|Turns you green. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grog.gif|64px]]&lt;br /&gt;
!{{anchor|Grog}}Grog&lt;br /&gt;
|1&lt;br /&gt;
|1 part [[#Water|water]], 1 part [[#Rum|rum]]&lt;br /&gt;
|A fine and cepa drink for Space.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Grog Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hearty_punch.png|64px]]&lt;br /&gt;
!{{anchor|Hearty Punch}}Hearty Punch&lt;br /&gt;
|90&lt;br /&gt;
|5 parts [[#Brave Bull|Brave Bull]] + 5 parts [[#Syndicate Bomb|Syndicate Bomb]] + 5 parts [[#Absinthe|absinthe]] (requires temperature of 315)&lt;br /&gt;
|Brave bull/syndicate bomb/absinthe mixture resulting in an energizing beverage. Mild alcohol content.&lt;br /&gt;
|Provides quick healing for people in critical condition. Results in 1 part instead of 15.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hippiesdelight.png|64px]]&lt;br /&gt;
!{{anchor|Hippie&#039;s Delight}}Hippie&#039;s Delight&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Mushroom Hallucinogen, 1 part [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]]&lt;br /&gt;
|A drink enjoyed by people during the 1960&#039;s.&lt;br /&gt;
|Makes you druggy, stuttering and dizzy, then jittering&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hoochglass.gif|64px]]&lt;br /&gt;
!{{anchor|Hooch}}Hooch&lt;br /&gt;
|100&lt;br /&gt;
|2 parts Ethanol, 1 part welding fuel, 1 part [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|You&#039;ve really hit rock bottom now... your liver packed its bags and left last night. Heals assistants. &lt;br /&gt;
|[https://www.urbandictionary.com/define.php?term=hooch Slang for moonshine or bootleg alcohol, popular term during prohibition era]&lt;br /&gt;
|-&lt;br /&gt;
![[File:IcedBeer.gif|64px]]&lt;br /&gt;
!{{anchor|Iced Beer}}Iced Beer&lt;br /&gt;
|15&lt;br /&gt;
|5 parts [[#Beer|beer]], 1 part [[#Ice|ice]] &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 10 parts [[#Beer|beer]], 1 part [[#Frost Oil|frost oil]]&lt;br /&gt;
|A beer so frosty, the air around it freezes.&lt;br /&gt;
|Cools you down if overheated&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icecoffeeglass.gif|64px]]&lt;br /&gt;
!{{anchor|Iced Coffee}}Iced Coffee&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Ice|ice]], 3 parts [[#Coffee|coffee]]&lt;br /&gt;
|A drink to perk you up and refresh you!&lt;br /&gt;
|Cools you down if overheated, removes dizziness, drowsiness and sleep&lt;br /&gt;
|-&lt;br /&gt;
![[File:Iceteaglass.gif|64px]]&lt;br /&gt;
!{{anchor|Iced Tea}}Iced Tea&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Ice|ice]], 3 parts [[#Tea|tea]]&lt;br /&gt;
|All natural, antioxidant-rich flavour sensation.&lt;br /&gt;
|Cools you down if overheated, removes dizziness, drowsiness and sleep. Heals toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:IrishCarBomb.gif|64px]]&lt;br /&gt;
!{{anchor|Irish Car Bomb}}Irish Car Bomb&lt;br /&gt;
|25&lt;br /&gt;
|1 part [[#Irish Cream|irish cream]], 1 part [[#Ale|ale]]&lt;br /&gt;
|An Irish car bomb.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Irish_Car_Bomb Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:IrishCoffee.png|64px]]&lt;br /&gt;
!{{anchor|Irish Coffee}}Irish Coffee&lt;br /&gt;
|35&lt;br /&gt;
|2 parts [[#Irish Cream|irish cream]], 2 parts [[#Coffee|coffee]]&lt;br /&gt;
|Coffee and alcohol. More fun than a Mimosa to drink in the morning.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Irish_coffee IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:IrishCream.png|64px]]&lt;br /&gt;
!{{anchor|Irish_Cream}}Irish Cream&lt;br /&gt;
|50&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part [[#Milk Cream|cream]]&lt;br /&gt;
|It&#039;s cream, mixed with whiskey. What else would you expect from the Irish?&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Irish_cream Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jack_rose.png|64px]]&lt;br /&gt;
!{{anchor|Jack Rose}}Jack Rose&lt;br /&gt;
|15&lt;br /&gt;
|2 parts [[#Applejack|applejack]], 1 part [[#Grenadine|grenadine]], 1 part [[#Lime juice|lime juice]]&lt;br /&gt;
|A light cocktail perfect for sipping with a slice of pie.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kamikaze.png|64px]]&lt;br /&gt;
!{{anchor|Kamikaze}}Kamikaze&lt;br /&gt;
|60&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part [[#Triple_Sec|triple sec]], 1 part [[#Lime juice|lime juice]]&lt;br /&gt;
|Divinely windy.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Kamikaze_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemonade.png|64px]]&lt;br /&gt;
!{{anchor|Lemonade}}Lemonade&lt;br /&gt;
|N/A&lt;br /&gt;
|2 parts [[#Lemon_Juice|lemon juice]], 2 parts water, 1 part [[#Sugar|sugar]], 1 part [[#Glass_of_Ice|ice]]&lt;br /&gt;
|Sweet, tangy lemonade. Good for the soul. Results in 5 parts instead of 6.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lizardwine.png|64px]]&lt;br /&gt;
!{{anchor|Lizard Wine}}Lizard Wine&lt;br /&gt;
|45&lt;br /&gt;
|1 Lizard Tail + 100 units Ethanol&lt;br /&gt;
|An alcoholic beverage from Space China, made by infusing lizard tails in ethanol. Inexplicably popular among command staff.&lt;br /&gt;
|Both delicious and unethical. Must be crafted with crafting menu. &lt;br /&gt;
|-&lt;br /&gt;
![[File:LongIslandIcedTea.png|64px]]&lt;br /&gt;
!{{anchor|Long Island Iced Tea}}Long Island Iced Tea&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part [[#Gin|gin]], 1 part [[#Cuba Libre|Cuba Libre]], 1 part [[#Tequila|tequila]]&lt;br /&gt;
|The liquor cabinet, brought together in a delicious mix. Intended for middle-aged alcoholic women only.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Long_Island_Iced_Tea IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Manhattan.png|64px]]&lt;br /&gt;
!{{anchor|Manhattan}}Manhattan&lt;br /&gt;
|30&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part [[#Vermouth|vermouth]]&lt;br /&gt;
|The Detective&#039;s undercover drink of choice. He never could stomach gin...&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Manhattan_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Manhattanprojglass.gif|64px]]&lt;br /&gt;
!{{anchor|Manhattan Project}}Manhattan Project&lt;br /&gt;
|45&lt;br /&gt;
|10 parts [[#Manhattan|Manhattan]], 1 part Uranium&lt;br /&gt;
|A scienitst drink of choice, for thinking how to blow up the station.&lt;br /&gt;
|Makes you druggy. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Margarita.png|64px]]&lt;br /&gt;
!{{anchor|Margarita}}Margarita&lt;br /&gt;
|35&lt;br /&gt;
|2 parts [[#Tequila|tequila]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|On the rocks with salt on the rim. ¡Arriba!&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Margarita IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mead.gif|64px]]&lt;br /&gt;
!{{anchor|Mead}}Mead&lt;br /&gt;
|30&lt;br /&gt;
|2 units Honey, 5 units [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|A Vikings Beverage, though a cheap one.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Mead Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mojito.png|64px]]&lt;br /&gt;
!{{anchor|Mead}}Mojito&lt;br /&gt;
|30&lt;br /&gt;
|1 part [[#Rum|rum]], 1 part [[#Sugar|sugar]], 1 part [[#Lime juice|lime juice]], 1 part [[#Soda water|soda water]], 1 part [[#Menthol|menthol]]&lt;br /&gt;
|A drink that looks as refreshing as it tastes.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Mojito IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Moonshine_glass.png|64px]]&lt;br /&gt;
!{{anchor|Moonshine}}Moonshine&lt;br /&gt;
|95&lt;br /&gt;
|5 units Nutriment, 5 units Sugar, 5 units [[#Universal Enzyme|universal enzyme]] (catalyst)&lt;br /&gt;
|You&#039;ve really hit rock bottom now... your liver packed its bags and left last night.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Narsour.png|64px]]&lt;br /&gt;
!{{anchor|Narsour}}Narsour&lt;br /&gt;
|10&lt;br /&gt;
|1 part [[blood]], 1 parts [[#Lemon Juice|lemon juice]], 1 part [[#Demons Blood|demons blood]]&lt;br /&gt;
|A new hit cocktail inspired by THE ARM Breweries will have you shouting Fuu ma&#039;jin in no time!&lt;br /&gt;
|Causes you to slur cult phrases instead of normal slurring. Results in 1 part instead of 3.&lt;br /&gt;
|-&lt;br /&gt;
![[File:nukacolaglass.gif|64px]]&lt;br /&gt;
!{{anchor|Nuka Cola}}Nuka Cola&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Uranium, 6 parts [[#Space Cola|Space Cola]]&lt;br /&gt;
|Don&#039;t cry, Don&#039;t raise your eye, It&#039;s only nuclear wasteland&lt;br /&gt;
|Makes you druggy, dizzy, wakes you up, gives you ephedrine speed&amp;lt;br&amp;gt;[http://fallout.wikia.com/wiki/Nuka-Cola Reference to Fallout.]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Old_timer.png|64px]]&lt;br /&gt;
!{{anchor|Old Timer}}Old Timer&lt;br /&gt;
|35&lt;br /&gt;
|3 parts [[#Whiskey_Soda|whiskey soda]], 2 parts [[#Parsnip_Juice|parsnip juice]], 1 part [[#Alexander|Alexander]]&lt;br /&gt;
|An archaic potation enjoyed by old coots of all ages.&lt;br /&gt;
|Makes you older. And older, and older. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Neurotoxin.gif|64px]]&lt;br /&gt;
!{{anchor|Neurotoxin}}Neurotoxin&lt;br /&gt;
|50&lt;br /&gt;
|1 part Morphine, 1 part [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]]&lt;br /&gt;
|A drink that is guaranteed to knock you silly.&lt;br /&gt;
|Drugs you, makes you dizzy, deals up to 75% brain damage over time, randomly causes you to drop items and take stamina damage. After 5 cycles starts randomly paralyzing your limbs. After 30 cycles deals more brain damage but without limit. After 50 cycles (over 20 units) it has a 15% chance per cycle to give you a heart attack. Metabolism rate is 0.4 units. Quickly purged by [[Guide_to_chemistry#Neurine|Neurine]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:GargleBlaster.gif|64px]]&lt;br /&gt;
!{{anchor|Pan-Galactic Gargle Blaster}}Pan-Galactic Gargle Blaster&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Gin|gin]], 1 part [[#Vodka|vodka]], 1 part [[#Whiskey|whiskey]], 1 part [[#Cognac|cognac]], 1 part [[#Lime Juice|lime juice]]&lt;br /&gt;
|Does... does this mean that Arthur and Ford are on the station? Oh joy.&lt;br /&gt;
|Makes you dizzy, then stuttering, then confused, then druggy&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Zaphod_Beeblebrox#Pan-Galactic_Gargle_Blaster Drink from The Hitchhiker&#039;s Guide to the Galaxy]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Patronglass.gif|64px]]&lt;br /&gt;
!{{anchor|Patron}}Patron&lt;br /&gt;
|60&lt;br /&gt;
|10 parts [[#Tequila|tequila]], 1 part Silver&lt;br /&gt;
|Drinking patron in the bar, with all the subpar ladies.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Patr%C3%B3n Exists in real world] Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PepperminPatty.png|64px]]&lt;br /&gt;
!{{anchor|Peppermint Patty}}Peppermint Patty&lt;br /&gt;
|25&lt;br /&gt;
|6 parts [[#Dutch Hot Coco|hot coco]], 1 part [[#Creme de Cacao|creme de cacao]], 1 part [[#Creme de Menthe|creme de menthe]], 1 part [[#Vodka|vodka]], 1 part [[#Menthol|menthol]]&lt;br /&gt;
|This lightly alcoholic drink combines the benefits of menthol and cocoa.&lt;br /&gt;
| Prevents coughing, heats you up and comes from Archer.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Planet_cracker.gif|64px]]&lt;br /&gt;
!{{anchor|Planet Cracker}}Planet Cracker&lt;br /&gt;
|50&lt;br /&gt;
|2 parts [[#Champagne|champagne]], 2 parts [[#Lizard_Wine|lizard wine]], 1 part [[#Egg_Yolk|egg yolk]], 1 part gold&lt;br /&gt;
|This jubilant drink celebrates humanity&#039;s triumph over the alien menace. May be offensive to non-human crewmembers.&lt;br /&gt;
|Results in 4 parts instead of 6. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinlatte.gif|64px]]&lt;br /&gt;
!{{anchor|Pumpkin Latte}}Pumpkin Latte&lt;br /&gt;
|N/A&lt;br /&gt;
|5 parts pumpkin juice, 5 parts coffee, 5 parts cream&lt;br /&gt;
|A delicious mix of pumpkin juice and coffee.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Quadrupesec.png|64px]]&lt;br /&gt;
!{{anchor|Quadruple Sec}}Quadruple Sec&lt;br /&gt;
|35&lt;br /&gt;
|5 parts [[#Triple_Sec|triple sec]], 5 parts [[#Triple Citrus|triple citrus]], 5 parts [[#Creme de Menthe|creme de menthe]]&lt;br /&gt;
|Kicks just as hard as licking the powercell on a baton, but tastier.&lt;br /&gt;
|Heals all security personnel for 1 damage in all body parts per tick. Additionally, all brute damage is healed by 2 as long as it is in your system.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Quintiplesec.png|64px]]&lt;br /&gt;
!{{anchor|Quintiple Sec}}Quintiple Sec&lt;br /&gt;
|80&lt;br /&gt;
|5 parts [[#Quadruple Sec|quadruple sec]], 5 parts [[#Clown&#039;s Tears|clown&#039;s tears]], 5 parts [[#Syndicate Bomb|syndicate bomb]]&lt;br /&gt;
|Law, Order, Alcohol, and Police Brutality distilled into one single elixir of JUSTICE.&lt;br /&gt;
|Heals all security personnel for 2 damage in all body parts per tick. Additionally, all brute damage, burn damage, toxin damage, and suffocation damage is healed by 5 as long as it is in your system. Has an absurdly high alcohol level, and will make you seriously drunk with a few sips.&lt;br /&gt;
|-&lt;br /&gt;
![[File:RedMead.gif|64px]]&lt;br /&gt;
!{{anchor|Red Mead}}Red Mead&lt;br /&gt;
|31&lt;br /&gt;
|1 part [[#Mead|mead]], 1 part blood&lt;br /&gt;
|A True Vikings Beverage, though its color is strange.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Red_queen.png|64px]]&lt;br /&gt;
!{{anchor|Red Queen}}Red Queen&lt;br /&gt;
|N/A&lt;br /&gt;
|6 parts [[#Tea|tea]], 2 parts [[Guide_to_chemistry#Chemistry_Dispensers|mercury]], 1 part [[#Pepper|black pepper]], 1 part {{Tooltip|[[Guide_to_chemistry#Growth_Serum|Growth Serum]]|{{RecursiveChem/Growth_Serum}}}}&lt;br /&gt;
|DRINK ME.&lt;br /&gt;
|Randomly changes your size while it&#039;s in your system. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Rubberneck.png|64px]]&lt;br /&gt;
!{{anchor|Rubberneck}}Rubberneck&lt;br /&gt;
|60&lt;br /&gt;
|5 parts [[#Grey_Bull|Grey Bull]], 4 parts ethanol, 1 part [[#Astrotame|astrotame]]&lt;br /&gt;
|A popular drink amongst those adhering to an all synthetic diet.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiskeyCola.png|64px]]&lt;br /&gt;
!{{anchor|Rum and Coke}}Rum and Coke&lt;br /&gt;
|40&lt;br /&gt;
|2 parts [[#Rum|rum]], 1 part [[#Space Cola|space cola]]&lt;br /&gt;
|The classic go-to of space-fratboys.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sbitenglass.gif|64px]]&lt;br /&gt;
!{{anchor|Sbiten}}Sbiten&lt;br /&gt;
|70&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part Capsaicin&lt;br /&gt;
|A spicy mix of Vodka and Spice. Very hot.&lt;br /&gt;
|Heats you up if you are frozen&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Sbiten Exists in real world]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Screwdriver.png|64px]]&lt;br /&gt;
!{{anchor|Screwdriver Cocktail}}Screwdriver Cocktail&lt;br /&gt;
|55&lt;br /&gt;
|2 parts [[#Vodka|vodka]], 1 part [[#Orange Juice|orange juice]]&lt;br /&gt;
|A simple, yet superb mixture of Vodka and orange juice. Just the thing for the tired engineer.&lt;br /&gt;
|Quickly removes radiation for the CE, engineers and atmos techs.&amp;lt;br&amp;gt;[https://en.wikipedia.org/wiki/Screwdriver_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sidecar.png|64px]]&lt;br /&gt;
!{{anchor|Sidecar}}Sidecar&lt;br /&gt;
|80&lt;br /&gt;
|2 parts [[#Cognac|cognac]], 1 part [[#Triple_Sec|triple sec]], 1 part [[#Lemon juice|lemon juice]]&lt;br /&gt;
|The one ride you’ll gladly give up the wheel for.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Sidecar_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Silencer.gif|64px]]&lt;br /&gt;
!{{anchor|Silencer}}Silencer&lt;br /&gt;
|59&lt;br /&gt;
|1 part Nothing, 1 part [[#Milk Cream|cream]], 1 part [[#Sugar|sugar]]&lt;br /&gt;
|A drink from mime Heaven.&lt;br /&gt;
|Nothing is found in the [[Mime]]&#039;s Bottle of Nothing. Heals and mutes mimes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:singuloglass.gif|64px]]&lt;br /&gt;
!{{anchor|Singulo}}Singulo&lt;br /&gt;
|35&lt;br /&gt;
|5 parts [[#Vodka|vodka]], 1 part Radium, 5 part [[#Wine|wine]]&lt;br /&gt;
|A blue-space beverage.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:SnowWhite.gif|64px]]&lt;br /&gt;
!{{anchor|Snow White}}Snow White&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Beer|beer]], 1 part [[#Lemon-Lime|Lemon-Lime]]&lt;br /&gt;
|A cold refreshment.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soylatteglass.gif|64px]]&lt;br /&gt;
!{{anchor|Soy Latte}}Soy Latte&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part [[#Coffee|coffee]], 1 part [[#Soy Milk|soy milk]]&lt;br /&gt;
|A nice and refreshing beverage while you are reading.	&lt;br /&gt;
|Heals dizziness, drowsiness and sleeping; heats up if frozen; heals brute damage&lt;br /&gt;
|-&lt;br /&gt;
![[File:Squirtcider.png|64px]]&lt;br /&gt;
!{{anchor|Squirt Cider}}Squirt Cider&lt;br /&gt;
|40&lt;br /&gt;
|1 part water, 1 part tomato juice, 1 part nutriment&lt;br /&gt;
|Fermented squirt extract with a nose of stale bread and ocean water. Whatever a squirt is.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stinger.png|64px]]&lt;br /&gt;
!{{anchor|Stinger}}Stinger&lt;br /&gt;
|25&lt;br /&gt;
|10 parts whiskey, 5 parts [[#Creme de Menthe|creme de menthe]]&lt;br /&gt;
|A snappy way to end the day.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Stinger_(cocktail) IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:sugarrush.png|64px]]&lt;br /&gt;
!{{anchor|Sugar Rush}}Sugar Rush&lt;br /&gt;
|10&lt;br /&gt;
|2 parts [[#Sugar|sugar]], 1 part [[#Lemon Juice|lemon juice]], 1 part [[#Wine|wine]]&lt;br /&gt;
|Sweet, light, and fruity - as girly as it gets.&lt;br /&gt;
|Has a slight nutritional value but lowers your satiety as it&#039;s practically junk food.&amp;lt;br&amp;gt;[http://va11halla.wikia.com/wiki/Sugar_Rush Drink from VA-11 Hall-A]&lt;br /&gt;
|-&lt;br /&gt;
![[File:SyndicateBomb.gif|64px]]&lt;br /&gt;
!{{anchor|Syndicate Bomb}}Syndicate Bomb&lt;br /&gt;
|90&lt;br /&gt;
|1 part [[#Whiskey Cola|Whiskey Cola]], 1 part [[#Beer|beer]]&lt;br /&gt;
|A syndicate bomb.&lt;br /&gt;
|Fluff: two glasses connected with a tank valve. You need to drink from the valve, else it spills.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TequillaSunrise.png|64px]]&lt;br /&gt;
!{{anchor|Tequila Sunrise}}Tequila Sunrise&lt;br /&gt;
|45&lt;br /&gt;
|2 parts [[#Tequila|tequila]], 2 parts [[#Orange Juice|orange juice]], 1 part [[#Grenadine|grenadine]]&lt;br /&gt;
|Oh great, now you feel nostalgic about sunrises back on Terra...&lt;br /&gt;
|Causes glowing. [https://en.wikipedia.org/wiki/Tequila_Sunrise_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:ManlyDorf.png|64px]]&lt;br /&gt;
!{{anchor|The Manly Dorf}}The Manly Dorf&lt;br /&gt;
|100&lt;br /&gt;
|2 parts [[#Beer|beer]], 4 parts [[#Ale|ale]]&lt;br /&gt;
|A manly concoction made from Ale and Beer. Intended for true men only.&lt;br /&gt;
|Heals people with the dwarf mutation. [http://bay12games.com/dwarves/ Reference to Dwarf Fortress]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Orangeglass.gif|64px]]&lt;br /&gt;
!{{anchor|Thirteen Loko}}Thirteen Loko&lt;br /&gt;
|80&lt;br /&gt;
|1 part [[#Vodka|vodka]], 1 part [[#Lime Juice|lime juice]], 1 part [[#Coffee|coffee]]&lt;br /&gt;
|This is a glass of Thirteen Loko, it appears to be of the highest quality. The drink, not the glass.&lt;br /&gt;
|Wakes you up and cools you down if overheated. Causes addiction at 30u and overdose at 60u. Addiction does nothing, but overdosing will first cause a 1.5 second stun and jitteriness. It will then have a 7% chance per tick to force drop held items, 7% chance to cause a random message of discomfort, 5% chance to permanently blind you or &#039;&#039;&#039;melt your eyes out if already blind&#039;&#039;&#039;, 3% chance to cause a seizure (10 seconds of unconsciousness) and a 1% chance of causing a heart attack. &lt;br /&gt;
|-&lt;br /&gt;
![[File:threemileislandglass.gif|64px]]&lt;br /&gt;
!{{anchor|Three Mile Island Iced Tea}}Three Mile Island Iced Tea&lt;br /&gt;
|10&lt;br /&gt;
|10 parts [[#Long Island Iced Tea|Long Island Iced Tea]], 1 part Uranium&lt;br /&gt;
|A glass of this is sure to prevent a meltdown.&lt;br /&gt;
|Makes you druggy. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ToxinsSpecial.gif|64px]]&lt;br /&gt;
!{{anchor|Toxins Special}}Toxins Special&lt;br /&gt;
|25&lt;br /&gt;
|2 parts [[#Rum|rum]], 1 part [[#Vermouth|vermouth]], 2 parts Plasma&lt;br /&gt;
|Whoah, this thing is on FIRE! &#039;&#039;&#039;CALL THE DAMN SHUTTLE!!!&#039;&#039;&#039;&lt;br /&gt;
|Heats you up if frozen. Best served in a shot glass.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Trappist_beer_glass.png|64px]]&lt;br /&gt;
!{{anchor|Trappist Beer}}Trappist Beer&lt;br /&gt;
|40&lt;br /&gt;
|2 parts [[#Ale|ale]], 2 parts [[#Holy_Water|holy water]], 1 part [[#Sugar|sugar]]&lt;br /&gt;
|A strong dark ale brewed by space-monks.&lt;br /&gt;
|If you&#039;re a [[Chaplain|chaplain]] it reduces [[Status_Effects#Jitteriness|jittering]], [[Status_Effects#Stuttering|stuttering]] and heals 2.5 burn per tick.  &lt;br /&gt;
|-&lt;br /&gt;
![[File:Triplecitrus.png|64px]]&lt;br /&gt;
!{{anchor|Triple Citrus}}Triple Citrus&lt;br /&gt;
|N/A&lt;br /&gt;
|1 part Lemon Juice, 1 part Lime Juice, 1 part Orange Juice&lt;br /&gt;
|Triple the citrus, triple the fun.&lt;br /&gt;
|Can be used to make [[Guide to chemistry#Colorful Reagent|Colorful Reagent]]. Results in 5 parts instead of 3. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Turbo.gif|64px]]&lt;br /&gt;
!{{anchor|Turbo}}Turbo&lt;br /&gt;
|85&lt;br /&gt;
|2 parts [[#Moonshine|moonshine]], 1 part {{Tooltip|[[Guide_to_chemistry#Nitrous_Oxide|Nitrous Oxide]]|{{RecursiveChem/Nitrous Oxide}}}}, 1 part [[#Sugar_Rush|Sugar Rush]], 1 part [[#Pwr_Game|Pwr Game]]&lt;br /&gt;
|A turbulent cocktail for outlaw hoverbikers.&lt;br /&gt;
|Regenerates your [[Health#Stamina|stamina]] faster the more drunk you are. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Vanillapudding.gif|64px]]&lt;br /&gt;
!{{anchor|Vanilla Pudding}}Vanilla Pudding&lt;br /&gt;
|N/A&lt;br /&gt;
| 5 parts milk, 5 parts vanilla, 5 parts eggyolk&lt;br /&gt;
|A vanilla flavored pudding in a glass.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:VodkaTonic.png|64px]]&lt;br /&gt;
!{{anchor|Vodka and Tonic}}Vodka and Tonic&lt;br /&gt;
|70&lt;br /&gt;
|2 parts [[#Vodka|vodka]], 1 part [[#Tonic Water|tonic water]]&lt;br /&gt;
|For when a gin and tonic isn&#039;t russian enough.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:VodkaMartini.png|64px]]&lt;br /&gt;
!{{anchor|vodka Martini}}Vodka Martini&lt;br /&gt;
|65&lt;br /&gt;
|2 parts [[#Vodka|vodka]], 1 part [[#Vermouth|vermouth]]&lt;br /&gt;
|A bastardisation of the classic martini. Still great.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiskeyCola.png|64px]]&lt;br /&gt;
!{{anchor|Whiskey Cola}}Whiskey Cola&lt;br /&gt;
|70&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part [[#Space Cola|Space Cola]]&lt;br /&gt;
|An innocent-looking mixture of cola and Whiskey. Delicious.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiskeySoda.png|64px]]&lt;br /&gt;
!{{anchor|Whiskey Soda}}Whiskey Soda&lt;br /&gt;
|70&lt;br /&gt;
|2 parts [[#Whiskey|whiskey]], 1 part [[#Soda Water|soda water]]&lt;br /&gt;
|Ultimate refreshment.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiskey_sour.png|64px]]&lt;br /&gt;
!{{anchor|Whiskey Sour}}Whiskey Sour&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Whiskey|whiskey]], 1 part [[#Lemon Juice|lemon juice]], 1 part sugar&lt;br /&gt;
|Lemon juice/whiskey/sugar mixture. Moderate alcohol content.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:WhiteRussian.png|64px]]&lt;br /&gt;
!{{anchor|White Russian}}White Russian&lt;br /&gt;
|50&lt;br /&gt;
|3 [[#Black Russian|Black Russian]], 2 part [[#Milk Cream|cream]]&lt;br /&gt;
|A very nice looking drink. But that&#039;s just, like, your opinion, man.&lt;br /&gt;
|[https://en.wikipedia.org/wiki/White_Russian_%28cocktail%29 IBA Official Cocktail]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizz_fizz.gif|64px]]&lt;br /&gt;
!{{anchor|Wizz_Fizz}}Wizz Fizz&lt;br /&gt;
|50&lt;br /&gt;
|1 part [[#Champagne|champagne]], 1 part [[#Soda_Water|Soda Water]], 1 part [[#Triple_Sec|triple sec]]&lt;br /&gt;
|A magical potion, fizzy and wild! However the taste, you will find, is quite mild. &lt;br /&gt;
|Heals [[#Wizard|wizards]] 1 of every damage type per tick. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Fourth_Wall.gif|64px]]&lt;br /&gt;
!{{anchor|Fourth_Wall}}Fourth Wall&lt;br /&gt;
|N/A&lt;br /&gt;
|10 parts [[#Pan-Galactic Gargle Blaster|Pan-Galactic Gargle Blaster]], 1 part {{Tooltip|[[Guide_to_chemistry#Bluespace_Dust|Bluespace Dust]]|{{RecursiveChem/Bluespace_Dust}}}}&lt;br /&gt;
|This substance seems like it shouldn&#039;t exist.&lt;br /&gt;
|Gives temporary brain traumas over time that are cured when the drink is out of your system. Makes 10 parts instead of 11.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ratvander_Cocktail.gif|64px]]&lt;br /&gt;
!{{anchor|Ratvander_Cocktail}}Rat&#039;vander Cocktail&lt;br /&gt;
|10&lt;br /&gt;
|5 parts [[#Wine|wine]], 5 parts [[#Triple_Sec|triple sec]], 1 part [[#Sugar|sugar]], 1 part Iron, 0.6 part Copper&lt;br /&gt;
|Side effects include hoarding brass and hatred of blood.&lt;br /&gt;
|Causes you to slur clock cult phrases instead of normal slurring. Results in 10u, so 25 wine, 25 triple sec, 5 sugar, and 1 ground-up [[Guide_to_chemistry#Active_Pure_Chemicals|&amp;quot;brass&amp;quot;]] sheet makes 50u.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icewing.gif|64px]]&lt;br /&gt;
!{{anchor|Icewing}}Icewing&lt;br /&gt;
|50&lt;br /&gt;
|1 part [[#Anti-freeze|anti-freeze]], 1 part [[Guide_to_chemistry#Miner.27s_Salve|miner&#039;s salve]], 1 part [[#Ice|ice]]&lt;br /&gt;
|A frost beam on ice.&lt;br /&gt;
|Cools you down if hot, and heals some burn damage if taking damage from cold. Perfect for watcher hunting!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sarsaparillian_Sunset.gif|64px]]&lt;br /&gt;
!{{anchor|Sarsaparillian_Sunset}}Sarsaparillian Sunset&lt;br /&gt;
|70&lt;br /&gt;
|5 parts [[#Tequila_sunrise|tequila sunrise]], 1 part [[#Nuka_Cola|Nuka Cola]], 1 part [[Guide_to_chemistry#Napalm|napalm]] (requires temperature of 320)&lt;br /&gt;
|The taste of the waste.&lt;br /&gt;
|Slowly heals burn damage, but if overdosed over 50u it deals rapid burn damage and grants fire breath. Makes 5 parts instead of 7.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bees_Knees.gif|64px]]&lt;br /&gt;
!{{anchor|Bees_Knees}}Bee&#039;s Knees&lt;br /&gt;
|35&lt;br /&gt;
|1 part [[#Mead|mead]], 1 part honey, 1 part [[#Whiskey|whiskey]], 1 part [[#Lemon Juice|lemon juice]]&lt;br /&gt;
|This has way too much honey.&lt;br /&gt;
|Tastes bad to everyone except apids, but tastes fantastic to apids and heals them.&lt;br /&gt;
|-&lt;br /&gt;
![[File:brownglass.gif|64px]]&lt;br /&gt;
!{{anchor|..What?}}..What?&lt;br /&gt;
|N/A&lt;br /&gt;
|Fail a recipe&lt;br /&gt;
|You can&#039;t really tell what this is.&lt;br /&gt;
|You get this when there is something else in the glass&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Juice Cartons ==&lt;br /&gt;
By using cardboard you can make and fill these cartons with 15 units of anything. Perfect for those precious little assistants.&lt;br /&gt;
=Food=&lt;br /&gt;
You need food to avoid [[#Hunger|hunger]]. Food is cooked either with the crafting menu [[File:Crafting_menu_hud_icon.png]] or by putting certain ingredients into different types of machinery, such as the [[#Microwave Oven|microwave]] [[File:Microwave.png]]. &lt;br /&gt;
==Example Cooking Guide==&lt;br /&gt;
As an example that requires both machinery and the crafting menu, here is how to cook a [[#Sausage|sausage]] [[File:Sausage.png]]:&lt;br /&gt;
#Grab two pieces of meat [[File:Meat.png]] from your fridge. &lt;br /&gt;
#Put one of the pieces of meat [[File:Meat.png]] into the [[#Processor|food processor]] [[File:Processor.png]]. &lt;br /&gt;
#Click the [[#Processor|food processor]] [[File:Processor.png]] to turn it on. This will turn the meat into a [[#|meatball|meatball]] [[File:Faggot.png]]. &lt;br /&gt;
#Place the other piece of meat [[File:Meat.png]] on any table [[File:R-table.png]]. &lt;br /&gt;
#Vend a kitchen knife [[File:Knife.png]] from the [[Vendors#Dinnerware|dinnerware vendor]] [[File:Venddinnerware.gif]], and use it on the piece of meat [[File:Meat.png]]. It should turn into 3x [[#Raw_Cutlet|raw meat cutlets]] [[File:Rawmeatcutlet.png]]. &lt;br /&gt;
#Put two of the [[#Raw_Cutlet|raw meat cutlets]] [[File:Rawmeatcutlet.png]] into a [[#Microwave Oven|microwave]] [[File:Microwave.png]] (by clicking the [[#Microwave Oven|microwave]] with a raw cutlet in active hand). &lt;br /&gt;
#Turn on the [[#Microwave Oven|microwave]] [[File:Microwave.png]] by alt-clicking it. The two [[#Raw_Cutlet|raw meat cutlets]] [[File:Rawmeatcutlet.png]] should turn into [[#Cutlet|cutlets]] [[File:Meatcutlet.png]]. &lt;br /&gt;
#Place the [[#|meatball|meatball]] [[File:Faggot.png]] and the two [[#Cutlet|cutlets]] [[File:Meatcutlet.png]] on the same tile (such as the same table). &lt;br /&gt;
#Stand within 1 tile&#039;s reach from both the [[#|meatball|meatball]] [[File:Faggot.png]] and the two [[#Cutlet|cutlets]] [[File:Meatcutlet.png]]. Click the crafting menu HUD icon [[File:Crafting_menu_hud_icon.png]] to open the crafting menu. &lt;br /&gt;
#In the crafting menu, cycle through categories with arrows until you reach &amp;quot;Foods&amp;quot;. Then cycle through the subcategories of &amp;quot;Foods&amp;quot; until you find &amp;quot;Meats&amp;quot;. &lt;br /&gt;
#If you followed the above steps correctly, the &amp;quot;Sausage&amp;quot; recipe should be clickable (instead of greyed out). Click it and stand still a few seconds to craft a [[#Sausage|sausage]] [[File:Sausage.png]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ingredients==&lt;br /&gt;
===[[File:Butcherknife.png|64px]]Butchering[[File:Gibber.png|64px]]===&lt;br /&gt;
This is how you get your meat [[File:Meat.png|64px]].&lt;br /&gt;
&lt;br /&gt;
To butcher a simple animal, hit the carcass with your blade on harm intent. Monkeys count as simple animal, and this is how you get the most meat. Humanoids such as, well, humans, cannot be butchered with just a knife, thought they can be dismembered. Cutting off and dismembering a head lets you harvest the brain, while dismembering the torso lets you harvest organs such as heart, appendix and lungs. To get meat from a person, you will need to put them in the [[Machines#Gibber|gibber]], the machine in the freezer room. Do this by undressing them, grabbing them aggressively with grab intent, and then clicking the gibber. Then click the gibber again to activate it. Gibbing a humanoid in such a fashion results in meat and skin, and while monkeys can be &amp;quot;harvested&amp;quot; like this you should really use the knife, unless you want the skins for a monkey costume. &amp;lt;br&amp;gt;&lt;br /&gt;
There are many types of meat, and only some of them are listed below. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FC8484;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FC8484;&#039;| Food name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FC8484;&#039;|How to acquire&lt;br /&gt;
|-&lt;br /&gt;
![[File:Meat.png|64px]]&lt;br /&gt;
!{{anchor|Meat}}Meat&lt;br /&gt;
|Get meat from humans by gibbing them with a gibber. Get meat from most other creatures by slaughterering their dead bodies with a sharp object [[File:Knife.png]] on harm intent [[File:Intent_Harm.png]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Bear_meat.png|64px]]&lt;br /&gt;
!{{anchor|Bear Meat}}Bear Meat&lt;br /&gt;
|Slaughter a dead space bear with a sharp object [[File:Knife.png]] on harm intent [[File:Intent_Harm.png]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Fish_fillet.png|64px]]&lt;br /&gt;
!{{anchor|Carp Fillet}}Carp Fillet&lt;br /&gt;
|Slaughter a dead space carp with a sharp object [[File:Knife.png]] on harm intent [[File:Intent_Harm.png]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Crab_meat_raw.png|64px]]&lt;br /&gt;
!{{anchor|Raw Crab Meat}}Raw Crab Meat&lt;br /&gt;
|Slaughter a dead crab with a sharp object [[File:Knife.png]] on harm intent [[File:Intent_Harm.png]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Spider_leg.png|64px]]&lt;br /&gt;
!{{anchor|Spider Leg}}Spider Leg&lt;br /&gt;
|Slaughter a dead spider with a sharp object [[File:Knife.png]] on harm intent [[File:Intent_Harm.png]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Spider_meat.png|64px]]&lt;br /&gt;
!{{anchor|Spider Meat}}Spider Meat&lt;br /&gt;
|Slaughter a dead spider with a sharp object [[File:Knife.png]] on harm intent [[File:Intent_Harm.png]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===[[File:Knife.png|64px]][[File:Rolling Pin.png|64px]] Knife &amp;amp; Rolling Pin===&lt;br /&gt;
These food are created by using your knife and rolling pin (found in the kitchen&#039;s dinnerware vending machine).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFE0CC;&#039;| Food name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|How to acquire&lt;br /&gt;
|-&lt;br /&gt;
![[File:breadslice.png|64px]]&lt;br /&gt;
!{{anchor|Bread Slice}}Bread Slice&lt;br /&gt;
|Slice any bread with your knife. Used to make [[#Breads_.26_Sandwiches|sandwiches]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:cakeslice.png|64px]]&lt;br /&gt;
!{{anchor|Cake Slice}}Cake Slice&lt;br /&gt;
|Slice any cake with your knife.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pizzaslice.png|64px]]&lt;br /&gt;
!{{anchor|Pizza Slice}}Pizza Slice&lt;br /&gt;
|Slice any pizza with your knife.&lt;br /&gt;
|-&lt;br /&gt;
![[File:doughslice.png|64px]]&lt;br /&gt;
!{{anchor|Dough Slice}}Dough Slice&lt;br /&gt;
|Slice a [[#Flat Dough|flat dough]] with your knife.&lt;br /&gt;
|-&lt;br /&gt;
![[File:flatdough.png|64px]]&lt;br /&gt;
!{{anchor|Flat Dough}}Flat Dough&lt;br /&gt;
|Flatten a [[#Dough|dough]] with your rolling pin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rawmeatcutlet.png|64px]]&lt;br /&gt;
!{{anchor|Raw Cutlet}}Raw Cutlet&lt;br /&gt;
|Slice a meat with your knife.&lt;br /&gt;
|-&lt;br /&gt;
![[File:piedough.png|64px]]&lt;br /&gt;
!{{anchor|Pie Dough}}Pie Dough&lt;br /&gt;
|Flatten a [[#Cake Batter|cake batter]] with your rolling pin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rawpastrybase.png|64px]]&lt;br /&gt;
!{{anchor|Raw Pastry Base}}Raw Pastry Base&lt;br /&gt;
|Slice a [[#Pie Dough|pie dough]] with your knife.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Potato_wedges.png|64px]]&lt;br /&gt;
!{{anchor|Potato Wedges}}Potato Wedges&lt;br /&gt;
|Slice a potato with your knife. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Cheese_Wedge.png|64px]]&lt;br /&gt;
!{{anchor|Cheese Wedge}}Cheese Wedge&lt;br /&gt;
|Slice a [[#Cheese Wheel|cheese wheel]] with your knife.&lt;br /&gt;
|}&lt;br /&gt;
===[[File:Processor.png|64px]] [[Machines#Food_Processor|Processor]]===&lt;br /&gt;
Some items can be processed with the [[Machines#Food_Processor|Processor]], which can be found in your kitchen. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Processes&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Condiments&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bacon.png|64px]]&lt;br /&gt;
!{{anchor|Raw Bacon}}Raw Bacon&lt;br /&gt;
|Process one [[#Raw Cutlet|raw cutlet]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Faggot.png|64px]]&lt;br /&gt;
!{{anchor|meatball}}meatball&lt;br /&gt;
|Process one slab of meat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slamjamspacekabam.png|64px]]&lt;br /&gt;
!{{anchor|Slime Jam}}Slime Jam&lt;br /&gt;
|&amp;lt;s&amp;gt;Process one slime. &#039;&#039;Note: Eating this will kill you.&#039;&#039;&amp;lt;/s&amp;gt; Didn&#039;t work when testing Aug 2019. Slimes or slime extracts can&#039;t be inserted. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Tatortot.png|64px]]&lt;br /&gt;
!{{anchor|Tator Tot}}Tator Tot&lt;br /&gt;
|Process one potato.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fries.png|64px]]&lt;br /&gt;
!{{anchor|Space Fries}}Space Fries&lt;br /&gt;
|Process one plate of potato wedges.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Carrotfries.png|64px]]&lt;br /&gt;
!{{anchor|Carrot Fries}}Carrot Fries&lt;br /&gt;
|Process one carrot.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roastparsnip.png|64px]]&lt;br /&gt;
!{{anchor|Roast Parsnip}}Roast Parsnip&lt;br /&gt;
|Process one parsnip.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Soydope.png|64px]]&lt;br /&gt;
!{{anchor|Soy Dope}}Soy Dope&lt;br /&gt;
|Process one soy bean.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spaghetti.png|64px]]&lt;br /&gt;
!{{anchor|Spaghetti}}Spaghetti&lt;br /&gt;
|Process one [[#Dough Slice|dough slice]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tortilla.png|64px]]&lt;br /&gt;
!{{anchor|Tortilla}}Tortilla&lt;br /&gt;
|Process one corn.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Yakiimo.png|64px]]&lt;br /&gt;
!{{anchor|Yaki Imo}}Yaki Imo&lt;br /&gt;
|Process one sweet potato.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===[[File:Blender.png|64px]] All-In-One-Grinder===&lt;br /&gt;
In order to create some of these items you will either need to mix the regents by hand or toss them into the blender/grinder and grind them.&lt;br /&gt;
&lt;br /&gt;
After which either a finished product will be produced or you will need to transfer the liquid to your [[File:ChemMaster.png|64px]] CondiMaster Neo in the freezer to create it into a bottle.&lt;br /&gt;
&lt;br /&gt;
Any recipe listed as &#039;&#039;&#039;Grind&#039;&#039;&#039; will require the use of the blender, any recipe listed as &#039;&#039;&#039;Mix&#039;&#039;&#039; only requires the beaker. All of your juices will require the Grinder&#039;s other setting &#039;&#039;&#039;Juice&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|Blends&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|How to acquire&lt;br /&gt;
|-&lt;br /&gt;
![[File:Universal Enzyme.png|64px]]&lt;br /&gt;
!{{anchor|Universal_Enzyme}}Universal Enzyme&lt;br /&gt;
|Found on the Cook&#039;s table, used in cooking various dishes, more can be ordered from Cargo Bay. Also botanists can use [[Guide_to_hydroponics#Fermentation_Barrel|wooden barrels]] to ferment tomatoes into this. Can be made in bioreactor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nutriment.png|64px]]&lt;br /&gt;
!{{anchor|Nutriment}}Nutriment&lt;br /&gt;
|Grind any solid food.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hotsauce.png|64px]]&lt;br /&gt;
!{{anchor|Hot Sauce}}{{anchor|Capsaicin Oil}}Hot Sauce/Capsaicin Oil&lt;br /&gt;
|Grind chilis.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Coldsauce.png|64px]]&lt;br /&gt;
!{{anchor|Cold Sauce}}{{anchor|Frost Oil}}Cold Sauce/Frost Oil&lt;br /&gt;
|[[Guide_to_xenobiology#Blue_Slime|Blue Slimes]] or from grinding [[Guide_to_hydroponics#Ice_Pepper|Ice Pepper]]. A special oil that noticably chills the body. Extracted from ice peppers or slimes. Will cool you faster the longer it has been in the body, up to maximum strength after 35 cycles. [[Changeling]] [[Changeling#Cryogenic_Sting|cryo sting]] injects this. Creates slippery ice tiles if spilled on floor for about 1 second per unit, depending on pressure and temperature. Spilling also reduces area temperature by 5K per unit. Hurts slimes and [[Guide_to_races#Jellypeople|slimepeople]]. Metabolism rate 0.4u per tick. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Ketchup.png|64px]]&lt;br /&gt;
!{{anchor|Ketchup}}Ketchup&lt;br /&gt;
|Grind tomatoes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flour.png|64px]]&lt;br /&gt;
!{{anchor|Flour}}Flour&lt;br /&gt;
|Grind wheat or oat stalks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rice.png|64px]]&lt;br /&gt;
!{{anchor|Rice}}Rice&lt;br /&gt;
|Grind rice stalks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ricebowl.png|64px]]&lt;br /&gt;
!{{anchor|Rice Bowl}}Rice Bowl&lt;br /&gt;
|Mix 10 rice + 10 water in a bowl.&lt;br /&gt;
|-&lt;br /&gt;
![[File:dough.png|64px]]&lt;br /&gt;
!{{anchor|Dough}}Dough&lt;br /&gt;
|Mix 15 flour + 10 water.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cakebatter.png|64px]]&lt;br /&gt;
!{{anchor|Cake Batter}}Cake Batter&lt;br /&gt;
|Mix 15 flour + 15 egg yolk + 5 [[#Sugar|sugar]]. (you can also use [[#Soy Milk|soy milk]] instead of egg yolk)&lt;br /&gt;
|-&lt;br /&gt;
![[File:begg.png|40px]]&lt;br /&gt;
!{{anchor|Egg Yolk}}Egg Yolk&lt;br /&gt;
|Break an egg into a beaker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Secret Sauce}}Secret Sauce&lt;br /&gt;
|Makes food taste amazing. Recipe is completely random and changes every 7 days. The recipe may be found in a certain space ruin on a &#039;&#039;&#039;paper&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Soysauce.png|64px]]&lt;br /&gt;
!{{anchor|Soy Sauce}}Soy Sauce&lt;br /&gt;
|Mix 40 units [[#Soy Milk|soy milk]] + 10 units [[Guide_to_chemistry#Sulphuric Acid|Sulphuric Acid]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salt.png|64px]]&lt;br /&gt;
!{{anchor|Salt}}Salt&lt;br /&gt;
|Mix [[Guide_to_chemistry#Sodium|Sodium]] + [[Guide_to_chemistry#Chlorine|Chlorine]] + Water (sodium and chlorine from Chem Dispenser). Salt-shakers can be found in cafe.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pepper.png|64px]]&lt;br /&gt;
!{{anchor|Pepper}}Pepper&lt;br /&gt;
|Grind pepper-mills from the cafe.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Peptides}}Peptides&lt;br /&gt;
|Is created in your body if you eat food after eating [[Guide_to_chemistry#Trophazole|Trophazole]]. Heals brute and some burn every few seconds. Does not give as much nutriment as other foods. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Moonshine.png|64px]]&lt;br /&gt;
!{{anchor|Moonshine}}Moonshine&lt;br /&gt;
|Mix 10 Nutriment + 5 [[#Universal Enzyme|universal enzyme]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cheesewheel.gif|64px]]&lt;br /&gt;
!{{anchor|Cheese Wheel}}Cheese Wheel&lt;br /&gt;
|Mix 40 [[#Milk|milk]] + 5 [[#Universal Enzyme|universal enzyme]] (catalyst). End result will magically pop a full wheel of cheese.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chocolatebar.gif|64px]]&lt;br /&gt;
!{{anchor|Chocolate Bar}}Chocolate Bar&lt;br /&gt;
|Mix 2 units Coco powder (grind a Cocoa Pod) + 2 units [[#Milk|milk]]/[[#Soy Milk|soy milk]] + 2 units [[#Sugar|Sugar]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tofu.gif|64px]]&lt;br /&gt;
!{{anchor|Tofu}}Tofu&lt;br /&gt;
|Mix 10 [[#Soy Milk|soy milk]] + 5 [[#Universal Enzyme|universal enzyme]] (catalyst). &lt;br /&gt;
|-&lt;br /&gt;
![[File:butter.png|64px]]&lt;br /&gt;
!{{anchor|Butter}}Butter&lt;br /&gt;
|Mix 15 [[#Milk|milk]] in the grinder.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Butter_on_a_stick.png|64px]]&lt;br /&gt;
!{{anchor|Butter_on_a_stick}}Butter on a stick&lt;br /&gt;
|Insert a metal rod [[File:Rods.png]] into butter. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Mayonnaise.png|40px]]&lt;br /&gt;
!{{anchor|Mayonnaise}}Mayonnaise&lt;br /&gt;
|Grind egg yolk.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sugar.gif|64px]]&lt;br /&gt;
!{{anchor|Sugar}}Sugar&lt;br /&gt;
|Grind white beet or sugar cane.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Astrotame}}Astrotame&lt;br /&gt;
|Found in [[Vendor#Dinnerware|Dinnerware Vendor]]. Artificial sweetener. Makes food taste better while adding zero calories. If overdosed (17u) it makes you [[Status_Effects#Disgust|disgusted]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Caramel}}Caramel&lt;br /&gt;
|Heat sugar to 413.15K. Will burn into carbon if heated to 483.15K. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Sprinkles.gif|64px]]&lt;br /&gt;
!{{anchor|Sprinkles}}Sprinkles&lt;br /&gt;
|Grind donuts (acts as a healing powder for the enlisted security force).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cherry.png|64px]]&lt;br /&gt;
!{{anchor|Cherry Jelly}}Cherry Jelly&lt;br /&gt;
|Grind cherries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bluecherry.png|64px]]&lt;br /&gt;
!{{anchor|Blue Cherry Jelly}}Blue Cherry Jelly&lt;br /&gt;
|Grind blue cherries.&lt;br /&gt;
|}&lt;br /&gt;
===[[File:Microwave.png|64px]] Microwave Oven===&lt;br /&gt;
The microwave oven is used to cook or boil raw ingredients. You can load multiple of them in the oven and cook them simultaneously. Use a kitchen tray to load it faster.&lt;br /&gt;
&lt;br /&gt;
Trying to cook uncookable food will return a burned mess and will make the oven dirtier (which increases chances of failure).&lt;br /&gt;
&lt;br /&gt;
In case of a failure, just use Space Cleaner or Soap on it and remove the burned mess inside.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFEACC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFEACC;&#039;|Cooked food&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFEACC;&#039;|How to acquire&lt;br /&gt;
|-&lt;br /&gt;
![[File:Baconcooked.png|64px]]&lt;br /&gt;
!{{anchor|Bacon}}Bacon&lt;br /&gt;
|Microwave a [[#Raw Bacon|raw bacon]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:bread.png|64px]]&lt;br /&gt;
!{{anchor|Plain Bread}}{{anchor|Bread}}Plain Bread&lt;br /&gt;
|Microwave a [[#Dough|dough]]. Used in all [[#Breads_.26_Sandwiches|bread recipes]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bun.png|64px]]&lt;br /&gt;
!{{anchor|Bun}}Bun&lt;br /&gt;
|Microwave a [[#Dough Slice|dough slice]]. Used in [[#Burgers|burgers]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pastrybase.png|64px]]&lt;br /&gt;
!{{anchor|Pastry Base}}Pastry Base&lt;br /&gt;
|Microwave a [[#Raw Pastry Base|raw pastry base]]. Used in most [[#Pastries|pastry recipes]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:spagettiboiled.png|64px]]&lt;br /&gt;
!{{anchor|Boiled Spaghetti}}Boiled Spaghetti&lt;br /&gt;
|Microwave [[#Spaghetti|spaghetti]]s. Used in [[#Pastas|spaghetti recipes]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:pizzabread.png|64px]]&lt;br /&gt;
!{{anchor|Pizza Bread}}Pizza Bread&lt;br /&gt;
|Microwave a [[#Flat Dough|flat dough]]. Used in [[#Pizzas|pizza recipes]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:pie.gif|64px]]&lt;br /&gt;
!{{anchor|Plain Pie}}Plain Pie&lt;br /&gt;
|Microwave a [[#Pie Dough|pie dough]]. Used in [[#Pies|pie recipes]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:regularcake.png|64px]]&lt;br /&gt;
!{{anchor|Plain Cake}}Plain Cake&lt;br /&gt;
|Microwave a [[#Cake Batter|cake batter]]. Used in [[#Cakes|cake recipes]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spiderleg.png|64px]]&lt;br /&gt;
!{{anchor|Boiled Spider Leg}}Boiled Spider Leg&lt;br /&gt;
|Microwave a spider leg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatcutlet.png|64px]]&lt;br /&gt;
!{{anchor|Cutlet}}Cutlet&lt;br /&gt;
|Microwave a [[#Raw Cutlet|raw cutlet]]. Used in many recipes with meat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatstake.png|64px]]&lt;br /&gt;
!{{anchor|Meat Steak}}Meat Steak&lt;br /&gt;
|Microwave a slab of meat. Used in many recipes with meat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crab_meat.png|64px]]&lt;br /&gt;
!{{anchor|Crab Meat}}Crab Meat&lt;br /&gt;
|Microwave [[#Raw Crab Meat|raw crab meat]]. Used in some in some recipes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:toastsand.png|64px]]&lt;br /&gt;
!{{anchor|Toasted Sandwich}}Toasted Sandwich&lt;br /&gt;
|Microwave a [[#Sandwich|sandwich]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:popcorn.png|40px]]&lt;br /&gt;
!{{anchor|Popcorn}}Popcorn&lt;br /&gt;
|Microwave a corn.&lt;br /&gt;
|-&lt;br /&gt;
![[File:donkpocket.png|40px]]&lt;br /&gt;
!{{anchor|Warm Donkpocket}}Warm Donk-pocket&lt;br /&gt;
|Microwave a Donk-pocket. Contains [[Guide_to_chemistry#Omnizine|Omnizine]]. &lt;br /&gt;
|-&lt;br /&gt;
![[File:begg.png|40px]]&lt;br /&gt;
!{{anchor|Boiled Egg}}Boiled Egg&lt;br /&gt;
|Microwave an egg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boiledrice.png|64px]]&lt;br /&gt;
!{{anchor|Boiled Rice}}Boiled Rice&lt;br /&gt;
|Microwave a [[#Rice Bowl|Rice Bowl]]. Used in [[Guide_to_food_and_drinks#Rice_and_Pork|rice recipes]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Khinkali.png|64px]]&lt;br /&gt;
!{{anchor|Khinkali}}Khinkali&lt;br /&gt;
|Microwave a [[#Raw_Khinkali|Raw Khinkali]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:onionrings.png|64px]]&lt;br /&gt;
!{{anchor|Onion Rings}}Onion Rings&lt;br /&gt;
|Microwave an onion slice. &lt;br /&gt;
|}&lt;br /&gt;
===[[File:Icecream_Vat.png|64px]] Ice Cream Vat===&lt;br /&gt;
&#039;&#039;Ding-aling ding dong. Get your Nanotrasen-approved ice cream!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For those hot days on the station there&#039;s an Ice Cream Vat, which can be used to make:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Waffle_Cone.png|64px]]&lt;br /&gt;
!{{anchor|Waffle Cone}}Waffle Cone&lt;br /&gt;
|1 unit units [[#Flour|flour]] + 1 unit [[#Sugar|sugar]]&lt;br /&gt;
|Delicious waffle cone, but no ice cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_Cone.png|64px]]&lt;br /&gt;
!{{anchor|Chocolate Cone}}Chocolate Cone&lt;br /&gt;
|1 unit units [[#Flour|flour]] + 1 unit [[#Sugar|sugar]] + 1 coco powder&lt;br /&gt;
|Delicious chocolate cone, but no ice cream.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vanilla_Icecream.png|64px]]&lt;br /&gt;
!{{anchor|Vanilla Ice Cream}}Vanilla Ice Cream&lt;br /&gt;
|1 unit [[#Milk|milk]] + 1 unit [[#Glass_of_Ice|ice]] + 1 unit vanilla&lt;br /&gt;
|Scoop it up with a Waffle/Chocolate Cone.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Strawberry_Icecream.png|64px]]&lt;br /&gt;
!{{anchor|Strawberry Ice Cream}}Strawberry Ice Cream&lt;br /&gt;
|1 unit [[#Milk|milk]] + 1 unit [[#Glass_of_Ice|ice]] + 1 unit [[#Berry_Juice|berry juice]]&lt;br /&gt;
|Scoop it up with a Waffle/Chocolate Cone.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocolate_Icecream.png|64px]]&lt;br /&gt;
!{{anchor|Chocolate Ice Cream}}Chocolate Ice Cream&lt;br /&gt;
|1 unit [[#Milk|milk]] + 1 unit [[#Glass_of_Ice|ice]] 1 unit coco powder&lt;br /&gt;
|Scoop it up with a Waffle/Chocolate Cone. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Blue_Icecream.png|64px]]&lt;br /&gt;
!{{anchor|Blue Ice Cream}}Blue Ice Cream&lt;br /&gt;
|1 unit [[#Milk|milk]] + 1 unit [[#Glass_of_Ice|ice]] + 1 unit [[#Singulo|Singulo]]&lt;br /&gt;
|Scoop it up with a Waffle/Chocolate Cone. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Custom Ice Cream}}Custom Ice Cream&lt;br /&gt;
|1 unit [[#Milk|milk]] + 1 unit [[#Glass_of_Ice|ice]] + 1 unit optional flavoring (any reagent)&lt;br /&gt;
|You can refill the ice cream vat&#039;s ingredient storage by inserting a beaker with reagents, and clicking the &amp;quot;refill from beaker&amp;quot; button. This will let you create custom ice cream flavoured by any reagent. &lt;br /&gt;
|}&lt;br /&gt;
==Crafting Recipes==&lt;br /&gt;
Most dish recipes are made using the &#039;&#039;&#039;crafting menu&#039;&#039;&#039;, that is by &#039;&#039;&#039;placing your ingredients out nearby then clicking on the craft button (a small T icon on your HUD)&#039;&#039;&#039; to open a crafting window which lists all recipes that can be done with the ingredients. If one of the ingredients is a liquid, you can have the liquid in any kind of container, such as a beaker, bowl or drinking glass. Simply click any recipe to start crafting it. As long as you have at least the minimum amount of each needed ingredients, all within 1 tile of your character, you can craft it.&lt;br /&gt;
===Burgers===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:burger.png|64px]]&lt;br /&gt;
!Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[#Meat Steak|meat steak]]&lt;br /&gt;
|7 Nutriment, 3 Vitamin&lt;br /&gt;
|If you use human meat, the burger will share the name of your victim. If you add a crayon it will color the burger. Has a 1% chance of turning into steamed hams.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Baconburger.png|64px]]&lt;br /&gt;
!Bacon Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 3 [[#Bacon|cooked bacon]] + 3 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|19 Nutriment, 5 Vitamin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:brainburger.png|64px]]&lt;br /&gt;
!Brain Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 Brain&lt;br /&gt;
|8 Nutrient, 6 Mannitol, 5 Vitamin&lt;br /&gt;
|Rarely will you be able to make this. Bother the Roboticist or Medical for delicious brains. Contains [[Guide_to_chemistry#Mannitol|Mannitol]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:clownburger.png|64px]]&lt;br /&gt;
!Clown Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 Clown Mask&lt;br /&gt;
|6 Nutriment, 6 Vitamin, 6 Banana&lt;br /&gt;
|Get the mime to steal the mask from his [[Clown|nemesis]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crab_burger.png|64px]]&lt;br /&gt;
!Crab Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 2 [[#Crab_Meat|crab meat]]&lt;br /&gt;
|?&lt;br /&gt;
|A delicious patty of the crabby kind, slapped in between a bun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mimeburger.png|64px]]&lt;br /&gt;
!Mime Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 Mime Mask&lt;br /&gt;
|6 Nutriment, 6 Vitamin, 6 Nothing&lt;br /&gt;
|Get the clown to steal the mask from his [[Mime|nemesis]]. Or order a costume crate like the unrobust person you are.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tofubuger.png|64px]]&lt;br /&gt;
!Tofu Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[#Tofu|tofu]]&lt;br /&gt;
|6 Nutriment, 2 Vitamin&lt;br /&gt;
|Melts your face!&lt;br /&gt;
|-&lt;br /&gt;
![[File:spell.png|64px]]&lt;br /&gt;
!Spell Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 Wizard Hat&lt;br /&gt;
|8 Nutriment, 10 Vitamin&lt;br /&gt;
|You will eat this until you have had Ei Nath.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xenoburger.png|30px]]&lt;br /&gt;
!Xenoburger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 xeno [[#Meat Steak|meat steak]]&lt;br /&gt;
|9 Nutriment, 8 Vitamin&lt;br /&gt;
|Ali-yum!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jellyburger.png|45px]]&lt;br /&gt;
!Jelly Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 5 units [[#Slime Jam|slime jam]] or 5 units [[#Cherry Jelly|cherry jelly]]&lt;br /&gt;
|2 Nutrient, 5 Slime/Cherry Jelly, 5 Vitamin&lt;br /&gt;
|My insides are burning!&lt;br /&gt;
|-&lt;br /&gt;
![[File:ghostbur.PNG|64px]]&lt;br /&gt;
!Ghost Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[Shade|Ectoplasm]]&lt;br /&gt;
|7 Nutriment, 12 Vitamin&lt;br /&gt;
|Terror-ifficly tasty.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Appendixburger.png|64px]]&lt;br /&gt;
!Appendix Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[Surgery#Appendectomy|Appendix]]&lt;br /&gt;
|8 Nutriment, 6 Vitamin&lt;br /&gt;
|Tastes like appendicitis&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fivealarmburger.png|64px]]&lt;br /&gt;
!Five Alarm Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 2 ghost chili&lt;br /&gt;
|6 Nutriment, 5 Capsaicin, 5 Pepper, 1 Vitamin&lt;br /&gt;
|HOT! HOT!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ratburger.png|64px]]&lt;br /&gt;
!Rat Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 dead mouse&lt;br /&gt;
|3 Nutriment, 1 Vitamin&lt;br /&gt;
|What did you expect?&lt;br /&gt;
|-&lt;br /&gt;
![[File:bigbite.png|64px]]&lt;br /&gt;
!Big Bite Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 3 [[#Meat Steak|meat steak]] &lt;br /&gt;
|17 Nutriment, 9 Vitamin&lt;br /&gt;
|Forget the Big Mac.&lt;br /&gt;
|-&lt;br /&gt;
![[File:superbite.png|64px]]&lt;br /&gt;
!Super Bite Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 3 [[#Cheese Wedge|cheese wedge]]s + 5 [[#Meat Steak|meat steak]] &amp;lt;br&amp;gt;+ 4 Tomatoes + 2 [[#Boiled Egg|boiled egg]]s + 5 units [[#Salt|salt]] + 5 units [[#Pepper|pepper]]&lt;br /&gt;
|44+ Nutriment, 24+ Vitamin, 5 Salt, 5 Pepper&lt;br /&gt;
|If this doesn&#039;t clog their arteries, nothing will. Two bites will take you from starving to overfed.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Baseball.png|64px]]&lt;br /&gt;
!Home Run Baseball Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[Makeshift weapons#Baseball Bat|Baseball Bat]]&lt;br /&gt;
|6 Nutriment, 1 Vitamin&lt;br /&gt;
|It&#039;s still warm. The steam coming off of it looks like baseball.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empowered_burger.gif|64px]]&lt;br /&gt;
!Empowered Burger&lt;br /&gt;
|1 [[#Bun|bun]] + 2 Plasma sheets&lt;br /&gt;
|8 Nutriment, 5 Liquid Electricity&lt;br /&gt;
|It&#039;s shockingly good, if you live off of electricity that is.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Craaaaazy hamburger.gif|frameless|64x64px]]&lt;br /&gt;
!Crazy Hamburger&lt;br /&gt;
|1 [[#Bun|bun]] + 4 [[#Cheese Wedge|cheese wedge]]s + 2 [[Guide to hydroponics#Death nettle|death nettles]] + 20 [[Guide to chemistry#Cooking Oil|cooking oil]] + 2 [[Guide to hydroponics#Chili|Chili Peppers]] + 1 [[#Meat Steak|meat steak]]&lt;br /&gt;
|1 Nutriment&lt;br /&gt;
|ITS HORRIBLE!&lt;br /&gt;
|}&lt;br /&gt;
===Breads &amp;amp; Sandwiches===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatbread.png|64px]]&lt;br /&gt;
!Meatbread&lt;br /&gt;
|1 [[#Bread|plain bread]] + 3 [[#Cutlet|cutlet]]s + 3 [[#Cheese Wedge|cheese wedge]]s&lt;br /&gt;
|30 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tofubread.png|64px]]&lt;br /&gt;
!Tofu-Bread&lt;br /&gt;
|1 [[Bread|plain bread]] + 3 [[#Tofu|tofu]]s + 3 [[#Cheese Wedge|cheese wedge]]s&lt;br /&gt;
|30 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:xbread.png|64px]]&lt;br /&gt;
!Xeno-Bread&lt;br /&gt;
|1 [[#Bread|plain bread]] + 3 xeno [[#Cutlet|cutlet]]s + 3 [[#Cheese Wedge|cheese wedge]]s&lt;br /&gt;
|30 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable. A fitting, and filling, end to xeno scum.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spidermeatloaf.png|64px]]&lt;br /&gt;
!Spider Meatloaf&lt;br /&gt;
|1 [[#Bread|plain bread]] + 3 spider [[#Cutlet|cutlet]]s + 3 [[#Cheese Wedge|cheese wedge]]s&lt;br /&gt;
|30 Nutriment, 15 Toxin, 5 Vitamin&lt;br /&gt;
|Sliceable. Green but delicious.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bananabread.gif|64px]]&lt;br /&gt;
!Banana-nut Bread&lt;br /&gt;
|1 [[#Bread|plain bread]] + 3 [[#Boiled Egg|boiled egg]]s + 5 units [[#Milk|milk]] + 1 Banana&lt;br /&gt;
|20 Banana, 20 Nutriment&lt;br /&gt;
|Sliceable. Contains a massive amount of banana essence.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mimanabread.png|64px]]&lt;br /&gt;
!Mimana Bread&lt;br /&gt;
|1 [[#Bread|plain bread]] + 3 tofu + 5 units soymilk + 1 Mimana&lt;br /&gt;
|20 Nutriment, 5 Mute Toxin, 5 Nothing, 5 Vitamin&lt;br /&gt;
|Sliceable. Leaves diners speechless!&lt;br /&gt;
|-&lt;br /&gt;
![[File:creambread.png|64px]]&lt;br /&gt;
!Cream Cheese Bread&lt;br /&gt;
|1 [[#Bread|plain bread]] + 2 [[#Cheese Wedge|cheese wedge]]s + 5 units [[#Milk|milk]]&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:baguette.png|64px]]&lt;br /&gt;
!Baguette&lt;br /&gt;
|2 [[#Pastry_Base|pastry base]] + 1 unit [[#Salt|salt]] + 1 unit [[#Pepper|pepper]]&lt;br /&gt;
|6 Nutriment, 1 Black Pepper, 1 Salt, 1 Vitamin&lt;br /&gt;
|The mimes favorite.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sandwich.png|64px]]&lt;br /&gt;
!{{anchor|Sandwich}}Sandwich&lt;br /&gt;
|2 (plain) [[#Bread Slice|bread slice]]s + 1 [[#Meat Steak|meat steak]] + 1 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|7 Nutriment, 1 Vitamin&lt;br /&gt;
|Talking to your food may result in a trip to the [[Chaplain]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Garlicbread.png|64px]]&lt;br /&gt;
!Garlic Bread&lt;br /&gt;
|1 (plain) [[#Bread Slice|bread slice]] + 1 [[#Butter|butter]] + 1 [[Guide_to_hydroponics#Garlic|garlic]]&lt;br /&gt;
|5 Nutriment, 4 Vitamin, 2 [[#Garlic_Juice|Garlic Juice]]&lt;br /&gt;
|Alas, it is limited.&lt;br /&gt;
|-&lt;br /&gt;
![[File:toastsand.png|64px]]&lt;br /&gt;
!Grilled Cheese Sandwich&lt;br /&gt;
|2 (plain) [[#Bread Slice|bread slice]]s + 2 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|6 Nutriment, 1 Vitamin&lt;br /&gt;
|Space Vegetarian, but not Space Vegan friendly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Jellytoast.png|64px]]&lt;br /&gt;
!Jelly Toast&lt;br /&gt;
|1 [[#Bread Slice|bread slice]] + 5 units [[#Slime Jam|slime jam]] or [[#Cherry Jelly|cherry jelly]]&lt;br /&gt;
|1 Nutriment, 5 Cherry/Slime Jelly, 2 Vitamin&lt;br /&gt;
|As if science are gonna give up their slimes for toast!&lt;br /&gt;
|-&lt;br /&gt;
![[File:butteredtoast.png|64px]]&lt;br /&gt;
!Buttered Toast&lt;br /&gt;
|1 [[#Bread Slice|bread slice]] + 1 [[#Butter|butter]]&lt;br /&gt;
|1 Nutriment, 1 Vitamin&lt;br /&gt;
|Butter lightly spread over a piece of toast.&lt;br /&gt;
|-&lt;br /&gt;
![[File:butterbiscuit.png|64px]]&lt;br /&gt;
!Butter Biscuit&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[#Butter|butter]]&lt;br /&gt;
|1 Nutriment, 1 Vitamin&lt;br /&gt;
|Well butter my biscuit!&lt;br /&gt;
|-&lt;br /&gt;
![[File:butterdog.png|64px]]&lt;br /&gt;
!Butterdog&lt;br /&gt;
|1 [[#Bun|bun]] + 3 [[#Butter|butter]]&lt;br /&gt;
|1 Nutriment, 1 Vitamin&lt;br /&gt;
|Made from exotic butters.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Twobread.png|64px]]&lt;br /&gt;
!Two Bread&lt;br /&gt;
|2 (plain) [[#Bread Slice|bread slice]]s + 5 [[#Wine|wine]]&lt;br /&gt;
|2 Nutriment, 2 Vitamin&lt;br /&gt;
|Classy.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rorosandwich.png|64px]]&lt;br /&gt;
!Jelly Sandwich&lt;br /&gt;
|2 (plain) [[#Bread Slice|bread slice]]s + 5 units [[#Slime Jam|slime jam]] or [[#Cherry Jelly|cherry jelly]]&lt;br /&gt;
|2 Nutriment, 5 Cherry/Slime Jelly, 2 Vitamin&lt;br /&gt;
|In the grim darkness of the 22nd century, peanut allergies run rampant.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Notasandwich.png|64px]]&lt;br /&gt;
!Not-a-Sandwich&lt;br /&gt;
|1 Fake Moustache + 2 (plain) [[#Bread Slice|bread slice]]s&lt;br /&gt;
|6 Nutriment, 6 Vitamin&lt;br /&gt;
|Something seems to be wrong with this, you can&#039;t quite figure what. Maybe it&#039;s his moustache.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icecreamsandwich.png|64px]]&lt;br /&gt;
!Icecream Sandwich&lt;br /&gt;
|1 [[#Vanilla Ice Cream|ice cream]] + 5 units [[#Ice|ice]] + 5 units [[#Milk Cream|milk cream]]&lt;br /&gt;
|2 Nutriment, 2 Ice&lt;br /&gt;
|Portable Ice Cream in it&#039;s own packaging.&lt;br /&gt;
|}&lt;br /&gt;
===Pizzas===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EFFAC8;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EFFAC8;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EFFAC8;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EFFAC8;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EFFAC8;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Margheritapizza.png|64px]]&lt;br /&gt;
!Margherita Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 4 [[#Cheese Wedge|cheese wedge]]s + 1 Tomato&lt;br /&gt;
|30 Nutriment, 6 Tomato Juice, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mushroompizza.png|64px]]&lt;br /&gt;
!Mushroom Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 5 any Mushrooms&lt;br /&gt;
|30 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatpizza.png|64px]]&lt;br /&gt;
!Meat Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 4 [[#Cutlet|cutlet]]s + 1 [[#Cheese Wedge|cheese wedge]] + 1 Tomato&lt;br /&gt;
|40 Nutriment, 6 Tomato Juice, 8 Vitamin&lt;br /&gt;
|Sliceable. Extremely nutritious, despite the grease.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Donkpocketpizza.png|64px]]&lt;br /&gt;
!Donk Pocket Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 3 Warm donk pockets + 1 Tomato + 1 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|27 Nutriment, 9 Omnizine, 6 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dankpizza.png|64px]]&lt;br /&gt;
!Dank Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 3 Ambrosia vulgaris + 1 [[#Cheese Wedge|cheese wedge]] + 1 Tomato&lt;br /&gt;
|25 Nutriment, 5 Doctor&#039;s Delight, 6 Tomato Juice, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:sassysagepizza.png|64px]]&lt;br /&gt;
!Sassysage Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 3 meatballs+ 1 [[#Cheese Wedge|cheese wedge]] + 1 Tomato&lt;br /&gt;
|6 Nutriment, 6 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:vegepizza.png|64px]]&lt;br /&gt;
!Vegetable Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 1 Eggplant + 1 Carrot + 1 Corn + 1 Tomato&lt;br /&gt;
|25 Nutriment, 6 Tomato Juice, 12 Oculine, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:arnoldpizza.png|64px]]&lt;br /&gt;
!Arnold Pizza&lt;br /&gt;
|1 [[#Pizza Bread|pizza bread]] + 3 [[#Cutlet|cutlet]]s + 1 [[#Cheese Wedge|cheese wedge]] + 1 Tomato + 8 9mm Bullet Casings&lt;br /&gt;
|30 Nutriment, 6 Vitamin, 10 Iron, 30 omnizine&lt;br /&gt;
|Sliceable. Blows your arm off if you eat it voluntarily.&lt;br /&gt;
|}&lt;br /&gt;
===Pastas===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C7F5C4;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:pastatomato.png|64px]]&lt;br /&gt;
!{{anchor|Tomato Pasta}}Tomato Pasta&lt;br /&gt;
|1 [[#Boiled Spaghetti|boiled spaghetti]] + 2 Tomatoes&lt;br /&gt;
|6 Nutriment, 10 Tomato Juice, 4 Vitamin&lt;br /&gt;
|Don&#039;t put it in your pockets. That&#039;s just unsanitary.&lt;br /&gt;
|-&lt;br /&gt;
![[File:copypasta.gif|64px]]&lt;br /&gt;
!Copypasta&lt;br /&gt;
|2 [[#Tomato Pasta|tomato pasta]]s&lt;br /&gt;
|12 Nutriment, 20 Tomato Juice, 8 Vitamin&lt;br /&gt;
|Make this, and the wrath of the Coderbus will descend upon you. No, really. They hate this stuff.&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatballspag.png|64px]]&lt;br /&gt;
!Spaghetti &amp;amp; Meatballs&lt;br /&gt;
|1 [[#Boiled Spaghetti|boiled spaghetti]] + 2 [[#Faggot|meatball]]s&lt;br /&gt;
|8 Nutriment, 4 Vitamin&lt;br /&gt;
|That&#039;s-a a spicy meat-aball!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spesslaw.png|64px]]&lt;br /&gt;
!Spesslaw&lt;br /&gt;
|1 [[#Boiled Spaghetti|boiled spaghetti]] + 4 [[#Faggot|meatball]]s&lt;br /&gt;
|8 Nutriment, 6 Vitamin&lt;br /&gt;
|Lawyer&#039;s choice!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chowmein.png|64px]]&lt;br /&gt;
!Chowmein&lt;br /&gt;
|1 [[#Boiled Spaghetti|boiled spaghetti]] + 1 [[#Cutlet|cutlet]] + 2 Cabbage + 1 Carrot&lt;br /&gt;
|7 Nutriment, 6 Vitamin&lt;br /&gt;
|A nice mix of noodles and fried vegetables.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beefnoodle.png|64px]]&lt;br /&gt;
!Beef Noodle&lt;br /&gt;
|1 [[#Boiled Spaghetti|boiled spaghetti]] + 1 Bowl + 2 [[#Cutlet|cutlet]] + 1 Cabbage&lt;br /&gt;
|5 Nutriment, 6 Vitamin, 3 Liquid Gibs&lt;br /&gt;
|Nutritious, beefy, and noodly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:butternoodles.png|64px]]&lt;br /&gt;
!Butter Noodles&lt;br /&gt;
|1 [[#Boiled Spaghetti|boiled spaghetti]] + 1 [[#Butter|butter]]&lt;br /&gt;
|8 Nutriment, 1 Vitamin&lt;br /&gt;
|Noodles covered in savory butter.&lt;br /&gt;
|}&lt;br /&gt;
===Soups &amp;amp; Stews===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4F0F4;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatsoup.png|64px]]&lt;br /&gt;
!Meatball Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 1 [[#Faggot|meatball]] + 1 Carrot + 1 Potato&lt;br /&gt;
|7+ Nutriment, 10 Water, 8+ Vitamin&lt;br /&gt;
|Out of spaghetti? Don&#039;t like stew? Here&#039;s the thing for you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:nettlesoup.png|64px]]&lt;br /&gt;
!Nettle Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 1 Nettle + 1 [[#Boiled Egg|boiled egg]] + 1 Potato&lt;br /&gt;
|5+ Nutriment, 10 Water, 5 Omnizine, 8+ Vitamin&lt;br /&gt;
|Contains trace amounts of sulphuric acid. Contains [[Guide_to_chemistry#Omnizine|Omnizine]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:vegesoup.png|64px]]&lt;br /&gt;
!Vegetable Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 1 Carrot + 1 Corn + 1 Eggplant + 1 Potato&lt;br /&gt;
|5+ Nutriment, 10 Water, 8+ Vitamin&lt;br /&gt;
|Force feed the Botanists this.&lt;br /&gt;
|-&lt;br /&gt;
![[File:tomatosoup.png|64px]]&lt;br /&gt;
!Tomato Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 2 Tomatoes&lt;br /&gt;
|3+ Nutriment, 10 Water, 10 Tomato Juice, 5+ Vitamin&lt;br /&gt;
|What, no crackers?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bloodsoup.png|64px]]&lt;br /&gt;
!Blood Soup&lt;br /&gt;
|1 Bowl + 10 units Blood + 2 Blood Tomatoes&lt;br /&gt;
|3+ Nutriment, 10 Blood, 8+ Vitamin&lt;br /&gt;
|They &#039;&#039;may&#039;&#039; think you&#039;re the [[Cook|homicidal maniac]] you are when you produce a large amount of these.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eyeballsoup.png|64px]]&lt;br /&gt;
!Eyeball Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 2 Tomatoes + 1 Eyeball&lt;br /&gt;
|5+ Nutriment, 10+ Blood, 3+ Vitamin, 3 Liquid Gibs&lt;br /&gt;
|A nice hearty bowl of... eyeballs?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slimesoup.png|64px]]&lt;br /&gt;
!Slime Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 5 units [[#Slime Jam|slime jam]]&lt;br /&gt;
|1 Nutriment, 5 Slime Jelly, 10 Water, 5 Vitamin&lt;br /&gt;
|Mmm, mmm, oh God my guts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clownsoup.png|64px]]&lt;br /&gt;
!Clown&#039;s Tears&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 1 Banana + 1 Bananium Sheet&lt;br /&gt;
|2+ Nutriment, 5+ Banana, 10 Water, 9+ Vitamin&lt;br /&gt;
|Not very funny.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mysterysoup.png|64px]]&lt;br /&gt;
!Mystery Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 1 burned mess + 1 [[#Tofu|tofu]] + 1 [[#Boiled Egg|boiled egg]] + 1 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|7 Nutriment, 10 Water, 2 Tomato juice, 2 Vitamin, and 5 of a Random Ingredient:&lt;br /&gt;
&amp;lt;br&amp;gt;Capsaicin,Frost Oil,&lt;br /&gt;
&amp;lt;br&amp;gt;Omnizine, Banana,&lt;br /&gt;
&amp;lt;br&amp;gt;Blood, Slime Jelly,&lt;br /&gt;
&amp;lt;br&amp;gt;Toxin, Oculine,&lt;br /&gt;
&amp;lt;br&amp;gt;Carbon&lt;br /&gt;
|This dish contains all the essential nutriment for a growing crew, and almost anything else you can feed them. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Mushroomsoup.png|64px]]&lt;br /&gt;
!Mushroom Soup&lt;br /&gt;
|1 Bowl + 5 units [[#Water|water]] + 5 units [[#Milk|milk]] + 1 Chanterelle&lt;br /&gt;
|2+ Nutriment, 5 Water, 5 Milk, 6+ Vitamin&lt;br /&gt;
|The debate on whether you can use Aminitas for the soup goes on.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beetsoup.png|64px]]&lt;br /&gt;
!Beet Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 1 Whitebeet + 1 Cabbage&lt;br /&gt;
|3+ Nutriment, 10 Water, 7+ Vitamin&lt;br /&gt;
|Feed your inner Russian with borscht.&lt;br /&gt;
|-&lt;br /&gt;
![[File:milo.png|64px]]&lt;br /&gt;
!Milo Soup&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 2 [[#Soy Dope|Soy Dope]]s + 2 [[#Tofu|tofu]]s&lt;br /&gt;
|9 Nutriment, 10 Water, 3 Vitamin&lt;br /&gt;
|Made when the [[Botanist|hippies]] decide to only grow soy crops.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stewedsoymeat.png|64px]]&lt;br /&gt;
!Stewed Soy Meat&lt;br /&gt;
|2 [[#Soy Dope|Soy Dope]]s + 1 Carrot + 1 Tomato&lt;br /&gt;
|7 Nutriment, 2+ Vitamin&lt;br /&gt;
|Like a steak dinner, only with less murder.&lt;br /&gt;
|-&lt;br /&gt;
![[File:stew.png|64px]]&lt;br /&gt;
!Stew&lt;br /&gt;
|1 Bowl + 10 units [[#Water|water]] + 3 [[#Cutlet|cutlet]] + 1 Tomato + 1 Potato + 1 Carrot + 1 Eggplant + 1 Mushroom&lt;br /&gt;
|14+ Nutriment, 10 Water, 5 Tomato Juice, 5 Oculine, 13+ Vitamin&lt;br /&gt;
|The perfect thing for when the bar starts to get cold.&lt;br /&gt;
|-&lt;br /&gt;
![[File:coldstew.png|64px]]&lt;br /&gt;
!Cold Chili Stew&lt;br /&gt;
|1 Bowl + 2 [[#Cutlet|cutlet]]s + 1 Ice Pepper + 1 Tomato&lt;br /&gt;
|8+ Nutriment, 1+ Frost Oil, 2 Tomato Juice, 4+ Vitamin&lt;br /&gt;
|Ice, ice, baby!&lt;br /&gt;
|-&lt;br /&gt;
![[File:hotstew.png|64px]]&lt;br /&gt;
!Hot Chili Stew&lt;br /&gt;
|1 Bowl + 2 [[#Cutlet|cutlet]]s + 1 Chili Pepper + 1 Tomato&lt;br /&gt;
|8+ Nutriment, 1 Capsaicin, 2 Tomato Juice, 4+ Vitamin&lt;br /&gt;
| Some like it hot, hot, HOT!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Oatmeal.png|64px]]&lt;br /&gt;
!Oatmeal&lt;br /&gt;
|1 Bowl + 10 units Milk + 1 Oat stalk&lt;br /&gt;
|7 Nutriment, 10 Milk, 2 Vitamin&lt;br /&gt;
|A nice bowl of oatmeal.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sweetpotatosoup.png|64px]]&lt;br /&gt;
!Sweet Potato Soup&lt;br /&gt;
|1 Bowl + 10 units Water + 5 units Sugar + 2 Sweet potatoes&lt;br /&gt;
|4 Nutriment, 5 Vitamin&lt;br /&gt;
|Delicious sweet potato in soup form.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Redbeetsoup.png|64px]]&lt;br /&gt;
!Red Beet Soup&lt;br /&gt;
|1 Bowl + 10 units Water + 1 Red beet + 1 Cabbage&lt;br /&gt;
|4 Nutriment, 6 Vitamin&lt;br /&gt;
|Quite a delicacy.&lt;br /&gt;
|-&lt;br /&gt;
![[File:French_onion_soup.png|64px]]&lt;br /&gt;
!French Onion Soup&lt;br /&gt;
|1 Bowl + 10 units Water + 1 [[#Onion|Onion]] + 1 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|1 Nutriment, 5 Vitamin&lt;br /&gt;
|Good enough to make a grown mime cry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wishsoup.png|64px]]&lt;br /&gt;
!Wish Soup&lt;br /&gt;
|1 Bowl + 20 units [[#Water|water]]&lt;br /&gt;
|20 Water, (25% Chance for 9 Nutriment, 1 Vitamin) &lt;br /&gt;
|Makes you wish the chef could cook.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bisque.png|64px]]&lt;br /&gt;
!Bisque&lt;br /&gt;
|1 Bowl + 10 units Water + 1 [[#Crab_Meat|crab meat]] + 1 [[#Boiled_Rice|boiled rice]]&lt;br /&gt;
|?&lt;br /&gt;
|A classic entree from Space-France.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Seafood===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Carpfillet.png|64px]]&lt;br /&gt;
! Imitation Carp Fillet&lt;br /&gt;
|Inject 5 units [[Guide_to_chemistry#Carpotoxin|Carpotoxin]] into 1 [[#Tofu|tofu]]&lt;br /&gt;
|3 Nutriment, 2 Carpotoxin, 2 Vitamin&lt;br /&gt;
|Almost just like the real thing, kinda. Slightly toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:carpsandwich.png|64px]]&lt;br /&gt;
!Fillet -o- Carp Sandwich&lt;br /&gt;
|1 [[#Bun|bun]] + 1 Carp fillet&lt;br /&gt;
|3 Carpotoxin, 3 Vitamin&lt;br /&gt;
|Slightly toxic.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cubancarp.png|64px]]&lt;br /&gt;
!Cuban Carp&lt;br /&gt;
|1 Carp Fillet + 5 units [[#Flour|flour]] + 1 Chili Pepper&lt;br /&gt;
|6 Nutriment, 3 Capsaicin&lt;br /&gt;
|Slightly toxic, and very spicy.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fishandchips.png|64px]]&lt;br /&gt;
!Fish &amp;amp; Chips&lt;br /&gt;
|1 [[#Space Fries|space fries]] + 1 Carp fillet&lt;br /&gt;
|6 Nutriment&lt;br /&gt;
|The Brit&#039;s favorite. Good luck getting [[Space Carp]] meat. (Note: POISONOUS)&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ffish.png|64px]]&lt;br /&gt;
!Fish Fingers&lt;br /&gt;
|5 units [[#Flour|flour]] + 1 [[#Bun|bun]] + 1 Carp fillet&lt;br /&gt;
|4 Nutriment&lt;br /&gt;
|Good luck getting [[Space Carp]] meat. (Note: POISONOUS)&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sashimi.png|64px]]&lt;br /&gt;
!Carp Sashimi&lt;br /&gt;
|1 spider egg + 1 Carp fillet + 5 units [[#Soy Sauce|soy sauce]]&lt;br /&gt;
|6 Nutriment, 5 Toxin&lt;br /&gt;
|Good luck getting [[Space Carp]] meat. (Note: POISONOUS)&lt;br /&gt;
|}&lt;br /&gt;
===Meat===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C9C4F4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C9C4F4;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C9C4F4;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C9C4F4;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C9C4F4;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sausage.png|64px]]&lt;br /&gt;
!Sausage{{anchor|Sausage}}&lt;br /&gt;
|1 [[#Faggot|meatball]] + 2 [[#Cutlet|cutlet]]s&lt;br /&gt;
|6 Nutriment, 1 Vitamin&lt;br /&gt;
|Who even knows what or who it&#039;s made from anymore.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spidereggsham.png|64px]]&lt;br /&gt;
!Green Eggs and Ham&lt;br /&gt;
|2 spider [[#Cutlet|cutlet]]s + 1 spider egg + 1 [[#Salt|salt]]&lt;br /&gt;
|6 Nutriment, 1 Salt, 3 Toxin&lt;br /&gt;
|You swear it&#039;s still moving.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cornedbeef.png|64px]]&lt;br /&gt;
!Corned beef and cabbage&lt;br /&gt;
|1 [[#Meat Steak|Meat steak]] + 2 Cabbages + 5 [[#Salt|salt]]&lt;br /&gt;
|6 Nutriment, 4 Vitamin&lt;br /&gt;
|Now you can feel like a real tourist vacationing in Ireland.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bearsteak.gif|64px]]&lt;br /&gt;
!Filet Migrawr&lt;br /&gt;
|1 [[#Meat Steak|Bear steak]] + 5 units [[#The Manly Dorf|Manly Dorf]] (requires lighter)&lt;br /&gt;
|2 Nutriment, 5 Vitamin, 5 Manly Dorf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Khinkali.png|64px]]&lt;br /&gt;
!{{anchor|Raw_Khinkali}}Raw Khinkali&lt;br /&gt;
|1 [[#Dough Slice|Dough slice]] + 1 [[#Faggot|meatball]] + 1 [[Guide_to_hydroponics#Garlic|garlic]]&lt;br /&gt;
|1 Nutriment, 1 Vitamin, 1 [[#Garlic_Juice|Garlic Juice]]&lt;br /&gt;
|Microwave to finish preparing.&lt;br /&gt;
|}&lt;br /&gt;
===Salads===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#E1C4F4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#E1C4F4;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#E1C4F4;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#E1C4F4;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#E1C4F4;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Herbsalad.png|64px]]&lt;br /&gt;
!Herb Salad&lt;br /&gt;
|1 Bowl + 3 Ambrosia Vulgaris + 1 Apple&lt;br /&gt;
|8 Nutriment, 2 Vitamin &lt;br /&gt;
|What if, like, WE&#039;RE the aliens, man?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Aesirsalad.png|64px]]&lt;br /&gt;
!Aesir Salad&lt;br /&gt;
|1 Bowl + 3 Ambrosia Deus + 1 Goldapple&lt;br /&gt;
|8 Nutriment, 8 [[Omnizine]], 6 Vitamin&lt;br /&gt;
|Duuuuuuuuuude.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Validsalad.png|64px]]&lt;br /&gt;
!Valid Salad&lt;br /&gt;
|1 Bowl + 3 Ambrosia Vulgaris + 1 Potato + 1 [[#Faggot|meatball]]&lt;br /&gt;
|8 Nutriment, 5 [[#Doctor&#039;s Delight|Doctor&#039;s Delight]] 2 Vitamin &lt;br /&gt;
|Heals everyone! &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Not really&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Melonfruitbowl.png|64px]]&lt;br /&gt;
!Melon Fruit Bowl&lt;br /&gt;
|1 Watermelon + 1 Apple + 1 Orange + 1 Lemon + 1 Banana + 1 Ambrosia&lt;br /&gt;
|6 Nutriment, 4 Vitamin&lt;br /&gt;
|The only salad where you can eat the bowl&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fruitsalad.png|64px]]&lt;br /&gt;
!Fruit Salad&lt;br /&gt;
|1 Bowl + 1 Orange + 1 Apple + 1 Grapes + 2 Watermelon slice&lt;br /&gt;
|2 Nutriment, 4 Vitamin&lt;br /&gt;
|Your standard fruit salad.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Junglesalad.png|64px]]&lt;br /&gt;
!Jungle Salad&lt;br /&gt;
|1 Bowl + 1 Apple + 1 Grapes + 2 Banana + 2 Watermelon slice&lt;br /&gt;
|7 Nutriment, 5 Banana, 4 Vitamin&lt;br /&gt;
|Exotic fruits in a bowl.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Citrusdelight.png|64px]]&lt;br /&gt;
!Citrus Delight&lt;br /&gt;
|1 Bowl + 1 Orange + 1 Lime + 1 Lemon&lt;br /&gt;
|7 Nutriment, 5 Vitamin&lt;br /&gt;
|Citrus overload!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:monkeydel.png|64px]]&lt;br /&gt;
!Monkey&#039;s Delight&lt;br /&gt;
|1 Bowl + 1 [[Monkey Cube]] + 1 Banana + 5 units [[#Flour|flour]] + 1 unit [[#Salt|salt]] + 1 unit [[#Pepper|pepper]]&lt;br /&gt;
|10 Nutriment, 5 Banana, 1 Salt, 1 Black Pepper 5 Vitamin&lt;br /&gt;
|EE EEE!&lt;br /&gt;
|}&lt;br /&gt;
===Pies===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F6C6E6;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F6C6E6;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F6C6E6;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F6C6E6;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F6C6E6;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:pie.gif|64px]]&lt;br /&gt;
!Banana Cream Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Banana&lt;br /&gt;
|4 Nutriment, 5 Banana, 2 Vitamin&lt;br /&gt;
|Contains a moderate amount of banana essence.&lt;br /&gt;
|-&lt;br /&gt;
![[File:berryclafoutis.png|64px]]&lt;br /&gt;
!Berry Clafoutis&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Berry&lt;br /&gt;
|4 Nutriment, 5 Berry Juice, 2 Vitamin&lt;br /&gt;
|It&#039;s like asking the deep-friers at a carnival for something healthy!&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatpies.png|64px]]&lt;br /&gt;
!Meatpies&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 [[#Meat Steak|meat steak]] + 1 [[#Salt|salt]] + 1 [[#Pepper|pepper]]&lt;br /&gt;
|10 Nutriment, 5 Vitamin&lt;br /&gt;
|Made of people, or not?&lt;br /&gt;
|-&lt;br /&gt;
![[File:meatpies.png|64px]]&lt;br /&gt;
!Tofu Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 [[#Tofu|tofu]]&lt;br /&gt;
|10 Nutriment, 2 Vitamin&lt;br /&gt;
|Made of plants, or not?&lt;br /&gt;
|-&lt;br /&gt;
![[File:xpie.png|64px]]&lt;br /&gt;
!Xeno Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 2 xeno [[#Cutlet|cutlet]]s&lt;br /&gt;
|10 Nutriment, 5 Vitamin&lt;br /&gt;
|A delicious end to the xeno threat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:applepie.png|64px]]&lt;br /&gt;
!Apple Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Apple&lt;br /&gt;
|4 Nutriment, 2 Vitamin&lt;br /&gt;
|The traditional dessert.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cherrypie.png|64px]]&lt;br /&gt;
!Cherry Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Cherry&lt;br /&gt;
|4 Nutriment, 2 Vitamin&lt;br /&gt;
|&amp;quot;To bake a pie, we must first invent the universe.&amp;quot; -Carl Sagan&lt;br /&gt;
|-&lt;br /&gt;
![[File:Amapie.png|64px]]&lt;br /&gt;
!Amanita Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Amanita&lt;br /&gt;
|5 Nutriment, 3 Amatoxin, 1 Mushroom Hallucinogen, 4 Vitamin&lt;br /&gt;
|Only slightly toxic, really!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinpie.png|64px]]&lt;br /&gt;
!Pumpkin Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Pumpkin + 5 units [[#Milk|milk]] + 5 units [[#Sugar|Sugar]]&lt;br /&gt;
|13 Nutriment, 3 Vitamin&lt;br /&gt;
|Sliceable. Dangerously delicious.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plumppie.GIF|64px]]&lt;br /&gt;
!Plump Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Plump Helmet&lt;br /&gt;
|8 Nutriment, 5 Omnizine (10% Chance), 4 Vitamin&lt;br /&gt;
|Has a chance to be &amp;quot;exceptional&amp;quot; - it&#039;ll contain [[Guide_to_chemistry#Omnizine|Omnizine]]!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gtart.png|64px]]&lt;br /&gt;
!Golden Apple Streusel Tart&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 5 units [[#Milk|milk]] + 5 units [[#Sugar|Sugar]] + 1 Goldapple&lt;br /&gt;
|8 Nutriment, 5 Gold, 4 Vitamin&lt;br /&gt;
|A tasty dessert that won&#039;t make it through a metal detector.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blumpkinpie.png|64px]]&lt;br /&gt;
!Blumpkin Pie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 5 units [[#Milk|milk]] + 5 units [[#Sugar|Sugar]] + 1 Blumpkin&lt;br /&gt;
|3 Nutriment, 6 Vitamin&lt;br /&gt;
|Full of delicious chlorine and ammonia.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dulcedebatata.png|64px]]&lt;br /&gt;
!Dulce de Batata&lt;br /&gt;
|5 units Vanilla + 5 units Water + 2 Sweet potato&lt;br /&gt;
|4 Nutriment, 8 Vitamin&lt;br /&gt;
|Delicious sliceable jelly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frostypie.png|64px]]&lt;br /&gt;
!Frostypie&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 1 Blue cherry&lt;br /&gt;
|4 Nutriment, 6 Vitamin.&lt;br /&gt;
|Tastes like blue and cold.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Baklava.png|64px]]&lt;br /&gt;
!Baklava Pie&lt;br /&gt;
|4 Oat stalks + 4 [[#Tortilla|tortillas]] + 2 [[#Butter|butter]]&lt;br /&gt;
|?&lt;br /&gt;
|A delightful healthy snack made of nut layers with thin bread.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bearypie.png|64px]]&lt;br /&gt;
!Beary Pie&lt;br /&gt;
|1 [[#Meat Steak|bear steak]] + 1 [[#Plain Pie|plain pie]] + 1 Berry&lt;br /&gt;
|2 Nutriment, 3 Vitamin&lt;br /&gt;
|No brown bears, this is a good sign.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grapetart.png|64px]]&lt;br /&gt;
!Grape Tart&lt;br /&gt;
|1 [[#Plain Pie|plain pie]] + 5 units Sugar + 5 units Milk + 3 Grapes&lt;br /&gt;
|4 Nutriment, 4 Vitamin&lt;br /&gt;
|A tasty dessert that reminds you of the wine you didn&#039;t make.&lt;br /&gt;
|}&lt;br /&gt;
===Cakes===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:carrotcake.png|64px]]&lt;br /&gt;
!Carrot Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 Carrots&lt;br /&gt;
|20 Nutriment, 10 [[Guide_to_chemistry#Oculine|Oculine]], 5 Vitamin&lt;br /&gt;
|Slicable. Heals eye trauma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cheesecake.png|64px]]&lt;br /&gt;
!Cheese Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 [[#Cheese Wedge|cheese wedge]]s&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Slicable. &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Does not come with scantily dressed ladies.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:birthday.png|64px]]&lt;br /&gt;
!Birthday Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 5 Sugar + 2 Caramel + 1 candle&lt;br /&gt;
|20 Nutriment, 10 Sprinkles, 5 Vitamin&lt;br /&gt;
|Sliceable. Don&#039;t forget to make a wish. Contains sprinkles, which heal security members. If you microwave the cake it becomes a cake hat. &lt;br /&gt;
|-&lt;br /&gt;
![[File:applecake.png|64px]]&lt;br /&gt;
!Apple Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 Apples&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Braincake.png|64px]]&lt;br /&gt;
!Brain Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 1 Brain&lt;br /&gt;
|20 Nutriment, 10 [[Guide_to_chemistry#Mannitol|Mannitol]], 5 Vitamin&lt;br /&gt;
|Sliceable. Bother the [[Roboticist]] for unusable brains.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Orangecake.png|64px]]&lt;br /&gt;
!Orange Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 Oranges&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Limecake.png|64px]]&lt;br /&gt;
!Lime Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 Limes&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemoncake.png|64px]]&lt;br /&gt;
!Lemon Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 Lemons&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Choccake.png|64px]]&lt;br /&gt;
!Chocolate Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 [[#Chocolate Bar|Chocolate Bars]]&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pumpkinspicecake.png|64px]]&lt;br /&gt;
!Pumpkin Spice Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 Pumpkin&lt;br /&gt;
|32 Nutriments, 11 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Slimecake.png|64px]]&lt;br /&gt;
!Slime Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 1 [[Slime Extract]]&lt;br /&gt;
|20 Nutriment, 5 Vitamin&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blackberry_and_strawberry_vanilla_cake.png|64px]]&lt;br /&gt;
!Blackberry and Strawberry Vanilla Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 5 berries&lt;br /&gt;
|?&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blackberry_and_strawberry_chocolate_cake.png|64px]]&lt;br /&gt;
!Blackberry and Strawberry Chocolate Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 5 berries + 2 [[#Chocolate_Bar|Chocolate Bars]]&lt;br /&gt;
|?&lt;br /&gt;
|Sliceable.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Holy_cake.png|64px]]&lt;br /&gt;
!Angel Food Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 15u holy water&lt;br /&gt;
|?&lt;br /&gt;
|Sliceable. Contains holy water. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Pound_cake.png|64px]]&lt;br /&gt;
!Pound Cake&lt;br /&gt;
|4 [[#Plain Cake|plain cake]]&lt;br /&gt;
|?&lt;br /&gt;
|Sliceable. Counts as junk food. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Hardware_cake.png|64px]]&lt;br /&gt;
!Hardware Cake&lt;br /&gt;
|1 [[#Plain Cake|plain cake]] + 2 circuit boards + 5u [[Guide_to_chemistry#Chemistry_Dispensers|Sulphuric Acid]]&lt;br /&gt;
|?&lt;br /&gt;
|Sliceable. Contains 15u sulphuric acid and 15u oil. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Cak.png|64px]]&lt;br /&gt;
!Cak&lt;br /&gt;
|1 Birthday Cake + 1 Brain + 1 Heart + 3 meat slabs + 30 units Blood + 5 Sprinkles + 1 unit [[Guide_to_chemistry#Teslium|Teslium]]. &lt;br /&gt;
|N/A&lt;br /&gt;
|A cake/cat hybrid controlled by the player whose brain is used. Clicking the cak with an open hand on disarm intent provides small amounts of nutriment and vitamin. The cak quickly heals brute damage. Donuts around the cak automatically become frosted.&lt;br /&gt;
|}&lt;br /&gt;
===Side Dishes===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFE0CC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:cheesefries.png|64px]]&lt;br /&gt;
!Cheese Fries&lt;br /&gt;
|1 [[#Space Fries|space fries]] + 1 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|6 Nutriment&lt;br /&gt;
|Tasty, tasty cheese fries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cheesepmelet.png|64px]]&lt;br /&gt;
!Cheese Omelette&lt;br /&gt;
|2 eggs + 2 [[#Cheese Wedge|cheese wedge]]s&lt;br /&gt;
|8 Nutriment&lt;br /&gt;
|Can eat these with a fork. Have a medical team on standby in case of utensil-related injuries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:friedegg.png|64px]]&lt;br /&gt;
!Fried Egg&lt;br /&gt;
|1 egg + 1 unit [[#Salt|salt]] + 1 unit [[#Pepper|pepper]]&lt;br /&gt;
|2 Nutriment, 1 Salt, 1 Black Pepper&lt;br /&gt;
|The ancient and sacred meal of the solar wiring engineer.&lt;br /&gt;
|-&lt;br /&gt;
![[File:bakedpotato.png|64px]]&lt;br /&gt;
!Loaded Baked Potato&lt;br /&gt;
|1 Potato + 1 [[#Cheese Wedge|cheese wedge]]&lt;br /&gt;
|6 Nutriment&lt;br /&gt;
|No bacon bits?&lt;br /&gt;
|-&lt;br /&gt;
![[File:eggplantparmigiana.png|64px]]&lt;br /&gt;
!Eggplant Parmigiana&lt;br /&gt;
|2 [[#Cheese Wedge|cheese wedge]]s + 1 Eggplant&lt;br /&gt;
|6 Nutriment, 2 Vitamin&lt;br /&gt;
|Clogs your arteries, healthily!&lt;br /&gt;
|-&lt;br /&gt;
![[File:donkpocket.png|64px]]&lt;br /&gt;
!Warm Donk-Pocket&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 [[#Faggot|meatball]]&lt;br /&gt;
|4 Nutriment&lt;br /&gt;
|Contains [[Guide_to_chemistry#Omnizine|Omnizine]], until they cool. Reheatable once they do.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hotdog.png|64px]]&lt;br /&gt;
!Hot Dog&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[#Sausage|Sausage]] + 5 units [[#Ketchup|Ketchup]]&lt;br /&gt;
|6 Nutriment, 3 Ketchup, 3 Vitamin&lt;br /&gt;
|Fresh footlong ready to go down on.&lt;br /&gt;
|-&lt;br /&gt;
![[File:pigblanket.png|64px]]&lt;br /&gt;
!Pig in a Blanket&lt;br /&gt;
|1 [[#Bun|bun]] + 1 [[#Butter|butter]] + 1 [[#Cutlet|cutlet]]&lt;br /&gt;
|6 Nutriment, 1 Vitamin&lt;br /&gt;
|A tiny sausage wrapped in a flakey, buttery roll.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crab_rangoon.png|64px]]&lt;br /&gt;
!Crab Rangoon&lt;br /&gt;
|1 [[#Dough Slice|Dough slice]] + 1 [[#Raw_Crab_Meat|raw crab meat]] + 1 [[#Cheese Wedge|cheese wedge]] + 5 units cream&lt;br /&gt;
|?&lt;br /&gt;
|Has many names, like crab puffs, cheese wontons, crab dumplings? Whatever you call them, they&#039;re a fabulous blast of cream cheesy crab.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Benedict.png|64px]]&lt;br /&gt;
!Eggs Benedict&lt;br /&gt;
|1 [[#Fried Egg|fried egg]] + 1 [[#Meat Steak|meat steak]] + 1 [[#Bread Slice|bread slice]]&lt;br /&gt;
|6 Nutriment, 4 Vitamin&lt;br /&gt;
|There is only one egg on this, how rude.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beans.png|64px]]&lt;br /&gt;
!Tin of Beans&lt;br /&gt;
|2 Soy Beans + 5 units [[#Ketchup|Ketchup]]&lt;br /&gt;
|10 Nutriment&lt;br /&gt;
|Musical fruit in a slightly less musical container.&lt;br /&gt;
|}&lt;br /&gt;
===Pastries===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFEACC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFEACC;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFEACC;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFEACC;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFEACC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:donut.png|64px]]&lt;br /&gt;
!Donut&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 unit [[#Sugar|Sugar]]&lt;br /&gt;
|3 Nutriment, 1 Sprinkles (30% Chance of 2 Sprinkles), 2 [[#Sugar|sugar]]&lt;br /&gt;
|Security members recover morale quickly with these.&lt;br /&gt;
|-&lt;br /&gt;
![[File:jdonut1.gif|64px]]&lt;br /&gt;
!Jelly Donut&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 5 units [[#Berry Juice|berry juice]] or [[#Slime Jam|slime jam]] or [[#Cherry Jelly|cherry jelly]]&lt;br /&gt;
|3 Nutriment, 1 Sprinkles (30% Chance of 2 Sprinkles), 5 Berry Juice, 1 Vitamin,&lt;br /&gt;
|Security members recover more morale with these.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mdonut.png|64px]]&lt;br /&gt;
!Meat Donut&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 raw cutlet &lt;br /&gt;
|3 Nutriment, 2 ketchup&lt;br /&gt;
|Tastes as gross as it looks.&lt;br /&gt;
|-&lt;br /&gt;
![[File:cdonut.png|64px]]&lt;br /&gt;
!Chaos Donut&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 5 units [[#Hot Sauce|Hot Sauce]] + 5 units [[#Cold Sauce|Cold Sauce]]&lt;br /&gt;
|2 Nutriment, 1 Sprinkles (30% Chance of 2 Sprinkles), 1 Sugar&lt;br /&gt;
&#039;&#039;&#039;Possible 4th Ingredients (Random): &#039;&#039;&#039; 3 Nutriment, 3 Capsaicin, 3 Frost Oil, 3 Sprinkles, 3 Plasma, 3 Coco, 3 Slime Jelly, 3 Banana, 3 Berry Juice, 3 [[Guide_to_chemistry#Omnizine|Omnizine]]&lt;br /&gt;
|Produces a variety of (possibly dangerous) effects when eaten.&lt;br /&gt;
|-&lt;br /&gt;
![[File:soylenvirdians.png|64px]]&lt;br /&gt;
!Soylent Green&lt;br /&gt;
|2 [[#Pastry_Base|pastry base]] + 2 Human Meats&lt;br /&gt;
|10 Nutriment, 1 Vitamin&lt;br /&gt;
|SOYLENT GREEN IS PEOPLE!&lt;br /&gt;
|-&lt;br /&gt;
![[File:soylenvirdians.png|64px]]&lt;br /&gt;
!Soylen Viridians&lt;br /&gt;
|2 [[#Pastry_Base|pastry base]] + 1 Soy Bean&lt;br /&gt;
|10 Nutriment, 1 Vitamin&lt;br /&gt;
|SOYLENT VIRIDIAN IS PLANTS!&lt;br /&gt;
|-&lt;br /&gt;
![[File:waffles.png|64px]]&lt;br /&gt;
!Waffles&lt;br /&gt;
|2 [[#Pastry_Base|pastry base]]&lt;br /&gt;
|8 Nutriment, 1 Vitamin&lt;br /&gt;
|Like pancakes with syrup traps.&lt;br /&gt;
|-&lt;br /&gt;
![[File:roffle.png|64px]]&lt;br /&gt;
!Roffle Waffles&lt;br /&gt;
|2 [[#Pastry_Base|pastry base]] + 5 units Mushroom Hallucinogen&lt;br /&gt;
|8 Nutriment, 8 Mushroom Hallucinogen, 2 Vitamin&lt;br /&gt;
|Like pancakes with hallucinogen traps.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fortunecookie.png|64px]]&lt;br /&gt;
!Fortune Cookie&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Piece of paper with prophecy&lt;br /&gt;
|3 Nutriment&lt;br /&gt;
|Bad luck and misfortune will infest your pathetic soul for all eternity.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sugarcookie.png|64px]]&lt;br /&gt;
!Sugar Cookie&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 5 units [[#Sugar|Sugar]]&lt;br /&gt;
|3 Nutriment, 3 Sugar&lt;br /&gt;
|Just like your little sister used to make.&lt;br /&gt;
|-&lt;br /&gt;
![[File:muffin.png|64px]]&lt;br /&gt;
!Muffin&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 5 units [[#Milk|milk]]&lt;br /&gt;
|6 Nutriment&lt;br /&gt;
|Muffin!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Berrymuffin.png|64px]]&lt;br /&gt;
!Berry Muffin&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 5 units [[#Milk|milk]] + 1 Berry&lt;br /&gt;
|6 Nutriment&lt;br /&gt;
|A delicious and spongy little cake, with berries.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Booberrymuffin.png|64px]]&lt;br /&gt;
!Booberry Muffin&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 5 units [[#Milk|milk]] + 1 Berry + 1 [[Shade|Ectoplasm]]&lt;br /&gt;
|6 Nutriment&lt;br /&gt;
|My stomach is a graveyard! No living being can quench my bloodthirst!&lt;br /&gt;
|-&lt;br /&gt;
![[File:cracker.png|64px]]&lt;br /&gt;
!Cracker&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 [[#Salt|salt]]&lt;br /&gt;
|1 Nutriment&lt;br /&gt;
|Poly yells, &amp;quot;POLY WANNA CRACKER!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:pretzel.png|64px]]&lt;br /&gt;
!Poppy Pretzel&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Poppy Seed&lt;br /&gt;
|5 Nutriment&lt;br /&gt;
|Heals brute damage with opium!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Biscuit.png|64px]]&lt;br /&gt;
!Plump Biscuits&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Plump Helmet&lt;br /&gt;
|5 Nutriment, 1 Vitamin (10% chance of additional 3 Nutriment, 5 [[Guide_to_chemistry#Omnizine|Omnizine]]&lt;br /&gt;
|The perfect chaser for a Manly Dorf.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Oatmealcookie.png|64px]]&lt;br /&gt;
!Oatmeal cookie&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Oat stalk&lt;br /&gt;
|5 Nutriment, 1 Vitamin&lt;br /&gt;
|The best of both cookie and oat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Raisincookie.png|64px]]&lt;br /&gt;
!Raisin Cookie&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Oat stalk + 1 [[#4no Raisins|4no Raisins]]&lt;br /&gt;
|5 Nutriment, 1 Vitamin&lt;br /&gt;
|Why would you put raisins on a cookie?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cherrycupcake.png|64px]]&lt;br /&gt;
!Cherry Cupcake&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Cherry&lt;br /&gt;
|5 Nutriment, 1 Vitamin&lt;br /&gt;
|A sweet cupcake with cherry bits.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bluecherrycupcake.png|64px]]&lt;br /&gt;
!Blue Cherry Cupcake&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Blue cherry&lt;br /&gt;
|5 Nutriment, 1 Vitamin&lt;br /&gt;
|A sweet cupcake with cherry bits.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dankpocket.png|64px]]&lt;br /&gt;
!Dank-pocket&lt;br /&gt;
|1 [[#Pastry_Base|pastry base]] + 1 Cannabis&lt;br /&gt;
|3 [[Guide_to_chemistry#Lipolicide|Lipolicide]], 3 [[Guide_to_chemistry#Space Drugs|Space Drugs]], 4 Nutriment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Khachapuri.png|64px]]&lt;br /&gt;
!Khachapuri&lt;br /&gt;
|1 [[#Bread|plain bread]] + 1 [[#Cheese Wedge|cheese wedge]] + 5 units egg yolk&lt;br /&gt;
|12 Nutriment, 2 Vitamin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chococornet.png|64px]]&lt;br /&gt;
!Chocolate Cornet&lt;br /&gt;
|1 [[#Pastry_Base|Pastry Base]] + 1 unit Salt + 1 [[#Chocolate Bar|Chocolate Bar]]&lt;br /&gt;
|5 Nutriment, 1 Vitamin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Honeybun.png|64px]]&lt;br /&gt;
!Honey Bun&lt;br /&gt;
|1 [[#Pastry_Base|Pastry Base]] + 5 units Honey&lt;br /&gt;
|5 Nutriment, 5 Honey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:pancake.png|64px]]&lt;br /&gt;
!Pancake&lt;br /&gt;
|1 [[#Pastry_Base|Pastry Base]]&lt;br /&gt;
|4 Nutriment, 1 Vitamin&lt;br /&gt;
|Can be stacked. &lt;br /&gt;
|-&lt;br /&gt;
![[File:bbpancake.png|64px]]&lt;br /&gt;
!Blueberry Pancake&lt;br /&gt;
|1 [[#Pastry_Base|Pastry Base]], 1 Berry&lt;br /&gt;
|6 Nutriment, 3 Vitamin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:ccpancake.png|64px]]&lt;br /&gt;
!Chocolate Chip Pancake&lt;br /&gt;
|1 [[#Pastry_Base|Pastry Base]], 1 [[#Chocolate Bar|Chocolate Bar]]&lt;br /&gt;
|6 Nutriment, 3 Vitamin&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
===Sweets===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFF4CC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocegg.png|64px]]&lt;br /&gt;
!Chocolate Egg&lt;br /&gt;
|1 [[#Boiled Egg|boiled egg]] + 1 [[#Chocolate Bar|chocolate bar]]&lt;br /&gt;
|4 Nutriment, 2 Sugar, 2 Coco&lt;br /&gt;
|NT regulations forbid stuffing toys in these things anymore.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chococoin.png|64px]]&lt;br /&gt;
!Chocolate Coin&lt;br /&gt;
|1 Coin + 1 [[#Chocolate Bar|chocolate bar]]&lt;br /&gt;
|3 Nutriment, 3 Sugar, 1 Coco&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocodice.png|64px]]&lt;br /&gt;
!Fudge Dice&lt;br /&gt;
|1 Die + 1 [[#Chocolate Bar|chocolate bar]]&lt;br /&gt;
|3 Nutriment, 1 Coco&lt;br /&gt;
|You get a fudge die after eating it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chocoorange.png|64px]]&lt;br /&gt;
!Chocolate Orange&lt;br /&gt;
|1 Orange + 1 [[#Chocolate Bar|chocolate bar]]&lt;br /&gt;
|6 Nutriment, 3 Vitamin, 3 Sugar, 2 Coco&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:candiedapple.png|64px]]&lt;br /&gt;
!Candied Apple&lt;br /&gt;
|5 units [[#Caramel|Caramel]] + 1 Apple&lt;br /&gt;
|3 Nutriment, 3 Sugar&lt;br /&gt;
|Happy &amp;lt;strike&amp;gt;Halloween&amp;lt;/strike&amp;gt; generic shift!&lt;br /&gt;
|-&lt;br /&gt;
![[File:sundae.png|64px]]&lt;br /&gt;
!Sundae&lt;br /&gt;
|5 units Cream + 1 Cherry + 1 Banana + 1 Icecream&lt;br /&gt;
|6 Nutriment, 5 Banana, 2 Vitamin&lt;br /&gt;
|A classic desert.&lt;br /&gt;
|-&lt;br /&gt;
![[File:honkdae.png|64px]]&lt;br /&gt;
!Honkdae&lt;br /&gt;
|5 units Cream + 1 Clown mask + 1 Cherry + 2 Banana + 1 Icecream&lt;br /&gt;
|6 Nutriment, 10 Banana, 4 Vitamin&lt;br /&gt;
|The clown&#039;s favorite desert.&lt;br /&gt;
|-&lt;br /&gt;
![[File:spacefreezy.png|64px]]&lt;br /&gt;
!Space Freezy&lt;br /&gt;
|5 units Blue cherry jelly + 15 units Space mountain wind + 1 Icecream&lt;br /&gt;
|6 Nutriment, 5 Blue Cherry Jelly, 4 Vitamin&lt;br /&gt;
|The best icecream in space!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Honeybar.png|64px]]&lt;br /&gt;
!Honey Nut Bar&lt;br /&gt;
|1 Oat + 5 units Honey&lt;br /&gt;
|5 Nutriment, 5 Honey&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spiderlollipop.png|64px]]&lt;br /&gt;
!Spider Lollipop&lt;br /&gt;
|1 Rod + 5 Sugar + 5 Water + 1 Spiderling&lt;br /&gt;
|1 Nutriment, 1 Toxin, 10 Iron, 5 Sugar, 2 [[Guide_to_chemistry#Omnizine|Omnizine]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
===Exotic===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Recipe&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Ingredients&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Nutritional Value&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFFECC;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chaw.png|64px]]&lt;br /&gt;
!Chawanmushi&lt;br /&gt;
|5 units Water + 5 units [[#Soy Sauce|soy sauce]] + 2 [[#Boiled Egg|boiled egg]]s + 1 Chanterelle&lt;br /&gt;
|5 Nutriment&lt;br /&gt;
|Nǐ xiǎng yào chī shénme?&lt;br /&gt;
|-&lt;br /&gt;
![[File:wingchu.png|64px]]&lt;br /&gt;
!Wing Fang Chu&lt;br /&gt;
|5 units [[#Soy Sauce|soy sauce]] + 2 xeno [[#Cutlet|cutlet]]s&lt;br /&gt;
|6 Nutriment, 2 Vitamin&lt;br /&gt;
|At least it wasn&#039;t the [[Ian|dog]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:enchi.png|64px]]&lt;br /&gt;
!Enchiladas&lt;br /&gt;
|2 [[#Cutlet|cutlet]]s + 2 chilis + 2 [[#Tortilla|tortilla]]s&lt;br /&gt;
|8 Nutriment, 6 Capsaicin&lt;br /&gt;
|Spicy.&lt;br /&gt;
|-&lt;br /&gt;
![[File:classictaco.png|64px]]&lt;br /&gt;
!Classic Taco&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 1 [[#Cheese Wedge|cheese wedge]] + 1 [[#Cutlet|cutlet]] + 1 Cabbage&lt;br /&gt;
|4 Nutriment, 2 Vitamin&lt;br /&gt;
|A traditional taco with meat, cheese, and lettuce&lt;br /&gt;
|-&lt;br /&gt;
![[File:plaintaco.png|64px]]&lt;br /&gt;
!Plain Taco&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 1 [[#Cheese Wedge|cheese wedge]] + 1 [[#Cutlet|cutlet]]&lt;br /&gt;
|3 Nutriment, 1 Vitamin&lt;br /&gt;
|A traditional taco with meat and cheese, minus the rabbit food.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wrap.png|64px]]&lt;br /&gt;
!Egg Wrap&lt;br /&gt;
|1 [[#Fried Egg|fried egg]] + 1 Cabbage + 10 units [[#Soy Sauce|soy sauce]]&lt;br /&gt;
|5 Nutriment&lt;br /&gt;
|The precursor to Pigs in a Blanket.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Burrito.png|64px]]&lt;br /&gt;
!Burrito&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 2 Soybeans&lt;br /&gt;
|4 Nutriment, 1 Vitamin&lt;br /&gt;
|Delicious!&lt;br /&gt;
|-&lt;br /&gt;
![[File:CheesyBurrito.png|64px]]&lt;br /&gt;
!Cheesy Burrito&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 2 [[#Cheese Wedge|cheese wedge]]s + 1 Soybeans&lt;br /&gt;
|4 Nutriment, 2 Vitamin&lt;br /&gt;
|It&#039;s a burrito filled with cheese.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CarneBurrito.png|64px]]&lt;br /&gt;
!Carne Asada Burrito&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 2 [[#Cutlet|cutlet]]s + 1 Soybeans&lt;br /&gt;
|5 Nutriment, 1 Vitamin&lt;br /&gt;
|The best burrito for meat lovers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PlasmaBurrito.png|64px]]&lt;br /&gt;
!Fuego Plasma Burrito&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 2 ghost chili + 1 Soybeans&lt;br /&gt;
|4 Nutriment, 5 Capsaicin, 3 Vitamin&lt;br /&gt;
|A super spicy burrito.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kebab.png|64px]]&lt;br /&gt;
!Kebab&lt;br /&gt;
|1 [[Metal Rod]] + 2 [[#Meat Steak|meat steak]]s (meat must be same type!), 2 human meat steaks, 2 [[#Tofu|tofu]]s, or 1 lizard tail&lt;br /&gt;
|8 Nutriment&lt;br /&gt;
|You get the metal rod back after eating.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nachos.png|64px]]&lt;br /&gt;
!Nachos&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 1 unit Salt&lt;br /&gt;
|6 Nutriment, 2 Vitamin, 1 Salt&lt;br /&gt;
|Chips from Space Mexico&lt;br /&gt;
|-&lt;br /&gt;
![[File:CheesyNachos.png|64px]]&lt;br /&gt;
!Cheesy Nachos&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 1 [[#Cheese Wedge|cheese wedge]] + 1 unit Salt&lt;br /&gt;
|6 Nutriment, 3 Vitamin, 1 Salt&lt;br /&gt;
|The delicious combination of nachos and melting cheese.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cuban Nachos.png|64px]]&lt;br /&gt;
!Cuban Nachos&lt;br /&gt;
|1 [[#Tortilla|tortilla]] + 5 units [[#Ketchup|Ketchup]] + 2 Chili pepper&lt;br /&gt;
|7 Nutriment, 8 Capsaicin, 4 Vitamin&lt;br /&gt;
|That&#039;s some dangerously spicy nachos.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AmanitaJelly.gif|64px]]&lt;br /&gt;
!Amanita Jelly&lt;br /&gt;
|1 Bowl + 5 units [[#Water|water]] + 5 units [[#Vodka|vodka]] + 3 Amanitas&lt;br /&gt;
|6 Nutriment, 6 Amatoxin, 3 Mushroom Hallucinogen&lt;br /&gt;
|It&#039;s evil, don&#039;t touch it!&lt;br /&gt;
|-&lt;br /&gt;
![[File:duff.gif|64px]]&lt;br /&gt;
!Spacy Liberty Duff&lt;br /&gt;
|1 Bowl + 5 units [[#Water|water]] + 5 units [[#Vodka|vodka]] + 3 Liberty Caps&lt;br /&gt;
|6 Nutriment, 6 Mushroom Hallucinogen&lt;br /&gt;
|The colors, maaaan, THE COLORS.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Melonkeg.gif|64px]]&lt;br /&gt;
!Melon Keg&lt;br /&gt;
|1 Holy melon + 1 Vodka bottle + 25 units [[#Vodka|vodka]]&lt;br /&gt;
|9 Nutriment, 15 Vodka, 4 Vitamin&lt;br /&gt;
|Who knew vodka was a fruit?&lt;br /&gt;
|-&lt;br /&gt;
![[File:stuffedlegion.gif|64px]]&lt;br /&gt;
!Stuffed Legion&lt;br /&gt;
|1 Goliath meat steak + 1 Legion Core + 2 units Ketchup + 2 units Capsaicin&lt;br /&gt;
|5 Nutriment, 2 Capsaicin, 2 Vitamin&lt;br /&gt;
|Putting skulls to use as food bowls has never seemed better.&lt;br /&gt;
|-&lt;br /&gt;
![[File:powercrepe.png|64px]]&lt;br /&gt;
!Powercrepe&lt;br /&gt;
|1 [[#Flat Dough|flat dough]] + 1 [[#Milk|Milk]] + 5 Cherry Jelly + 1 Super Power Cell + 1 Captain&#039;s Sabre&lt;br /&gt;
|10 Nutriment, 5 Vitamin, 5 Cherry Jelly&lt;br /&gt;
|With great power, comes great crepes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:branrequests.png|64px]]&lt;br /&gt;
!Bran Requests Cereal&lt;br /&gt;
|1 Wheat + 1 [[#4no Raisins|4no Raisins]]&lt;br /&gt;
|3 Nutriment, 2 Vitamin, 10 Salt&lt;br /&gt;
|A dry cereal that satiates your requests for bran.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Riceandpork.png|64px]]&lt;br /&gt;
!{{anchor|Rice and Pork}}Rice and Pork&lt;br /&gt;
|1 [[#Boiled Rice|Boiled Rice]] + 2 Cutlet&lt;br /&gt;
|18 Nutriment, 7 Vitamin, 6.5 Salbutamol, 2 Epinephrine&lt;br /&gt;
| It&#039;s rice and ...&amp;quot;pork&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eggbowl.png|64px]]&lt;br /&gt;
!Egg Bowl&lt;br /&gt;
|1 [[#Boiled Rice|Boiled Rice]] + 1 [[#Boiled Egg|Boiled egg]] + 1 Carrot + 1 Corn&lt;br /&gt;
|4 Nutriment, 4 Vitamin&lt;br /&gt;
|A bowl of rice with a fried egg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ricepudding.png|64px]]&lt;br /&gt;
!Rice Pudding&lt;br /&gt;
|1 [[#Boiled Rice|Boiled Rice]] + 5 Milk + 5 Sugar&lt;br /&gt;
|9 Nutriment, 3 Vitamin, 5 Milk, 5 Sugar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
![[File:Meatbun.png|64px]]&lt;br /&gt;
!{{anchor|Meat Bun}}Meat Bun&lt;br /&gt;
|5 units [[#Soy Sauce|soy sauce]] + 1 [[#Bun|bun]] + 1 [[#Faggot|meatball]] + 1 Cabbage&lt;br /&gt;
|6 Nutriment, 2 Vitamin&lt;br /&gt;
|Has the potential to not be Dog.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ratkebab.png|64px]]&lt;br /&gt;
!Rat kebab&lt;br /&gt;
|1 Dead Mouse, 1 Metal Rod&lt;br /&gt;
|6 Nutriment, 2 Vitamin&lt;br /&gt;
|Not so delicious rat meat, on a stick.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Doubleratkebab.png|64px]]&lt;br /&gt;
!Double Rat Kebab&lt;br /&gt;
|2 Dead Mice, 1 Metal Rod&lt;br /&gt;
|6 Nutriment, 2 Vitamin&lt;br /&gt;
|Twice the rat, twice the flavor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Honeycomb.png|frameless]]&lt;br /&gt;
!{{Anchor|Honeycomb}}&#039;&#039;&#039;Honeycomb&#039;&#039;&#039;&lt;br /&gt;
|50 Sugar&lt;br /&gt;
|25 Honey&lt;br /&gt;
|Only craftable by Apids. Can be used in-hand while empty to split it into 2 [[Guide to construction#Wax|wax.]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Custom Recipes===&lt;br /&gt;
Sometimes you want to get creative. You can make custom food by adding any ingredient you like on a base food to start a custom recipe. You can rename those foods with a pen.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EFFAC8;&#039;|Custom food&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EFFAC8;&#039;|How to acquire&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom Bread}}Custom Bread&lt;br /&gt;
|Use ingredients on a [[#Plain Bread|plain bread]]. Sliceable for custom [[#Bread Slice|bread slice]].&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom Cake}}Custom Cake&lt;br /&gt;
|Use ingredients on a [[#Plain Cake|plain cake]]. Sliceable for custom cake slice.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom Pizza}}Custom Pizza&lt;br /&gt;
|Use ingredients on a [[#Pizza Bread|pizza bread]]. Sliceable for custom cake slice.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom Pie}}Custom Pie&lt;br /&gt;
|Use ingredients on a [[#Plain Pie|plain pie]].&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom Spaghetti}}Custom Spaghetti&lt;br /&gt;
|Use ingredients on a plate of [[#Boiled Spaghetti|boiled spaghetti]].&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom salad}}Custom Salad&lt;br /&gt;
|Use ingredients on an empty bowl.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom Cake}}Custom Soup&lt;br /&gt;
|Fill a bowl with any liquid reagent then use your ingredients on the bowl.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom kebab}}Custom Kebab&lt;br /&gt;
|Use ingredients on a metal rod.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom sandwich}}Custom Sandwich&lt;br /&gt;
|Use ingredients on any [[#Bread Slice|bread slice]]. Use another [[#Bread Slice|bread slice]] (any type) to finish the sandwich.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Custom burger}}Custom Burger&lt;br /&gt;
|Use ingredients on a [[#Bun|bun]].&lt;br /&gt;
|}&lt;br /&gt;
==Vending Machine Food==&lt;br /&gt;
===[[File:Vendsnack.gif|64px]] Junk Food===&lt;br /&gt;
If you&#039;re hungry and the Cook is not around to make you a meal, you might want to check the nearest [[Getmore Chocolate Corp|Getmore Chocolate Corp -vending machine]] for some quick snacks to fill up your belly. Most of these cannot be made, except for beef jerky and raisins: these are made by drying meat and grapes respectively on a drying rack. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Dispenses&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FFCCCC;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Candy.png|64px]]&lt;br /&gt;
!{{anchor|Candy}}Candy&lt;br /&gt;
|Nougat; love it or hate it. Consists of nutriment and sugar, filling you mildly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cup_Ramen.png|64px]]&lt;br /&gt;
!{{anchor|Cup Ramen}}Cup Ramen&lt;br /&gt;
|Just add 10ml water, self heats! A taste that reminds you of your school years.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chips.png|64px]]&lt;br /&gt;
!{{anchor|Chips}}Chips&lt;br /&gt;
|Commander Riker&#039;s What-The-Crisps. Consists of nutriment and sugar, filling you mildly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beef_Jerky.png|64px]]&lt;br /&gt;
!{{anchor|Scaredy&#039;s Private Reserve Beef Jerky}}Scaredy&#039;s Private Reserve Beef Jerky&lt;br /&gt;
|Beef jerky made from the finest space cows. Consists of nutriment and sugar, filling you mildly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:4no_Raisins.png|64px]]&lt;br /&gt;
!{{anchor|4no Raisins}}4no Raisins&lt;br /&gt;
|Best raisins in the universe. Not sure why. Consists of nutriment and sugar, making it a filling snack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space Twinkie.png|64px]]&lt;br /&gt;
!{{anchor|Space_Twinkie}}Space Twinkie&lt;br /&gt;
|A few bite snack consisting of a small amount of sugar.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cheesie_Honkers.png|64px]]&lt;br /&gt;
!{{anchor|Cheesie Honkers}}Cheesie Honkers&lt;br /&gt;
|Bite sized cheesie snacks that will honk all over your mouth. Consists of nutriment and sugar, filling you mildly,&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===[[File:Vendcola.gif|64px]] Junk Drinks===&lt;br /&gt;
If you feel like drinking something refreshing which has no alcohol or sugar in it, look for your closest [[Robust Softdrinks|Robust Softdrinks -vending machine]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Dispenses&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_Cola.png|64px]]&lt;br /&gt;
!{{anchor|Space Cola}}Space Cola&lt;br /&gt;
|30u cola. In space. Reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_Mountain_Wind.png|64px]]&lt;br /&gt;
!{{anchor|Space Mountain Wind}}Space Mountain Wind&lt;br /&gt;
|Blows right through you like a space wind. Shortens [[Status_Effects#Sleep|sleep]], reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Dr_Gibb.png|64px]]&lt;br /&gt;
!{{anchor|Dr. Gibb}}Dr. Gibb&lt;br /&gt;
|A delicious mixture of 42 different flavors. Reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Star-kist.png|64px]]&lt;br /&gt;
!{{anchor|Star-kist}}Star-kist&lt;br /&gt;
|Made up of 15u Cola and 15u [[#Orange Juice|orange juice]]. The taste of a star in liquid form. And, a bit of tuna...?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space-Up.png|64px]]&lt;br /&gt;
!{{anchor|Space-Up}}Space-Up&lt;br /&gt;
|Tastes like a hull breach in your mouth. Cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Pwr Game}}Pwr Game&lt;br /&gt;
|The only drink with the PWR that true gamers crave. Cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon-Lime.png|64px]]&lt;br /&gt;
!{{anchor|Lemon-Lime}}{{anchor|Lemon Lime}}{{anchor|Orange Soda}}Lemon-Lime&lt;br /&gt;
|You wanted ORANGE. It gave you 30u [[#Lemon-Lime|Lemon-Lime]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Canned Air}}Canned air&lt;br /&gt;
|24u nitrogen and 6u oxygen. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy_drink.png|64px]]&lt;br /&gt;
!{{anchor|Grey Bull}}Grey Bull&lt;br /&gt;
|Grey Bull, it gives you gloves! Wakes you up, cools you down and makes you immune to electric shocks. &lt;br /&gt;
|}&lt;br /&gt;
===[[File:Vendcoffee.gif|64px]] Hot Drinks===&lt;br /&gt;
If you feel like you want to be warmer, find a [[Hot Drinks Machine|Hot Drinks Machine -vending machine]]. Consuming before entering a cryochamber is not advised; consuming before entering [[space]] is a good idea if you lack a space suit.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Dispenses&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Robust_Coffee.png|64px]]&lt;br /&gt;
!{{anchor|Robust Coffee}}Robust Coffee&lt;br /&gt;
|Careful, the beverage you&#039;re about to enjoy is extremely hot.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Duke_Purple_Tea.png|64px]]&lt;br /&gt;
!{{anchor|Duke Purple Tea}}Duke Purple Tea&lt;br /&gt;
|An insult to Duke Purple is an insult to the Space Queen! Any proper gentleman will fight you, if you sully this tea.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Duke_Purple_Tea.png|64px]]&lt;br /&gt;
!{{anchor|Dutch Hot Coco}}Dutch Hot Coco&lt;br /&gt;
|Contains hot coco and sugar. Made in Space South America. Hot coco can also be made on the station from 5 parts [[#Water|water]] 1 part [[guide_to_plants|coco]].&lt;br /&gt;
|}&lt;br /&gt;
==Other food==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#CCCCCC;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#CCCCCC;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#CCCCCC;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cookie.gif|64px]]&lt;br /&gt;
!{{anchor|Cookie}}Cookie&lt;br /&gt;
|A [[Cyborg#Peacekeeper|Peacekeeper cyborg]] can dispense cookies. Each cookie contains a small amount of nutriment.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lollipop.png|64px]]&lt;br /&gt;
!{{anchor|Lollipop}}Lollipop&lt;br /&gt;
|[[Cyborg#Medical|Medical cyborgs]] can dispense lollipops. Full of [[Guide_to_chemistry#Omnizine|Omnizine]], sugar, iron, vitamin and nutriment.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gumball.png|64px]]&lt;br /&gt;
!{{anchor|Gumball}}Gumball&lt;br /&gt;
|[[Cyborg#Medical|Medical cyborgs]] can also dispense gumballs! These contain not only sugar, but also [[Guide_to_chemistry#Medicines|healing chemicals]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Hunger==&lt;br /&gt;
As you walk and move about on station, your starting nutrition bar will start to drain from starting green, down to dark red. The effects of obesity and hunger are inversely bad of each other, and it is best to keep yourself reasonably fed with food or drinks, else you will suffer one of the two extremes. &lt;br /&gt;
&lt;br /&gt;
[[File:hungerlevels.gif]]&lt;br /&gt;
The six hunger levels are &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Starving&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Hungry&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FFE303&amp;quot;&amp;gt;Fed&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Well Fed&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Full&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;Fat&amp;lt;/span&amp;gt;. The only bad levels are &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Starving&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Hungry&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;Fat&amp;lt;/span&amp;gt;.&lt;br /&gt;
Currently, you won&#039;t see your nutrition bar unless you are hungry or fat.&lt;br /&gt;
&lt;br /&gt;
Note that nutrition is typically slow-release, so if you don&#039;t fill up immediately, you will in the near future. Listen to your stomach messages when eating, don&#039;t eat if your body is unwilling.&lt;br /&gt;
===Starvation===&lt;br /&gt;
If you drop to dark red, you move very slowly and your description reveals your lack of eating habits. You are starving, this is not good! You won&#039;t die, but you will move slowly until you eat some food, so head to the [[Kitchen]] for a burger or slice of meatbread!&lt;br /&gt;
===Obesity===&lt;br /&gt;
A troubling problem for all station goers who enjoy food too much, without working off the calories they consumed. You grow pudgy and move slowly, though not as slow as a starving person. You will only become fat once your food has had time to digest, this becomes a problem if you are say, working on the [[solars]]. By getting enough exercise, you can work off those pounds, but [[Surgery#Lipoplasty|surgery]] or using [[Guide_to_chemistry#lipocide|lipocide]] is faster. Note that you can also become fat from drinking too much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When one is fat, eating the mint or ingesting [[Guide_to_chemistry#Mint_Toxin|mint toxin]] (from grinding the mint) will gib them.&lt;br /&gt;
===Satiety===&lt;br /&gt;
Eating healthy food and being well fed can make your organism temporarily stronger against viruses and toxic reagents that get into your body. Being hungry will make you metabolize both [[Guide_to_chemistry#Medicines|good]] and [[Guide_to_chemistry#Toxins|bad]] reagents slower, for a higher total effect.&lt;br /&gt;
On the other hand, eating junk food will satiate your hunger for a while but it will make you want food again faster, and eating too much of them can make you a bit jittery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breakfast===&lt;br /&gt;
Some food and drink types will give a positive moodlet for 10 minutes if consumed within 15 minutes of the start of the shift. These are:&lt;br /&gt;
*most egg based foods&lt;br /&gt;
*coffee&lt;br /&gt;
*bacon&lt;br /&gt;
*oatmeal&lt;br /&gt;
*orange juice&lt;br /&gt;
*milk&lt;br /&gt;
*pancakes&lt;br /&gt;
*waffles&lt;br /&gt;
*donuts&lt;br /&gt;
*toasts&lt;br /&gt;
*biscuits&lt;br /&gt;
*cereal&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=IPC&amp;diff=33601</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=IPC&amp;diff=33601"/>
		<updated>2021-05-15T14:24:31Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Updated IPC Maintenance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Integrated Positronic Chassis&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = IPC.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = IPC&lt;br /&gt;
|speciename = IPC&lt;br /&gt;
|homeworld = Root&lt;br /&gt;
|central authority = Positronic Union&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
IPC&#039;s, also known as Integrated Positronic Chassis, are completely artificial life forms made using a positronic brain. They are similar to cyborgs, but they are unlawed, and have a humanlike form. IPC voices are similar to voices of cyborgs and the AI, and also they can understand the Encoded Audio Language.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
???&lt;br /&gt;
=Gameplay=&lt;br /&gt;
IPC&#039;s are an optional playable race in game. When you select them you have the option of changing your monitor style, along with having the option in game.&lt;br /&gt;
&lt;br /&gt;
Given their synthetic nature, IPC&#039;s tend to have more machine-like names like CE-323, but acronyms like D.A.N.I.E.L. are also welcome.&lt;br /&gt;
&lt;br /&gt;
As an IPC, you take 1.5x as much brute and &#039;&#039;&#039;2x&#039;&#039;&#039; &#039;&#039;&#039;burn damage&#039;&#039;&#039; (meaning 4 welder hits can knock you down), but cannot process most drugs or become infected with most diseases. However, you are cripplingly weak to EMP&#039;s and fire.&lt;br /&gt;
In addition, you &#039;&#039;&#039;&amp;lt;big&amp;gt;cannot be cloned&amp;lt;/big&amp;gt;&#039;&#039;&#039;, do not need to breathe (but still suffer from pressure damage) and are not protected by the AI&#039;s laws (on standard Asimov). &lt;br /&gt;
=IPC Maintenance=&lt;br /&gt;
==Standard Repair==&lt;br /&gt;
To fix an IPC you need:&lt;br /&gt;
* A welder - for brute damage&lt;br /&gt;
* Some cable coils - for burn damage&lt;br /&gt;
If you have the required tools which are mentioned above (remember to turn on your welder before you use it, (also if you care about your eyesight use welding mask or goggles)), simply use them on every damaged bodypart until they are fixed.&lt;br /&gt;
A dead IPC should reboot itself when their damage is fixed, just keep applying the welder or cable coil until it says that part is in good condition then move onto the next limb on their body (so please don&#039;t try to defibrillate or anything, be patient).&lt;br /&gt;
==Organ Replacement==&lt;br /&gt;
On the event that an IPC suffers Organ Damage or Loses an Organ, you may have to replace it, IPC Organs can be printed in the IPC Components section of your fabricator once IPC Parts have been researched, IPCs share their surgery steps with those of Augmented limbs&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
==Viral Contamination==&lt;br /&gt;
Virus with the symptom of [[Infections#Biometallic Replication|Biometallic Replication]] may infect IPCs, in order to cure them you use one of three Tiers of AntiVirus printable at the medical lathe&lt;br /&gt;
==Brain Damage and Toxins==&lt;br /&gt;
In the case an IPC suffers from toxin or brain damage one needs to apply [[Guide to chemistry#Solder|Solder]] for toxin and [[Guide to chemistry#System Cleaner|System Cleaner]] for Brain Damage or Traumas, both are applied via syringe&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Hunger&amp;quot;=&lt;br /&gt;
IPC&#039;s don&#039;t have mouths so they cannot &amp;lt;strike&amp;gt;scream&amp;lt;/strike&amp;gt; eat, but after some time they get hungry. To satisfy their hunger simply extend your power cord implant (one of the icons in the top left corner, you have to have your left arm free), find nearest APC and use your power cord on that APC.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=33600</id>
		<title>Guide to robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=33600"/>
		<updated>2021-05-15T14:22:00Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits.&lt;br /&gt;
[[File:Robotics.png|thumb|400px|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
==[[Exosuit Fabricator]]s==&lt;br /&gt;
These are the main machines used in [[Robotics]], with them you can create various exosuit and cyborg parts and their upgrade modules.&lt;br /&gt;
Remember to sync these with the R&amp;amp;D servers frequently for new equipment designs and increased production speeds.&lt;br /&gt;
&lt;br /&gt;
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&amp;amp;D servers, use a screwdriver on it and then crowbar that fucker!&lt;br /&gt;
Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.&lt;br /&gt;
====[[File:Generic_borg.png|64px]] [[Cyborg]]s====&lt;br /&gt;
Total Part Cost: 100000 [[File:Metal.png|Metal]]&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x each Cyborg part (made with the [[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Flash.gif|Flash]] ([[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] (preferably at least High-Capacity)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] OR positronic brain OR B.O.R.I.S. module&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
Assuming you already have the necessary components:&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg&#039;s chest&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg&#039;s chest&lt;br /&gt;
# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg&#039;s head (one for each eye socket)&lt;br /&gt;
# For final assembly, take each component and apply it to the cyborg endoskeleton&lt;br /&gt;
# [[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg &#039;PenisShitter 5000&#039; will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it &#039;PenisShitter 5000&#039;. For some hilarity and general confusion, try giving the borg the same name as the AI.&lt;br /&gt;
# [[File:Brain.png|Brain]] Once it&#039;s complete, it&#039;s time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer&#039;s brain.]] (If the brain has been removed from the head without surgery, you will need to pour [[Guide_to_chemistry#Mannitol|mannitol]] on it to fix it)&lt;br /&gt;
# [[File:MMI.png|MMI]] Now put the brain into your [[MMI]], and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the [[Morgue]] (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says &amp;quot;This MMI does not seem to fit.&amp;quot; it means the user is job banned from cyborg.&lt;br /&gt;
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
In the beginning of a maintenance process, you need to open the Cyborg&#039;s maintenance cover. To open it:&lt;br /&gt;
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to open the cover.&lt;br /&gt;
After the maintenance process use the same tools in reverse order so the Cyborg doesn&#039;t run around with its cover open, like so:&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to close the cover.&lt;br /&gt;
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can&#039;t lock their panel.&lt;br /&gt;
===Cyborg Repairs===&lt;br /&gt;
Cyborgs will often come to you for repairs if damaged.&lt;br /&gt;
&lt;br /&gt;
For brute damage:&lt;br /&gt;
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.&lt;br /&gt;
For burn damage:&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove the battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to expose wiring.&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to hide wiring.&lt;br /&gt;
# Re-insert the old battery or insert a new one. &lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
===Cyborg Batteries===&lt;br /&gt;
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.&lt;br /&gt;
# [[File:Power_cell.png]] Insert a New Battery.&lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
===Cyborg Radios===&lt;br /&gt;
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Reviving Cyborgs===&lt;br /&gt;
A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).&lt;br /&gt;
# Repair the Cyborg with a welder and/or replace wires.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Upgrading Cyborgs===&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Resetting Cyborg models===&lt;br /&gt;
For info on how to reset a cyborg&#039;s model, check out the [[Hacking#Cyborgs|Guide to Hacking]].&lt;br /&gt;
===Deconstructing Cyborgs===&lt;br /&gt;
Cyborgs can be deconstructed to remove their MMI and get their parts back.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to open wiring.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut every wire until the &#039;&#039;&#039;lockdown&#039;&#039;&#039; light turns on.&lt;br /&gt;
# [[File:Wrench.png]] Wrench to disassemble.&lt;br /&gt;
(Alternatively, for steps 4 and 5, you can use a Robotics console)&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Materials to produce&amp;lt;br&amp;gt;(unupgraded fabricator)&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Reclassification Module&lt;br /&gt;
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.&lt;br /&gt;
|35000 Metal&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Emergency Restart Module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.&amp;lt;br&amp;gt;&lt;br /&gt;
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. &lt;br /&gt;
|60000 Metal, 5000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Borg Expander&lt;br /&gt;
|A cyborg resizer, it makes a cyborg huge.&lt;br /&gt;
|200000 metal, 5000 titanium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ion Thrusters Module&lt;br /&gt;
|An ion-powered thruster system that works like a jetpack for movement in no gravity.&lt;br /&gt;
|80000 Metal, 6000 Glass, 6000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Self-Repair Module&lt;br /&gt;
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.&lt;br /&gt;
|15000 Metal, 15000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Equipment Modules&lt;br /&gt;
|Enables illegal modules, the same that are enabled when cyborgs are emagged.&amp;lt;br&amp;gt;&lt;br /&gt;
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!)&lt;br /&gt;
|10000 Metal, 15000 Glass, 10000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Engineering Cyborg RPED&lt;br /&gt;
|A rapid part exchange device for the engineering cyborg.&lt;br /&gt;
|10000 metal, 5000 glass&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Diamond Drill&lt;br /&gt;
|Upgrades a mining cyborg&#039;s drill to be faster. &lt;br /&gt;
|10000 Metal, 2000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ore Satchel of Holding&lt;br /&gt;
|Upgrades a mining cyborg&#039;s satchel to hold infinite minerals.&lt;br /&gt;
|10000 Metal, 250 Gold, 500 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Lava-proof Tracks&lt;br /&gt;
|Allows a mining cyborg to walk over lava undamaged.&lt;br /&gt;
|8000 Metal, 10000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Crew Pinpointer&lt;br /&gt;
|A crew pinpointer module for the medical cyborg. Also gives access to a crew monitor screen&lt;br /&gt;
|15000 Metal, 500 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Expanded Hypospray&lt;br /&gt;
|Adds [[Oculine]], [[Inacusiate]], [[Mutadone]], [[Mannitol]], [[Salicyclic Acid]], [[Oxandrolone]], [[Rezadone]], and [[Pentetic Acid]] and [[Haloperidol]] to a Medical Cyborg&#039;s hypospray chemicals.&lt;br /&gt;
|15000 Metal, 15000 Glass, 5000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Piercing Hypospray&lt;br /&gt;
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Defibrillator&lt;br /&gt;
|Gives a Medical Cyborg a defibrillator.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Surgical Processor&lt;br /&gt;
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synched on it. These surgeries can then be performed by the cyborg anywhere. &lt;br /&gt;
|5000 Metal, 4000 Glass, 4000 Silver&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Disabler Cooling Module&lt;br /&gt;
|Increases the recharge rate of security cyborg disablers. (&#039;&#039;&amp;lt;s&amp;gt;Secborgs are no longer in game. Instead there are peacekeeper cyborgs.&amp;lt;/s&amp;gt; Secborgs are now locked behind an upgrade module)&#039;&#039;&lt;br /&gt;
|80000 metal, 6000 glass, 2000 gold, 500 diamond&lt;br /&gt;
|}&lt;br /&gt;
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.&lt;br /&gt;
==IPC Maintenance==&lt;br /&gt;
===Standard Repair===&lt;br /&gt;
To fix an IPC you need:&lt;br /&gt;
* A welder - for brute damage&lt;br /&gt;
* Some cable coils - for burn damage&lt;br /&gt;
If you have the required tools which are mentioned above (remember to turn on your welder before you use it, (also if you care about your eyesight use welding mask or goggles)), simply use them on every damaged bodypart until they are fixed.&lt;br /&gt;
A dead IPC should reboot itself when their damage is fixed, just keep applying the welder or cable coil until it says that part is in good condition then move onto the next limb on their body (so please don&#039;t try to defibrillate or anything, be patient).&lt;br /&gt;
===Organ Replacement===&lt;br /&gt;
On the event that an IPC suffers Organ Damage or Loses an Organ, you may have to replace it, IPC Organs can be printed in the IPC Components section of your fabricator once IPC Parts have been researched, IPCs share their surgery steps with those of Augmented limbs&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
===Viral Contamination===&lt;br /&gt;
Virus with the symptom of [[Infections#Biometallic Replication|Biometallic Replication]] may infect IPCs, in order to cure them you use one of three Tiers of AntiVirus printable at the medical lathe&lt;br /&gt;
===Brain Damage and Toxins===&lt;br /&gt;
In the case an IPC suffers from toxin or brain damage one needs to apply [[Guide to chemistry#Solder|Solder]] for toxin and [[Guide to chemistry#System Cleaner|System Cleaner]] for Brain Damage or Traumas, both are applied via syringe&lt;br /&gt;
==Surgery==&lt;br /&gt;
To initiate most surgeries, first place [[File:Drapes.png|Drapes]]&#039;&#039;&#039;drapes&#039;&#039;&#039; over the part of the body you are operating on. &lt;br /&gt;
===Removing Brains===&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove the brain.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:MMI.png]]Have an MMI in hand.&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: Click to remove the brain.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Despite what some old-timer Roboticists may tell you, &amp;lt;b&amp;gt;DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY.&amp;lt;/b&amp;gt; Removing a brain without surgery will damage it and may result in the immediate death of the brain.&lt;br /&gt;
&lt;br /&gt;
In case this happens, you will need to ask the [[Chemist]] to make some [[Mannitol]] to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a head is not attached to a body, you can simply use a [[File:Scalpel.png|Scalpel]]scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.&lt;br /&gt;
=== Limb Augmentation ===&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
&#039;&#039;We can rebuild him. We have the technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs or arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Create&#039;&#039;&#039; the &#039;&#039;&#039;cyborg limb(s)&#039;&#039;&#039; using an &#039;&#039;&#039;Exosuit Fabricator&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: sever the muscles.||[[File:Wirecutters.png|Wirecutters]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 7: &#039;&#039;&#039;Cyborg limb&#039;&#039;&#039;: augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!&lt;br /&gt;
====[[File:Medibot.gif|64px]] Medibot====&lt;br /&gt;
Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]], except it can heal all 4 basic damage types. The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed by 50%. Requires a &amp;quot;refresh&amp;quot; similarly to operating computers to benefit from research. Medibots heal more of a specific damage if the medkit used to make them was oriented around that damage (a tox medkit medibot will heal toxin better). &amp;lt;br&amp;gt;&lt;br /&gt;
When [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject 5u [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] and damage you based on what they would have healed (brute if you don&#039;t need treatment) per step.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Healthanalyzer.png|Health Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&lt;br /&gt;
|}&lt;br /&gt;
# Attach the Borg Arm (left or right, doesn&#039;t matter) to an empty [[Med-kit]]. Color of the Med-kit doesn&#039;t matter, although it will affect the colour of the Medbot.&lt;br /&gt;
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.&lt;br /&gt;
# Add a [[Medical Analyzer]].&lt;br /&gt;
# Insert the [[Proximity Sensor]] and your Medibot is ready!&lt;br /&gt;
====[[File:Cleanbot.gif|64px]] Cleanbot====&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Bucket.png|Bucket]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# Grab a [[bucket]] from the [[Janitor]] or make with [[Autolathe]] and insert the [[Proximity Sensor]] to it&lt;br /&gt;
# Use a [[Pen]] to name it if you wish.&lt;br /&gt;
# Attach a Borg Arm and your Cleanbot is ready!&lt;br /&gt;
====[[File:Atmosbot.png|64px]] Atmosbot====&lt;br /&gt;
Atmosbots are good for when some idiot decides to a canister of nasty stuff in the main hall. It replaces bad air with a standard oxygen/nitro mix. When emagged they dispense disease ridden miasma instead.&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Analyzer.png|Atmospherics Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:OxygenTank.png|Oxygen Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
====[[File:Floorbot.gif|64px]] Floorbot====&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they&#039;re niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:BlueToolbox.png|Mechanical Toolbox]] Any toolbox&amp;lt;br&amp;gt;&lt;br /&gt;
10 x [[File:Floor_Tiles.png|Floor Tile]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
# Attach a [[Floor tile]] to the [[Storage_items#Mechanical_toolbox|Mechanical Toolbox]].&lt;br /&gt;
# Add the [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Right Arm and your Floorbot is ready!&lt;br /&gt;
====[[File:Firebot.gif|64px]] Firebot====&lt;br /&gt;
This lil guy will scoot around and try his best to extinguish burning people and gases around him.&lt;br /&gt;
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn&#039;t on fire.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Fire_extinguisher.gif|Fire Extinguisher]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Fire_Helmet.png|Fire Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Fire_extinguisher.gif]][[Fire Extinguisher]]. [[File:Firebot_assembly1.png]]&lt;br /&gt;
# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. [[File:Firebot_assembly2.png]]&lt;br /&gt;
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready.&lt;br /&gt;
====[[File:Honkbot.png|HONK HONK|64px]] [[Honkbot]]====&lt;br /&gt;
It&#039;s annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor [[Emag|emags]] the thing.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Clownbox.png|Clown Box]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Clownstamp.png|Clown Stamp]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Bike horn.png|Bike Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)&lt;br /&gt;
# Insert a Borg Arm&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Add a Bike Horn&lt;br /&gt;
====[[File:Securitron.gif|I AM THE LAW|64px]] [[Securitron]]====&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors who have invested in a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:StunBaton.gif|Stun Baton]] (If you attach four toy swords here instead, you will create a toy general beepsky)&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Toss in a [[Stun Baton]] and your Securitron is ready!&lt;br /&gt;
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
====[[File:GeneralBeepsky.png|FOOLISH JEDI|64px]] General Beepsky====&lt;br /&gt;
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a [[Traitor|traitor&#039;s]] worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with its rapidly rotating eswords. It gets even worse when a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target it comes across.&lt;br /&gt;
&lt;br /&gt;
Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP.&lt;br /&gt;
&lt;br /&gt;
Has a toy sword version.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Wrench.png|Wrench|link=Wrench]] Wrench&lt;br /&gt;
&lt;br /&gt;
4 x [[File:ESword.png|Energy Sword]]&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Use a [[Wrench]] to adjust the arm slots for extra weapons.&lt;br /&gt;
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim.&lt;br /&gt;
====[[File:Ed209.png|64px]] [[ED-209]]====&lt;br /&gt;
&#039;&#039;&#039;PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Cyborg Endoskeleton&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Metal.png|Metal Sheet]] Metal Sheet&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Cyborg_left_leg.png|Cyborg Leg]] Cyborg Leg&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Armor.png|Body Armor]] Body Armor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]] Welding Tool&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]] Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]] Proximity Sensor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]] Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:ModernDisabler.png]] Disabler&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Build a Cyborg Endoskeleton from the Exosuit Fabricator.&lt;br /&gt;
# [[File:Metal.png|Metal Sheet]] Use a [[Metal Sheet]] on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
# [[File:Cyborg_left_leg.png|Cyborg Leg]] Add two Robot Legs&lt;br /&gt;
# [[File:Armor.png|Body Armor]] Add a [[Body Armor]]&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Weld everything together&lt;br /&gt;
# [[File:Helmet.png|Helmet]] Add in a security [[Helmet]]&lt;br /&gt;
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert wires&lt;br /&gt;
# [[File:ModernDisabler.png]] [[File:Screwdriver_tool.png|Screwdriver]] Add a [[Disabler]] and attach it with a [[Screwdriver]]&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own bada*s sec bot is complete!&lt;br /&gt;
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.&lt;br /&gt;
====[[File:Generic drone.png|64px]] [[Drone|Drone]]====&lt;br /&gt;
&#039;&#039;&#039;Note that Drones are currently admin spawn only, outside of the three derelict drones.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disposable little drone that runs around and repairs things. Controlled by players, and can&#039;t interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.&lt;br /&gt;
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Drone Shell Fabricator by inserting glass and metal.&lt;br /&gt;
That&#039;s it! Any ghost can click on the drone shell to take control of it and start repairing the station.&lt;br /&gt;
==Exosuits==&lt;br /&gt;
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don&#039;t put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don&#039;t have a keycard on them!&lt;br /&gt;
===List of Exosuits===&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don&#039;t expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.&lt;br /&gt;
&lt;br /&gt;
While it lacks the Firefigher&#039;s lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
10 x Metal rods&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Build all of the Ripley parts using the Exosuit Fabricator.&lt;br /&gt;
# Attach all of the parts to the Ripley chassis &lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Rods.png|Plasteel]] 10 metal Rods&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley.png|64px]] Ripley APLU MK-II====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that&#039;s often used for construction, break&amp;amp;entry or fighting Blobs.&lt;br /&gt;
&lt;br /&gt;
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 10.000[[File:Metal.png|Metal]] 10.000[[File:Plasmadone.png|Plasma]]&lt;br /&gt;
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley MK-I]]&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.&amp;lt;br&amp;gt;&#039;&#039;&#039;Once converted to the MK-II design, the exosuit cannot be restored to MK-I.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
====[[File:Firefighter.png|64px]] Firefighter APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special properties&#039;&#039;&#039;: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley&#039;s big brother that has significantly improved armor and can walk on lava unscathed.&lt;br /&gt;
&lt;br /&gt;
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and &amp;lt;s&amp;gt;slaying [[Megafauna]]&amp;lt;/s&amp;gt; (dont) - miners love it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
15 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Firesuit [[File:Firesuit.png|Firesuit]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create a Firefighter APLU chassis using the Exosuit Fabricator.&lt;br /&gt;
# Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
# Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
# [[File:Firesuit.png|Firesuit]] Add a Firesuit&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Odysseus.png|64px]] Odysseus====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 20 melee, 10 bullet. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A fast, lightly armored exosuit that can use unique medical equipment. &lt;br /&gt;
&lt;br /&gt;
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 74.000[[File:Metal.png|Metal]] 10.000[[File:Glass.png|Glass]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Odysseus circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create all of the Odysseus parts using the Exosuit Fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis (excluding Carapace)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Main Board]] Odysseus Main Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Peripherals Board]] Odysseus Peripherals Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Gygax.png|64px]] Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Its punches can smash through walls, [[Status_Effects#Knockdown|knock people down]] for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 125.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 20.000[[File:Diamonddone.png|Diamonds]] 10.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Gygax circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Gygax parts using the Exosuit Fabricator.&lt;br /&gt;
#Assemble all of the Gygax parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Main Circuitboard]] Gygax Central Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Peripherals Circuitboard]] Gygax Peripherals Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Targeting Circuitboard]] Gygax Weapon Control and Targeting module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Durand.png|64px]] Durand====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 400&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 140.000[[File:Metal.png|Metal]] 25.000[[File:Glass.png|Glass]] 28.000[[File:Silverdone.png|Silver]] 25.000[[File:Uraniumdone.png|Uranium]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Durand circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Durand parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Durand Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Super Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Durand_armor_plates.png|Durand Armor Plates]] Add Durand Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
=====Durand Shield=====&lt;br /&gt;
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_block_directions.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is what the shield looks like in the dark: &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_dark.gif]]&lt;br /&gt;
----&lt;br /&gt;
====[[File:Phazon.png|64px]] Phazon====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.&lt;br /&gt;
&lt;br /&gt;
Unless you manage to neutralize an anomaly, you won&#039;t be able to build one of these.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 175.000[[File:Metal.png|Metal]] 90.000[[File:Plasmadone.png|Plasma]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bluespace Crystal [[File:Bluespace_Crystal.png|Bluespace Crystal]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Neutralized Anomaly Core&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Phazon circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Phazon parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Phazon Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Phazon Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Phazon Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Bluespace_Crystal.png|Bluespace Crystal]] Add a Bluespace Crystal&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add Phazon Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add the Anomaly Core&lt;br /&gt;
----&lt;br /&gt;
====[[File:honk.png|64px]] H.O.N.K.====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: -20 melee, 25.000°K max temperature. Yikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 140&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; What&#039;s worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 120.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 35.000[[File:Bananimumdone.png|Bananium]]&lt;br /&gt;
1 x Clown mask&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Clown shoes&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bike horn [[File:Bike horn.png|60px]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;::&lt;br /&gt;
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.&lt;br /&gt;
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the main circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit again.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the peripherals circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
#[[File:Circuitboard.png]] Add the targeting circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HONK&#039;&#039;&#039;&lt;br /&gt;
#Add the clown&#039;s mask to the exosuit.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HENK&#039;&#039;&#039;&lt;br /&gt;
#Add clown shoes to it.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH&#039;&#039;&#039; [[File:Bike horn.png|60px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you&#039;re happy with yourself.&lt;br /&gt;
----&lt;br /&gt;
===CentCom Exosuits===&lt;br /&gt;
If you see these, you know that things have &#039;&#039;&#039;really&#039;&#039;&#039; gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].&lt;br /&gt;
====[[File:Marauder.png|64px]] Marauder====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue exosuit for the [[Death Squad]] when the going gets tough.&amp;lt;br&amp;gt; It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.&lt;br /&gt;
====[[File:Seraph.png|64px]] Seraph====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s, but punches even harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 550&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.&amp;lt;br&amp;gt; It starts off with the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Exosuits===&lt;br /&gt;
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.&lt;br /&gt;
====[[File:DarkGygax.png|64px]] Dark Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Gygax&#039;, but with additional thrusters for space navigation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Gygax used for nefarious purposes.&amp;lt;br&amp;gt; It starts off with the FNX-99 &amp;quot;Hades&amp;quot; Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.&lt;br /&gt;
====[[File:DarkMarauder.png|64px]] Mauler====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Marauder used by the Syndicate that&#039;s not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.&amp;lt;br&amp;gt; Starts off with the Ultra AC 2 LMG, the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
==Exosuit operation and maintenance==&lt;br /&gt;
To climb into an exosuit, just drag and drop your character onto it.&lt;br /&gt;
====Exosuit beacons====&lt;br /&gt;
Adding a tracking beacon (exofab &amp;quot;Misc&amp;quot; category) to a mech allows the RD&#039;s exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.&lt;br /&gt;
====EMP====&lt;br /&gt;
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds. &lt;br /&gt;
====Locking/unlocking Exosuits====&lt;br /&gt;
There are two ways to lock exosuit: A) ID (&amp;quot;keycode&amp;quot;) lock or B) DNA lock.&lt;br /&gt;
&lt;br /&gt;
A) &#039;&#039;&#039;ID lock (keycode)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.&lt;br /&gt;
&lt;br /&gt;
For example: A mech with &amp;quot;bridge&amp;quot; and &amp;quot;robotics&amp;quot; keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.&lt;br /&gt;
* Enter the exosuit and unlock the ID upload panel.&lt;br /&gt;
* Exit the exosuit.&lt;br /&gt;
* Use an ID card/PDA on exosuit and select &amp;quot;Edit operation keycodes&amp;quot;.&lt;br /&gt;
B) &#039;&#039;&#039;DNA lock&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.&lt;br /&gt;
&lt;br /&gt;
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.&lt;br /&gt;
* Enter the exosuit and open the stats menu.&lt;br /&gt;
* Unter Permissions&amp;amp;Logging, click &amp;quot;DNA-lock&amp;quot;.&lt;br /&gt;
* To remove the lock, hit &amp;quot;[ Reset ]&amp;quot; next to your DNA string under &amp;quot;DNA-locked:&amp;quot;.&lt;br /&gt;
====Exosuit Damage and Repairs====&lt;br /&gt;
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Internal Fire:&#039;&#039;&#039; An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life Support System Malfunction:&#039;&#039;&#039; A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Tank Breach:&#039;&#039;&#039; A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordination System Calibration Failure:&#039;&#039;&#039; A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. &amp;lt;s&amp;gt;It can be fixed by clicking &amp;quot;Recalibrate&amp;quot; in the damage report.&amp;lt;/s&amp;gt;Due to a big it cannot be fixed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Circuit:&#039;&#039;&#039; A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).&lt;br /&gt;
====Exosuit Battery, Capacitor and Scanning Module Replacement====&lt;br /&gt;
{{Anchor|Exosuit Battery Replacement}}&lt;br /&gt;
# Make sure maintenance protocols are permitted (Permissions&amp;amp;Logging inside the mech).&lt;br /&gt;
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select &amp;quot;Initiate maintenance protocol&amp;quot;.&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# Click &amp;quot;Drop power cell&amp;quot;, &amp;quot;Drop capacitor&amp;quot; or &amp;quot;Drop scanning module&amp;quot; in the menu, depending on which part you want to replace. &lt;br /&gt;
# [[File:Hud-hands.gif]] Pick up the old part from the floor and discard it. &lt;br /&gt;
# [[File:Power_cell.png]] New Battery, capacitor or scanning module&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Id_regular.png]] ID Card and select &amp;quot;Terminate maintenance protocol&amp;quot;.&lt;br /&gt;
# Optional: Forbid maintenance protocol from inside the mech.&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu).&lt;br /&gt;
&lt;br /&gt;
To attach a tool or weapon, simply click with it on the exosuit. &lt;br /&gt;
====Generic Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit drill.png]] Drill&lt;br /&gt;
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha diamond drill.png]] Diamond Drill&lt;br /&gt;
|Essentially an upgraded drill that&#039;s faster and much stronger - you can go right through minerals and reinforced walls.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningScanner.png]] Exosuit Mining Scanner&lt;br /&gt;
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Teleporter&lt;br /&gt;
|A mounted teleporter that can teleport the exosuit to any location in view.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Gravitational Catapult&lt;br /&gt;
|Can be used to throw objects around (&#039;&#039;&#039;S&#039;&#039;&#039;ling mode) or blast anything away from a targeted area (&#039;&#039;&#039;P&#039;&#039;&#039;ush mode).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wormhole generator.gif]] Exosuit Wormhole Generator&lt;br /&gt;
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mounted RCD.png]] Mounted RCD&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
|Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Repair droid.png]] Repair Droid&lt;br /&gt;
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Energy Relay&lt;br /&gt;
|Wirelessly drains energy from any APC&#039;s available power channel in the area. Not very effective.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Plasma Converter&lt;br /&gt;
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] ExoNuclear Reactor&lt;br /&gt;
|Generates power using uranium sheets as fuel. Irradiates the environment.&lt;br /&gt;
|}&lt;br /&gt;
====Specialized Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hydraulic clamp.png]] Hydraulic Clamp&lt;br /&gt;
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt; Great in combination with an ore box - nearby minerals will be loaded straight into the box.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png]] 217-D Heavy Plasma Cutter&lt;br /&gt;
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.&amp;lt;br&amp;gt; Longer range and higher damage than portable cutters.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit extinguisher.png]] Exosuit Extinguisher&lt;br /&gt;
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cable layer.png]] Cable Layer&lt;br /&gt;
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sgun.png]] Exosuit Syringe Gun&lt;br /&gt;
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.&amp;lt;br&amp;gt; Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.&amp;lt;br&amp;gt; Reagent synthesis has to be manually started by opening the equipment tab of the mech&#039;s status menu.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sleeper.gif]] Mounted Sleeper&lt;br /&gt;
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.&amp;lt;br&amp;gt; Can also be used to abduct people and keep them sedated.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_medigun.png]] Medigun&lt;br /&gt;
|Exo-suit mounted medigun which gradually heals people it&#039;s used on. Don&#039;t cross the streams!&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Exosuit Weapons====&lt;br /&gt;
Install a weapon by printing it from the security techfab and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the &amp;quot;starting ammo&amp;quot;. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Weapon&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Energy drain or starting ammo/max ammo&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Cooldown in seconds&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
|Fires a Laser bolt, identical to laser rifles.&lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&lt;br /&gt;
|Fires a Heavy Laser bolt, identical to the laser cannon.&lt;br /&gt;
|60 energy per shot&lt;br /&gt;
|1.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] mkIV Ion Heavy Cannon&lt;br /&gt;
|Fires a Ion bolt, identical to ion rifles. Don&#039;t hit yourself!&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:EZ-13_MK2_heavy_pulse_rifle.png]] eZ-13 mk2 Heavy pulse rifle&lt;br /&gt;
|Fires a heavy pulse laser. [[Death Squad]] only.&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|3&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_disabler.png]] &amp;quot;Peacemaker&amp;quot; Disabler&lt;br /&gt;
|Fires basic disabler beams. &lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:LBX AC 10 &amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png]] LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
|Fires four bullets in a spread pattern, 20 damage each.&lt;br /&gt;
|40 / 160&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ultra AC 2.png]] Ultra AC 2&lt;br /&gt;
|Fires a three shot burst of 20 damage bullets.&lt;br /&gt;
|300 / 1200&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SRM-8 missile rack.png]] SRM-8 Missile Rack&lt;br /&gt;
|Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. &lt;br /&gt;
|8 / 8&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:BRM-6_missile_rack.png]] BRM-6 Missile Rack&lt;br /&gt;
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. &lt;br /&gt;
|6 / 6&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon&lt;br /&gt;
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.&lt;br /&gt;
|500 energy per shot&lt;br /&gt;
|3.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SGL-6 Grenade Launcher&lt;br /&gt;
|Launches a flashbang at medium range. &lt;br /&gt;
|6 / 24&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SOB-3 Grenade Launcher&lt;br /&gt;
|Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. &lt;br /&gt;
|3 / 3&lt;br /&gt;
|9&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hades-Carbine.png]] FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
|Shoots incendiary bullets that leave a burning trail.&lt;br /&gt;
|24 / 96&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana mortar.png]] Banana Mortar&lt;br /&gt;
|Launches a banana peel. Very annoying, thus, fun.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mousetrap mortar.png]] Mousetrap Mortar&lt;br /&gt;
|Launches an armed mousetrap.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HoNkER BlAsT 5000.png]] HoNkER BlAsT 5000&lt;br /&gt;
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&lt;br /&gt;
|200 energy per shot&lt;br /&gt;
|15&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha punching glove.png]] Oingo Boingo Punch-face&lt;br /&gt;
|Launches a boxing glove that can punch airlocks right out of their frames.&lt;br /&gt;
|250 energy per punch or 500 per shot, 10 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=33599</id>
		<title>Guide to robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=33599"/>
		<updated>2021-05-15T14:21:46Z</updated>

		<summary type="html">&lt;p&gt;Penwin: IPC Maintenance section added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision | reason = IPC repair}}&lt;br /&gt;
Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits.&lt;br /&gt;
[[File:Robotics.png|thumb|400px|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
==[[Exosuit Fabricator]]s==&lt;br /&gt;
These are the main machines used in [[Robotics]], with them you can create various exosuit and cyborg parts and their upgrade modules.&lt;br /&gt;
Remember to sync these with the R&amp;amp;D servers frequently for new equipment designs and increased production speeds.&lt;br /&gt;
&lt;br /&gt;
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&amp;amp;D servers, use a screwdriver on it and then crowbar that fucker!&lt;br /&gt;
Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.&lt;br /&gt;
====[[File:Generic_borg.png|64px]] [[Cyborg]]s====&lt;br /&gt;
Total Part Cost: 100000 [[File:Metal.png|Metal]]&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x each Cyborg part (made with the [[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Flash.gif|Flash]] ([[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] (preferably at least High-Capacity)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] OR positronic brain OR B.O.R.I.S. module&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
Assuming you already have the necessary components:&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg&#039;s chest&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg&#039;s chest&lt;br /&gt;
# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg&#039;s head (one for each eye socket)&lt;br /&gt;
# For final assembly, take each component and apply it to the cyborg endoskeleton&lt;br /&gt;
# [[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg &#039;PenisShitter 5000&#039; will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it &#039;PenisShitter 5000&#039;. For some hilarity and general confusion, try giving the borg the same name as the AI.&lt;br /&gt;
# [[File:Brain.png|Brain]] Once it&#039;s complete, it&#039;s time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer&#039;s brain.]] (If the brain has been removed from the head without surgery, you will need to pour [[Guide_to_chemistry#Mannitol|mannitol]] on it to fix it)&lt;br /&gt;
# [[File:MMI.png|MMI]] Now put the brain into your [[MMI]], and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the [[Morgue]] (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says &amp;quot;This MMI does not seem to fit.&amp;quot; it means the user is job banned from cyborg.&lt;br /&gt;
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
In the beginning of a maintenance process, you need to open the Cyborg&#039;s maintenance cover. To open it:&lt;br /&gt;
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to open the cover.&lt;br /&gt;
After the maintenance process use the same tools in reverse order so the Cyborg doesn&#039;t run around with its cover open, like so:&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to close the cover.&lt;br /&gt;
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can&#039;t lock their panel.&lt;br /&gt;
===Cyborg Repairs===&lt;br /&gt;
Cyborgs will often come to you for repairs if damaged.&lt;br /&gt;
&lt;br /&gt;
For brute damage:&lt;br /&gt;
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.&lt;br /&gt;
For burn damage:&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove the battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to expose wiring.&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to hide wiring.&lt;br /&gt;
# Re-insert the old battery or insert a new one. &lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
===Cyborg Batteries===&lt;br /&gt;
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.&lt;br /&gt;
# [[File:Power_cell.png]] Insert a New Battery.&lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
===Cyborg Radios===&lt;br /&gt;
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Reviving Cyborgs===&lt;br /&gt;
A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).&lt;br /&gt;
# Repair the Cyborg with a welder and/or replace wires.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Upgrading Cyborgs===&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Resetting Cyborg models===&lt;br /&gt;
For info on how to reset a cyborg&#039;s model, check out the [[Hacking#Cyborgs|Guide to Hacking]].&lt;br /&gt;
===Deconstructing Cyborgs===&lt;br /&gt;
Cyborgs can be deconstructed to remove their MMI and get their parts back.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to open wiring.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut every wire until the &#039;&#039;&#039;lockdown&#039;&#039;&#039; light turns on.&lt;br /&gt;
# [[File:Wrench.png]] Wrench to disassemble.&lt;br /&gt;
(Alternatively, for steps 4 and 5, you can use a Robotics console)&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Materials to produce&amp;lt;br&amp;gt;(unupgraded fabricator)&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Reclassification Module&lt;br /&gt;
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.&lt;br /&gt;
|35000 Metal&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Emergency Restart Module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.&amp;lt;br&amp;gt;&lt;br /&gt;
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. &lt;br /&gt;
|60000 Metal, 5000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Borg Expander&lt;br /&gt;
|A cyborg resizer, it makes a cyborg huge.&lt;br /&gt;
|200000 metal, 5000 titanium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ion Thrusters Module&lt;br /&gt;
|An ion-powered thruster system that works like a jetpack for movement in no gravity.&lt;br /&gt;
|80000 Metal, 6000 Glass, 6000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Self-Repair Module&lt;br /&gt;
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.&lt;br /&gt;
|15000 Metal, 15000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Equipment Modules&lt;br /&gt;
|Enables illegal modules, the same that are enabled when cyborgs are emagged.&amp;lt;br&amp;gt;&lt;br /&gt;
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!)&lt;br /&gt;
|10000 Metal, 15000 Glass, 10000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Engineering Cyborg RPED&lt;br /&gt;
|A rapid part exchange device for the engineering cyborg.&lt;br /&gt;
|10000 metal, 5000 glass&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Diamond Drill&lt;br /&gt;
|Upgrades a mining cyborg&#039;s drill to be faster. &lt;br /&gt;
|10000 Metal, 2000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ore Satchel of Holding&lt;br /&gt;
|Upgrades a mining cyborg&#039;s satchel to hold infinite minerals.&lt;br /&gt;
|10000 Metal, 250 Gold, 500 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Lava-proof Tracks&lt;br /&gt;
|Allows a mining cyborg to walk over lava undamaged.&lt;br /&gt;
|8000 Metal, 10000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Crew Pinpointer&lt;br /&gt;
|A crew pinpointer module for the medical cyborg. Also gives access to a crew monitor screen&lt;br /&gt;
|15000 Metal, 500 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Expanded Hypospray&lt;br /&gt;
|Adds [[Oculine]], [[Inacusiate]], [[Mutadone]], [[Mannitol]], [[Salicyclic Acid]], [[Oxandrolone]], [[Rezadone]], and [[Pentetic Acid]] and [[Haloperidol]] to a Medical Cyborg&#039;s hypospray chemicals.&lt;br /&gt;
|15000 Metal, 15000 Glass, 5000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Piercing Hypospray&lt;br /&gt;
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Defibrillator&lt;br /&gt;
|Gives a Medical Cyborg a defibrillator.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Surgical Processor&lt;br /&gt;
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synched on it. These surgeries can then be performed by the cyborg anywhere. &lt;br /&gt;
|5000 Metal, 4000 Glass, 4000 Silver&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Disabler Cooling Module&lt;br /&gt;
|Increases the recharge rate of security cyborg disablers. (&#039;&#039;&amp;lt;s&amp;gt;Secborgs are no longer in game. Instead there are peacekeeper cyborgs.&amp;lt;/s&amp;gt; Secborgs are now locked behind an upgrade module)&#039;&#039;&lt;br /&gt;
|80000 metal, 6000 glass, 2000 gold, 500 diamond&lt;br /&gt;
|}&lt;br /&gt;
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.&lt;br /&gt;
==IPC Maintenance==&lt;br /&gt;
===Standard Repair===&lt;br /&gt;
To fix an IPC you need:&lt;br /&gt;
* A welder - for brute damage&lt;br /&gt;
* Some cable coils - for burn damage&lt;br /&gt;
If you have the required tools which are mentioned above (remember to turn on your welder before you use it, (also if you care about your eyesight use welding mask or goggles)), simply use them on every damaged bodypart until they are fixed.&lt;br /&gt;
A dead IPC should reboot itself when their damage is fixed, just keep applying the welder or cable coil until it says that part is in good condition then move onto the next limb on their body (so please don&#039;t try to defibrillate or anything, be patient).&lt;br /&gt;
===Organ Replacement===&lt;br /&gt;
On the event that an IPC suffers Organ Damage or Loses an Organ, you may have to replace it, IPC Organs can be printed in the IPC Components section of your fabricator once IPC Parts have been researched, IPCs share their surgery steps with those of Augmented limbs&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
===Viral Contamination===&lt;br /&gt;
Virus with the symptom of [[Infections#Biometallic Replication|Biometallic Replication]] may infect IPCs, in order to cure them you use one of three Tiers of AntiVirus printable at the medical lathe&lt;br /&gt;
===Brain Damage and Toxins===&lt;br /&gt;
In the case an IPC suffers from toxin or brain damage one needs to apply [[Guide to chemistry#Solder|Solder]] for toxin and [[Guide to chemistry#System Cleaner|System Cleaner]] for Brain Damage or Traumas, both are applied via syringe&lt;br /&gt;
==Surgery==&lt;br /&gt;
To initiate most surgeries, first place [[File:Drapes.png|Drapes]]&#039;&#039;&#039;drapes&#039;&#039;&#039; over the part of the body you are operating on. &lt;br /&gt;
===Removing Brains===&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove the brain.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:MMI.png]]Have an MMI in hand.&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: Click to remove the brain.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Despite what some old-timer Roboticists may tell you, &amp;lt;b&amp;gt;DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY.&amp;lt;/b&amp;gt; Removing a brain without surgery will damage it and may result in the immediate death of the brain.&lt;br /&gt;
&lt;br /&gt;
In case this happens, you will need to ask the [[Chemist]] to make some [[Mannitol]] to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a head is not attached to a body, you can simply use a [[File:Scalpel.png|Scalpel]]scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.&lt;br /&gt;
=== Limb Augmentation ===&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
&#039;&#039;We can rebuild him. We have the technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs or arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Create&#039;&#039;&#039; the &#039;&#039;&#039;cyborg limb(s)&#039;&#039;&#039; using an &#039;&#039;&#039;Exosuit Fabricator&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: sever the muscles.||[[File:Wirecutters.png|Wirecutters]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 7: &#039;&#039;&#039;Cyborg limb&#039;&#039;&#039;: augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!&lt;br /&gt;
====[[File:Medibot.gif|64px]] Medibot====&lt;br /&gt;
Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]], except it can heal all 4 basic damage types. The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed by 50%. Requires a &amp;quot;refresh&amp;quot; similarly to operating computers to benefit from research. Medibots heal more of a specific damage if the medkit used to make them was oriented around that damage (a tox medkit medibot will heal toxin better). &amp;lt;br&amp;gt;&lt;br /&gt;
When [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject 5u [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] and damage you based on what they would have healed (brute if you don&#039;t need treatment) per step.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Healthanalyzer.png|Health Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&lt;br /&gt;
|}&lt;br /&gt;
# Attach the Borg Arm (left or right, doesn&#039;t matter) to an empty [[Med-kit]]. Color of the Med-kit doesn&#039;t matter, although it will affect the colour of the Medbot.&lt;br /&gt;
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.&lt;br /&gt;
# Add a [[Medical Analyzer]].&lt;br /&gt;
# Insert the [[Proximity Sensor]] and your Medibot is ready!&lt;br /&gt;
====[[File:Cleanbot.gif|64px]] Cleanbot====&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Bucket.png|Bucket]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# Grab a [[bucket]] from the [[Janitor]] or make with [[Autolathe]] and insert the [[Proximity Sensor]] to it&lt;br /&gt;
# Use a [[Pen]] to name it if you wish.&lt;br /&gt;
# Attach a Borg Arm and your Cleanbot is ready!&lt;br /&gt;
====[[File:Atmosbot.png|64px]] Atmosbot====&lt;br /&gt;
Atmosbots are good for when some idiot decides to a canister of nasty stuff in the main hall. It replaces bad air with a standard oxygen/nitro mix. When emagged they dispense disease ridden miasma instead.&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Analyzer.png|Atmospherics Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:OxygenTank.png|Oxygen Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
====[[File:Floorbot.gif|64px]] Floorbot====&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they&#039;re niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:BlueToolbox.png|Mechanical Toolbox]] Any toolbox&amp;lt;br&amp;gt;&lt;br /&gt;
10 x [[File:Floor_Tiles.png|Floor Tile]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
# Attach a [[Floor tile]] to the [[Storage_items#Mechanical_toolbox|Mechanical Toolbox]].&lt;br /&gt;
# Add the [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Right Arm and your Floorbot is ready!&lt;br /&gt;
====[[File:Firebot.gif|64px]] Firebot====&lt;br /&gt;
This lil guy will scoot around and try his best to extinguish burning people and gases around him.&lt;br /&gt;
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn&#039;t on fire.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Fire_extinguisher.gif|Fire Extinguisher]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Fire_Helmet.png|Fire Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Fire_extinguisher.gif]][[Fire Extinguisher]]. [[File:Firebot_assembly1.png]]&lt;br /&gt;
# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. [[File:Firebot_assembly2.png]]&lt;br /&gt;
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready.&lt;br /&gt;
====[[File:Honkbot.png|HONK HONK|64px]] [[Honkbot]]====&lt;br /&gt;
It&#039;s annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor [[Emag|emags]] the thing.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Clownbox.png|Clown Box]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Clownstamp.png|Clown Stamp]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Bike horn.png|Bike Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)&lt;br /&gt;
# Insert a Borg Arm&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Add a Bike Horn&lt;br /&gt;
====[[File:Securitron.gif|I AM THE LAW|64px]] [[Securitron]]====&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors who have invested in a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:StunBaton.gif|Stun Baton]] (If you attach four toy swords here instead, you will create a toy general beepsky)&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Toss in a [[Stun Baton]] and your Securitron is ready!&lt;br /&gt;
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
====[[File:GeneralBeepsky.png|FOOLISH JEDI|64px]] General Beepsky====&lt;br /&gt;
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a [[Traitor|traitor&#039;s]] worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with its rapidly rotating eswords. It gets even worse when a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target it comes across.&lt;br /&gt;
&lt;br /&gt;
Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP.&lt;br /&gt;
&lt;br /&gt;
Has a toy sword version.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Wrench.png|Wrench|link=Wrench]] Wrench&lt;br /&gt;
&lt;br /&gt;
4 x [[File:ESword.png|Energy Sword]]&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Use a [[Wrench]] to adjust the arm slots for extra weapons.&lt;br /&gt;
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim.&lt;br /&gt;
====[[File:Ed209.png|64px]] [[ED-209]]====&lt;br /&gt;
&#039;&#039;&#039;PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Cyborg Endoskeleton&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Metal.png|Metal Sheet]] Metal Sheet&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Cyborg_left_leg.png|Cyborg Leg]] Cyborg Leg&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Armor.png|Body Armor]] Body Armor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]] Welding Tool&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]] Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]] Proximity Sensor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]] Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:ModernDisabler.png]] Disabler&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Build a Cyborg Endoskeleton from the Exosuit Fabricator.&lt;br /&gt;
# [[File:Metal.png|Metal Sheet]] Use a [[Metal Sheet]] on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
# [[File:Cyborg_left_leg.png|Cyborg Leg]] Add two Robot Legs&lt;br /&gt;
# [[File:Armor.png|Body Armor]] Add a [[Body Armor]]&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Weld everything together&lt;br /&gt;
# [[File:Helmet.png|Helmet]] Add in a security [[Helmet]]&lt;br /&gt;
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert wires&lt;br /&gt;
# [[File:ModernDisabler.png]] [[File:Screwdriver_tool.png|Screwdriver]] Add a [[Disabler]] and attach it with a [[Screwdriver]]&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own bada*s sec bot is complete!&lt;br /&gt;
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.&lt;br /&gt;
====[[File:Generic drone.png|64px]] [[Drone|Drone]]====&lt;br /&gt;
&#039;&#039;&#039;Note that Drones are currently admin spawn only, outside of the three derelict drones.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disposable little drone that runs around and repairs things. Controlled by players, and can&#039;t interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.&lt;br /&gt;
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Drone Shell Fabricator by inserting glass and metal.&lt;br /&gt;
That&#039;s it! Any ghost can click on the drone shell to take control of it and start repairing the station.&lt;br /&gt;
==Exosuits==&lt;br /&gt;
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don&#039;t put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don&#039;t have a keycard on them!&lt;br /&gt;
===List of Exosuits===&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don&#039;t expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.&lt;br /&gt;
&lt;br /&gt;
While it lacks the Firefigher&#039;s lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
10 x Metal rods&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Build all of the Ripley parts using the Exosuit Fabricator.&lt;br /&gt;
# Attach all of the parts to the Ripley chassis &lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Rods.png|Plasteel]] 10 metal Rods&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley.png|64px]] Ripley APLU MK-II====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that&#039;s often used for construction, break&amp;amp;entry or fighting Blobs.&lt;br /&gt;
&lt;br /&gt;
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 10.000[[File:Metal.png|Metal]] 10.000[[File:Plasmadone.png|Plasma]]&lt;br /&gt;
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley MK-I]]&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.&amp;lt;br&amp;gt;&#039;&#039;&#039;Once converted to the MK-II design, the exosuit cannot be restored to MK-I.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
====[[File:Firefighter.png|64px]] Firefighter APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special properties&#039;&#039;&#039;: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley&#039;s big brother that has significantly improved armor and can walk on lava unscathed.&lt;br /&gt;
&lt;br /&gt;
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and &amp;lt;s&amp;gt;slaying [[Megafauna]]&amp;lt;/s&amp;gt; (dont) - miners love it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
15 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Firesuit [[File:Firesuit.png|Firesuit]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create a Firefighter APLU chassis using the Exosuit Fabricator.&lt;br /&gt;
# Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
# Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
# [[File:Firesuit.png|Firesuit]] Add a Firesuit&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Odysseus.png|64px]] Odysseus====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 20 melee, 10 bullet. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A fast, lightly armored exosuit that can use unique medical equipment. &lt;br /&gt;
&lt;br /&gt;
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 74.000[[File:Metal.png|Metal]] 10.000[[File:Glass.png|Glass]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Odysseus circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create all of the Odysseus parts using the Exosuit Fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis (excluding Carapace)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Main Board]] Odysseus Main Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Peripherals Board]] Odysseus Peripherals Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Gygax.png|64px]] Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Its punches can smash through walls, [[Status_Effects#Knockdown|knock people down]] for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 125.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 20.000[[File:Diamonddone.png|Diamonds]] 10.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Gygax circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Gygax parts using the Exosuit Fabricator.&lt;br /&gt;
#Assemble all of the Gygax parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Main Circuitboard]] Gygax Central Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Peripherals Circuitboard]] Gygax Peripherals Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Targeting Circuitboard]] Gygax Weapon Control and Targeting module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Durand.png|64px]] Durand====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 400&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 140.000[[File:Metal.png|Metal]] 25.000[[File:Glass.png|Glass]] 28.000[[File:Silverdone.png|Silver]] 25.000[[File:Uraniumdone.png|Uranium]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Durand circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Durand parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Durand Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Super Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Durand_armor_plates.png|Durand Armor Plates]] Add Durand Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
=====Durand Shield=====&lt;br /&gt;
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_block_directions.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is what the shield looks like in the dark: &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_dark.gif]]&lt;br /&gt;
----&lt;br /&gt;
====[[File:Phazon.png|64px]] Phazon====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.&lt;br /&gt;
&lt;br /&gt;
Unless you manage to neutralize an anomaly, you won&#039;t be able to build one of these.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 175.000[[File:Metal.png|Metal]] 90.000[[File:Plasmadone.png|Plasma]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bluespace Crystal [[File:Bluespace_Crystal.png|Bluespace Crystal]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Neutralized Anomaly Core&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Phazon circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Phazon parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Phazon Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Phazon Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Phazon Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Bluespace_Crystal.png|Bluespace Crystal]] Add a Bluespace Crystal&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add Phazon Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add the Anomaly Core&lt;br /&gt;
----&lt;br /&gt;
====[[File:honk.png|64px]] H.O.N.K.====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: -20 melee, 25.000°K max temperature. Yikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 140&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; What&#039;s worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 120.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 35.000[[File:Bananimumdone.png|Bananium]]&lt;br /&gt;
1 x Clown mask&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Clown shoes&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bike horn [[File:Bike horn.png|60px]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;::&lt;br /&gt;
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.&lt;br /&gt;
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the main circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit again.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the peripherals circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
#[[File:Circuitboard.png]] Add the targeting circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HONK&#039;&#039;&#039;&lt;br /&gt;
#Add the clown&#039;s mask to the exosuit.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HENK&#039;&#039;&#039;&lt;br /&gt;
#Add clown shoes to it.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH&#039;&#039;&#039; [[File:Bike horn.png|60px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you&#039;re happy with yourself.&lt;br /&gt;
----&lt;br /&gt;
===CentCom Exosuits===&lt;br /&gt;
If you see these, you know that things have &#039;&#039;&#039;really&#039;&#039;&#039; gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].&lt;br /&gt;
====[[File:Marauder.png|64px]] Marauder====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue exosuit for the [[Death Squad]] when the going gets tough.&amp;lt;br&amp;gt; It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.&lt;br /&gt;
====[[File:Seraph.png|64px]] Seraph====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s, but punches even harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 550&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.&amp;lt;br&amp;gt; It starts off with the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Exosuits===&lt;br /&gt;
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.&lt;br /&gt;
====[[File:DarkGygax.png|64px]] Dark Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Gygax&#039;, but with additional thrusters for space navigation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Gygax used for nefarious purposes.&amp;lt;br&amp;gt; It starts off with the FNX-99 &amp;quot;Hades&amp;quot; Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.&lt;br /&gt;
====[[File:DarkMarauder.png|64px]] Mauler====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Marauder used by the Syndicate that&#039;s not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.&amp;lt;br&amp;gt; Starts off with the Ultra AC 2 LMG, the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
==Exosuit operation and maintenance==&lt;br /&gt;
To climb into an exosuit, just drag and drop your character onto it.&lt;br /&gt;
====Exosuit beacons====&lt;br /&gt;
Adding a tracking beacon (exofab &amp;quot;Misc&amp;quot; category) to a mech allows the RD&#039;s exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.&lt;br /&gt;
====EMP====&lt;br /&gt;
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds. &lt;br /&gt;
====Locking/unlocking Exosuits====&lt;br /&gt;
There are two ways to lock exosuit: A) ID (&amp;quot;keycode&amp;quot;) lock or B) DNA lock.&lt;br /&gt;
&lt;br /&gt;
A) &#039;&#039;&#039;ID lock (keycode)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.&lt;br /&gt;
&lt;br /&gt;
For example: A mech with &amp;quot;bridge&amp;quot; and &amp;quot;robotics&amp;quot; keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.&lt;br /&gt;
* Enter the exosuit and unlock the ID upload panel.&lt;br /&gt;
* Exit the exosuit.&lt;br /&gt;
* Use an ID card/PDA on exosuit and select &amp;quot;Edit operation keycodes&amp;quot;.&lt;br /&gt;
B) &#039;&#039;&#039;DNA lock&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.&lt;br /&gt;
&lt;br /&gt;
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.&lt;br /&gt;
* Enter the exosuit and open the stats menu.&lt;br /&gt;
* Unter Permissions&amp;amp;Logging, click &amp;quot;DNA-lock&amp;quot;.&lt;br /&gt;
* To remove the lock, hit &amp;quot;[ Reset ]&amp;quot; next to your DNA string under &amp;quot;DNA-locked:&amp;quot;.&lt;br /&gt;
====Exosuit Damage and Repairs====&lt;br /&gt;
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Internal Fire:&#039;&#039;&#039; An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life Support System Malfunction:&#039;&#039;&#039; A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Tank Breach:&#039;&#039;&#039; A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordination System Calibration Failure:&#039;&#039;&#039; A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. &amp;lt;s&amp;gt;It can be fixed by clicking &amp;quot;Recalibrate&amp;quot; in the damage report.&amp;lt;/s&amp;gt;Due to a big it cannot be fixed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Circuit:&#039;&#039;&#039; A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).&lt;br /&gt;
====Exosuit Battery, Capacitor and Scanning Module Replacement====&lt;br /&gt;
{{Anchor|Exosuit Battery Replacement}}&lt;br /&gt;
# Make sure maintenance protocols are permitted (Permissions&amp;amp;Logging inside the mech).&lt;br /&gt;
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select &amp;quot;Initiate maintenance protocol&amp;quot;.&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# Click &amp;quot;Drop power cell&amp;quot;, &amp;quot;Drop capacitor&amp;quot; or &amp;quot;Drop scanning module&amp;quot; in the menu, depending on which part you want to replace. &lt;br /&gt;
# [[File:Hud-hands.gif]] Pick up the old part from the floor and discard it. &lt;br /&gt;
# [[File:Power_cell.png]] New Battery, capacitor or scanning module&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Id_regular.png]] ID Card and select &amp;quot;Terminate maintenance protocol&amp;quot;.&lt;br /&gt;
# Optional: Forbid maintenance protocol from inside the mech.&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu).&lt;br /&gt;
&lt;br /&gt;
To attach a tool or weapon, simply click with it on the exosuit. &lt;br /&gt;
====Generic Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit drill.png]] Drill&lt;br /&gt;
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha diamond drill.png]] Diamond Drill&lt;br /&gt;
|Essentially an upgraded drill that&#039;s faster and much stronger - you can go right through minerals and reinforced walls.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningScanner.png]] Exosuit Mining Scanner&lt;br /&gt;
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Teleporter&lt;br /&gt;
|A mounted teleporter that can teleport the exosuit to any location in view.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Gravitational Catapult&lt;br /&gt;
|Can be used to throw objects around (&#039;&#039;&#039;S&#039;&#039;&#039;ling mode) or blast anything away from a targeted area (&#039;&#039;&#039;P&#039;&#039;&#039;ush mode).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wormhole generator.gif]] Exosuit Wormhole Generator&lt;br /&gt;
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mounted RCD.png]] Mounted RCD&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
|Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Repair droid.png]] Repair Droid&lt;br /&gt;
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Energy Relay&lt;br /&gt;
|Wirelessly drains energy from any APC&#039;s available power channel in the area. Not very effective.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Plasma Converter&lt;br /&gt;
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] ExoNuclear Reactor&lt;br /&gt;
|Generates power using uranium sheets as fuel. Irradiates the environment.&lt;br /&gt;
|}&lt;br /&gt;
====Specialized Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hydraulic clamp.png]] Hydraulic Clamp&lt;br /&gt;
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt; Great in combination with an ore box - nearby minerals will be loaded straight into the box.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png]] 217-D Heavy Plasma Cutter&lt;br /&gt;
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.&amp;lt;br&amp;gt; Longer range and higher damage than portable cutters.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit extinguisher.png]] Exosuit Extinguisher&lt;br /&gt;
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cable layer.png]] Cable Layer&lt;br /&gt;
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sgun.png]] Exosuit Syringe Gun&lt;br /&gt;
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.&amp;lt;br&amp;gt; Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.&amp;lt;br&amp;gt; Reagent synthesis has to be manually started by opening the equipment tab of the mech&#039;s status menu.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sleeper.gif]] Mounted Sleeper&lt;br /&gt;
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.&amp;lt;br&amp;gt; Can also be used to abduct people and keep them sedated.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_medigun.png]] Medigun&lt;br /&gt;
|Exo-suit mounted medigun which gradually heals people it&#039;s used on. Don&#039;t cross the streams!&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Exosuit Weapons====&lt;br /&gt;
Install a weapon by printing it from the security techfab and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the &amp;quot;starting ammo&amp;quot;. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Weapon&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Energy drain or starting ammo/max ammo&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Cooldown in seconds&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
|Fires a Laser bolt, identical to laser rifles.&lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&lt;br /&gt;
|Fires a Heavy Laser bolt, identical to the laser cannon.&lt;br /&gt;
|60 energy per shot&lt;br /&gt;
|1.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] mkIV Ion Heavy Cannon&lt;br /&gt;
|Fires a Ion bolt, identical to ion rifles. Don&#039;t hit yourself!&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:EZ-13_MK2_heavy_pulse_rifle.png]] eZ-13 mk2 Heavy pulse rifle&lt;br /&gt;
|Fires a heavy pulse laser. [[Death Squad]] only.&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|3&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_disabler.png]] &amp;quot;Peacemaker&amp;quot; Disabler&lt;br /&gt;
|Fires basic disabler beams. &lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:LBX AC 10 &amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png]] LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
|Fires four bullets in a spread pattern, 20 damage each.&lt;br /&gt;
|40 / 160&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ultra AC 2.png]] Ultra AC 2&lt;br /&gt;
|Fires a three shot burst of 20 damage bullets.&lt;br /&gt;
|300 / 1200&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SRM-8 missile rack.png]] SRM-8 Missile Rack&lt;br /&gt;
|Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. &lt;br /&gt;
|8 / 8&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:BRM-6_missile_rack.png]] BRM-6 Missile Rack&lt;br /&gt;
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. &lt;br /&gt;
|6 / 6&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon&lt;br /&gt;
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.&lt;br /&gt;
|500 energy per shot&lt;br /&gt;
|3.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SGL-6 Grenade Launcher&lt;br /&gt;
|Launches a flashbang at medium range. &lt;br /&gt;
|6 / 24&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SOB-3 Grenade Launcher&lt;br /&gt;
|Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. &lt;br /&gt;
|3 / 3&lt;br /&gt;
|9&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hades-Carbine.png]] FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
|Shoots incendiary bullets that leave a burning trail.&lt;br /&gt;
|24 / 96&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana mortar.png]] Banana Mortar&lt;br /&gt;
|Launches a banana peel. Very annoying, thus, fun.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mousetrap mortar.png]] Mousetrap Mortar&lt;br /&gt;
|Launches an armed mousetrap.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HoNkER BlAsT 5000.png]] HoNkER BlAsT 5000&lt;br /&gt;
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&lt;br /&gt;
|200 energy per shot&lt;br /&gt;
|15&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha punching glove.png]] Oingo Boingo Punch-face&lt;br /&gt;
|Launches a boxing glove that can punch airlocks right out of their frames.&lt;br /&gt;
|250 energy per punch or 500 per shot, 10 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33590</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33590"/>
		<updated>2021-05-14T10:29:28Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Un-Shittifies Vending machines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Items need linking too their respective pages, and clothing still has to be updated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
===[[File:Vendcola.gif|64px]] Robust Softdrinks===&lt;br /&gt;
If you feel like drinking something refreshing which has no alcohol or sugar in it, look for your closest [[Robust Softdrinks|Robust Softdrinks -vending machine]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Picture&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Dispenses&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#C4DAF4;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_Cola.png|64px]]&lt;br /&gt;
!{{anchor|Space Cola}}Space Cola&lt;br /&gt;
|30u cola. In space. Reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Space_Mountain_Wind.png|64px]]&lt;br /&gt;
!{{anchor|Space Mountain Wind}}Space Mountain Wind&lt;br /&gt;
|Blows right through you like a space wind. Shortens [[Status_Effects#Sleep|sleep]], reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Dr_Gibb.png|64px]]&lt;br /&gt;
!{{anchor|Dr. Gibb}}Dr. Gibb&lt;br /&gt;
|A delicious mixture of 42 different flavors. Reduces [[Status_Effects#Drowsiness|drowsiness]] and cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Star-kist.png|64px]]&lt;br /&gt;
!{{anchor|Star-kist}}Star-kist&lt;br /&gt;
|Made up of 15u Cola and 15u [[#Orange Juice|orange juice]]. The taste of a star in liquid form. And, a bit of tuna...?&lt;br /&gt;
|-&lt;br /&gt;
![[File:Space-Up.png|64px]]&lt;br /&gt;
!{{anchor|Space-Up}}Space-Up&lt;br /&gt;
|Tastes like a hull breach in your mouth. Cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Pwr Game}}Pwr Game&lt;br /&gt;
|The only drink with the PWR that true gamers crave. Cools you down if overheated. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Lemon-Lime.png|64px]]&lt;br /&gt;
!{{anchor|Lemon-Lime}}{{anchor|Lemon Lime}}{{anchor|Orange Soda}}Lemon-Lime&lt;br /&gt;
|You wanted ORANGE. It gave you 30u [[#Lemon-Lime|Lemon-Lime]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Canned Air}}Canned air&lt;br /&gt;
|24u nitrogen and 6u oxygen. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy_drink.png|64px]]&lt;br /&gt;
!{{anchor|Grey Bull}}Grey Bull&lt;br /&gt;
|Grey Bull, it gives you gloves! Wakes you up, cools you down and makes you immune to electric shocks. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&amp;lt;br&amp;gt;&lt;br /&gt;
6x Energy Bars&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Solar&#039;s Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Dirty Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Glowstick]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Earmuffs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Welding Mask]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Industrial Welding Tool]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
| premiumitems =&lt;br /&gt;
3x Custom Vendor resupply&amp;lt;br&amp;gt;&lt;br /&gt;
3x Price Tagger&amp;lt;br&amp;gt;&lt;br /&gt;
3x Vendor Circuit Board&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Styptic Patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Sulfazidine Patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bicaridine Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kelotane Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Charcoal Pills&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic Powder Spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine Pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Plasteel Chef&#039;s Dinnerware Vendor&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
2x Cooking Desserts 101&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
3x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Smart Metal Foam Grenade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Advanced Airlock Controller&amp;lt;br&amp;gt;&lt;br /&gt;
10x Firelock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Fire alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Smart Metal Foam Grenade Box&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Styptic_Powder|Styptic]] patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Silver_Sulfazidine|Sulfazidine]] patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Insulin|Insulin]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Bicaridine|Bicaridine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Kelotane|Kelotane]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sterilizine&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Guide_to_chemistry#Morphine|Morphine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine spray&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Health Sensor&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Guide_to_chemistry#Charcoal|Charcoal]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
1x Random advance disease&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x [[Guide_to_chemistry#Synthflesh|Synthflesh]] spray&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&amp;lt;br&amp;gt;&lt;br /&gt;
2x Advanced (red) Medkit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Starthistle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = SecTech&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = [[Security Office]]&lt;br /&gt;
| items =&lt;br /&gt;
8x [[Handcuffs]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Flashbang]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flash]]&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Seclite]]&amp;lt;br&amp;gt;&lt;br /&gt;
7x Energy Bola&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Advanced [[Sunglasses]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Donut Box&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Antag Token (toy coin)&amp;lt;br&amp;gt;&lt;br /&gt;
Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
1x Blue Security Shirt&lt;br /&gt;
1x Blue Security Helmet&lt;br /&gt;
4x Barrier Grenades&amp;lt;br&amp;gt;&lt;br /&gt;
4x Deputy Gear Dufflebag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Security Webbing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Plain Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Baseball Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Fries&amp;lt;br&amp;gt;&lt;br /&gt;
10x Light Beer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x M1911&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
3x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
5x Patriotic bedsheet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Superbite Burgers&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cheesy Fries&amp;lt;br&amp;gt;&lt;br /&gt;
5x Bacon Burger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Syndicate_items#Syndicate_Balloon|Syndicate Balloon]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Dispensers]][[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33589</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33589"/>
		<updated>2021-05-14T10:14:02Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Finishes up links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Items need linking too their respective pages, and clothing still has to be updated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
{{anchor|Robust Softdrinks}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Robust Softdrinks&lt;br /&gt;
| icon = vendcola.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Space Cola|Space Cola]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Space Mountain Wind|Space Mountain Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Dr. Gibb|Dr. Gibb]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Star-kist|Star-kist]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Space-Up|Space-Up]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Lemon-Lime Soda|Lemon-Lime Soda]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Pwr Game|Pwr Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x Water Bottle&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Thirteen Loko&amp;lt;br&amp;gt;&lt;br /&gt;
6x Shamblers (Available by default from a Shambler&#039;s Vendor.)&lt;br /&gt;
| premiumitems =&lt;br /&gt;
1x Nuka Cola&amp;lt;br&amp;gt;&lt;br /&gt;
1x Canned Air&amp;lt;br&amp;gt;&lt;br /&gt;
1x Monkey Energy&amp;lt;br&amp;gt;&lt;br /&gt;
1x Grey Bull&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&amp;lt;br&amp;gt;&lt;br /&gt;
6x Energy Bars&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Solar&#039;s Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Dirty Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Glowstick]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Earmuffs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Welding Mask]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Industrial Welding Tool]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
| premiumitems =&lt;br /&gt;
3x Custom Vendor resupply&amp;lt;br&amp;gt;&lt;br /&gt;
3x Price Tagger&amp;lt;br&amp;gt;&lt;br /&gt;
3x Vendor Circuit Board&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Styptic Patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Sulfazidine Patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bicaridine Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kelotane Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Charcoal Pills&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic Powder Spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine Pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Plasteel Chef&#039;s Dinnerware Vendor&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
2x Cooking Desserts 101&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
3x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Smart Metal Foam Grenade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Advanced Airlock Controller&amp;lt;br&amp;gt;&lt;br /&gt;
10x Firelock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Fire alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Smart Metal Foam Grenade Box&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Styptic_Powder|Styptic]] patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Silver_Sulfazidine|Sulfazidine]] patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Insulin|Insulin]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Bicaridine|Bicaridine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Kelotane|Kelotane]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sterilizine&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Guide_to_chemistry#Morphine|Morphine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine spray&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Health Sensor&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Guide_to_chemistry#Charcoal|Charcoal]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
1x Random advance disease&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x [[Guide_to_chemistry#Synthflesh|Synthflesh]] spray&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&amp;lt;br&amp;gt;&lt;br /&gt;
2x Advanced (red) Medkit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Starthistle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = SecTech&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = [[Security Office]]&lt;br /&gt;
| items =&lt;br /&gt;
8x [[Handcuffs]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Flashbang]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flash]]&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Seclite]]&amp;lt;br&amp;gt;&lt;br /&gt;
7x Energy Bola&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Advanced [[Sunglasses]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Donut Box&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Antag Token (toy coin)&amp;lt;br&amp;gt;&lt;br /&gt;
Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
1x Blue Security Shirt&lt;br /&gt;
1x Blue Security Helmet&lt;br /&gt;
4x Barrier Grenades&amp;lt;br&amp;gt;&lt;br /&gt;
4x Deputy Gear Dufflebag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Security Webbing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Plain Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Baseball Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Fries&amp;lt;br&amp;gt;&lt;br /&gt;
10x Light Beer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x M1911&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
3x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
5x Patriotic bedsheet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Superbite Burgers&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cheesy Fries&amp;lt;br&amp;gt;&lt;br /&gt;
5x Bacon Burger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Syndicate_items#Syndicate_Balloon|Syndicate Balloon]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Dispensers]][[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33587</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33587"/>
		<updated>2021-05-13T17:07:05Z</updated>

		<summary type="html">&lt;p&gt;Penwin: More links (Will finish the entire page later)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Items need linking too their respective pages, and clothing still has to be updated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
{{anchor|Robust Softdrinks}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Robust Softdrinks&lt;br /&gt;
| icon = vendcola.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Space Cola|Space Cola]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Space Mountain Wind|Space Mountain Wind]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Guide_to_food_and_drinks#Dr. Gibb|Dr. Gibb]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x Star-kist&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space-Up&amp;lt;br&amp;gt;&lt;br /&gt;
10x Lemon-Lime Soda&amp;lt;br&amp;gt;&lt;br /&gt;
10x Pwr Game&amp;lt;br&amp;gt;&lt;br /&gt;
10x Water Bottle&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Thirteen Loko&amp;lt;br&amp;gt;&lt;br /&gt;
6x Shamblers (Available by default from a Shambler&#039;s Vendor.)&lt;br /&gt;
| premiumitems =&lt;br /&gt;
1x Nuka Cola&amp;lt;br&amp;gt;&lt;br /&gt;
1x Canned Air&amp;lt;br&amp;gt;&lt;br /&gt;
1x Monkey Energy&amp;lt;br&amp;gt;&lt;br /&gt;
1x Grey Bull&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&amp;lt;br&amp;gt;&lt;br /&gt;
6x Energy Bars&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Solar&#039;s Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Dirty Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Glowstick]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Earmuffs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Welding Mask]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Industrial Welding Tool]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
| premiumitems =&lt;br /&gt;
3x Custom Vendor resupply&amp;lt;br&amp;gt;&lt;br /&gt;
3x Price Tagger&amp;lt;br&amp;gt;&lt;br /&gt;
3x Vendor Circuit Board&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Styptic Patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Sulfazidine Patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bicaridine Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kelotane Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Charcoal Pills&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic Powder Spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine Pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Plasteel Chef&#039;s Dinnerware Vendor&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
2x Cooking Desserts 101&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
3x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Smart Metal Foam Grenade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Advanced Airlock Controller&amp;lt;br&amp;gt;&lt;br /&gt;
10x Firelock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Fire alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Smart Metal Foam Grenade Box&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Styptic_Powder|Styptic]] patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Silver_Sulfazidine|Sulfazidine]] patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Insulin|Insulin]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Bicaridine|Bicaridine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Kelotane|Kelotane]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sterilizine&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Guide_to_chemistry#Morphine|Morphine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine spray&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Health Sensor&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Guide_to_chemistry#Charcoal|Charcoal]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
1x Random advance disease&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x [[Guide_to_chemistry#Synthflesh|Synthflesh]] spray&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&amp;lt;br&amp;gt;&lt;br /&gt;
2x Advanced (red) Medkit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Starthistle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = SecTech&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = [[Security Office]]&lt;br /&gt;
| items =&lt;br /&gt;
8x [[Handcuffs]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Flashbang]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flash]]&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Seclite]]&amp;lt;br&amp;gt;&lt;br /&gt;
7x Energy Bola&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Advanced [[Sunglasses]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Donut Box&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Antag Token (toy coin)&amp;lt;br&amp;gt;&lt;br /&gt;
Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
1x Blue Security Shirt&lt;br /&gt;
1x Blue Security Helmet&lt;br /&gt;
4x Barrier Grenades&amp;lt;br&amp;gt;&lt;br /&gt;
4x Deputy Gear Dufflebag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Security Webbing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Plain Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Baseball Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Fries&amp;lt;br&amp;gt;&lt;br /&gt;
10x Light Beer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x M1911&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
3x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
5x Patriotic bedsheet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Superbite Burgers&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cheesy Fries&amp;lt;br&amp;gt;&lt;br /&gt;
5x Bacon Burger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Syndicate_items#Syndicate_Balloon|Syndicate Balloon]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Dispensers]][[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33586</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Vending_machines&amp;diff=33586"/>
		<updated>2021-05-13T17:01:18Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Adds Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Items need linking too their respective pages, and clothing still has to be updated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
{{anchor|Robust Softdrinks}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Robust Softdrinks&lt;br /&gt;
| icon = vendcola.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
10x [[#Space Cola|Space Cola]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space Mountain Wind&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dr. Gibb&amp;lt;br&amp;gt;&lt;br /&gt;
10x Star-kist&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space-Up&amp;lt;br&amp;gt;&lt;br /&gt;
10x Lemon-Lime Soda&amp;lt;br&amp;gt;&lt;br /&gt;
10x Pwr Game&amp;lt;br&amp;gt;&lt;br /&gt;
10x Water Bottle&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Thirteen Loko&amp;lt;br&amp;gt;&lt;br /&gt;
6x Shamblers (Available by default from a Shambler&#039;s Vendor.)&lt;br /&gt;
| premiumitems =&lt;br /&gt;
1x Nuka Cola&amp;lt;br&amp;gt;&lt;br /&gt;
1x Canned Air&amp;lt;br&amp;gt;&lt;br /&gt;
1x Monkey Energy&amp;lt;br&amp;gt;&lt;br /&gt;
1x Grey Bull&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&amp;lt;br&amp;gt;&lt;br /&gt;
6x Energy Bars&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Solar&#039;s Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Dirty Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Glowstick]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Earmuffs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Welding Mask]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Industrial Welding Tool]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
| premiumitems =&lt;br /&gt;
3x Custom Vendor resupply&amp;lt;br&amp;gt;&lt;br /&gt;
3x Price Tagger&amp;lt;br&amp;gt;&lt;br /&gt;
3x Vendor Circuit Board&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Styptic Patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Sulfazidine Patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bicaridine Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kelotane Pill Bottles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Charcoal Pills&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic Powder Spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin Pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine Pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Plasteel Chef&#039;s Dinnerware Vendor&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
2x Cooking Desserts 101&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
3x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Smart Metal Foam Grenade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Advanced Airlock Controller&amp;lt;br&amp;gt;&lt;br /&gt;
10x Firelock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Fire alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Smart Metal Foam Grenade Box&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Styptic_Powder|Styptic]] patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Silver_Sulfazidine|Sulfazidine]] patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Guide_to_chemistry#Insulin|Insulin]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Bicaridine|Bicaridine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Kelotane|Kelotane]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sterilizine&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Guide_to_chemistry#Morphine|Morphine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Styptic spray&amp;lt;br&amp;gt;&lt;br /&gt;
2x Sulfazidine spray&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Health Sensor&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x [[Guide_to_chemistry#Charcoal|Charcoal]] pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
1x Random advance disease&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x [[Guide_to_chemistry#Synthflesh|Synthflesh]] spray&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&amp;lt;br&amp;gt;&lt;br /&gt;
2x Advanced (red) Medkit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Starthistle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = SecTech&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = [[Security Office]]&lt;br /&gt;
| items =&lt;br /&gt;
8x [[Handcuffs]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Flashbang]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Flash]]&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Seclite]]&amp;lt;br&amp;gt;&lt;br /&gt;
7x Energy Bola&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Advanced [[Sunglasses]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x Donut Box&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Antag Token (toy coin)&amp;lt;br&amp;gt;&lt;br /&gt;
Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
1x Blue Security Shirt&lt;br /&gt;
1x Blue Security Helmet&lt;br /&gt;
4x Barrier Grenades&amp;lt;br&amp;gt;&lt;br /&gt;
4x Deputy Gear Dufflebag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Security Webbing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Plain Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Baseball Burger&amp;lt;br&amp;gt;&lt;br /&gt;
5x Fries&amp;lt;br&amp;gt;&lt;br /&gt;
10x Light Beer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x M1911&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
3x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
5x Patriotic bedsheet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Superbite Burgers&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cheesy Fries&amp;lt;br&amp;gt;&lt;br /&gt;
5x Bacon Burger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Yellow Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[Syndicate_items#Syndicate_Balloon|Syndicate Balloon]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Dispensers]][[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Plasmaman&amp;diff=33561</id>
		<title>Plasmaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Plasmaman&amp;diff=33561"/>
		<updated>2021-05-10T19:07:28Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Plasmamen are not restricted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Ossis Pyrus&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img_generic = Plasmaman.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = PLASMAMEN&lt;br /&gt;
|speciename = Plasmamen&lt;br /&gt;
|homeworld = Centration&lt;br /&gt;
|central authority = Scattered collectives&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Atmos_Tech|the men of plasma]].&lt;br /&gt;
&lt;br /&gt;
Sometimes derogatorily referred to as &amp;quot;Hotheads&amp;quot; or &amp;quot;Gasbags&amp;quot;, Plasmamen are sentient non-humans hired by Nanotrasen to fill in gaps in their [[Humans|Human]] workforce. Plasmamen are barred from most authority roles on Nanotrasen stations and are not protected by Asimov&#039;s laws of robotics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen are often referred to as a &#039;hard mode race&#039; for Space Station 13: they move at a slower speed than other races; they must wear a special jumpsuit and helmet in order to avoid burning; they must breathe plasma instead of oxygen, forcing them to carry a plasma tank at all times. Additionally, plasmamen take increased damage from fire and lasers, making them especially fragile. Under normal circumstances they cannnot survive cloning or surgical procedures.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Plasmamen (formal name &#039;Effigens&#039;, scientific name &#039;Ossius Pyrus&#039;) were only recently discovered by Nanotrasen explorers. They are primarily plasma-based creatures, lacking any significant internal anatomy. They breathe plasma gas in a way that appears similar to how humans breathe oxygen. They bear striking similarities to the human skeleton, which lends credence to the claim that there may be a common link between the races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Their clan-like colonies are fairly isolated, deep within the otherwise hazardous atmosphere of Gas Giants. Despite (Or perhaps due to) being a secluded species, they are quite inquisitive, and were eager to engage in a cultural exchange program with Nanotrasen. Personality-wise, they vary almost as much humans, although they tend towards being peaceful, ordered and non-aggressive. They are an industrious and scientific race, preferring to rely on technology rather than their form, especially in the &amp;quot;hazardous&amp;quot; environments that support human life.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen, before Nanotrasen intervention, existed in complex societal structures, grouped into clans of convoluted hierarchies near-impossible for most humans to understand or care about. These clans appear to have co-existed peacefully for as long as most Plasmamen can remember, through continuous negotiations around fair resource allocation both between and within their clans. Some elder specimens interviewed do recall brutal conflict in the distant past, but the destructive nature of violent death caused far too much collateral damage to continue.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Eventually, physical intervention was replaced by complicated hierarchical structures intended to prevent as much conflict and offence as possible. These attitudes towards careful respect remain evident in the majority of Plasmamen crew will encounter on station.&lt;br /&gt;
&lt;br /&gt;
=Roleplay=&lt;br /&gt;
&lt;br /&gt;
Plasmamen names are of the form &amp;quot;Name RomanNumeral&amp;quot;, where the names should generally be something chemistry related. Names such as Halogen XVI, Ionium CVXI, Radon MXI, are generally good examples of the format.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In general, Plasmamen are steadfast, extremely polite and unreasonably concerned about the rank of themselves and others in the station hierarchy. They will often spend a great deal of effort ensuring they have the preferred honorific of those they address, appending it to the end of most sentences. Plasmamen respectfully use common honorifics such as Sir, Ma&#039;am, Officer, Doctor, Captain for crew who request them. With each other, they may use any number of their own designations, with often unpronounceable consonant clusters based on their own clans and strange customs (Some recorded examples are: Kzzt, Krrn, Zrrn, Krkt, Tstfn and Qvlnl). Though sometimes slow and difficult to work with at first, once comfortable, Plasmamen tend to be among the most helpful crew on station, gladly assisting those of any rank above and below themselves, and always looking for opportunities to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen, despite their inclination to assist, are often extremely wary of physical intervention in violent events, except in self-defence or defence of the station. In their fragile suits, it is fairly expected that they wish to avoid physical confrontation, though if forced, some have been seen to demask, briefly igniting in a terrifying spectacle before rehooding as a form of threat. Whether this display is an ancient custom or newly acquired in the oxygen-rich environments of Nanotrasen stations is unknown, though it does seem to vary from clan to clan as many of their customs do. Do not be offended if a Plasmaman awaits the aftermath of a conflict before assisting those injured. They are merely preserving their own safety and that of others.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Plasmamen start with their sealed clothing, a plasma tank in hand and a breath mask in addition to their job&#039;s equipment. &#039;&#039;&#039;Keep your internals on at all times, so that you don&#039;t suffocate from a lack of plasma.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasmamen are an optional playable race. You can make a plasmaman character in the character panel. They do not have unique aspects that can be customized.&lt;br /&gt;
&lt;br /&gt;
Due to their Plasmic based biology, they spontaneously burst into flame in the presence of an oxidizer (oxygen). They have special sealed suits to prevent this, made up of an envirosuit (worn in the jumpsuit slot) and a spaceworthy helmet. A shower or the vacuum of space can prevent a naked plasmaman from burning, but the former only works temporarily when oxygen is present. Additionally, any atmos-sealed suit (either space suits or hardsuits) can protect them from the atmosphere. Fireproof clothing won&#039;t protect them from reacting with the atmosphere, although it will protect them from other sources of fire.&lt;br /&gt;
&lt;br /&gt;
The jumpsuit contains a self-extinguisher with 5 charges, which activates when the plasmaman is wearing both the jumpsuit and helmet and is on fire. There is a cooldown between automatic extinguishes. Plasmamen helmets are flash-proof, so this lets the average plasmaman do welding without risking eye injury. The helmet obstructs eye and ear items from others, and only the plasmaman themself can take them off without removing their helmet. Neither jumpsuit nor helmet are fireproof.&lt;br /&gt;
&lt;br /&gt;
Plasmamen may eat, but must take off their helmet and breath mask to do so. However they will not become hungry.&lt;br /&gt;
&lt;br /&gt;
Plasmamen breathe plasma, and carry their own [[Atmospherics_items#Plasma Internals Tank|plasma tanks]] for internals. They are smaller than [[Atmospherics_items#Plasma Tank|standard plasma tanks]] and they can be carried on the waist or in a pocket. These plasma tanks are not stocked on the station, but additional tanks (and plasmaman outfits) may be [[Supply crates|ordered]] in plasmaman supply kits from Cargo. You can also make empty belt tanks at a hacked autolathe.&lt;br /&gt;
&lt;br /&gt;
Plasmamen are immune to cold, and as such cannot heal from cryo, but they&#039;ll also take far less damage in space, since only the lack of pressure will hurt them.&lt;br /&gt;
&lt;br /&gt;
Plasmamen take 50% more damage from brute, fire and laser attacks. They have no blood to remove from them. Chemicals, including food and drinks, can be injected into their bodies through their jumpsuits. Plasmamen are not susceptible to most viruses or diseases, including appendicitis. One disease known to affect them is blight from a [[revenant]].&lt;br /&gt;
&lt;br /&gt;
There are fewer options for bringing a dead plasmaman back to life than most other species. Defibrillators don&#039;t work, because plasmamen do not have hearts. Blood cannot be drawn out of a plasmaman, so they cannot be turned into a [[podman|Podman]]. Cloning a plasmaman will work, but care must be taken with completed or ejected clones, as their naked body needs to be brought to a shower and dressed with a plasma envirosuit to stop them from burning. Internals also need to be provided, though the suffocation damage can be treated in Medbay if a tank isn&#039;t available. Consider getting a plasmaman supply kit from Cargo so that you can dress clones who lose their equipment.&lt;br /&gt;
&lt;br /&gt;
Due to their protective armor, plasmamen are &#039;&#039;&#039;somewhat&#039;&#039;&#039; safer from many antagonists than other crew members. They are particularly safe against xenos because their helmets protect against facehugging, and removing a plasmaman&#039;s helmet tends to result in everything being on fire.&lt;br /&gt;
&lt;br /&gt;
Plasmaman organs (including dismembered limbs) don&#039;t burst into flames.&lt;br /&gt;
&lt;br /&gt;
The AI does not consider plasmamen human and is not obligated to listen to them. Also, [[Captain|certain]] [[Head of Personnel|crew members]] will show depths of racism previously reserved for the clown.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
Plasmamen have evolved from a new type of Plasma based life, where Plasma substitutes for the Carbon in a normal human biology. This life developed in and on the surface of asteroids in the Centration belts, until eventually Plasmamen emerged. After spreading from rock to rock, Plasmamen did not form a unified society, and instead formed their own small clans of 10-100 people, living in carved out spaces inside the asteroids.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Occasionally they attach engines to convert their homes into ships. They excel in gas works, and have minor skill in cloaking technology (their love of cloaked helmets comes to mind, though Nanotrasen has banned this aboard stations). However, the species has not created hyper-spatial travel, and operates on very outdated computer technology.&lt;br /&gt;
&lt;br /&gt;
=How to clone a plasmaman=&lt;br /&gt;
A step by step guide&lt;br /&gt;
# Put plasmaman into cloning scanner&lt;br /&gt;
# Scan them, start the cloning process&lt;br /&gt;
# Drag their dead body to cloning pod&lt;br /&gt;
# Undress them and leave their clothes in a pile&lt;br /&gt;
# Turn on shower near cloning pod&lt;br /&gt;
# Once they pop out of cloner, put them under shower and wait for them to dress up&lt;br /&gt;
&lt;br /&gt;
But what if there are no clothes / we only found their head&lt;br /&gt;
# Have a blue (&amp;quot;Oxygen Deprivation&amp;quot;) medkit nearby&lt;br /&gt;
# Once they pop out of cloner, put them under shower and feed them a few blue pills (Salbutamol) from aforementioned medkit. Plasmamen suffocate if they don&#039;t have plasma to breathe!&lt;br /&gt;
# No Salbutamol? Epinephrine and Perfluorodecalin work too.&lt;br /&gt;
# Yell at cargo to order plasmaman supplies. In the meantime, bug Engineering/Atmos for a plasma tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Written by angry plasmaman who got tired of being cloned 3 times by clueless doctors before they gave up, put him in a body bag and hauled to morgue&#039;&#039;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Lizardperson&amp;diff=33560</id>
		<title>Lizardperson</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Lizardperson&amp;diff=33560"/>
		<updated>2021-05-10T18:51:43Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Lizards have no job restrictions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Basiliscus Lizretus&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Lizardman.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = LIZARDMEN&lt;br /&gt;
|speciename = Lizardperson&lt;br /&gt;
|homeworld = Ospillon&lt;br /&gt;
|central authority = Subservient to United Earth Government&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Critters#Neutral|the little lizards]].&lt;br /&gt;
&lt;br /&gt;
Sentient non-humans hired by Nanotrasen to fill in gaps in their [[Humans|Human]] workforce. Lizards are barred from serving command roles on Nanotrasen stations and are not protected by Asimov&#039;s laws of robotics.&lt;br /&gt;
&lt;br /&gt;
Functionally Lizards are nearly identical to Humans mechanics wise, but they suffer from lack of protection under Silicon Laws and they tend to be looked down upon by most of the (human dominated) crew.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Echoes of Humanity&#039;s dark distant past and their treatment of alien species remain well entrenched in modern day Human society. All alien species, including Lizardmen, have always been treated as second class citizens in Human society.&lt;br /&gt;
&lt;br /&gt;
[[File:FirstContact.jpg|350px|thumb|left|Artists Impression of first contact between Humanity and Lizardkind]]&lt;br /&gt;
&lt;br /&gt;
In 2550 Nanotrasen made history with the creation, and signing, of the Species Equality Act which paved the way for Lizardmen to be hired into low level jobs on-board Nanotrasen space stations, typically janitorial positions, as well as being the first corporation in existence to sign such a act. However in 2554 a amendment to the Species Equality Act, known as article 66, authorized the promotion and hiring of Lizardmen into most available station based roles.&lt;br /&gt;
&lt;br /&gt;
This proved to be a significantly controversial amendment that was met with great disapproval, undeterred the change was pushed through by Nanotrasen. However the threat of the United Earth Government terminating Nanotrasen&#039;s top secret plasma mining contract forced the addition of article 67 which barred Lizardmen from assuming a command level role outside of extreme circumstances. Nanotrasen was quick to use their new Lizardmen employees to shore up gaps in their workforce. &lt;br /&gt;
&lt;br /&gt;
The top secret Space Station 13 was no exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even More Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a record of the history of the major space lizard clans, who have existed for millenia alongside humanity in this universe but have only encountered each other for the last hundred years. While human history records are very accessible and common in human civilizations, the same cannot be said for the history of the lizard race. This book will make lizard history more accessible to those interested.&lt;br /&gt;
&lt;br /&gt;
While lizard civilization varies greatly, a substantial part of lizard life was made up of the great lizard clans. Such clans were the equivalent of human dynasties and ruled worlds, solar systems, even entire galactic subsectors. The largest clans were the Warnow, E&#039;play, and Knoises clans. All three clans still exist and command considerable influence over the Kalixcis Sector, even in the age of human megacorporations superceding most traditional forms of human government or rule. &lt;br /&gt;
&lt;br /&gt;
Indeed, sovereignty from the power of a megacorporation is a rare characteristic. Although the lizard clans are on cordial trading terms with most human corporations, the continued refusal and defiance on part of the lizard clans stem from the popular belief that this is a &#039;race war&#039;. The unspoken sentiment amongst corporation executives on the great lizard clans is that they are an obstacle to profit- the lizard clans see their survival as the only guarantee against slavery.&lt;br /&gt;
&lt;br /&gt;
In any case, the survival of the three great lizard clans to this day is a feat in itself. Although they consider each other allies in the face of human corporations, the three clans had only ceased outright hostilities only in 2124, a full century after their first contact with the human race. Like the human race, the lizard race under the great clans would engage in perpetual warfare in some form or another. The great clans warred with each other often. Local civil wars between minor clans, proxy wars waged between competing clans, all the way up to large-scale sector wide conflict, were all carried out to benefit one of the great clans.&lt;br /&gt;
&lt;br /&gt;
=Roleplay=&lt;br /&gt;
Lizardmen names are based on Verbs-The-Nouns, an example being Eats-The-Lemons or Stuns-The-Perp. There are no &#039;&#039;enforced&#039;&#039; restrictions on a name a Lizardperson can use (sans standard name rules) meaning you do not have to adhere to the Adjective-The-Nouns system but you &#039;&#039;&#039;should&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Generally Lizardpeople tend to form close knit communities with other Lizardpeople, and they tend to be wary around Humans, due to a combination of the limited amount of Lizardpeople on station but also due to the harsh treatment their species suffered hundreds of years ago by Humans. While many Humans are somewhat racist towards Lizardpeople many Lizards tend to hold little ill will towards Humans, however some Lizardpeople are oft just as racist towards Humans if not more so and are usually singled out as such.&lt;br /&gt;
&lt;br /&gt;
While the central United Earth Government enforces harsh policies against Lizardpeople, and Nanotrasen exploits the unwanted status of Lizardpeople for financial gain, some fringe and even criminal organizations are surprisingly welcoming toward Lizardpeople, whether this is due to them being genuinely progressive or them simply needing anyone of the right skill sets to work for them, the attitude is appricated among the Lizardpeople that work with them and usually ensures a near unbreakable loyalty.&lt;br /&gt;
&lt;br /&gt;
Amusingly Lizardpeople who work with Nanotrasen Security forces also near universally show a near unbreakable show of loyalty to their team. However this can be more attributed to how NT Security heavily emphasizes friendship and cooperation between security personal which thus encourages high loyalty, that and a big pay check.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Lizardpeople are a optional playable race. You can make a lizard character in the character panel, and change aspects of its appearance such as skin color, spines and antennae. Lizards attack with their claws to slash and hack people, though this does not deal any additional damage. They also tend to hiss when talking(because of their tongue) and are more resistant to heat and less to cold.&lt;br /&gt;
&lt;br /&gt;
Random names for lizardpeople are hypenated. They are generated by taking two names from a gender-specific list of lizard names.&lt;br /&gt;
&lt;br /&gt;
Note that as a lizard, the AI does not consider you human and is not obligated to listen to you and an Asimov AI will often respond lethally should they find you harming a human, however this also means the AI can allow you to put yourself into harm&#039;s way in a positive manner, such as opening an airlock exposed to space to save someone. Also, [[Captain|certain]] [[Head of Personnel|crew members]] will show you depths of racism previously reserved for the clown. Centcom also maintains a strict &amp;quot;Human-Only&amp;quot; policy for Command Staff appointments. But hey, special snowflake colors!&lt;br /&gt;
&lt;br /&gt;
You can speak in Draconic, a language understood by lizardpeople (as well as silicons and the [[Curator]]) by preceding your speech with ,o. To speak on the radio in Draconic, use the radio code first, i.e., &amp;quot;; ,o Hello lizardsss!&amp;quot; You can also set your default language to Draconic with the language button on the HUD. &#039;&#039;&#039;WARNING: Speaking in lizard language around humans has a high chance of making the humans hate you. Even more than usual.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Centcom_ID.png&amp;diff=33551</id>
		<title>File:Centcom ID.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Centcom_ID.png&amp;diff=33551"/>
		<updated>2021-05-06T20:41:15Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Centcom ID&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Prisoner_ID.png&amp;diff=33550</id>
		<title>File:Prisoner ID.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Prisoner_ID.png&amp;diff=33550"/>
		<updated>2021-05-06T20:39:47Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prisoner ID&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=33549</id>
		<title>Guide to robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=33549"/>
		<updated>2021-05-06T20:02:32Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Atmosbot is not missing anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision | reason = IPC repair}}&lt;br /&gt;
Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits.&lt;br /&gt;
[[File:Robotics.png|thumb|400px|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
==[[Exosuit Fabricator]]s==&lt;br /&gt;
These are the main machines used in [[Robotics]], with them you can create various exosuit and cyborg parts and their upgrade modules.&lt;br /&gt;
Remember to sync these with the R&amp;amp;D servers frequently for new equipment designs and increased production speeds.&lt;br /&gt;
&lt;br /&gt;
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&amp;amp;D servers, use a screwdriver on it and then crowbar that fucker!&lt;br /&gt;
Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.&lt;br /&gt;
====[[File:Generic_borg.png|64px]] [[Cyborg]]s====&lt;br /&gt;
Total Part Cost: 100000 [[File:Metal.png|Metal]]&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x each Cyborg part (made with the [[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Flash.gif|Flash]] ([[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] (preferably at least High-Capacity)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] OR positronic brain OR B.O.R.I.S. module&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
Assuming you already have the necessary components:&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg&#039;s chest&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg&#039;s chest&lt;br /&gt;
# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg&#039;s head (one for each eye socket)&lt;br /&gt;
# For final assembly, take each component and apply it to the cyborg endoskeleton&lt;br /&gt;
# [[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg &#039;PenisShitter 5000&#039; will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it &#039;PenisShitter 5000&#039;. For some hilarity and general confusion, try giving the borg the same name as the AI.&lt;br /&gt;
# [[File:Brain.png|Brain]] Once it&#039;s complete, it&#039;s time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer&#039;s brain.]] (If the brain has been removed from the head without surgery, you will need to pour [[Guide_to_chemistry#Mannitol|mannitol]] on it to fix it)&lt;br /&gt;
# [[File:MMI.png|MMI]] Now put the brain into your [[MMI]], and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the [[Morgue]] (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says &amp;quot;This MMI does not seem to fit.&amp;quot; it means the user is job banned from cyborg.&lt;br /&gt;
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
In the beginning of a maintenance process, you need to open the Cyborg&#039;s maintenance cover. To open it:&lt;br /&gt;
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to open the cover.&lt;br /&gt;
After the maintenance process use the same tools in reverse order so the Cyborg doesn&#039;t run around with its cover open, like so:&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to close the cover.&lt;br /&gt;
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can&#039;t lock their panel.&lt;br /&gt;
===Cyborg Repairs===&lt;br /&gt;
Cyborgs will often come to you for repairs if damaged.&lt;br /&gt;
&lt;br /&gt;
For brute damage:&lt;br /&gt;
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.&lt;br /&gt;
For burn damage:&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove the battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to expose wiring.&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to hide wiring.&lt;br /&gt;
# Re-insert the old battery or insert a new one. &lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
===Cyborg Batteries===&lt;br /&gt;
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.&lt;br /&gt;
# [[File:Power_cell.png]] Insert a New Battery.&lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
===Cyborg Radios===&lt;br /&gt;
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Reviving Cyborgs===&lt;br /&gt;
A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).&lt;br /&gt;
# Repair the Cyborg with a welder and/or replace wires.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Upgrading Cyborgs===&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Resetting Cyborg models===&lt;br /&gt;
For info on how to reset a cyborg&#039;s model, check out the [[Hacking#Cyborgs|Guide to Hacking]].&lt;br /&gt;
===Deconstructing Cyborgs===&lt;br /&gt;
Cyborgs can be deconstructed to remove their MMI and get their parts back.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to open wiring.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut every wire until the &#039;&#039;&#039;lockdown&#039;&#039;&#039; light turns on.&lt;br /&gt;
# [[File:Wrench.png]] Wrench to disassemble.&lt;br /&gt;
(Alternatively, for steps 4 and 5, you can use a Robotics console)&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Materials to produce&amp;lt;br&amp;gt;(unupgraded fabricator)&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Reclassification Module&lt;br /&gt;
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.&lt;br /&gt;
|35000 Metal&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Emergency Restart Module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.&amp;lt;br&amp;gt;&lt;br /&gt;
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. &lt;br /&gt;
|60000 Metal, 5000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Borg Expander&lt;br /&gt;
|A cyborg resizer, it makes a cyborg huge.&lt;br /&gt;
|200000 metal, 5000 titanium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ion Thrusters Module&lt;br /&gt;
|An ion-powered thruster system that works like a jetpack for movement in no gravity.&lt;br /&gt;
|80000 Metal, 6000 Glass, 6000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Self-Repair Module&lt;br /&gt;
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.&lt;br /&gt;
|15000 Metal, 15000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Equipment Modules&lt;br /&gt;
|Enables illegal modules, the same that are enabled when cyborgs are emagged.&amp;lt;br&amp;gt;&lt;br /&gt;
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!)&lt;br /&gt;
|10000 Metal, 15000 Glass, 10000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Engineering Cyborg RPED&lt;br /&gt;
|A rapid part exchange device for the engineering cyborg.&lt;br /&gt;
|10000 metal, 5000 glass&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Diamond Drill&lt;br /&gt;
|Upgrades a mining cyborg&#039;s drill to be faster. &lt;br /&gt;
|10000 Metal, 2000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ore Satchel of Holding&lt;br /&gt;
|Upgrades a mining cyborg&#039;s satchel to hold infinite minerals.&lt;br /&gt;
|10000 Metal, 250 Gold, 500 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Lava-proof Tracks&lt;br /&gt;
|Allows a mining cyborg to walk over lava undamaged.&lt;br /&gt;
|8000 Metal, 10000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Crew Pinpointer&lt;br /&gt;
|A crew pinpointer module for the medical cyborg. Also gives access to a crew monitor screen&lt;br /&gt;
|15000 Metal, 500 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Expanded Hypospray&lt;br /&gt;
|Adds [[Oculine]], [[Inacusiate]], [[Mutadone]], [[Mannitol]], [[Salicyclic Acid]], [[Oxandrolone]], [[Rezadone]], and [[Pentetic Acid]] and [[Haloperidol]] to a Medical Cyborg&#039;s hypospray chemicals.&lt;br /&gt;
|15000 Metal, 15000 Glass, 5000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Piercing Hypospray&lt;br /&gt;
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Defibrillator&lt;br /&gt;
|Gives a Medical Cyborg a defibrillator.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Surgical Processor&lt;br /&gt;
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synched on it. These surgeries can then be performed by the cyborg anywhere. &lt;br /&gt;
|5000 Metal, 4000 Glass, 4000 Silver&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Disabler Cooling Module&lt;br /&gt;
|Increases the recharge rate of security cyborg disablers. (&#039;&#039;&amp;lt;s&amp;gt;Secborgs are no longer in game. Instead there are peacekeeper cyborgs.&amp;lt;/s&amp;gt; Secborgs are now locked behind an upgrade module)&#039;&#039;&lt;br /&gt;
|80000 metal, 6000 glass, 2000 gold, 500 diamond&lt;br /&gt;
|}&lt;br /&gt;
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.&lt;br /&gt;
==Surgery==&lt;br /&gt;
To initiate most surgeries, first place [[File:Drapes.png|Drapes]]&#039;&#039;&#039;drapes&#039;&#039;&#039; over the part of the body you are operating on. &lt;br /&gt;
===Removing Brains===&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove the brain.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:MMI.png]]Have an MMI in hand.&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: Click to remove the brain.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Despite what some old-timer Roboticists may tell you, &amp;lt;b&amp;gt;DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY.&amp;lt;/b&amp;gt; Removing a brain without surgery will damage it and may result in the immediate death of the brain.&lt;br /&gt;
&lt;br /&gt;
In case this happens, you will need to ask the [[Chemist]] to make some [[Mannitol]] to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a head is not attached to a body, you can simply use a [[File:Scalpel.png|Scalpel]]scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.&lt;br /&gt;
=== Limb Augmentation ===&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
&#039;&#039;We can rebuild him. We have the technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs or arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Create&#039;&#039;&#039; the &#039;&#039;&#039;cyborg limb(s)&#039;&#039;&#039; using an &#039;&#039;&#039;Exosuit Fabricator&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: sever the muscles.||[[File:Wirecutters.png|Wirecutters]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 7: &#039;&#039;&#039;Cyborg limb&#039;&#039;&#039;: augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!&lt;br /&gt;
====[[File:Medibot.gif|64px]] Medibot====&lt;br /&gt;
Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]], except it can heal all 4 basic damage types. The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed by 50%. Requires a &amp;quot;refresh&amp;quot; similarly to operating computers to benefit from research. Medibots heal more of a specific damage if the medkit used to make them was oriented around that damage (a tox medkit medibot will heal toxin better). &amp;lt;br&amp;gt;&lt;br /&gt;
When [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject 5u [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] and damage you based on what they would have healed (brute if you don&#039;t need treatment) per step.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Healthanalyzer.png|Health Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&lt;br /&gt;
|}&lt;br /&gt;
# Attach the Borg Arm (left or right, doesn&#039;t matter) to an empty [[Med-kit]]. Color of the Med-kit doesn&#039;t matter, although it will affect the colour of the Medbot.&lt;br /&gt;
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.&lt;br /&gt;
# Add a [[Medical Analyzer]].&lt;br /&gt;
# Insert the [[Proximity Sensor]] and your Medibot is ready!&lt;br /&gt;
====[[File:Cleanbot.gif|64px]] Cleanbot====&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Bucket.png|Bucket]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# Grab a [[bucket]] from the [[Janitor]] or make with [[Autolathe]] and insert the [[Proximity Sensor]] to it&lt;br /&gt;
# Use a [[Pen]] to name it if you wish.&lt;br /&gt;
# Attach a Borg Arm and your Cleanbot is ready!&lt;br /&gt;
====[[File:Atmosbot.png|64px]] Atmosbot====&lt;br /&gt;
Atmosbots are good for when some idiot decides to a canister of nasty stuff in the main hall. It replaces bad air with a standard oxygen/nitro mix. When emagged they dispense disease ridden miasma instead.&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Analyzer.png|Atmospherics Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:OxygenTank.png|Oxygen Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
====[[File:Floorbot.gif|64px]] Floorbot====&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they&#039;re niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:BlueToolbox.png|Mechanical Toolbox]] Any toolbox&amp;lt;br&amp;gt;&lt;br /&gt;
10 x [[File:Floor_Tiles.png|Floor Tile]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
# Attach a [[Floor tile]] to the [[Storage_items#Mechanical_toolbox|Mechanical Toolbox]].&lt;br /&gt;
# Add the [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Right Arm and your Floorbot is ready!&lt;br /&gt;
====[[File:Firebot.gif|64px]] Firebot====&lt;br /&gt;
This lil guy will scoot around and try his best to extinguish burning people and gases around him.&lt;br /&gt;
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn&#039;t on fire.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Fire_extinguisher.gif|Fire Extinguisher]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Fire_Helmet.png|Fire Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Fire_extinguisher.gif]][[Fire Extinguisher]]. [[File:Firebot_assembly1.png]]&lt;br /&gt;
# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. [[File:Firebot_assembly2.png]]&lt;br /&gt;
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready.&lt;br /&gt;
====[[File:Honkbot.png|HONK HONK|64px]] [[Honkbot]]====&lt;br /&gt;
It&#039;s annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor [[Emag|emags]] the thing.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Clownbox.png|Clown Box]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Clownstamp.png|Clown Stamp]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Bike horn.png|Bike Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)&lt;br /&gt;
# Insert a Borg Arm&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Add a Bike Horn&lt;br /&gt;
====[[File:Securitron.gif|I AM THE LAW|64px]] [[Securitron]]====&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors who have invested in a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:StunBaton.gif|Stun Baton]] (If you attach four toy swords here instead, you will create a toy general beepsky)&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Toss in a [[Stun Baton]] and your Securitron is ready!&lt;br /&gt;
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
====[[File:GeneralBeepsky.png|FOOLISH JEDI|64px]] General Beepsky====&lt;br /&gt;
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a [[Traitor|traitor&#039;s]] worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with its rapidly rotating eswords. It gets even worse when a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target it comes across.&lt;br /&gt;
&lt;br /&gt;
Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP.&lt;br /&gt;
&lt;br /&gt;
Has a toy sword version.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Wrench.png|Wrench|link=Wrench]] Wrench&lt;br /&gt;
&lt;br /&gt;
4 x [[File:ESword.png|Energy Sword]]&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Use a [[Wrench]] to adjust the arm slots for extra weapons.&lt;br /&gt;
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim.&lt;br /&gt;
====[[File:Ed209.png|64px]] [[ED-209]]====&lt;br /&gt;
&#039;&#039;&#039;PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Cyborg Endoskeleton&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Metal.png|Metal Sheet]] Metal Sheet&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Cyborg_left_leg.png|Cyborg Leg]] Cyborg Leg&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Armor.png|Body Armor]] Body Armor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]] Welding Tool&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]] Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]] Proximity Sensor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]] Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:ModernDisabler.png]] Disabler&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Build a Cyborg Endoskeleton from the Exosuit Fabricator.&lt;br /&gt;
# [[File:Metal.png|Metal Sheet]] Use a [[Metal Sheet]] on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
# [[File:Cyborg_left_leg.png|Cyborg Leg]] Add two Robot Legs&lt;br /&gt;
# [[File:Armor.png|Body Armor]] Add a [[Body Armor]]&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Weld everything together&lt;br /&gt;
# [[File:Helmet.png|Helmet]] Add in a security [[Helmet]]&lt;br /&gt;
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert wires&lt;br /&gt;
# [[File:ModernDisabler.png]] [[File:Screwdriver_tool.png|Screwdriver]] Add a [[Disabler]] and attach it with a [[Screwdriver]]&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own bada*s sec bot is complete!&lt;br /&gt;
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.&lt;br /&gt;
====[[File:Generic drone.png|64px]] [[Drone|Drone]]====&lt;br /&gt;
&#039;&#039;&#039;Note that Drones are currently admin spawn only, outside of the three derelict drones.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disposable little drone that runs around and repairs things. Controlled by players, and can&#039;t interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.&lt;br /&gt;
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Drone Shell Fabricator by inserting glass and metal.&lt;br /&gt;
That&#039;s it! Any ghost can click on the drone shell to take control of it and start repairing the station.&lt;br /&gt;
==Exosuits==&lt;br /&gt;
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don&#039;t put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don&#039;t have a keycard on them!&lt;br /&gt;
===List of Exosuits===&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don&#039;t expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.&lt;br /&gt;
&lt;br /&gt;
While it lacks the Firefigher&#039;s lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
10 x Metal rods&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Build all of the Ripley parts using the Exosuit Fabricator.&lt;br /&gt;
# Attach all of the parts to the Ripley chassis &lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Rods.png|Plasteel]] 10 metal Rods&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley.png|64px]] Ripley APLU MK-II====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that&#039;s often used for construction, break&amp;amp;entry or fighting Blobs.&lt;br /&gt;
&lt;br /&gt;
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 10.000[[File:Metal.png|Metal]] 10.000[[File:Plasmadone.png|Plasma]]&lt;br /&gt;
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley MK-I]]&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.&amp;lt;br&amp;gt;&#039;&#039;&#039;Once converted to the MK-II design, the exosuit cannot be restored to MK-I.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
====[[File:Firefighter.png|64px]] Firefighter APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special properties&#039;&#039;&#039;: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley&#039;s big brother that has significantly improved armor and can walk on lava unscathed.&lt;br /&gt;
&lt;br /&gt;
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and &amp;lt;s&amp;gt;slaying [[Megafauna]]&amp;lt;/s&amp;gt; (dont) - miners love it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
15 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Firesuit [[File:Firesuit.png|Firesuit]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create a Firefighter APLU chassis using the Exosuit Fabricator.&lt;br /&gt;
# Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
# Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
# [[File:Firesuit.png|Firesuit]] Add a Firesuit&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Odysseus.png|64px]] Odysseus====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 20 melee, 10 bullet. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A fast, lightly armored exosuit that can use unique medical equipment. &lt;br /&gt;
&lt;br /&gt;
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 74.000[[File:Metal.png|Metal]] 10.000[[File:Glass.png|Glass]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Odysseus circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create all of the Odysseus parts using the Exosuit Fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis (excluding Carapace)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Main Board]] Odysseus Main Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Peripherals Board]] Odysseus Peripherals Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Gygax.png|64px]] Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Its punches can smash through walls, [[Status_Effects#Knockdown|knock people down]] for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 125.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 20.000[[File:Diamonddone.png|Diamonds]] 10.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Gygax circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Gygax parts using the Exosuit Fabricator.&lt;br /&gt;
#Assemble all of the Gygax parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Main Circuitboard]] Gygax Central Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Peripherals Circuitboard]] Gygax Peripherals Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Targeting Circuitboard]] Gygax Weapon Control and Targeting module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Durand.png|64px]] Durand====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 400&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 140.000[[File:Metal.png|Metal]] 25.000[[File:Glass.png|Glass]] 28.000[[File:Silverdone.png|Silver]] 25.000[[File:Uraniumdone.png|Uranium]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Durand circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Durand parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Durand Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Super Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Durand_armor_plates.png|Durand Armor Plates]] Add Durand Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
=====Durand Shield=====&lt;br /&gt;
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_block_directions.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is what the shield looks like in the dark: &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_dark.gif]]&lt;br /&gt;
----&lt;br /&gt;
====[[File:Phazon.png|64px]] Phazon====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.&lt;br /&gt;
&lt;br /&gt;
Unless you manage to neutralize an anomaly, you won&#039;t be able to build one of these.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 175.000[[File:Metal.png|Metal]] 90.000[[File:Plasmadone.png|Plasma]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bluespace Crystal [[File:Bluespace_Crystal.png|Bluespace Crystal]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Neutralized Anomaly Core&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Phazon circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Phazon parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Phazon Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Phazon Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Phazon Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Bluespace_Crystal.png|Bluespace Crystal]] Add a Bluespace Crystal&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add Phazon Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add the Anomaly Core&lt;br /&gt;
----&lt;br /&gt;
====[[File:honk.png|64px]] H.O.N.K.====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: -20 melee, 25.000°K max temperature. Yikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 140&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; What&#039;s worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 120.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 35.000[[File:Bananimumdone.png|Bananium]]&lt;br /&gt;
1 x Clown mask&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Clown shoes&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bike horn [[File:Bike horn.png|60px]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;::&lt;br /&gt;
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.&lt;br /&gt;
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the main circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit again.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the peripherals circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
#[[File:Circuitboard.png]] Add the targeting circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HONK&#039;&#039;&#039;&lt;br /&gt;
#Add the clown&#039;s mask to the exosuit.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HENK&#039;&#039;&#039;&lt;br /&gt;
#Add clown shoes to it.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH&#039;&#039;&#039; [[File:Bike horn.png|60px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you&#039;re happy with yourself.&lt;br /&gt;
----&lt;br /&gt;
===CentCom Exosuits===&lt;br /&gt;
If you see these, you know that things have &#039;&#039;&#039;really&#039;&#039;&#039; gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].&lt;br /&gt;
====[[File:Marauder.png|64px]] Marauder====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue exosuit for the [[Death Squad]] when the going gets tough.&amp;lt;br&amp;gt; It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.&lt;br /&gt;
====[[File:Seraph.png|64px]] Seraph====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s, but punches even harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 550&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.&amp;lt;br&amp;gt; It starts off with the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Exosuits===&lt;br /&gt;
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.&lt;br /&gt;
====[[File:DarkGygax.png|64px]] Dark Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Gygax&#039;, but with additional thrusters for space navigation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Gygax used for nefarious purposes.&amp;lt;br&amp;gt; It starts off with the FNX-99 &amp;quot;Hades&amp;quot; Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.&lt;br /&gt;
====[[File:DarkMarauder.png|64px]] Mauler====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Marauder used by the Syndicate that&#039;s not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.&amp;lt;br&amp;gt; Starts off with the Ultra AC 2 LMG, the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
==Exosuit operation and maintenance==&lt;br /&gt;
To climb into an exosuit, just drag and drop your character onto it.&lt;br /&gt;
====Exosuit beacons====&lt;br /&gt;
Adding a tracking beacon (exofab &amp;quot;Misc&amp;quot; category) to a mech allows the RD&#039;s exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.&lt;br /&gt;
====EMP====&lt;br /&gt;
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds. &lt;br /&gt;
====Locking/unlocking Exosuits====&lt;br /&gt;
There are two ways to lock exosuit: A) ID (&amp;quot;keycode&amp;quot;) lock or B) DNA lock.&lt;br /&gt;
&lt;br /&gt;
A) &#039;&#039;&#039;ID lock (keycode)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.&lt;br /&gt;
&lt;br /&gt;
For example: A mech with &amp;quot;bridge&amp;quot; and &amp;quot;robotics&amp;quot; keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.&lt;br /&gt;
* Enter the exosuit and unlock the ID upload panel.&lt;br /&gt;
* Exit the exosuit.&lt;br /&gt;
* Use an ID card/PDA on exosuit and select &amp;quot;Edit operation keycodes&amp;quot;.&lt;br /&gt;
B) &#039;&#039;&#039;DNA lock&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.&lt;br /&gt;
&lt;br /&gt;
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.&lt;br /&gt;
* Enter the exosuit and open the stats menu.&lt;br /&gt;
* Unter Permissions&amp;amp;Logging, click &amp;quot;DNA-lock&amp;quot;.&lt;br /&gt;
* To remove the lock, hit &amp;quot;[ Reset ]&amp;quot; next to your DNA string under &amp;quot;DNA-locked:&amp;quot;.&lt;br /&gt;
====Exosuit Damage and Repairs====&lt;br /&gt;
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Internal Fire:&#039;&#039;&#039; An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life Support System Malfunction:&#039;&#039;&#039; A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Tank Breach:&#039;&#039;&#039; A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordination System Calibration Failure:&#039;&#039;&#039; A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. &amp;lt;s&amp;gt;It can be fixed by clicking &amp;quot;Recalibrate&amp;quot; in the damage report.&amp;lt;/s&amp;gt;Due to a big it cannot be fixed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Circuit:&#039;&#039;&#039; A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).&lt;br /&gt;
====Exosuit Battery, Capacitor and Scanning Module Replacement====&lt;br /&gt;
{{Anchor|Exosuit Battery Replacement}}&lt;br /&gt;
# Make sure maintenance protocols are permitted (Permissions&amp;amp;Logging inside the mech).&lt;br /&gt;
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select &amp;quot;Initiate maintenance protocol&amp;quot;.&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# Click &amp;quot;Drop power cell&amp;quot;, &amp;quot;Drop capacitor&amp;quot; or &amp;quot;Drop scanning module&amp;quot; in the menu, depending on which part you want to replace. &lt;br /&gt;
# [[File:Hud-hands.gif]] Pick up the old part from the floor and discard it. &lt;br /&gt;
# [[File:Power_cell.png]] New Battery, capacitor or scanning module&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Id_regular.png]] ID Card and select &amp;quot;Terminate maintenance protocol&amp;quot;.&lt;br /&gt;
# Optional: Forbid maintenance protocol from inside the mech.&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu).&lt;br /&gt;
&lt;br /&gt;
To attach a tool or weapon, simply click with it on the exosuit. &lt;br /&gt;
====Generic Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit drill.png]] Drill&lt;br /&gt;
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha diamond drill.png]] Diamond Drill&lt;br /&gt;
|Essentially an upgraded drill that&#039;s faster and much stronger - you can go right through minerals and reinforced walls.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningScanner.png]] Exosuit Mining Scanner&lt;br /&gt;
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Teleporter&lt;br /&gt;
|A mounted teleporter that can teleport the exosuit to any location in view.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Gravitational Catapult&lt;br /&gt;
|Can be used to throw objects around (&#039;&#039;&#039;S&#039;&#039;&#039;ling mode) or blast anything away from a targeted area (&#039;&#039;&#039;P&#039;&#039;&#039;ush mode).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wormhole generator.gif]] Exosuit Wormhole Generator&lt;br /&gt;
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mounted RCD.png]] Mounted RCD&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
|Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Repair droid.png]] Repair Droid&lt;br /&gt;
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Energy Relay&lt;br /&gt;
|Wirelessly drains energy from any APC&#039;s available power channel in the area. Not very effective.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Plasma Converter&lt;br /&gt;
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] ExoNuclear Reactor&lt;br /&gt;
|Generates power using uranium sheets as fuel. Irradiates the environment.&lt;br /&gt;
|}&lt;br /&gt;
====Specialized Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hydraulic clamp.png]] Hydraulic Clamp&lt;br /&gt;
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt; Great in combination with an ore box - nearby minerals will be loaded straight into the box.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png]] 217-D Heavy Plasma Cutter&lt;br /&gt;
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.&amp;lt;br&amp;gt; Longer range and higher damage than portable cutters.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit extinguisher.png]] Exosuit Extinguisher&lt;br /&gt;
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cable layer.png]] Cable Layer&lt;br /&gt;
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sgun.png]] Exosuit Syringe Gun&lt;br /&gt;
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.&amp;lt;br&amp;gt; Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.&amp;lt;br&amp;gt; Reagent synthesis has to be manually started by opening the equipment tab of the mech&#039;s status menu.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sleeper.gif]] Mounted Sleeper&lt;br /&gt;
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.&amp;lt;br&amp;gt; Can also be used to abduct people and keep them sedated.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_medigun.png]] Medigun&lt;br /&gt;
|Exo-suit mounted medigun which gradually heals people it&#039;s used on. Don&#039;t cross the streams!&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Exosuit Weapons====&lt;br /&gt;
Install a weapon by printing it from the security techfab and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the &amp;quot;starting ammo&amp;quot;. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Weapon&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Energy drain or starting ammo/max ammo&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Cooldown in seconds&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
|Fires a Laser bolt, identical to laser rifles.&lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&lt;br /&gt;
|Fires a Heavy Laser bolt, identical to the laser cannon.&lt;br /&gt;
|60 energy per shot&lt;br /&gt;
|1.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] mkIV Ion Heavy Cannon&lt;br /&gt;
|Fires a Ion bolt, identical to ion rifles. Don&#039;t hit yourself!&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:EZ-13_MK2_heavy_pulse_rifle.png]] eZ-13 mk2 Heavy pulse rifle&lt;br /&gt;
|Fires a heavy pulse laser. [[Death Squad]] only.&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|3&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_disabler.png]] &amp;quot;Peacemaker&amp;quot; Disabler&lt;br /&gt;
|Fires basic disabler beams. &lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:LBX AC 10 &amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png]] LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
|Fires four bullets in a spread pattern, 20 damage each.&lt;br /&gt;
|40 / 160&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ultra AC 2.png]] Ultra AC 2&lt;br /&gt;
|Fires a three shot burst of 20 damage bullets.&lt;br /&gt;
|300 / 1200&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SRM-8 missile rack.png]] SRM-8 Missile Rack&lt;br /&gt;
|Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. &lt;br /&gt;
|8 / 8&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:BRM-6_missile_rack.png]] BRM-6 Missile Rack&lt;br /&gt;
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. &lt;br /&gt;
|6 / 6&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon&lt;br /&gt;
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.&lt;br /&gt;
|500 energy per shot&lt;br /&gt;
|3.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SGL-6 Grenade Launcher&lt;br /&gt;
|Launches a flashbang at medium range. &lt;br /&gt;
|6 / 24&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SOB-3 Grenade Launcher&lt;br /&gt;
|Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. &lt;br /&gt;
|3 / 3&lt;br /&gt;
|9&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hades-Carbine.png]] FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
|Shoots incendiary bullets that leave a burning trail.&lt;br /&gt;
|24 / 96&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana mortar.png]] Banana Mortar&lt;br /&gt;
|Launches a banana peel. Very annoying, thus, fun.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mousetrap mortar.png]] Mousetrap Mortar&lt;br /&gt;
|Launches an armed mousetrap.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HoNkER BlAsT 5000.png]] HoNkER BlAsT 5000&lt;br /&gt;
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&lt;br /&gt;
|200 energy per shot&lt;br /&gt;
|15&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha punching glove.png]] Oingo Boingo Punch-face&lt;br /&gt;
|Launches a boxing glove that can punch airlocks right out of their frames.&lt;br /&gt;
|250 energy per punch or 500 per shot, 10 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Combat&amp;diff=33546</id>
		<title>Guide to Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Combat&amp;diff=33546"/>
		<updated>2021-05-06T19:44:59Z</updated>

		<summary type="html">&lt;p&gt;Penwin: Does not need revision anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are times when running away from a fight is not an option. The combat system is [[Terminology#Robust.2FRobusting|robust]] but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your [[#Melee_Weapons|melee weapon]] is [[#Cheap_Tricks|no longer in your hand]]. Sometimes your ranged shots [[Syndicate_items#Martial_Arts_Scroll|bounce off]] your target. Sometimes you even [[Guide_to_chemistry#Amanitin|suddenly die]] without knowing why. Some people reduce it to &amp;quot;click spaceman until horizontal&amp;quot;, but there is a lot more to it. This guide may only cover some basics, but its intention is to help you win fights (or successfully commit murder as [[Terminology#Antag|antag]]), even against veteran players. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The [[#Basics to Combat|practical part]] this guide was written april 2019. If you are reading it much later, some things may be outdated. &lt;br /&gt;
=Basics to Combat=&lt;br /&gt;
Some good to know basics about the combat system. &lt;br /&gt;
==[[Health]] System==&lt;br /&gt;
Get familiar with how [[Health|health]] works. Some important bits are:&lt;br /&gt;
* You have 200 max hp. &lt;br /&gt;
* If you have over 40 total damage of any types you get slowed down until healed. &lt;br /&gt;
* After losing around 100 hp (depending on [[Mood|mood]]) you enter [[Health#Critical_Status|softcrit]]. All you can do in this state is slowly crawl, and [[Radio_channels#Other_Communication_Codes|whisper]]. If this happens you have probably lost. &lt;br /&gt;
* After losing 150 hp you enter a [[Health#Critical_Status|hardcrit]] state. In this state you will be [[Status_Effects#Unconscious|unconscious]] and slowly die. If you [[Radio_channels#Other_Communication_Codes|whisper]] you will say your last words and succumb to death.&lt;br /&gt;
==Damage Zone==&lt;br /&gt;
[[File:Hud-target.gif]] You can target specific damage zones by using the Numpad Keys. Each limb has its own pool of hitpoints. Hurting the head, legs or arms with enough [[Health#Brute|brute damage]] can cut them off when using a sharp weapon. There are a few [[#Cheap_Tricks|specific items]] that do certain things when aimed at certain zones. If you are unsure what to aim at, then targeting chest or head are the safest choices. Limbs are capped and will stop taking damage if hurt enough, sometimes making you waste damage by hitting them.&lt;br /&gt;
==Movement Speed==&lt;br /&gt;
To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with [[Health#Damage_Types|damage]], [[Makeshift_weapons#Bola|bola]], [[Status_Effects#Knockdown|slipping them]], [[#Cheap_Tricks|other tricks]] or many other methods and they will be easier to hit with both [[#Melee_Weapons|melee]] and [[#Ranged_Weapons|ranged weapons]]. There are also ways to speed yourself up, such as [[Guide_to_food_and_drinks#Nuka_Cola|Nuka Cola]] from [[Vendor#Food_and_Drink_Machines|drink vendors]]. &lt;br /&gt;
==Stuns==&lt;br /&gt;
A fight is typically won by either stunning your enemy, which lets you [[#Cuffing|cuff]] them, or by hurting them to a [[Health#Critical_Status|crit]] state or [[Health#Death|worse]]. Learn what the different types of [[Status_Effects#Disables|stuns]] do. An accessible stunning weapon can be made by crafting a [[Makeshift_weapons#Stunprod|stunprod]] [[File:Stunprod.png]]. Also note, when the wiki or players talk about &amp;quot;stuns&amp;quot;, they typically mean both the [[Status_Effects#Paralyze|paralyze]] and the [[Status_Effects#Stun|stun]] [[Status_Effects|status effects]]. Stun times varies depending on item used, but are usually around 4-15 seconds. You can reduce stun times on yourself in several ways, such as with certain [[Guide_to_chemistry#Narcotics|chemicals]], including from smoking [[Guide_to_chemistry#Nicotine|nicotine]]. Some stuns are conditional, such as the [[Status_Effects#Paralyze|paralyze]] from the [[Security_items#Flash|flash]] [[File:Flash.gif]], which only works if the target has no [[Clothing_and_Accessories#Sunglasses|sunglasses]] or similar protection. If your target is [[Guide_to_genetics#Mutations_and_Their_Consequences|immune to stuns]], you will usually have to damage them instead.&lt;br /&gt;
==Cuffing==&lt;br /&gt;
If you are unsure if your target is [[Terminology#Valid.2FValidhunting|valid]] or not, you should opt for a non-lethal takedown. Do this by somehow [[Status_Effects#Paralyze|stunning]] or [[Unconscious|knocking out]] your target and then [[Makeshift_weapons#Cablecuffs|cuffing]] it. If you do not have access to [[Security_items#Handcuffs|handcuffs]] [[File:Handcuffs.png]], you can easily craft [[Makeshift_weapons#Cablecuffs|cablecuffs]] [[File:Cablecuffs.png]] by activating [[Engineering_items#Cable_Coil|cable coils]] [[File:CableCoils.png]] in your hand. Cuff a person by holding cuffs in your active hand, and then clicking your target. Grab your target by ctrl+clicking it (works even while cuffing). Switch to [[Starter_guide#Help_Intent|help intent]] [[File:Intent_Help.png]] so you can move around easier with the cuffed person. The target is now completely under your control as long as you don&#039;t stand still long enough for them to uncuff themself, and as long as they don&#039;t get bumped out of your grab. Remove cuffs from yourself by [[Keyboard_Shortcuts#Hotkey-mode_Enabled|resisting]]. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up.&lt;br /&gt;
=Melee Combat=&lt;br /&gt;
On beestation, you interact with a person in melee by being next to them and clicking &#039;&#039;&#039;on their sprite&#039;&#039;&#039; (and not on the tile they are standing on/moving towards). When your interaction connects, something will happen depending on what your [[Starter_guide#Intents|intent]] is and which [[#Melee Weapons|weapon]] you are wielding. Due to technical limitations, some clicks will not connect, so what you should do is spamclick that target while moving around and trying to avoid being clicked yourself. Every time you successfully [[Starter_guide#Harm_Intent|attack]] (or [[Starter_guide#Help_Intent|hug]]) someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second (about 0.8 seconds). &lt;br /&gt;
==Blocking==&lt;br /&gt;
The requirements to block is to hold an item which is able to block and be on any intent except harm intent. All shields can obviously block, all shields(except adamantine shield, it uses non-shield blocking mechanics) have an integrity which gets lowered every time they block an attack and once their integrity reaches 0 they will break, some non-shield items can also block(mop, skateboard, chair, katana, energy sword etc.), when you block with a non-shield item the arm holding the item that blocked will take stamina damage until it gets stamina critted and it forces you to drop the item which was blocking, if the item you are blocking with is stuck to your arm(glue, changeling blade) once it gets stamina critted it will stop blocking until the stamina damage gets healed.&lt;br /&gt;
There are three important variables when it comes to blocking those being:&lt;br /&gt;
*Block Level - Determines the range at which the blocking item can actually block projectiles or melee hits from, there are four blocking levels, the images below this show blocking levels and the areas they block from, blocking is directional so the tiles you block will move according to the direction you are facing.&lt;br /&gt;
[[File:Block level1.png|frameless]] [[File:Block level2.png|frameless]] [[File:Block level3.png|frameless]] [[File:Block level4.png|frameless]]&lt;br /&gt;
*Block Power - This is esentially block armor and it reduces the amount of damage your arm or shield takes after blocking.&lt;br /&gt;
*Block Upgrade Walk - This adds more blocking levels to the blocking item when your speed is set to walk, on almost all items it&#039;s raised by 1.&lt;br /&gt;
All shields can block projectiles(Lasers, bullets, syringes, even the projectiles launched by Colossus) with the exception of transparent shields(Riot, telescopic shield) not being able to block lasers. Non-shields cannot block projectiles with the exception of a few items such as the Double-Bladed Energy Sword or the Katana.&lt;br /&gt;
Trying to touch someone holding a sharp blocking item by hugging, grabbing, disarming or punching with your empty hand while being in their blocking range will result in them automatically hitting you back with their blocking item.&lt;br /&gt;
All non-shield items must be held in your active hand(the one that is highlighted) to block, switching your active hand off the blocking item will result in you not being able to block, shields however can block regardless of what hand is active.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
This guy [[File:Traitor.png|64px]] just broke into your department and whipped out an [[Syndicate_items#Energy_Sword|energy sword]] and [[Syndicate_items#Mini_Energy_Crossbow|energy crossbow]]. You are unarmed. You are at a huge disadvantage. What can you do? Let&#039;s say he somehow missed a shot with the bow, due to you dodging behind a machine or wall, and is now coming towards you with the [[Syndicate_items#Energy_Sword|e-sword]]. You have have a few options. &lt;br /&gt;
===Shoving===&lt;br /&gt;
You enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and read [[Starter_guide#Disarm_Intent|here]] about how shoving works. You can try to lure your enemy into a spot where you can shove him against an object, making him drop both weapons. Then shove him one more time on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then you must quickly left click his own dropped [[Syndicate_items#Energy_Sword|energy sword]] to pick it up. Kill him with it. &lt;br /&gt;
===Grabbing===&lt;br /&gt;
You enable [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. For this to work your enemy must either be temporarily stunned or standing still and not paying attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn&#039;t move or &amp;quot;[[Keyboard_Shortcuts|resist]]&amp;quot; to break out of your grab, you will grab him aggressively. This will make you [[Stun|stun]] the target for a very short moment, making him drop any held items. Either pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it, or continue to [[#Tabling|tabling]]. &lt;br /&gt;
====Tabling====&lt;br /&gt;
When having an aggressive grab on the enemy, you can quickly &amp;quot;table&amp;quot; him. Do this by clicking any [[Guide_to_construction#Tables.2FReinforced_Table|table]] [[File:table.png]] within your melee range, while still on [[Starter_guide#Grab_Intent|grab intent]]. This will instantly transport him to the top of the table, and [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. If you are very fast you can attempt to [[#Cuffing|cuff]] him on the table. Or you can permanently keep him stunned by spamclicking him with [[Starter_guide#Grab_Intent|grab]] to aggressive again, and clicking the same table again. Over and over. You have time to deal a single punch on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] after each tabling. If you are on the receiving end of this treatment, all you can do is yell for help and spam &amp;quot;[[Keyboard_Shortcuts|resist]]&amp;quot;, which will make you attempt to break out of the grab (with a 2 second cooldown or so). Resisting will not work the 4 seconds you are [[Status_Effects#Paralyze|paralyzed]], so your enemy must mess up the timing for you to escape. Tabling on a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will stun for a longer duration, but will break the table.&lt;br /&gt;
====Strangling====&lt;br /&gt;
If having an aggressive grab, you can reinforce your grab two more times by clicking the target on [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing [[Health#Oxygen|suffocation damage]]. This is a slow process, and the target can attempt to break free by spamming &amp;quot;[[Keyboard_Shortcuts|resist]]&amp;quot; or trying to move away. The target has 5% chance to break out per try (down from ~30% on aggressive grab) and takes 8-15 [[Health#Stamina|stamina]] damage every failed attempt. Strangling is rarely used unless the target is already [[#Cuffing|cuffed]]. The target can call for help while being strangled.&lt;br /&gt;
====Throwing Spacemen====&lt;br /&gt;
If you have an aggressive grab, you can also activate &amp;quot;throw&amp;quot; mode with &#039;&#039;&#039;R&#039;&#039;&#039;. Then left click somewhere to throw the grabbed person in that direction. Unlike with [[#Tabling|tabling]], you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and [[Status_Effects#Paralyze|paralyze]] you both. Throwing him on top of a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will [[Status_Effects#Paralyze|paralyze]] him long enough to [[#Cuffing|cuff]] him. Throwing a person or a monkey corpse at someone is a reliable method to [[Status_Effects#Paralyze|paralyze]] someone for a moment. Throwing him at a [[Guide_to_construction#Walls|wall]] [[File:Wall.png]] or [[Guide_to_construction#Reinforced_Wall|reinforced wall]] [[File:R_wall.png]] will [[Status_Effects#Paralyze|paralyze]] him for a moment as well. Throwing him at an [[Guide_to_construction#Airlock|airlock]] [[File:Airlock.gif]] will make it open, if he is wearing a valid ID.&lt;br /&gt;
===Punching and kicking===&lt;br /&gt;
You enable [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Punching does a small and random amount of [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage. What you&#039;re hoping for though, is the random chance for a punch to cause a short [[Status_Effects#Knockdown|knockdown]]. Keep clicking your target with punches until this happens, then quickly enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and [[#Shoving|shove]] the target on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then quickly pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it (you know the drill). If the target has no weapon to pick up, you can keep clicking the prone target with fists to &#039;&#039;kick&#039;&#039; him instead, which simply deals 1.5-15 [[Health#Brute|brute]] damage.&lt;br /&gt;
===Curbstomping===&lt;br /&gt;
To perform a curbstomp you need to meet several criteria for both yourself and the target. The criteria are as follows, the first being that you need to target the head, The second being that you must be on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], The third is that your target must be lying down and the fourth is that you must be on the same tile as them. once all of the criteria are met then click and drag your sprite onto theirs, this will then cause you to wait for several seconds before finally performing the curbstomp. This is an effective finisher for enemies already in a [[Health#Critical_Status|crit state]] as it does 36 [[Health#Brute|brute]] damage to the head.&lt;br /&gt;
===Groinkicking===&lt;br /&gt;
The groinkick is very similar to the curbstomp but has a conditional damage set which causes characters which are male to take 25 damage as opposed to 15 for their female counterparts. This is performed by following the same process described above with the curbstomp. The steps are the same but however requires you to target the groin [[File:Hud_target_crotch.gif]] as opposed to the head. so the steps will be as follows, Harm intent [[File:Intent_Harm.png]], Target groin [[File:Hud_target_crotch.gif]], target must be lying down and you must be on the same tile as your target. Once these are met, click and drag your sprite to theirs wait for a few seconds and you will kick them in the groin.&lt;br /&gt;
==Using Melee Weapons==&lt;br /&gt;
Fighting with [[#Melee Weapons|melee weapons]] works similarly to fighting [[#Unarmed_Combat|unarmed]]. You click the enemy while holding a melee weapon in your hand and you will deal damage to them with that weapon. The differences to [[#Unarmed_Combat|unarmed]] fighting is that there is usually no randomness to damage dealt, and [[Starter_guide#Intents|intent]] usually doesn&#039;t matter. There are exceptions though. [[Security_items#Stun_Baton|Stun batons]] [[File:StunBaton.gif]] and [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]] will only deal damage when on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Otherwise they will [[Status_Effects#Paralyze|stun]] harmlessly. To defeat someone by only using a melee weapon, you should generally use as strong weapon as possible to give the target as little time as possible to counter you. Most melee weapons can&#039;t [[Status_Effects#Paralyze|stun]], so there is risk involved unless you [[Status_Effects#Paralyze|stun]] your target before you start whacking.&lt;br /&gt;
=Ranged Combat=&lt;br /&gt;
Ranged projectiles in this game use pixel perfect movement. Shoot by having a ranged weapon in your hand, and clicking a target tile. The projectile will hit the first object in its path, but will pass over people who are [[Status_Effects#Paralyze|paralyzed]], [[Status_Effects#Sleep|sleeping]] or [[Health#Death|dead]] unless you click directly on their sprites. Sometimes when you&#039;re running your weapon will randomly not fire when clicking. This can be due to how the game engine works, so just keep spamclicking until you fire. &lt;br /&gt;
==Ranged Intents==&lt;br /&gt;
There are some differences to firing guns between different [[Starter_guide#Intents|intents]]:&lt;br /&gt;
* On [[Starter_guide#Help_Intent|help]] [[File:Intent_Help.png]], [[Starter_guide#Disarm_Intent|disarm]] [[File:Intent_Disarm.png]] and [[Starter_guide#Grab_Intent|grab]] [[File:Intent_Grab.png]] intents you can fire at a target point blank by clicking directly on them. On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you will instead do a melee strike with your gun, unless you aim behind your target. &lt;br /&gt;
* On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you can fire two guns at the same time. However, you will also have a random spread to your accuracy.&lt;br /&gt;
==Throwing==&lt;br /&gt;
This is a safe way to take down a target. Pick nearby items up and throw them at the enemy. Most items deal the same damage when thrown as when used as a melee weapon. Some, such as [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], will deal even more. First pick an item up, then activate &amp;quot;throw&amp;quot; with the &#039;&#039;&#039;R&#039;&#039;&#039; key. Then click where you want to throw the object. You can pick up some [[Guide_to_construction#Chairs|chairs]] [[File:Chair.png]] or [[Guide_to_construction#Chairs|stools]] [[File:Stool.png]] for throwing, by dragging their sprites onto yours. Throwing, like [[#Ranged_Combat|ranged combat]], uses pixel perfect movement, which means you can throw in any direction. You can also craft a [[Makeshift_weapons#Bola|bolas]] to throw at enemies, which will slow them down until they [[Keyboard_Shortcuts|resist]] out of it. Thrown objects do not count as ranged shots and can not be reflected by [[Syndicate_items#Martial_Arts_Scroll|sleeping carp]] users. You can counter having items thrown at you by activating &amp;quot;throw&amp;quot; yourself (with &#039;&#039;&#039;R&#039;&#039;&#039;). If your active hand is empty, you will then capture the next object thrown at you, instead of getting hit by it.&lt;br /&gt;
===Embedding===&lt;br /&gt;
Some items, such as the [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], has a chance to &#039;&#039;embed&#039;&#039; into a body part when they are thrown at someone. An embedded item deals additional brute damage and bleeding until the item is removed. Some embedded items can automatically fall out after a while. Else you remove an embedded item from yourself by [[Starter_guide#Controls|examining]] your body, and then clicking the underlined string of text that appears in the chat window. You remove embedded items from others with [[Surgery#Removal_of_Embedded_Objects|surgery]]. Many items, such as [[#Glass Shard|glass shards]] [[File:Shard.png]] and [[Guide_to_construction#Rods|metal rods]] [[File:Rods.png]] can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal [[#Throwing|throws]] are: [[Syndicate_Items#Energy_Sword|Energy sword]] [[File:ESword.png]], [[#Combat_Knife|combat knife]] [[File:Buckknife.png]] and [[Syndicate_Items#Box_of_Throwing_Weapons|throwing star]] [[File:Tstar.png]].&lt;br /&gt;
==Execution With Guns==&lt;br /&gt;
If you target mouth [[File:Hud_target_mouth.gif]], and use any intent except [[Starter_guide#Harm_Intent|harm]] [[File:Intent_Harm.png]], you will aim for the target&#039;s head with a slow progress bar, and fire once it finishes (if the target is still in melee range). Mostly useful for roleplay. It also deals 10 times more damage.&lt;br /&gt;
=Cheap Tricks=&lt;br /&gt;
There many tricks to winning a fight. These are only a select few of them:&lt;br /&gt;
* Aim for eyes [[File:Hud_target_eyes.gif]] and stab multiple times with a screwdriver make the target blind. Only works if target has no [[Clothing_and_Accessories#Eyewear|eyewear]]. &lt;br /&gt;
* Alt-click a [[Fire Extinguisher]] [[File:Fire_extinguisher.gif]] to subtly empty its water on the floor below you. People chasing you may [[Status_Effects#Knockdown|slip]].&lt;br /&gt;
* Carry a bottle or beaker of water. Select [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] and click on ground with it to splash the water on the ground, making people [[Status_Effects#Knockdown|slip]]. &lt;br /&gt;
* Drag a [[General_items#Soap|soap]] [[File:Soaps.gif]] behind you to [[Status_Effects#Knockdown|slip]] people. &lt;br /&gt;
* Drag an open [[Guide_to_construction#Lockers|locker]] [[File:Locker.png]] behind you. People accidentally clicking the locker will put their weapon in it. &lt;br /&gt;
* If you know what you&#039;re doing (or you are an [[Terminology#Antag|antag]]), learn how to make and utilize [[Guide_to_chemistry#Explosion|bombs]]. &lt;br /&gt;
* You can [[Status_Effects#Knockdown|knock people down]] a couple of seconds by aiming at their head on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], and hitting them with a bottle of booze. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There is much more to learn than this. Some things must come from experience, or from [[Ghost|observing]] others. Good luck out there, and don&#039;t hate yourself if you fail. Just try again another round. What follows below is a table of some common, or just robust, items that may help you win. Much of it is outdated, so don&#039;t rely on the numbers.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
This is not a list of how much damage each item does, just some of the best items and short notes on how to best use them. If you feel something should be added, please go ahead and do so, if it&#039;s robust enough. This is in alphabetical order. While most items in the game can be used as a makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target.&lt;br /&gt;
=Offense=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
Most station personnel lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker.&lt;br /&gt;
&lt;br /&gt;
Almost any object on the station can be used as a makeshift melee weapon, however some are better than others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Broken Bottle}}Broken Bottle&lt;br /&gt;
|15 Brute when breaking&amp;lt;br&amp;gt;9 Brute after broken&lt;br /&gt;
|Get a bottle from the Booze-o-mat, smash it on someone.&lt;br /&gt;
|Civilian&lt;br /&gt;
|Has to be broken first, to break simply change intent to harm then smash it against someone; by aiming for the head you will also knock them down if they are not wearing protective head gear. Smashing it spills its contents over the target so you could use it as a chemist to knock out your opponent, by filling it with chloral, and then beat them to death with it. Another reason why traitor Chemist is so great. If the bottle&#039;s contents are flammable (booze bottles, for instance) you can follow up by setting your opponent on fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Butcherknife.png|64px]]&lt;br /&gt;
!{{anchor|Butcher&#039;s Cleaver}}Butcher&#039;s Cleaver&lt;br /&gt;
|15 Brute&lt;br /&gt;
|Hack the Dinnerware vending machine.&lt;br /&gt;
|Nanotrasen Service, Culinary Subdepartment&lt;br /&gt;
|Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Saw.png|64px]]&lt;br /&gt;
!{{anchor|Circular Saw}}[[Circular Saw]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]&lt;br /&gt;
|Nanotrasen Medical&lt;br /&gt;
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the [[Cargo Bay]]&#039;s autolathe, if it has metal to make it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathnettle.png|64px]]&lt;br /&gt;
!{{anchor|Death Nettle}}[[Death Nettle]]&lt;br /&gt;
|Up to 30 Burn.&amp;lt;br&amp;gt;Damage depends on potency.&amp;lt;br&amp;gt;Loses a random amount of damage after each hit.&lt;br /&gt;
|Growing them at [[Hydroponics]]&lt;br /&gt;
|Nanotrasen Service, Botany Subdepartment&lt;br /&gt;
|A red nettle that deals high damage and can paralyze. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears). Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are as strong as energy swords.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Extinguisher.png|64px]]&lt;br /&gt;
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|Emergency Fire closets and lockers, emergency storage rooms&lt;br /&gt;
|Civilian&lt;br /&gt;
|Found across the station so they&#039;re aren&#039;t in short supply. Unlikely to be taken by security if they search you. They are also very useful if you get spaced, spray in opposite direction of where you want to go, and you&#039;ll fly away. With a limit of 50 units, that&#039;s 10 squirts using 5 per spray.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OxygenTank.png|64px]] &amp;lt;br&amp;gt; [[File:N2Otank.png|64px]]&lt;br /&gt;
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|Emergency lockers [[E.V.A.]] [[Toxins lab]] [[Atmospherics]] [[Operating Theatre]] (for anaesthetic tanks).&lt;br /&gt;
|Civilian&lt;br /&gt;
|Found across the station so they&#039;re aren&#039;t in short supply. Air and oxygen tanks are unlikely to be taken by security if they search you. You can use it for internals while having it in your hand (though it is recommended you don&#039;t use an anaesthetic tank).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fireaxe.png|64px]]&lt;br /&gt;
!{{anchor|Fire Axe}}[[Fire Axe]]&lt;br /&gt;
|5 Onehand&amp;lt;br&amp;gt;24 Twohand&lt;br /&gt;
|[[Bridge]] and [[Atmospherics]].&lt;br /&gt;
|Nanotrasen Engineering, Atmospherics Subdepartment&lt;br /&gt;
|Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it and it&#039;s a large object. Best to store this on your back. They are also rare, one is in Atmos and the other is in the Bridge, good luck breaking in before it gets taken. Can be used as a crowbar (while wielded) on unpowered doors, and is strong enough to break powered ones.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hatchet.png|64px]]&lt;br /&gt;
!{{anchor|Hatchet}}[[Hatchet]]&lt;br /&gt;
|12 Brute&amp;lt;br&amp;gt;15 thrown&lt;br /&gt;
|[[Hydroponics]].&lt;br /&gt;
|Nanotrasen Service, Botany Subdepartment&lt;br /&gt;
|Botanists use these to chop wood, they also are good at chopping limbs. Easy to conceal, and if you&#039;re a Botanist, security probably won&#039;t care if you&#039;re carrying one. Throwing it at someone deals 15 damage. Bonus points for finishing off an escaping enemy this way, Navajo-style. Works as a ghetto circular saw in surgery.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Knife.png|64px]]&lt;br /&gt;
!{{anchor|Kitchen Knife}}[[Kitchen Knife]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Kitchen]] [[Autolathe]].&lt;br /&gt;
|Nanotrasen Service, Culinary Subdepartment&lt;br /&gt;
|Useful if you&#039;re the Chef, as Security are unlikely to give a single shit if they see you with it. Works as a ghetto scalpel in surgery. Can be hidden in boots.&lt;br /&gt;
|-&lt;br /&gt;
![[Picture here]]&lt;br /&gt;
!{{anchor|Iron switchblade}}[[Iron switchblade]]&lt;br /&gt;
|12 Brute/15 Brute thrown&lt;br /&gt;
|[[Makeshift_weapons|Makeshift Weapons]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|A perfect self defense iron switchblade, being able to fit in combat shoes and pockets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sblades.png|64px]]&lt;br /&gt;
!{{anchor|Plastitanium Switchblade}}[[Plastitanium switchblade]]&lt;br /&gt;
|15 Brute/17 Brute thrown&lt;br /&gt;
|[[Makeshift_weapons|Makeshift Weapons]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|An evil-looking upgraded switchblade capable of slowing down opponents in two hits, often extremely lethal if used repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nullrod.png|64px]]&lt;br /&gt;
!{{anchor|Null Rod}}[[Null Rod]]&lt;br /&gt;
|18 Brute (base)&lt;br /&gt;
|[[Chapel]] and on the [[Chaplain]].&lt;br /&gt;
|Nanotrasen Service&lt;br /&gt;
|Similar to the Circular Saw, but there&#039;s only one of them, and the Chaplain tends to keep it on him. It can destroy runes and protect against some cult magics. Can be transformed into a variety of religious weapons, with different characteristics.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pickaxe.png|64px]]&lt;br /&gt;
!{{anchor|Pickaxe}}[[Pickaxe]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Mining Dock]] and [[Mining Station]].&lt;br /&gt;
|Nanotrasen Logistics, Mining Subdepartment&lt;br /&gt;
|Fairly robust, but it&#039;s very big, so it can only be stored on the back or belt slot. Miners barely use these anymore in favor of the Kinetic Accelerator, so it&#039;s mostly seen on the [[Labor Camp|Gulag]]. Mining drills and jackhammers all do the same amount of damage as a pickaxe.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minipick.gif|64px]]&lt;br /&gt;
!{{anchor|Compact Pickaxe}}Compact Pickaxe&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Mining Dock]] and [[Mining Station]], in miner&#039;s equipment closets.&lt;br /&gt;
|Nanotrasen Logistics, Mining Subdepartment&lt;br /&gt;
|Does less damage, but can fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Survivalknife.gif|64px]]&lt;br /&gt;
!{{anchor|Survival Knife}}Survival Knife&lt;br /&gt;
|15 Brute&lt;br /&gt;
|Miner&#039;s explorer backpacks, Miner&#039;s explorer boots&lt;br /&gt;
|Nanotrasen Logistics, Mining Subdepartment&lt;br /&gt;
|Miners spawn with a very robust knife that can fit in their pockets or boots.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scalpel.png|64px]]&lt;br /&gt;
!{{anchor|Scalpel}}[[Scalpel]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Autolathe]].&lt;br /&gt;
|Nanotrasen Medical&lt;br /&gt;
|Despite being not as good at the saw, this is still quite robust. Jabbing people in the eyes occasionally stuns them and eventually blinds them, limiting their ability to run. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn&#039;t care, unless it&#039;s covered in blood, of course. But even then they might assume you&#039;re just a bad doctor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shard.png|64px]]&lt;br /&gt;
!{{anchor|Glass Shard}}[[Glass Shard]]&lt;br /&gt;
|5 Brute&amp;lt;br&amp;gt;10 thrown&lt;br /&gt;
|Anywhere there&#039;s [[glass]] (read: everywhere).&lt;br /&gt;
|Civilian&lt;br /&gt;
|Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel. You need gloves to hit stuff with it without cutting yourself, but you can still throw it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Screwdriver_tool.png|64px]]&lt;br /&gt;
!{{anchor|Screwdriver}}[[Screwdriver]]&lt;br /&gt;
|5 Brute&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Its robustness doesn&#039;t come from the damage, but from its thin, pointed edge. Anyone not wearing glasses can have their eyes stabbed out causing them lose sight. Doesn&#039;t make them mute so they&#039;ll still scream, or might even fight back before you have a chance to blind them enough.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Drill.png|64px]]&lt;br /&gt;
!{{anchor|Surgical Drill}}[[Surgical Drill]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Autolathe]].&lt;br /&gt;
|Nanotrasen Medical&lt;br /&gt;
|Only found in Surgery. Only used for dental implants, so it&#039;ll barely be noticed if it goes missing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BlueToolbox.png|64px]]&lt;br /&gt;
!{{anchor|Toolbox}}[[Toolbox]]&lt;br /&gt;
|12 Brute&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Rather common. Althought it deals a moderate amount of damage, it&#039;s a bulky item, so you&#039;ll have to hold it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Welder.png|64px]]&lt;br /&gt;
!{{anchor|Welding tool}}[[Welding tool]]&lt;br /&gt;
|3 Brute when off &amp;lt;br&amp;gt; 15 Burn when on&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Syndicatetools.png|64px]]&lt;br /&gt;
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]&lt;br /&gt;
|15 brute&amp;lt;br&amp;gt;18 brute when thrown&lt;br /&gt;
|Syndicate uplink and the [[Derelict]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you&#039;ve taken a trip to the derelict.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spear.png|64px]]&lt;br /&gt;
!{{anchor|Spear}}[[Spear]]&lt;br /&gt;
|10 brute in Onehand&amp;lt;br&amp;gt;18 brute when wielded/Twohand&amp;lt;br&amp;gt;20 brute when Thrown&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it. If you attach one, Alt-clicking it will allow you to set a war cry when attacking with it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chainsaw.gif|64px]]&lt;br /&gt;
!{{anchor|Chainsaw}}Chainsaw&lt;br /&gt;
|13 Brute when off&amp;lt;br&amp;gt;21 Brute when on&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Baseball_bat.png|64px]]&lt;br /&gt;
!{{anchor|Baseball bat}}Baseball bat&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|Knocks back targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Like makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personnel can&#039;t get access to them, as well as these weapons being very noticeable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cultblade.png|64px]]&lt;br /&gt;
!{{anchor|Cult Blade}}[[Cult Blade]]&lt;br /&gt;
|30 Brute&lt;br /&gt;
|[[Cult magic]]&lt;br /&gt;
|Cultists&lt;br /&gt;
|Those who aren&#039;t Cultists suffer from wielding this blade...&#039;&#039;&#039;&#039;&#039;MENTALLY&#039;&#039;&#039;&#039;&#039;. Aside from being very robust, it is Cult exclusive. Expect a wave of &amp;lt;strike&amp;gt;batons&amp;lt;/strike&amp;gt; lasers when Security sees you holding this.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ESword.png|64px]]&lt;br /&gt;
!{{anchor|Energy Sword}}[[Energy Sword]]&lt;br /&gt;
|3 Brute Off&amp;lt;br&amp;gt;30 Brute On&lt;br /&gt;
|Through a [[Syndicate Uplink]]&lt;br /&gt;
|Syndicate/Nanotrasen&lt;br /&gt;
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and a very big target for people looking for free gear. It also counts as a shield when active! Aim for the legs or arms. Use a multitool on one to turn on RAINBOW MODE (permanently). &#039;&#039;&#039;&#039;&#039;TURN IT ON BEFORE YOU USE IT&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:DoubleESword.png|64px]]&lt;br /&gt;
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]&lt;br /&gt;
|3 Brute Off&amp;lt;br&amp;gt;34 Brute On&lt;br /&gt;
|Through a [[Syndicate Uplink]]&lt;br /&gt;
|Syndicate/Nanotrasen&lt;br /&gt;
|Has to be held with two hands while on. Four extra damage may not seem much, but it means one less hit to crit an unarmored opponent. When wielded it gives a 100% chance to deflect energy-based shots, like tasers and lasers. Like the energy sword, its activation is very loud. To create this, you must combine two Energy Swords together of any color (hold one in each hand and click the other sword) or receive it in a Syndicate Bundle. You cannot put two holodeck swords together. Use a multitool on one to turn on RAINBOW MODE (permanently). &#039;&#039;&#039;&#039;&#039;TURN IT ON BEFORE YOU USE IT&#039;&#039;&#039;&#039;&#039; For obvious balance reasons, hulks cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
![[File:StunBaton.gif|64px]]&lt;br /&gt;
!{{anchor|Stun Baton}}[[Stun Baton]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Security Office]] and [[Security Officer]]&#039;s backpack.&lt;br /&gt;
|Security&lt;br /&gt;
|Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily. Deploy liberally, but stow for transport.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Katana.gif|64px]]&lt;br /&gt;
!{{anchor|Katana}}[[Katana]]&lt;br /&gt;
|40 brute&lt;br /&gt;
|Possible loot from necropolis chests in [[Lavaland]] and in the ninja bundle.&lt;br /&gt;
|Mining and Traitors&lt;br /&gt;
|Real katanas are very robust, but only miners or traitors have a reasonable chance of finding them.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Telescopic_Baton.png|64px]]&lt;br /&gt;
!{{anchor|Telescopic Baton}}Telescopic Baton&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Heads of Staff]]&#039;s backpacks.&lt;br /&gt;
|Command&lt;br /&gt;
|Like the stunbaton but retractable, with a shorter stun time, but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sabre.gif|64px]]&lt;br /&gt;
!{{anchor|Officer&#039;s Sabre}}Officer&#039;s Sabre&lt;br /&gt;
|15 Brute&lt;br /&gt;
|Captain&#039;s locker.&lt;br /&gt;
|Captain&lt;br /&gt;
|A sabre intended for ceremonial uses. Comes with its own sheath. Can block melee attacks and has good armor penetration. Surprisingly sharp for a fashion accessory.&lt;br /&gt;
|-&lt;br /&gt;
![[File:buckknife.png|64px]]&lt;br /&gt;
!{{anchor|Combat Knife}}Combat Knife&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Can be ordered through Cargo.&lt;br /&gt;
|Security&lt;br /&gt;
|Very robust for its size.&lt;br /&gt;
|}&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.&lt;br /&gt;
==Sidearms (Ballistic)==&lt;br /&gt;
Ballistic weapons remain a popular weapon in the 26th century, typically however Nanotrasen prefer the usage of Energy weapons over Ballistic weapons, so don&#039;t expect to see many ballistic weapons on station.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deagle.gif|64px]]&lt;br /&gt;
!{{anchor|Desert Eagle}}Desert Eagle&lt;br /&gt;
|[[File:12mmMag.png|64px]]&amp;lt;br&amp;gt;.50&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|Summon guns, can spawn in the secure contraband locker on metastation.&lt;br /&gt;
|Emergency Response Team|Nanotrasen&lt;br /&gt;
|Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. 7 Rounds of pure mlg; spare ammo available nowhere.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mateba.png|64px]] &lt;br /&gt;
!{{anchor|Mateba}}Mateba&lt;br /&gt;
|[[File:357 speedloader.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|Summon guns or murder a ERT Commander, CentCom Commander or Deathsquad officer becuse they all spawn with it.&lt;br /&gt;
Also can spawn in the contraband locker in the armory&lt;br /&gt;
|Nanotrasen/&lt;br /&gt;
New Russia&lt;br /&gt;
|Works just like the Syndicate Revolver but harder to get.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revolver.png|64px]] &lt;br /&gt;
!{{anchor|Revolver}}Revolver&lt;br /&gt;
|[[File:357 speedloader.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|[[Syndicate Uplink]] and summon guns&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Security (or generally anyone) will be quick to scream &#039;TRAITOR!&#039; if they see you with one. You can get more ammo from hacked autolathes. Serve with a side of grenade to finish your foe off for good.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Detectivegun.png|64px]]&lt;br /&gt;
!{{anchor|Revolver}}Revolver&lt;br /&gt;
|[[File:Ammo 38.png|64px]]&amp;lt;br&amp;gt;.38&lt;br /&gt;
|6 Rounds&lt;br /&gt;
|25 Brute&lt;br /&gt;
|[[Detective]]&#039;s locker or summon guns.&lt;br /&gt;
|Security&lt;br /&gt;
|Deals moderate damage. Can be modified to fire .357, but may break with the modification.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stetchkin.png|64px]]&lt;br /&gt;
!{{anchor|Syringe Gun}}Stetchkin Pistol&lt;br /&gt;
|[[File:Ammo 9mm.png|64px]]&amp;lt;br&amp;gt;10mm&lt;br /&gt;
|8 rounds&lt;br /&gt;
|30 Brute&lt;br /&gt;
|[[Syndicate Uplink]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|The [[Syndicate guide|nuke op]]&#039;s weapon last resort; spend telecrystals on something better. Small enough to fit in pockets. One of the few guns that takes the universal silencer.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revolver.png|64px]]&lt;br /&gt;
!{{anchor|Russian Revolver}}Russian Revolver&lt;br /&gt;
|[[File:357 speedloader.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|1 round. Can load up to 6.&lt;br /&gt;
|60 Brute&amp;lt;br&amp;gt;300 Brute when used on self&lt;br /&gt;
|[[MetaStation]]&lt;br /&gt;
|Old Russia&lt;br /&gt;
|A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. True men aim for the head.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Sidearms (Energy)==&lt;br /&gt;
Energy weapons are among the most common kind of weapon you&#039;ll find on a Nanotrasen space station. Reliable but has issues with ammo.&lt;br /&gt;
===Energy Based===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:ModernDisabler.png|64px]]&lt;br /&gt;
!{{anchor|Disabler}}Disabler&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|20 Disable&lt;br /&gt;
|Disables target&lt;br /&gt;
|[[Armory]], disabler crates and summon guns. Sec officers also spawn with them.&lt;br /&gt;
|Security&lt;br /&gt;
|If you&#039;re trying to kill someone, stamina crit, then beat the living daylights out of them.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ebow.png|64px]]&lt;br /&gt;
!{{anchor|Energy Crossbow}}Energy Crossbow&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy (Self-Charging)&lt;br /&gt;
|Infinite Bolts (needs to cooldown after shooting)&lt;br /&gt;
|10 Toxin + Stun&lt;br /&gt;
|[[Syndicate Uplink]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|The syndicate&#039;s energy crossbow, small, silent and deadly. It&#039;s worth noting that the stun is much shorter than the standard taser gun.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Pulse Based===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pulsepistol.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Pistol}}Pulse Pistol&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Pulse, 20 Laser, 10 Stun&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Murder a high alert ERT officer.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personnel.&lt;br /&gt;
|}&lt;br /&gt;
==Longarm (Ballistic)==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:C20r.png|64px]]&lt;br /&gt;
!{{anchor|C-20r SMG}}C-20r SMG&lt;br /&gt;
|[[File:12mmMag.png|64px]]&amp;lt;br&amp;gt;.45&lt;br /&gt;
|24 Rounds&lt;br /&gt;
|30 Brute&lt;br /&gt;
|Can only be found in Nuke Op rounds, or with Summon guns.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Powerful SMG that will crit unarmored targets in two 2-round bursts. Far from the strongest Nuke Op weapon but certainly one of the most cost efficient, and more than deadly enough.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Autorifle.png|64px]]&lt;br /&gt;
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle&lt;br /&gt;
|[[File:46x30ammo.png|64px]]&amp;lt;br&amp;gt;4.6×30mm&lt;br /&gt;
|20 Rounds&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Security and Cargo.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A older rifle often used by paramilitary or high security forces. Has some boutique ammo that can be researched and printed at the Security Techfab to expand its&#039; usefulness. Practically just a brute, harder to reload in most cases laser gun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:L6machinegun.png|64px]]&lt;br /&gt;
!{{anchor|L6 SAW}}L6 SAW&lt;br /&gt;
|[[File:A762.png|64px]]&amp;lt;br&amp;gt;7.12x82mm&lt;br /&gt;
|50 Rounds&lt;br /&gt;
|45 Brute&lt;br /&gt;
|Nuke ops and summon guns only.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Holds the most ammo of any gun, 50 shots dealing 20 brute damage each, firing 6 rounds per second. With AP ammo this thing will take down even heavily armored targets in one or two bursts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Uzi.png|64px]]&lt;br /&gt;
!{{anchor|Uzi}}Uzi&lt;br /&gt;
|[[File:Ammo 50.png|64px|link=Special:FilePath/Ammo_50.png]]&amp;lt;br&amp;gt;9mm&lt;br /&gt;
|32 rounds&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Summon guns, Gang Wars&lt;br /&gt;
|Gangs&lt;br /&gt;
|A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Improvised_shotgun.png|64px]]&lt;br /&gt;
!{{anchor|Improvised Shotgun}}Improvised Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|1 Shell&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|Crafted&lt;br /&gt;
|Civilian&lt;br /&gt;
|A handcrafted shotgun made of scavenged materials.&amp;lt;br&amp;gt;&lt;br /&gt;
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you don&#039;t need to eject it manually, it will be ejected when you load a new shell.&amp;lt;br&amp;gt; Can bet cut down with a circular saw just like the Double-Barrelled Shotgun to fit into a backpack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]&lt;br /&gt;
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|2 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|[[Bar]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it&#039;s not loaded). A sawn-off shotgun will fit in your backpack.&amp;lt;br&amp;gt;&lt;br /&gt;
To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Riot_shotgun.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Riot Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|6 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|The Armoury and summon spells.&lt;br /&gt;
|Security&lt;br /&gt;
|A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start other than the bartender&#039;s double barrel.&amp;lt;br&amp;gt;&lt;br /&gt;
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another. It can also be sawed off with a circular saw or chainsaw to fit in your backpack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Combatshotgun.png|64px]]&lt;br /&gt;
!{{anchor|Combat Shotgun}}Combat Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge Shells&lt;br /&gt;
|8 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|Armory contraband locker, ordered in [[Cargo]] and from [[Summon guns]].&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The highest ammo capacity of any shotgun. Best of all, you don&#039;t need to manually eject shells after shooting. Unlike the riot shotgun, it cannot be sawed off, but a compact version is given to the [[Warden]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bulldog.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Bulldog&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|8 Shells&lt;br /&gt;
|Depends on drum&lt;br /&gt;
|Uplink&lt;br /&gt;
|Syndicate&lt;br /&gt;
|A powerful fully automatic, drum fed, shotgun employed by syndicate nuclear operative teams.&lt;br /&gt;
|-&lt;br /&gt;
![[File:short_combatshotgun.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Compact Combat Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|4 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|[[Warden]]s Locker&lt;br /&gt;
|Security&lt;br /&gt;
|Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots.&lt;br /&gt;
|}&lt;br /&gt;
===Shotgun Shells===&lt;br /&gt;
* [[File:Buckshot_shell.png|32px]]&#039;&#039;&#039;Buckshot:&#039;&#039;&#039; Shoots 6 pellets dealing 12.5 brute damage each, for a maximum of 75. Extremely lethal at close range.&lt;br /&gt;
* [[File:Bean_shell.png|32px]] &#039;&#039;&#039;Rubber Shot:&#039;&#039;&#039; Shoots 6 pellets dealing 3 brute and 25 stamina damage each. More effective at stopping a target, but stamina damage fades with time.&lt;br /&gt;
* [[File:Bean_shell.png|32px]] &#039;&#039;&#039;Beanbag:&#039;&#039;&#039; Shoots one single beanbag, dealing 5 brute and 80 stamina damage. The bartender uses these by default.&lt;br /&gt;
* [[File:Stun_Shell.png|32px]] &#039;&#039;&#039;Stun Shell:&#039;&#039;&#039; Shoots an electrode that stuns on hit, much like a taser.&lt;br /&gt;
* [[File:Fire_shell.png|32px]] &#039;&#039;&#039;Incendiary Slug:&#039;&#039;&#039; Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.&lt;br /&gt;
* [[File:Tech_shell.png|32px]] &#039;&#039;&#039;Shotgun Dart:&#039;&#039;&#039; A single dart that can contain up to 30 units of chemicals that&#039;ll be injected on hit.&lt;br /&gt;
* [[File:Tech_shell.png|32px]] &#039;&#039;&#039;Technological Shells:&#039;&#039;&#039; Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.&lt;br /&gt;
** [[File:Meteor_shell.png|32px]] &#039;&#039;&#039;Meteorshot Shell:&#039;&#039;&#039; A single powerful projectile, deals 30 brute damage and stuns for 8 seconds. Pushes back machinery on hit.&lt;br /&gt;
** [[File:Pulse_shell.png|32px]] &#039;&#039;&#039;Pulse Slug:&#039;&#039;&#039; Works like one of the deathsquad&#039;s pulse rifle shots, dealing 50 burn damage and damaging or destroying walls and machinery.&lt;br /&gt;
** [[File:Dragon_shell.png|32px]] &#039;&#039;&#039;Dragonsbreath Shell:&#039;&#039;&#039; Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.&lt;br /&gt;
** [[File:Frag_shell.png|32px]] &#039;&#039;&#039;FRAG-12 Slug:&#039;&#039;&#039; An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 brute damage.&lt;br /&gt;
** [[File:Ion_shell.png|32px]] &#039;&#039;&#039;Ion Scatter Shell:&#039;&#039;&#039; Shoots a spread of 4 ion bolts, each of which ions a single target instead of the 3x3 area hit by normal ion rifles.&lt;br /&gt;
** [[File:Laser_shell.png|32px]] &#039;&#039;&#039;Laser Scatter Shell:&#039;&#039;&#039; Shoots a spread of 6 laser beams with up to 90 total damage.&lt;br /&gt;
** [[File:Blank_shell.png|32px]] &#039;&#039;&#039;Improvised Shotgun Shell:&#039;&#039;&#039; Shoots a spread of 7 metal shards, doing a total of 60 damage at point blank.&lt;br /&gt;
==Longarm (Energy)==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser gun.png|64px]]&lt;br /&gt;
!{{anchor|Laser Gun}}Laser Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 Lasers&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[Armory]] and weapons crates.&lt;br /&gt;
|Security&lt;br /&gt;
|Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser Cannon.png|64px]]&lt;br /&gt;
!{{anchor|Laser Cannon}}Laser Cannon&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Lasers&lt;br /&gt;
|40 Burn&lt;br /&gt;
|Summon guns&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|This is the Laser Gun&#039;s bigger brother, fear him, he will fuck you over.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!{{anchor|Energy Gun}}Energy Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Lasers, 20 Disable&lt;br /&gt;
|20 Burn&amp;lt;br&amp;gt;Stun&lt;br /&gt;
|[[Armory]], energy weapons crate, HoP/Captain lockers.&lt;br /&gt;
|Security&lt;br /&gt;
|A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Advegun.png|64px]]&lt;br /&gt;
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 (recharges over time)&lt;br /&gt;
|20 Burn/Stun target&lt;br /&gt;
|Security protolathe once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|Using advanced &amp;lt;s&amp;gt;wizardry&amp;lt;/s&amp;gt; SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&amp;amp;D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Antique laser.png|64px]]&lt;br /&gt;
!{{anchor|Antique Laser Gun}}Antique Laser Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 (recharges over time)&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[Captain&#039;s Quarters]].&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it&#039;s self-recharging. &#039;&#039;They just don&#039;t make guns like they used to.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|5 Stun, 10 Laser, 20 Disable&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[Head of Security]]&#039;s locker.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The first attempt by Nanotrasen to remake the Captain&#039;s Antique Laser. Has more firing modes on offer but lacks the ability to recharge.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Milgun.png|64px]]&lt;br /&gt;
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Stun, 20 Energy, 20 Kill&lt;br /&gt;
|20 Burn target&lt;br /&gt;
|Murder a ERT security officer.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ionrifle.png|64px]]&lt;br /&gt;
!{{anchor|Ion Rifle}}Ion Rifle&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Ion Pulses&lt;br /&gt;
|20 Brute to silicon mobs&amp;lt;br&amp;gt;Up to 90 damage to mechs&amp;lt;br&amp;gt;3x3 EMP&lt;br /&gt;
|[[Armory]] and on the Nuclear Operative shuttle.&lt;br /&gt;
|Security&lt;br /&gt;
|Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Retrolaser.png|64px]]&lt;br /&gt;
!{{anchor|Retro Laser}}Retro Laser&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 Lasers&lt;br /&gt;
|20 Burn&lt;br /&gt;
|[[White Ship]], deep space ruins.&lt;br /&gt;
|Unknown&lt;br /&gt;
|Found on the white ship, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tempgun.png|64px]]&lt;br /&gt;
!{{anchor|Temperature Gun}}Temperature Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|40 Freeze/heat Beams&lt;br /&gt;
|Heats/Cools target dependent upon the setting.&lt;br /&gt;
|Armory, security protolathe once researched.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|This weapon is deceptively strong since the projectiles aren&#039;t blocked by eswords/eshields and can slow people down to a crawl.&amp;lt;br&amp;gt; Slimes die to it in two to three hits.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xraygun.png|64px]]&lt;br /&gt;
!{{anchor|X-Ray Gun}}X-Ray Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|20 Lasers&lt;br /&gt;
|15 Burn + 30 Irradiate&lt;br /&gt;
|Security protolathe once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|This beams from this gun will pass through everything, including walls, until they hit a mob.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pulserifle.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Rifle}}Pulse Rifle&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|200 Pulse&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Deathsquad&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The most powerful energy weapon in existence. Bruteforces energy weapon&#039;s ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pulsecarbine.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Carbine}}Pulse Carbine&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|25 Pulse, 50 Laser, 25 Stun&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Murder a high alert ERT officer&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personnel.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Misc Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chem sprayer.png|64px]]&lt;br /&gt;
!{{anchor|Chem Sprayer}}Chem Sprayer&lt;br /&gt;
|Chemicals&lt;br /&gt;
|600 units total&lt;br /&gt;
* 150 units of Spore Toxin (Causes blindness)&lt;br /&gt;
* 150 units of [[Cryptobiolin]]&lt;br /&gt;
* 150 units of [[Unstable Mutagen]]&lt;br /&gt;
* 150 units of [[Chloral Hydrate]]&lt;br /&gt;
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.&lt;br /&gt;
|Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Think of it as a spray bottle. Except each spray is three tiles wide and can travel the entire screen. Generally kept away from players due to the potential of the lubepocalypse.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flamethrower.png|64px]]&lt;br /&gt;
!{{anchor|Flamethrower}}Flamethrower&lt;br /&gt;
|[[File:Plasma tank.png|64px]]&amp;lt;br&amp;gt;Gas of your choice&lt;br /&gt;
|Depends on tank pressure&lt;br /&gt;
|Depends on the gas&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]] or with a hacked [[Autolathe]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|You are a firestarter! Allows for creative gas mixes if you know your atmos. An area denial tool, generally useful for making small areas uninhabitable for people, not so useful when trying to kill someone, as it&#039;s easy to run away.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sgun.png|64px]]&lt;br /&gt;
!{{anchor|Syringe Gun}}Syringe Gun&lt;br /&gt;
|[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;Syringes&lt;br /&gt;
|1 Syringe&lt;br /&gt;
|6 Brute + 15u chemicals&lt;br /&gt;
|[[Medbay Storage]].&lt;br /&gt;
|Nanotrasen Medical&lt;br /&gt;
|In fact, this is very robust. Think of it as a ranged hypospray.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rapidsyringegun.png|64px]]&lt;br /&gt;
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun&lt;br /&gt;
|[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;Syringes&lt;br /&gt;
|6 Syringes&lt;br /&gt;
|6 Brute + 15u chemicals&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
Medical&lt;br /&gt;
|See the syringe gun, but take into account it holds six syringes. Can be made through researching them, and only costs metal and glass to make. This gun gives &#039;&#039;&#039;you&#039;&#039;&#039; the power to fuck over six people at once! First syringe in is first out. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Admin Only Weapons==&lt;br /&gt;
These weapons are currently restricted to admin spawn only, some may also appear in &#039;summon gun&#039; events during a Wizard round however.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hybrid taser.gif|64px]]&lt;br /&gt;
!{{anchor|Taser}}Taser&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|5 Stun, 20 Disable&lt;br /&gt;
|Stuns target&lt;br /&gt;
|Murder a admin with one or ask for them to spawn you one.&lt;br /&gt;
|&amp;lt;s&amp;gt;Security&amp;lt;/s&amp;gt;&lt;br /&gt;
Admin&lt;br /&gt;
|Previously security&#039;s sidearm of choice, now replaced by disablers.&lt;br /&gt;
They were replaced because the stun taser bolts do an instant stun, coders thought they were too overpowered, can be found offstation sometimes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Automaticsilenced.png|64px]]&lt;br /&gt;
!{{anchor|Silenced Pistol}}Silenced Pistol&lt;br /&gt;
|[[File:Ammo 50.png|64px|link=Special:FilePath/Ammo_50.png]]&amp;lt;br&amp;gt;.45&lt;br /&gt;
|12 rounds&lt;br /&gt;
|20 Brute + Knockdown&lt;br /&gt;
|Away missions. Admins.&lt;br /&gt;
|Admin&lt;br /&gt;
|A small, quiet, easily concealable gun. Uses .45 rounds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tommy gun.png|64px]]&lt;br /&gt;
!{{anchor|Tommy Gun}}Tommy Gun&lt;br /&gt;
|[[File:Ammo 9mm.png|64px]]&amp;lt;br&amp;gt;9mm&lt;br /&gt;
|50 rounds&lt;br /&gt;
|20 Brute + Knockdown&lt;br /&gt;
|Murder a admin with one or ask for them to spawn you one.&lt;br /&gt;
|Admin&lt;br /&gt;
|A genuine Chicago Typewriter.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gyrogun.png|64px]]&lt;br /&gt;
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol&lt;br /&gt;
|[[File:Ammo 75.png|64px]]&amp;lt;br&amp;gt;.75&lt;br /&gt;
|8 Rounds&lt;br /&gt;
|74 Brute from direct hit &amp;lt;br&amp;gt;24 from a tile away &amp;lt;br&amp;gt;explosion (-1, 0, 2)&lt;br /&gt;
|Summon guns exclusive.&lt;br /&gt;
|Admin&lt;br /&gt;
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it&#039;s great against groups.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Instagib.png|64px]]&lt;br /&gt;
!{{anchor|Instakill Rifle}}Instakill Rifle&lt;br /&gt;
|None&lt;br /&gt;
|Infinite&lt;br /&gt;
|Infinite&lt;br /&gt;
|Ask a admin to spawn you one because you ain&#039;t killing them.&lt;br /&gt;
|Admin&lt;br /&gt;
|Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you.&lt;br /&gt;
|}&lt;br /&gt;
=Defense=&lt;br /&gt;
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].&lt;br /&gt;
== Stuns and Incapacitation ==&lt;br /&gt;
Having the ability to stun at a moment&#039;s notice will protect you from getting robusted quite often (as long as you don&#039;t get stunned first).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Type of Stun&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:StunBaton.gif|64px]]&lt;br /&gt;
!{{anchor|Stun Baton}}[[Stun Baton]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 14&lt;br /&gt;
|[[Security]] Or be a security cyborg&lt;br /&gt;
|Not being security, and having this out, is likely to land you in the brig.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stunprod.png|64px]]&lt;br /&gt;
!{{anchor|Stunprod}}[[Stunprod]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 10&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Having this is a quick way to get robusted by security. Doesn&#039;t fit in backpacks, but can be carried on your back.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Telescopic_Baton.png|64px]]&lt;br /&gt;
!{{anchor|Telescopic Baton}}Telescopic Baton&lt;br /&gt;
|Duration 5&lt;br /&gt;
|Be a [[Head of Staff]]&lt;br /&gt;
|Not being a head of staff and having one of these is yet another way to incur security&#039;s ire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ModernDisabler.png|64px]]&lt;br /&gt;
!{{anchor|Disabler}}[[Disabler]]&lt;br /&gt;
|Stamina damage&lt;br /&gt;
|Spawns on officers, [[Armory]].&amp;lt;br&amp;gt;Disabler Crate from Cargo.&lt;br /&gt;
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flash.gif|64px]]&lt;br /&gt;
!{{anchor|Flash}}[[Flash]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 8&amp;lt;br&amp;gt;stuns cyborgs&lt;br /&gt;
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]] Or be a cyborg&lt;br /&gt;
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hspray.png|64px]]&lt;br /&gt;
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]&lt;br /&gt;
|Depends on chemical&lt;br /&gt;
|[[Chemistry]]&lt;br /&gt;
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flashbang.gif|64px]]&lt;br /&gt;
!{{anchor|Flashbang}}[[Flashbang]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration varies with distance. Max 10&lt;br /&gt;
|[[Security]]&lt;br /&gt;
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser Pointer.png|64px]]&lt;br /&gt;
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]&lt;br /&gt;
|Blinds humans&amp;lt;br&amp;gt;Stuns cyborgs&amp;lt;br&amp;gt;Duration 5-10&lt;br /&gt;
|[[Lawyer]], [[Curator]], [[Research Director]]&lt;br /&gt;
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ling_resonant_shriek_hud.png|64.px]]&lt;br /&gt;
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]&lt;br /&gt;
|Duration 5-10&lt;br /&gt;
|Being a changeling&lt;br /&gt;
| Humans become deaf and confused.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cult stun.png|64.px]]&lt;br /&gt;
!{{anchor|Cult Stun}}[[Cult|Cult Stun]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 15 + 15 duration silence&lt;br /&gt;
|Being a cultist and making one.&lt;br /&gt;
|Works on cyborgs. Blocked by null rod.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beepsky.png|64px]]&lt;br /&gt;
!{{anchor|Beepsky}}[[Beepsky]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 14&lt;br /&gt;
|Made in robotics.&lt;br /&gt;
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ed209.png|64px]]&lt;br /&gt;
!{{anchor|ED-209}}[[ED-209]]&lt;br /&gt;
|Stamina damage&lt;br /&gt;
|Made in robotics.&lt;br /&gt;
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Type of Stun&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hulk.png|64px]]&lt;br /&gt;
![[Hulk]]&lt;br /&gt;
|Any&lt;br /&gt;
|[[Genetics]]&lt;br /&gt;
|Hulks don&#039;t get stunned and don&#039;t fall ever. Even space lube doesn&#039;t make them fall, though they do slip.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGlasses.png|64px]]&lt;br /&gt;
!Eye protection&lt;br /&gt;
|Flashes&lt;br /&gt;
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.&lt;br /&gt;
|Doesn&#039;t do anything with the stun itself; rather, it protects you from flashing, And (Advanced) Sunglasses also can be used for welding&lt;br /&gt;
Black gar glasses avaibile from a hacked autodrobe also provide eye protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Prevention==&lt;br /&gt;
A few items, when used, can completely block damage.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Blocking Values&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:RiotS.png|64px]]&lt;br /&gt;
!{{anchor|Riot Shield}}[[Riot Shield]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Blocks melee and ranged projectiles, lasers go through it.&lt;br /&gt;
|Integrity = 75 &amp;lt;br&amp;gt;Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 50&lt;br /&gt;
|Is a bulky sized item so you&#039;ll have a hard time storing this without a [[Bag of Holding]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Teleriot1.png|64px]]&lt;br /&gt;
!{{anchor|Telescopic Shield}}Telescopic Shield&lt;br /&gt;
|[[Security Techfab]]&lt;br /&gt;
|Blocks melee and ranged projectiles, lasers go through it.&lt;br /&gt;
|Integrity = 75 &amp;lt;br&amp;gt;Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 50&lt;br /&gt;
|Can be folded to turn into a normal sized item which fits in your backpack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Buckler.png|64px]]&lt;br /&gt;
!{{anchor|Buckler}}Buckler&lt;br /&gt;
|Crafted with 20 wooden planks&lt;br /&gt;
|Blocks melee and ranged projectiles.&lt;br /&gt;
|Integrity = 55 &amp;lt;br&amp;gt;Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 50&lt;br /&gt;
|Is a cheap shield item for the average greytider.&lt;br /&gt;
|-&lt;br /&gt;
![[File:goliathshield.png|64px]]&lt;br /&gt;
!{{anchor|Goliath Shield}}Goliath Shield&lt;br /&gt;
|Crafted with 4 bones and 3 goliath hide in the crafting menu under the Tribal category.&lt;br /&gt;
|Blocks melee and ranged projectiles.&lt;br /&gt;
|Integrity = 70 &amp;lt;br&amp;gt;Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 25&lt;br /&gt;
|Easily craftable by a [[shaft miner]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eshield.png|64px]]&lt;br /&gt;
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]&lt;br /&gt;
|Murder a [[nuclear operative]] or [[Deathsquad]] officer.&lt;br /&gt;
|Blocks melee and ranged projectiles&lt;br /&gt;
|Integrity = 50 &amp;lt;br&amp;gt;Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 50&lt;br /&gt;
|Works just like a riot shield, except that once it reaches 0 integrity it will overheat causing it to enter a cooldown before being able to be used again.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Reactivearmor.png|64px]]&lt;br /&gt;
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]&lt;br /&gt;
|[[Research Director&#039;s Office]]&lt;br /&gt;
|Teleports you randomly if you&#039;re hit.&lt;br /&gt;
|&lt;br /&gt;
|It could end badly if you get spaced due to this, but it&#039;ll still improve your odds of surviving.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ESword.png|64px]]&lt;br /&gt;
!{{anchor|Energy Sword}}[[Energy Sword]]&lt;br /&gt;
|Be/murder a [[traitor]] or ask a [[Deathsquad]] officer to borrow theirs.&lt;br /&gt;
|Blocks melee attacks and automatically hits back when someone touches you with an empty hand.&lt;br /&gt;
|Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 35&lt;br /&gt;
|Needs to be turned on and held in your active hand to work.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DoubleESword.png|64px]]&lt;br /&gt;
!{{anchor|Double-Bladed Energy Sword}}Double-Bladed Energy Sword&lt;br /&gt;
|Be/murder a [[traitor]].&lt;br /&gt;
|Blocks melee and ranged projectiles and automatically hits back when someone touches you with an empty hand.&lt;br /&gt;
|Block level = 2 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 75&lt;br /&gt;
|Needs to be turned on and held in your active hand to work.&lt;br /&gt;
|-&lt;br /&gt;
![[File:arm_blade.png|64px]]&lt;br /&gt;
!{{anchor|Arm Blade}}[[Changeling#Arm_Blade|Arm Blade]]&lt;br /&gt;
|Buy arm blade ability as [[changeling]].&lt;br /&gt;
|Blocks melee attacks and automatically hits back when someone touches you with an empty hand.&lt;br /&gt;
|Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 20&lt;br /&gt;
|Needs to be held in your active hand to work.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Katana.gif|64px]]&lt;br /&gt;
!{{anchor|Katana}}Katana&lt;br /&gt;
|Drops randomly inside necropolis chests.&lt;br /&gt;
|Blocks melee and ranged projectiles and automatically hits back when someone touches you with an empty hand.&lt;br /&gt;
|Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1 &amp;lt;br&amp;gt;Block power = 50&lt;br /&gt;
|Needs to be held in your active hand to work.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mop.png|64px]]&lt;br /&gt;
!{{anchor|Mop}}Mop&lt;br /&gt;
|Service Techfab, Custodial Closet&lt;br /&gt;
|Blocks melee attacks.&lt;br /&gt;
|Block level = 1 &amp;lt;br&amp;gt;Block upgrade walk = 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.&lt;br /&gt;
&lt;br /&gt;
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see &#039;&#039;&amp;quot;Your armor softens the blow!&amp;quot;&#039;&#039; when your armor reduces damage. The defense values are indicated by an armor&#039;s percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.&lt;br /&gt;
&lt;br /&gt;
Armor only protects the region that it covers on your body. No armor protects your entire body.&lt;br /&gt;
===Body Armor===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightblue;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue; width:80px&#039;|Defense values %&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:CaptArmor.png|64px]]&lt;br /&gt;
!{{anchor|Captain&#039;s Armor}}[[Captain&#039;s Armor|Captain&#039;s Hardsuit]]&lt;br /&gt;
|Break into the [[Captain&#039;s Quarters]] or murder him while wearing it.&lt;br /&gt;
|Offers moderate protection from most sources.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 50 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 25 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 100&amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|The Captain will sometimes wear this. It&#039;s also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Capscarapace.png|64px]]&lt;br /&gt;
!{{anchor|Captain&#039;s Carapace}}Captain&#039;s Carapace&lt;br /&gt;
|Break into the [[Captain&#039;s Quarters]] or murder the [[Captain]] just as he steps off the shuttle because he spawns with it.&lt;br /&gt;
|Offers moderate protection from most sources.&lt;br /&gt;
|melee = 50 &amp;lt;br&amp;gt;bullet = 40 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew.&lt;br /&gt;
|-&lt;br /&gt;
![[File:RIG.png|64px]]&lt;br /&gt;
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]&lt;br /&gt;
|[[Engineering]]&lt;br /&gt;
|Gives low protection from melee attacks and explosions.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 75&amp;lt;br&amp;gt; fire = 100&amp;lt;br&amp;gt; acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atmospherics_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]&lt;br /&gt;
|[[Atmospherics]]&lt;br /&gt;
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mining_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]&lt;br /&gt;
|[[Mining]]&lt;br /&gt;
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.&lt;br /&gt;
|melee = 30 - up to 60 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 50 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AdvRIG.png|64px]]&lt;br /&gt;
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]&lt;br /&gt;
|[[Chief Engineer]]&lt;br /&gt;
|Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 90 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 90&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Medical_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]&lt;br /&gt;
|[[Chief Medical Officer]]&lt;br /&gt;
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO&lt;br /&gt;
. EDit: It now can block stuff like flash and flashbangs&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 75 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:RDRIG.png|64px]]&lt;br /&gt;
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]&lt;br /&gt;
|[[Research Director]]&lt;br /&gt;
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 60 &amp;lt;br&amp;gt;fire = 60 &amp;lt;br&amp;gt;acid = 80&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Security Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]&lt;br /&gt;
|[[Brig]], or in the case of [[BoxStation]] in [[E.V.A.]]&lt;br /&gt;
|Gives slightly increased protection against all damage sources.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 75 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HoSRIG.png|64px]]&lt;br /&gt;
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]&lt;br /&gt;
|[[Head of Security&#039;s Office]], or in the case of [[BoxStation]] in [[E.V.A.]]&lt;br /&gt;
|Gives slightly increased protection against all damage sources.&lt;br /&gt;
|melee = 45 &amp;lt;br&amp;gt;bullet = 25 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 95 &amp;lt;br&amp;gt;acid = 95&lt;br /&gt;
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain&#039;s spacesuit.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]&lt;br /&gt;
|[[Wizard]] or Summon magic&lt;br /&gt;
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!&lt;br /&gt;
|melee = 40&amp;lt;br&amp;gt;bullet = 40&amp;lt;br&amp;gt;laser = 40&amp;lt;br&amp;gt;energy = 20&amp;lt;br&amp;gt;bomb = 35&amp;lt;br&amp;gt;bio = 100&amp;lt;br&amp;gt;rad = 50&amp;lt;br&amp;gt;fire = 100&amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|See [[Wizard|here]] for information on the magical arts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ablative.png‎|64px]]&lt;br /&gt;
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Gives excellent protection against Laser and Energy attacks and can even deflect them.&lt;br /&gt;
|melee = 10 &amp;lt;br&amp;gt;bullet = 10 &amp;lt;br&amp;gt;laser = 60 &amp;lt;br&amp;gt;energy = 50&lt;br /&gt;
|It will sometimes deflect energy projectiles, which includes [[Taser]] shots! It&#039;s also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bulletproofvest.png|64px]]&lt;br /&gt;
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.&lt;br /&gt;
|melee = 15 &amp;lt;br&amp;gt;bullet = 60 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 40&lt;br /&gt;
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor.png|64px]]&lt;br /&gt;
!{{anchor|Body Armor}}[[Body Armor]]&lt;br /&gt;
|[[HoS]], [[HoP]], [[Security]]&lt;br /&gt;
|Protects moderately against melee and lasers, which are common things to be harmed by.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|The standard armor found on security mooks. Also sometimes found on [[Ian]]. Also comes in identical tactical (officer lockers) and Black Mesa (security vendor) versions.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swatarmor.png|64px]]&lt;br /&gt;
!{{anchor|Riot Suit}}[[Riot Suit]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.&lt;br /&gt;
|melee = 50 &amp;lt;br&amp;gt;bullet = 10 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 10&lt;br /&gt;
|It&#039;s very resistant to melee attacks, BUT it&#039;s less protective against lasers than standard armor.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armoredcoat.png|64px]]&lt;br /&gt;
!{{anchor|Armored Coat}}[[Armored Coat]]&lt;br /&gt;
|[[HoS]]&lt;br /&gt;
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it&#039;s still robust.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|Wear this as your rightful trophy if you manage to outrobust him.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathsquad.png|64px]]&lt;br /&gt;
!{{anchor|Deathsquad Armor}}Deathsquad Armor&lt;br /&gt;
|Murder a [[Death Squad|Deathsquad]] officer&lt;br /&gt;
|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.&lt;br /&gt;
|melee = 80 &amp;lt;br&amp;gt;bullet = 80 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 50 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 100 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|If you see someone wearing this, it&#039;s a good idea to run.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bomb-suit.png|64px]]&lt;br /&gt;
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]&lt;br /&gt;
|[[Toxins Lab]], [[Armory]]&lt;br /&gt;
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;laser = 20 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 100&lt;br /&gt;
|A suit designed for safety when handling explosives.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secjumpsuit.png|64px]]&lt;br /&gt;
!{{anchor|Security Officer&#039;s Jumpsuit}}Security Officer&#039;s Jumpsuit&lt;br /&gt;
|[[Security Offices]]&lt;br /&gt;
|A security officer&#039;s jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer&#039;s, the detective&#039;s, or the HoS&#039;s. Lawyers do not, however.&lt;br /&gt;
|melee = 10&lt;br /&gt;
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively. The riot suit&#039;s 80% melee reduction becomes an incredible 90%.&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
[[File:Blueshift(Large armour).png|64px]]&lt;br /&gt;
!{{anchor|Large armor vest}}[[Large Armor Vest]]&lt;br /&gt;
|[[SecTech]]&lt;br /&gt;
|Offers same stats as [[Body Armor]], just cosmetically different.&lt;br /&gt;
||melee = 30 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|Security officers wear this VERY RARELY, usually obtained from SecTech for 600cr.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MK.I_SWAT_Suit.png|64px]]&lt;br /&gt;
!{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit|MK.I SWAT Suit]]&lt;br /&gt;
|Order it from [[Cargo|Cargo]]&lt;br /&gt;
|An all rounded suit available through the Cargo Supply Console for 6000 points. Causes moderate slowdown&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 30 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 90 &amp;lt;br&amp;gt;rad = 20 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Syndi_hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Blood-red Hardsuit}}[[Syndicate_Items#Syndicate_Hardsuit|Blood-red Hardsuit]]&lt;br /&gt;
|From [[Syndicate_Uplink|the Syndicate]]&lt;br /&gt;
|A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 50 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 15 &amp;lt;br&amp;gt;bomb = 35 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 50 &amp;lt;br&amp;gt;acid = 90&lt;br /&gt;
|Costs 8 telecrystals from the uplink. EVA is space proof while Combat is not, but increases your speed, fits in backpacks. Property of Gorlex Marauders.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Helmets===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightblue;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue; width:80px&#039;|Defense values %&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Helmet.png|64px]]&lt;br /&gt;
!{{anchor|Helmet}}[[Helmet]]&lt;br /&gt;
|[[Security Office]]&lt;br /&gt;
|Standard head gear for security mooks. Keeps your head safe.&lt;br /&gt;
|melee = 35 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|Brave officers may opt to wear the security beret or hat instead. The warden&#039;s hat offers the same protection as this.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Swathelmet.png|64px]]&lt;br /&gt;
!{{anchor|Swat Helmet}}Swat Helmet&lt;br /&gt;
|[[Derelict]] or order it from [[Cargo|Cargo]]&lt;br /&gt;
|A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 25 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 10&lt;br /&gt;
|If you get this, be proud that you are wearing the best protective headgear in the game.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Riothelm.png|64px]]&lt;br /&gt;
!{{anchor|Riot Helmet}}[[Riot Helmet]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Provides excellent melee protection, but lacks in other areas.&lt;br /&gt;
|melee = 45 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 5 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 5 &amp;lt;br&amp;gt;bio = 2&lt;br /&gt;
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hoscap.png|64px]]&lt;br /&gt;
!{{anchor|Head of Security Hat}}Head of Security Hat&lt;br /&gt;
|[[HoS]]&lt;br /&gt;
|Provides robust head protection in all damage types. The HoS starts with this.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25 &amp;lt;br&amp;gt;bio = 10&lt;br /&gt;
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS&#039;s locker offers the same protection as this.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathsquadhelm.png|64px]]&lt;br /&gt;
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet&lt;br /&gt;
|[[Death squad]]&lt;br /&gt;
|A strong helmet that provides reduction against most damage types. Spaceworthy.&lt;br /&gt;
|melee = 80 &amp;lt;br&amp;gt;bullet = 80 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 50 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt; rad = 100&lt;br /&gt;
|Underwhelming compared to the deathsquad body armor&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=33545</id>
		<title>Blood Cult</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Blood_Cult&amp;diff=33545"/>
		<updated>2021-05-06T19:36:58Z</updated>

		<summary type="html">&lt;p&gt;Penwin: /* List of Available Spells {{anchor|cult spells}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #8A0707&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = #B70303&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Cultist.png&lt;br /&gt;
|jobtitle = Follower of Nar-Sie &lt;br /&gt;
|access = Whatever you have&lt;br /&gt;
|additional = Wherever a teleportation rune is&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Nar-Sie&lt;br /&gt;
|duties = Sacrificing the needed target and Summoning Nar&#039;Sie&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;NAR-SIE HAS RISEN&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would&#039;ve known?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning of a New Era===&lt;br /&gt;
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!&lt;br /&gt;
&lt;br /&gt;
Several cultists will arrive on the station. When you spawn, you&#039;ll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures. &lt;br /&gt;
==Objectives==&lt;br /&gt;
Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The general path of action of the cult and those in it:&lt;br /&gt;
# From a discrete location, contact your allies through your Commune button. &amp;lt;br&amp;gt;Warning: &amp;lt;u&amp;gt;When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!&amp;lt;/u&amp;gt;. &amp;lt;br&amp;gt;&#039;&#039;&#039;Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!&#039;&#039;&#039;&lt;br /&gt;
# (Optional) Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. A common strategy is to not choose a leader until it&#039;s time to summon Nar&#039;sie, to minimize the risk of the leader dying before being able to cast the Final Reckoning spell. More on this [[#The_Cult_Master_and_You|later]].&lt;br /&gt;
# Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won&#039;t find it easily. &lt;br /&gt;
# Setup a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a concealed teleport rune to get you back, otherwise, you could be stuck! You can draw runes on lavaland, but not in space too far from the station. &lt;br /&gt;
# Setup an empowering rune and then prepare up to 4 blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you&#039;re ready for anything. &lt;br /&gt;
# Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards [[File:Soulstone.png]] from sacrificed humans to create powerful cult constructs! &lt;br /&gt;
# Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won&#039;t work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 3 cultists nearby. &lt;br /&gt;
# Prepare to summon Nar-Sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.&lt;br /&gt;
# Gather 9 cultists on the final rune to summon Nar-Sie!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sacrifice ====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;REMINDER:&#039;&#039;&#039;&amp;lt;/span&amp;gt; One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune. Each sacrafice will add to the Cult&#039;s total number of sacrifices, which are used to revive deceased bretheren instantly over a Revival Rune.&lt;br /&gt;
&lt;br /&gt;
To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar&#039;Sie rune.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;NAR-SIE HAS RISEN&amp;lt;/span&amp;gt;===&lt;br /&gt;
After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
==The Cult Master and You [[File:Cultist.png|32px]]==&lt;br /&gt;
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So, how does one become the Master?===&lt;br /&gt;
When the round first starts, an additional button along with your Commune verb will be available. The &amp;quot;Assert Leadership&amp;quot; button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master&#039;s abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Being The Master of Wrist Cutting===&lt;br /&gt;
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn&#039;t be too different, minus the killing and summoning elder gods part. &lt;br /&gt;
&lt;br /&gt;
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a quick reference guide on what you should be doing as the Cult Master:&lt;br /&gt;
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.&lt;br /&gt;
# Beat back and silence any potential [[Security|intruders]] to your hideout.&lt;br /&gt;
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don&#039;t drain your life completely.&lt;br /&gt;
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.&lt;br /&gt;
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.&lt;br /&gt;
# Lead your brethren into battle when the time comes to face the crew head on!&lt;br /&gt;
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, you call the shots. Your cult doesn&#039;t have to be run like this; experiment and find what works and doesn&#039;t! Even if you lose (odds are you will lose... a lot), you&#039;ll be better prepared for the next time the Cult of Nar-sie needs a leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cult Master Powers===&lt;br /&gt;
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Final_Reckoning.png|64px]]&lt;br /&gt;
!Final Reckoning&lt;br /&gt;
|A single-use spell that brings the entire cult to the master&#039;s location. Useful for when it&#039;s time to summon Nar-Sie and you need the whole cult to help defend and invoke. &amp;lt;b&amp;gt;Please note that this is a &amp;lt;u&amp;gt;one-use ability&amp;lt;/u&amp;gt;. If you screw up, it&#039;s on you!&amp;lt;/b&amp;gt;&lt;br /&gt;
|One Use&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mark_Target.png|64px]]&lt;br /&gt;
!Mark Target&lt;br /&gt;
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.&lt;br /&gt;
After using this ability, it goes on a 120-second cooldown.&lt;br /&gt;
|120 Seconds&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eldritch_Pulse.png|64px]]&lt;br /&gt;
!Eldritch Pulse&lt;br /&gt;
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!&lt;br /&gt;
After using this ability, it goes on a 15-second cooldown.&lt;br /&gt;
|15 Seconds  &lt;br /&gt;
|}&lt;br /&gt;
==The Ritual Dagger [[File:Ritual_knife.png|32px]]==&lt;br /&gt;
Your dagger is your most important tool and has several functions:&lt;br /&gt;
* You can draw runes with it.&lt;br /&gt;
* Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.&lt;br /&gt;
* Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.&lt;br /&gt;
* Hitting runes with it removes them.&lt;br /&gt;
* Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.&lt;br /&gt;
* Hitting a runed girder with it will disassemble the girder.&lt;br /&gt;
If you&#039;re in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there&#039;s also space. Remember, &#039;&#039;&#039;if you get caught, you endanger the entire cult.&#039;&#039;&#039;&lt;br /&gt;
==Blood Spells [[File:Bloodspells.png|32px]]==&lt;br /&gt;
&#039;&#039;&#039;Blood Spells&#039;&#039;&#039; are limited-use blood magic spells that dissipate after they&#039;re spent, and they&#039;re your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. &amp;lt;b&amp;gt;However&amp;lt;/b&amp;gt;, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.&lt;br /&gt;
&lt;br /&gt;
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.&lt;br /&gt;
===How to use and unequip blood spells===&lt;br /&gt;
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you&#039;ve chosen. &#039;&#039;&#039;To unequip the spell, press Q&#039;&#039;&#039; (works on /tg/ since Aug 2019) &#039;&#039;&#039;or click the same action button again. &#039;&#039;&#039;This will save the spell for later. &lt;br /&gt;
==== List of Available Spells {{anchor|cult spells}} ====&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;700px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;203px&#039;|Health Cost/No. of Charges&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult_stun.png|64.px]]&lt;br /&gt;
!Stun&lt;br /&gt;
|A potent spell that will stun and mute victims upon contact. Simple, clean, and quite effective for a plethora of situations. [[Status_Effects#Paralyze|Paralyzes]] for for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP. &#039;&#039;&#039;Does not work on mindshielded personnel.&#039;&#039;&#039;&lt;br /&gt;
While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]).&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult Teleport.png|64.px]]&lt;br /&gt;
!Teleport&lt;br /&gt;
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.&lt;br /&gt;
|1 charge, 7 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult EMP.png|64.px]]&lt;br /&gt;
!Electromagnetic Pulse&lt;br /&gt;
|A large spell that allows a user to channel dark energy into an EMP, causing all electronics in the area to malfunction or be disabled.&lt;br /&gt;
|1 charge, 10 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Shadow Shackles.png|64.px]]&lt;br /&gt;
!{{anchor|Shadow Shackles}}Shadow Shackles&lt;br /&gt;
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. &lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Twisted Construction.png|64.px]]&lt;br /&gt;
!{{anchor|Twisted Construction}}Twisted Construction&lt;br /&gt;
|&amp;lt;u&amp;gt;A sinister spell used to convert:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Plasteel into Runed Metal.&lt;br /&gt;
* 50 Metal into a Construct Shell.&lt;br /&gt;
* Cyborgs directly into Constructs.&lt;br /&gt;
* Cyborg shells into construct shells.&lt;br /&gt;
* Airlocks into Brittle Cult Airlocks when on Harm intent. A weaker version of [[#Structures|Runed Airlocks]]. &lt;br /&gt;
|1 Charge, 12 HP&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Summon equipment.png|64.px]]&lt;br /&gt;
!Summon Combat Equipment{{anchor|Summon Combat Equipment}}&lt;br /&gt;
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar&#039;Sien bola, and a 30 damage eldritch longsword. If you are already wearing items in those slots you will only summon the sword and bola. The eldritch longsword fits in the suit storage slot of every type of cultist armor. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|&lt;br /&gt;
!Summon Ritual Dagger{{anchor|Summon Ritual Dagger}}&lt;br /&gt;
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Cult Horror.png|64.px]]&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.&lt;br /&gt;
In practice its useless af.&lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Conceal Presence.png|64.px]]&lt;br /&gt;
!Conceal Presence{{anchor|Conceal}}&lt;br /&gt;
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. Sadly its not used very often but it can trick even the better of the crew into thinking there is nothing in your base.&lt;br /&gt;
|10 Charges&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background-color:brown;&#039;|[[File:Blood Rites.png|64.px]]&lt;br /&gt;
!Blood Rites{{anchor|Blood Rites}}&lt;br /&gt;
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.&lt;br /&gt;
&amp;lt;u&amp;gt;Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blood Spear (150)&#039;&#039;&#039; summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. &lt;br /&gt;
# &#039;&#039;&#039;Blood Bolt Barrage (300)&#039;&#039;&#039; temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard&#039;s arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and comdom&#039;s ego.&lt;br /&gt;
# &#039;&#039;&#039;Blood Beam (500)&#039;&#039;&#039; will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. &lt;br /&gt;
|5 Charges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. &lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;73px&#039; |Invokers Required&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Phrase&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Rune&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Rite of Offering}}Offering Rune&lt;br /&gt;
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed, (but constructs are no less dangerous than humans) - &amp;lt;b&amp;gt;therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!&amp;lt;/b&amp;gt;&amp;quot;&lt;br /&gt;
If the target is dead, ineligible for conversion or is the required sacrifice target, they&#039;ll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.&lt;br /&gt;
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets&lt;br /&gt;
|Mah&#039;weyh pleggh at e&#039;ntrath!&lt;br /&gt;
|[[File:Sacrifice rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Empowering Rune &lt;br /&gt;
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don&#039;t lose as much blood while doing it.&lt;br /&gt;
|1&lt;br /&gt;
|H&#039;drak v&#039;loso, mir&#039;kanas verbot!&lt;br /&gt;
|[[File:Empowerrune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Teleport Rune&lt;br /&gt;
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Sas&#039;so c&#039;arta forbici!&lt;br /&gt;
|[[File:Teleport_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Revive Rune&lt;br /&gt;
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.&lt;br /&gt;
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.&lt;br /&gt;
|1&lt;br /&gt;
|Pasnar val&#039;keriam usinar. Savrae ines amutan. Yam&#039;toth remium il&#039;tarat!&lt;br /&gt;
|[[File:Raisedead_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Barrier Rune&lt;br /&gt;
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Invoking one barrier rune will chain activate other barrier runes that are within 2 tiles from one another. Reversing a barrier rune will not chain deactivate other barrier runes. Costs 2 brute both to invoke and to deactivate (regardless how many are chained). Active barrier runes have a subtle wriggling animation, and are usually brighter. &lt;br /&gt;
|1&lt;br /&gt;
|Khari&#039;d! Eske&#039;te tannin!&lt;br /&gt;
|[[File:Wall_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Summoning Rune&lt;br /&gt;
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. &amp;lt;u&amp;gt;This rune will only work on the main space station&amp;lt;/u&amp;gt;, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. &lt;br /&gt;
|2&lt;br /&gt;
|N&#039;ath reth sh&#039;yro eth d&#039;rekkathnor!&lt;br /&gt;
|[[File:Summon_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Blood Boil Rune&lt;br /&gt;
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.&lt;br /&gt;
Some species, such as golems, do not have blood, and thus are immune to this rune. Will also deal extra [[Health#Stamina|stamina]] damage to [[Clockwork_Cult|clock cultists]]. &lt;br /&gt;
|3&lt;br /&gt;
|Dedo ol&#039;btoh!&lt;br /&gt;
||[[File:Boil_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Rune of the Spirit Realm&lt;br /&gt;
|This rune gives you two powerful options:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. &amp;lt;u&amp;gt;This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.&amp;lt;/u&amp;gt; If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(2) To ascend as a dark spirit. This option costs &amp;lt;b&amp;gt;no health&amp;lt;/b&amp;gt; to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be &amp;quot;pinpointed&amp;quot; for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!&lt;br /&gt;
|1&lt;br /&gt;
|Gal&#039;h&#039;rfikk harfrandid mud&#039;gib!&lt;br /&gt;
|[[File:Manifest_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Apocalypse&lt;br /&gt;
|A harbinger of the end times. It scales depending on the crew&#039;s strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. &amp;lt;u&amp;gt;After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; If the cult makes up &amp;lt;15% of current players, and an apocalypse rune is scribed, a D100 is rolled&lt;br /&gt;
* If 1 - 10: Disease Outbreak + Mice Migration&lt;br /&gt;
* If 11 - 20: Radiation Storm&lt;br /&gt;
* If 21 - 30: Brand Intelligence&lt;br /&gt;
* If 31 - 40: Immovable Rod x3&lt;br /&gt;
* If 41 - 50: Meteor Wave&lt;br /&gt;
* If 51 - 60: Spider Infestation&lt;br /&gt;
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly&lt;br /&gt;
* If 71 - 80: Space Vines, Grey Tide&lt;br /&gt;
* If 81 - 100: Nar&#039;sian Portal Storm&lt;br /&gt;
|3&lt;br /&gt;
|Ta&#039;gh fara&#039;qha fel d&#039;amar det!&lt;br /&gt;
||[[File:Apocalypse.png|96px]]&lt;br /&gt;
|-&lt;br /&gt;
!Ritual of Dimensional Rending&lt;br /&gt;
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it&#039;s complete.&lt;br /&gt;
After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
|9&lt;br /&gt;
|TOK-LYR RQA-NAP G&#039;OLT-ULOFT!!&lt;br /&gt;
|[[File:Rune_large.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using &amp;quot;Conceal Runes&amp;quot; near these structures will make them turn invisible, and make runed doors look like regular airlocks.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Altar.png|64px]]&lt;br /&gt;
!Altar&lt;br /&gt;
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forge.gif|64px]]&lt;br /&gt;
!Forge&lt;br /&gt;
|A forge used in crafting the unholy weapons used by the armies of Nar-Sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant&#039;s Robe, which makes you faster, but at the cost of increasing damage taken by 45%, and a mirror shield that can block 50% of attacks while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will stun on impact and return to you after a successful hit! After creating one item with the forge, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pylon.gif|64px]]&lt;br /&gt;
!Pylon&lt;br /&gt;
|A floating crystal that slowly heals those faithful to Nar&#039;Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas). &lt;br /&gt;
|4 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Archives.png|64px]]&lt;br /&gt;
!Archives&lt;br /&gt;
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot&#039;s Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives, it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Runed_airlock.png|64px]]&lt;br /&gt;
!Runed door&lt;br /&gt;
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.&lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brokenbottle.png|64px]]&lt;br /&gt;
!Runed girder&lt;br /&gt;
|A wall girder that can instantly be disassembled with your ritual dagger. &lt;br /&gt;
|1 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Constructs ==&lt;br /&gt;
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires: &lt;br /&gt;
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.&lt;br /&gt;
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive. &lt;br /&gt;
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning. &lt;br /&gt;
&lt;br /&gt;
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inevitable Discovery==&lt;br /&gt;
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You&#039;ll have to make a stand and fight off the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;The veil weakens as your cult grows, your eyes begin to glow...&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;20%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a notice that the cult is &amp;quot;rising&amp;quot; - and after a moderate delay, the eyes of all existing and new cultists will be permanently &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;40%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;blood-red cult halo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.&#039;&#039;&#039; If you&#039;ve managed to get this far, you &#039;&#039;should&#039;&#039; have no problems defeating the crew in a head-on battle if you can deal with Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threats to the Cult==&lt;br /&gt;
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station&#039;s crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.&lt;br /&gt;
===[[File:servant_of_ratvar.png|Clockwork Cult]] [[Clockwork Cult|Ratvar Scum]]===&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;&amp;lt;s&amp;gt;As of April 3, 2018, Clockwork Cult is currently not in the gamemode rotation. It remains fully functional in code, however.[[File:Integration cog.png|32px]]&amp;lt;/s&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:#BE8700&amp;quot;&amp;gt;[[File:Integration cog.png|32px]]&#039;&#039;&#039;Clockwork cult is back baby! &#039;&#039;&#039;[[File:Integration cog.png|32px]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie&#039;s magic is more effective against Ratvar&#039;s servants.&lt;br /&gt;
However, clashing sword-and-spear with these heretics is very unlikely under normal circumstances.&lt;br /&gt;
== Cultist Tips ==&lt;br /&gt;
* Cultists can know a rune&#039;s name and effects by examining it.&lt;br /&gt;
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.&lt;br /&gt;
* Always be ready to summon a cultist in trouble. &amp;lt;b&amp;gt;Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.&lt;br /&gt;
* The chaplain&#039;s weapon makes them immune to most of your magic. Don&#039;t attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed. &lt;br /&gt;
* Ear muffs guard against the Stun spell&#039;s effect. Most of security (if they&#039;re smart) will get their Bowman Headsets on. As a general rule: if they aren&#039;t afraid of rushing in after throwing a flashbang, you can&#039;t stun them.&lt;br /&gt;
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.&lt;br /&gt;
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. &lt;br /&gt;
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.&lt;br /&gt;
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don&#039;t forget your crowbar!&lt;br /&gt;
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar&#039;Sie rune.&lt;br /&gt;
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.&lt;br /&gt;
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune). Cult floors also resist changes in atmosphere like hull breaches or plasma floods. &lt;br /&gt;
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.&lt;br /&gt;
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are &#039;&#039;&#039;anti-magic&#039;&#039;&#039; and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.&lt;br /&gt;
== Nar-Sie ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Narsie.gif|512px]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the ritual, Nar-Sie will come forth.&lt;br /&gt;
&lt;br /&gt;
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.&lt;br /&gt;
&lt;br /&gt;
Few things are capable of challenging Nar-Sie&#039;s sheer power.&lt;br /&gt;
&lt;br /&gt;
One of them is Ratvar.&lt;br /&gt;
&lt;br /&gt;
If Nar-Sie and Ratvar encounter one another,&lt;br /&gt;
&lt;br /&gt;
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Fight A Blood Cult: A Guide for the Common Spaceman==&lt;br /&gt;
&#039;&#039;&#039;The Cult of Nar-Sie&#039;&#039;&#039; may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:&lt;br /&gt;
===[[Chaplain]][[File:Generic_chaplain.png]]===&lt;br /&gt;
The Chaplain is immune to conversion and is able to turn normal water into &#039;&#039;&#039;Holy Water&#039;&#039;&#039;, which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When cult activity is confirmed:&#039;&#039;&#039; Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) when brig has holy water secured:&#039;&#039;&#039; Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) if the AI has not been moved:&#039;&#039;&#039; Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI&#039;s chamber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you are safe in the brig:&#039;&#039;&#039; You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purified Soulstones and Constructs====&lt;br /&gt;
Anyone (not just a chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.&lt;br /&gt;
===[[Security]][[File:Generic_hos.png]]===&lt;br /&gt;
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it&#039;s probably your fault if you fail.&lt;br /&gt;
====How to Deconvert a Cultist with Holy Water====&lt;br /&gt;
&#039;&#039;&#039;Step 1: Find a suspected cultist.&#039;&#039;&#039; If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone&#039;s workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;his/her eyes are glowing an unnatural red!&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Arrest the suspected cultist.&#039;&#039;&#039; Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Check the suspect&#039;s bag for a ritual dagger &#039;&#039;&#039;(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can&#039;t be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn.&lt;br /&gt;
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Force feed the confirmed cultist at least 25 units of Holy Water&#039;&#039;&#039;. Use &#039;&#039;&#039;30 units&#039;&#039;&#039; to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don&#039;t resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Step 4 (oozeling edition):&#039;&#039;&#039; if the comfirmed cultist is an oozeling, use caution, water (including holy water) is VERY lethal to oozelings even in extremely small doses, so 30 units alone is a certain kill, so make sure to give the oozeling some medicine, my go to for this is perfluorodecalin due to its toxin damage (which inturn is toxin healing and bloodo regen for oozeling) and oxygen healing which can be found in sleepers, which a good brig physician probally made in brigs medical&amp;lt;/small&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.&#039;&#039;&#039; Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: &#039;&#039;&#039;&amp;quot;-Name- looks like he/she just reverted to his/her old faith!&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deconverted cultists do not keep their memories from their time in the cult.&lt;br /&gt;
====If Shit Hits the Fan====&lt;br /&gt;
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some tips and tricks for security:&lt;br /&gt;
* &#039;&#039;&#039;Bowman headsets guard against the Stun spell&#039;&#039;&#039;. As soon as a cult is confirmed, swap your standard headset out for a Bowman.&lt;br /&gt;
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. &lt;br /&gt;
* Zealot&#039;s Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. &lt;br /&gt;
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies. &lt;br /&gt;
* If you die and are cloned, get a new [[Security_items#Mindshield_Implant|Mindshield Implant]] as soon as possible. &lt;br /&gt;
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.&lt;br /&gt;
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don&#039;t just go randomly implanting people until you know who is really on your side.&lt;br /&gt;
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look life officers. Don&#039;t expect this to happen often, but the possibility is there.&lt;br /&gt;
===[[Medbay]][[File:MedicalDoctor.png]]===&lt;br /&gt;
If you work in the Medbay it&#039;s not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. &amp;lt;br&amp;gt;&lt;br /&gt;
Here are some general tips and tricks for Medbay workers: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor|Medical Doctors]]:&#039;&#039;&#039; Examine people before healing them, to check for glowy eyes or cult gear. If you don&#039;t see anything obvious, then try to do your job as normal. &amp;lt;br&amp;gt;If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist|Chemists]]:&#039;&#039;&#039; You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won&#039;t be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist|Geneticists]]:&#039;&#039;&#039; You can try to find powers such as x-ray vision, and then make injectors to give to [[security]]. Check people&#039;s bags for cult items before cloning them, so you don&#039;t accidentally clone a cultist without security&#039;s supervision. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don&#039;t try to fight them unless you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Cargo]][[File:Generic_cargo.png]]===&lt;br /&gt;
&#039;&#039;&#039;Order Religious Supplies crates.&#039;&#039;&#039; If the Chaplain is nowhere to be seen and security don&#039;t have any holy water, order this as fast as possible. The crate contains holy water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order [[Security_items#Mindshield_Implant|Mindshield Implants]].&#039;&#039;&#039; If people really don&#039;t want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don&#039;t know who is a cultist. Prefer using non-lethals if holy water is available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Science]][[File:scientist_generic.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: While bombs should be the crew&#039;s last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. Silver and Adamantium are magic-proof making them great warriors against a cult and runed metal golems can jaunt into cult bases and most cultists wont realise they arent actually converted &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Engineering]][[File:Generic_engineer.png]]===&lt;br /&gt;
&#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;: Normally, cultists are not allowed to sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don&#039;t need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: You don&#039;t need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists, and Cult tiles resist the spread of most gases. Repair any hull breaches resulting from combat.&lt;br /&gt;
===[[Botany]][[File:Generic_botanist.png]]===&lt;br /&gt;
&#039;&#039;&#039;Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].&#039;&#039;&#039; Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges. &lt;br /&gt;
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{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Blood_Rites.png&amp;diff=33544</id>
		<title>File:Blood Rites.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Blood_Rites.png&amp;diff=33544"/>
		<updated>2021-05-06T19:34:11Z</updated>

		<summary type="html">&lt;p&gt;Penwin: &lt;/p&gt;
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&lt;div&gt;Blood Rites&lt;/div&gt;</summary>
		<author><name>Penwin</name></author>
	</entry>
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