Chemist

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Revision as of 16:11, 14 March 2015 by imported>Kingofkosmos (Added tips from Awesome Misc Stuff. They are extremely outdated and it sucks.)
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MEDICAL STAFF

Chemist
Access: Medbay, Chemistry Lab, Mineral Storage
Additional Access: Morgue, Operating Theatre, Virology, Genetics
Difficulty: Easy
Supervisors: Chief Medical Officer
Duties: Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
Guides: Guide to chemistry

You start in Medbay. You mess with all sorts of chemicals. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the security officers or syndicate fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!

Medbay
The chemical research lab is located in Medbay. It provides enough work space for two people


Getting Things Done

Chemists are naturally suspicious individuals. They've got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the station at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.

Tools of the trade

  • The Chem Dispenser turns electrical energy into a variety of basic chemicals, through magic science. It's one of the few things on the station that's truly irreplaceable, so guard it with your life.
  • The ChemMaster 3000 can magically separate chemicals, and has the ability to produce an limitless supply of 50 unit pills and 30 unit bottles.
  • The Reagent Grinder is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.
  • Inside the locker to the north you will find boxes of pill bottles. On the table to the south is a hand labeller. These combined will allow you to store and distribute pills more effectively.

Being helpful

Roundstart

If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them.

  • For Robotics and R&D:
    • Fill the large beaker with 100 units of Sulphuric Acid, put them in bottles and repeat again.


  • For the Cryogenics Tubes:
    • Make two beakers, each with:
      • 25 Cryoxadone (1 part Dexalin, 1 part Water, 1 part Oxygen)
      • 20 Clonexadone (1 part Cryoxadone, 1 part Sodium, 5 units Plasma, remove the Plasma after and put it into a bottle), and
      • 5 Ryetalyn(1 part Arithrazine, 1 part Carbon)


  • For the whole crew and especially doctors:
    • Make 100 units of Tricordrazine (10 u each of sugar, silicon, nitrogen, potassium, carbon, oxygen - all in big beaker - this should give out 60 u of tricord)
    • Put them in 20 unit pills, place these in a labeled pill bottle


  • Pills for the critically injured/dying:
    • Make about 100 units of the following:
      • Bicaridine (1 part Inapprovaline, 1 part Carbon)
      • Dermaline (1 part Kelotone, 1 part Oxygen, 1 part Phosphorus)
      • Dexalin+ (1 part Dexalin, 1 part Carbon, 1 part Iron)
      • Leporazine (1 part Silicon, 1 part Copper, 5 units Plasma, once again remove the plasma and store it) and
      • Anti-Toxin(1 part Silicon, 1 part Nitrogen, 1 part Potassium)
      • Mix these together into pills containing 10 units of each


  • For atmos techs and station engineers as they can use these to plug hull breaches quickly, don't hand these to everyone:
    • Make about 30 units of Foaming Agent and Polytrinic Acid, place 10 units of each into 3 separate beakers
    • Make 90 units of Iron, place 30 units of each into 3 other seperate beakers
    • Add one beaker of Acid + Foaming Agent and one beaker of Iron to a grenade, this is a metal foam grenade, if you use the correct amounts you should have made 3 of them


If You Want to be Especially Awesome

  • Grind up a sheet of solid plasma in the grinder. It's used as a catalyst in making some chemicals, such as Dexalin, Cryoxadone and Clonexadone. You really only need one bar. Remember that because plasma is a catalyst, it doesn't get used up in the reaction, so you can extract it from the mixture and re-use it.
  • The Botanists will benefit from unstable mutagen to mutate plants and Clonexadone to heal plants. They might also want Diethylamine as a fertilizer, Polytrinic acid to efficiently kill plants, a dropper for precise mutations and space cleaner to clean up dissolved plant goo.
  • The Virologist will want unstable mutagen and Synaptizine to make new and exciting diseases.
  • Geneticists can benefit from a supply of Hyronalin or Arithrazine pills to treat high radiation levels in themselves and their subjects, plus extra anti-toxin to heal radiation damage.
  • The Janitor might want you to refill his space cleaner bottle, especially if the virologist has infected the entire station and there's vomit everywhere.
  • You can help the Chef as well: Sulphuric acid is used to make soy sauce, and Clonexadone can be combined with blood to make synth-flesh, by far the most efficient way to produce meat.
  • The Bartender might request various chemicals to make cocktails with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
  • The Warden might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
  • Grind up snacks to make Nutriment pills and taunt the Chef about his inefficient creations.
  • In the event of a rogue Hulk from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit Ryetalyn and 14 units Chloral Hydrate will neutralize them.
  • In the case of a rogue AI or an alien hive, various people will want Thermite in order to break through reinforced or resin walls.
  • Enable the reagent scanner on your PDA and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
  • You aren't far from either the waiting room or the sleepers and cryogenics, so if there are no Medical Doctors around, feel free to grab a health analyzer and start treating patients.
  • If you have nothing else to do, whip up various medical pills and leave them on the Medbay counter.
  • The Clown will often request space lube. Be helpful by laughing in his face.

Arming thyself

  • Grab the syringe gun on the table west of the Medbay doors before the Medical Doctors get it. They really can't do jack with it, while it's a valuable weapon in your hands when filled with Chloral Hydrate or worse. If you fail, you can try and hang out by Medical Storage to slip in and grab the second one.
  • Later in the round, if you've been nice to R&D, and R&D are competent, they might give you a rapid syringe gun which can hold four syringes, if you ask nicely.
  • A space cleaner spray bottle makes a decent face-melting weapon when filled with a mixture of acids.
  • You have all the tools you need to make grenades. See below.

CHEM 101

See the Guide to chemistry for a list of some of the possible mixtures.

Grenades

As a chemist, you are pretty much the only person with access to grenade materials. You can fit two beakers worth of ANY COMBINATION of lab-juice you have created, a staggering 100 units, into any one grenade assembly. You can take out the containers by clicking on the grenade in your hand, but the containers are expended (obviously) when the grenade is used. It is possible to use medicine, water, or more devious items into a grenade. The mix and matching of different chemical formulas may not always go as planned, but what's science without experimentation?

Keep in mind, making grenades that harm others will get you robusted in the least, and job banned if you weren't a traitor.

Building Grenades 101

  1. Take an igniter and some sort of trigger (timer, prox sensor, infrared, signaler, etc) and screwdriver them until they "can be attached"
  2. Put them together to make an assembly
  3. Stick the assembly to a grenade and stuff it full of chemistry containers (bottles/beakers). It holds up to two of them.
  4. Screwdriver shut, multitool if you need to tweak the trigger later
  5. It won't go off until you arm the grenade, and then the trigger you put in goes off.

For reactions that go off when mixed, you want them separated into two bottles. For more on chemical reactions, see the Guide to chemistry. See also grenades.

Pills

Pills are a great way to give large amount of medicine at once, if you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets.

Chemicals to put into pills

  • Inaprovaline for stabilising the critically injured
  • Anti-toxin to treat toxin damage (this is the only type of damage sleepers can't treat)
  • Bicaridine to treat brute damage
  • Dermaline to treat burn damage
  • Alkysine treats brain damage caused by the chaplain's literal Bible bashing
  • Imidazoline treats physical eye damage
  • Hyperzine enables faster movement in bulky space suits
  • Synaptizine lowers the duration of stuns, but causes toxin damage.
  • A mixture of Leporazine and Dexalin Plus will allow a person to survive in space without a suit.
  • Don't only make Tricordrazine, or people will hate you. While it heals all damage types, isn't very useful on its own. It can be helpful when mixed with other drugs, however.
  • 1 unit pills of Ryetalyn remove all genetic defects and superpowers like a clean SE injector, useful for the recently cloned, or if high levels of radiation occur near the station
  • If the cure for a disease spreading around the station is something you can produce, then make pills of it! If the virologist comes through with vaccine, 0.4u pills of it are enough to cure and immunize people.

Bottles

Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like Clonexadone. Each bottle can hold only 30 units, and can be splashed onto things.

  • Thermite
  • Acids
  • Cryoxadone
  • Clonexadone

Tips

  • The effects of chloral don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. Anti-toxin completely negates chloral, however.
  • The effects of different chemicals stack, meaning if you inject someone with a 50/50 kelo/derma they'll heal almost twice as fast, add a bit of tricord to other chemicals and it’s no longer as useless.
  • Stimulants will wake you up from an overdose of chloral.
  • The Science Goggles in chemistry act as beakers.
  • If you are planning to make a medicine that has tricord and doc's delight, if you use the DD made by the bartender, proportions will fuck up. If you drop 10 tricord and 10 DD you get 13 tricord and 7 DD. Instead, if you use the DD you get from grinding Syndicakes, proportion will remain. You drop 10 and 10, you get 10 and 10.
  • Also, 1 pill with 10 Derma, 10 Tricord, 10 Bicard, 10 Dex+ and 10 DD will keep you alive in a raging fire or in space for a good amount of time (10 seconds completely unharmed).
  • Ryetalyn-loaded syringe guns, use them to instantly shut down hulks.
  • Don't waste your Dexalin Plus, just do 1u of Dex Plus and whatever amount of Inaprov. It's the same effect as just Dexalin Plus.
  • If you're going to be in chemistry and have five minutes, I find it's often easiest to just create a couple of 10/10/10/10/5/5 tri/dex+/bic/derm/antitox/hyperzine pills. Sure it's a bit more effort, but they'll work in nearly all situations, and are great at popping people out of crit, and getting them moving again. For a more combat based one, you can always scale down on the antitox and put in synaptizine too. If you can get DD, you can put that in 10 of that instead of the hyperzine and 5 of the dex+. Only issue is that they are a bit of effort to make and that people will never actually use them unless you falsely label them as tricordrazine pills or whatever.
  • You can grind up the Dexalinpills for an easy thirty units to fix up more cryoxadone without using plasma. Just snag a blue first aid kit out of an oxygen closet.
  • Most people know that you can insert a beaker of chemicals into medical robots, but this doesn't seem to be used much. Try getting creative with it - dangerous chemical combinations, such as chloral hydrate, impedrezine and lexorin can turn a medical robot toggled back on at the right time into a somewhat subtle, hard-to-stop-without-access death dealer, whereas those of you with a heart may want to put in an improved mixture of healing chemicals, such as bicard-tricord-derma-antitox-dexalin plus.
  • Make ryet/bicard/dermaline mix, load Medibot with mix, set to 5 damage inject threshold, 5 units. Geneticist finally gets hulk. Steps out to go on a rampage. "Hey you! You're injured" He loses hulk. Good against hulk but bad when you need to spacewalk and their kindness is going to remove this ability from you.
  • 1u pills of vaccines work. More than one virus released? Mix two vaccinations together and make the 1u pills. cure 30 people with one batch.
    • You can stretch that even further by just dilluting the vaccines. Inject 5 units into an empty beaker and top it off with water, you now have 10 injections with 0.5 units of vaccine each that still cure perfectly well. Unfortunately, dilluting it again to achieve 0.05 unit injections is not enough to cure anymore, or at least it wasn't when I last tried.
    • Similarly, you can dillute the virion cultures you have, and end up with 0.5 unit injections of infected blood that still guarantee infection. Injecting this into a glass of water causes it to remain a glass of water, only dangerous, which you can then feed to people to easily infect them after they slip for a second or so. Strangely enough the added dillution for this case doesn't seem to affect the infection chance.
    • In contrary to this: you can't dillute virus food / mutagen / plasma / synaptizine to stretch their usage. It's hardcoded to require 5 units for a reaction, so you gotta bug the chemist a bit more.
  • A quick way to make clonex and dex plus in one swoop is:
  1. Grind a dexalin pill, giving 30 dexalin
  2. Add 10 carbon and iron, 20 water and oxygen
  3. Make dex plus bottle and one cryoxadone bottle, keep 30 cryoxadone in the beaker
  4. Add 30 sodium
  5. Put the beaker into the grinder, add plasma, and grind
  6. Results in: a bottle of dex plus and cryoxadone, 2 bottles of clonexadone.
  7. Takes about a minute and I always found it a hassle to mix clonex (put plasma in, plasma out, plasma in, plasma out...)
  • Medbay sabotaged? Need to save those patients but no cryo tubes? Inject them with cryox/cloneox and stick them under a wrenched shower. It will actually cool them off enough for the meds to work.
  • Also, 10u mixtures of cryox/cloneox/bicarid/derma/DD is robust as fuck in the tubes.
  • Desperate for precious plasma? Miners absent, slimes dead, chemistry being stingy? Take apart an r-wall and grind it! Not like the gateway room is using those things, anyway. Two sheets of plasteel are worth forty liquid units.
  • Spessmen process reagents (like drugs) 0.4 units per tick, with different chems being processed in parallel.
    • The chemical reagent cap is 1000. Tricordizine 500 and synaptizine 500 in your system at start of round (TRICORD FIRST) and you’re a walking ling. Take them in pills, in 5 minutes you can get both of them if you use both chem dispensers. By default, chemicals will be consumed at 0.4 units EACH per tick. So the above example of synaptizine + tricord is 500 / 0.4 * 1.8, giving 2,250 seconds, or 37.5 minutes.
  • ChemMasters, and the chef's condiment thing, work on Star-Kist and other drinks. Also glasses and bottles.
  • Chemists have what may be the easiest access to space in the game: Make large amounts of Lepo-razine - Copper, Silicon and a 5u plasma catalyst. Then make a bunch of doctor's delight (it's easy to get ingredients from the bartender, they're usually more than happy to trade for some tricord). You can find the red spacesuit pretty quickly on the derelict or mining station too.
  • You can navigate space without a suit or internals. Just pack a ton of dexalin+, leporazine, and DD in several pills.
  • Pill bottles work like mining satchels and plant bags. So you can just click a pile of pills and they will all go in. ADDED: More pill bottle stuff: you can insert it directly into the chem dispenser to use it from there.
  • You can inject cigarettes/cigars with 15u of chemicals to provide a steady dose while it's lit. A cigar will hold more, 30u IIRC. A cigar full of Synaptizine and Bicard or tricord makes for a pretty robust dude.
  • You can inject 15 units of welder fuel into a cigarette (or dip the cig in it) and it will explode once you light it, playing the explosion sound and everything (it doesn't hurt you or anything). Hilarious when you start blowing up a whole packet and people can't understand what the hell is going. Lighting a cigarette with only 5 or 10 units in it will only produce sparks.
  • Inject your cigarette with space drugs. Smoke the reefer.
  • Chemist labcoats can hold large beakers.
  • A bluespace beaker water-potassium grenade will hit bombcap, detonates instantly instead of waiting for atmospherics processing, can't be disarmed, and is incredibly easy to hide.
  • Note that as a result of human reagent cap being 1000, drinking tons and tons of water, say from a botany water backpack, will make you immune to parapets and syringe guns. You have to constantly keep drinking to be "immune" from them, though. And gotta chug at least 15 units of water every single minute to stay hydrated.
  1. Be Chemist
  2. Make a SHIT ton of dexalin. Eat a SHIT ton of your pills. Make more pills.
  3. Now suicide.
  4. Your a walking zombie. If the dexalin runs out, you start to die FAST.
  5. My favorite thing to do, is to become a dexalin zombie and then lie down somewhere in the hallway and when people try to loot you, jump and yell "BOO".

Tips for Traitoring

  • A mixture that's four times as lethal as Cyanide:
Five units of the following in one pill (damage of each roughly):
  • Plasma (~40 toxin damage)
  • Sulphuric acid (~13 toxin damage, ~5 brute damage)
  • Polytrinic acid (~26 toxin damage, ~10 brute damage)
  • Chlorine (~15 brute damage)
  • Thermite (~15 burn damage)
  • Lexorin (~40 oxygen damage, 5~ brute damage)
  • Plant-B-Gone (~15 toxin damage)
  • Welding fuel (~15 toxin damage)
  • Toxin (~19 toxin damage)
  • Arithrazine (~3 brute damage)
  • Beepsky Smash inside of a Hypospray or syringe gun is very powerful. Beepsky Smash paralyzes when you hit someone. You can get bar access pretty easily as chemist/CMO by telling the HoP you want doctors delight ingredients. Beepsky Smash knocks the victim down again if someone tries to shake them back up. 5 units in an eyedropper lasts about as long as the ole parasting did, and it's even better in a syringe gun where one shot means they can't move. A 50 unit pill of Beepsky Smash is something to be terrified of.
  • A polyacid/sulphuric acid mix shot from a spray bottle does not do any more damage than just straight polyacid. Likewise, a 5 unit spritz hurts just as much as a 10 unit spritz.
  • If you inject chemicals into someone and gib them, their meat will inherit a portion of that chemical. Parapen someone, grind them into meat, grind that meat with your grinder, make a condiment bottle of zombie powder, squirt that into people's eyes with an eyedropper..... Always remember to recycle, folks.
  • 15u of Plasma is a lethal dose. Meaning a single syringe gunshot and the target will die without anti-tox treatment. You'll be dead within 30 seconds with 15u of plasma.
  • If you buddy up with a botanist and make them tons of mutagen, they can get you koibeans, which contain carpotoxin. this lets you make zombie powder, which is literally parapen juice.
  • Mix a grenade using one bottle with 20 Polytrinic Acid and 10 Potassium and the other bottle with 10 Phosphorous and 10 Sugar to make a polyacid smoke grenade which makes acid melt anyone nearby. Staying in the smoke the entire time knocks anyone inside to critical.
  • Poly Acid will melt shit down. Remove all evidence.
  • You're able to fill eggs with chemicals and throw it at people and apply the chemicals effect to them. It is much more effective then a syringe since you can fill an egg with 48u, you don't carry a weapon that could warn your enemy and it looks so harmless and innocent.
  • Plasma smoke reactions are stupidly robust.
    • Even 5 units are enough to flood a much larger area than what you get when you release a plasma canister in the hallways. Better yet, the plasma is so damn cold that it will keep expanding by cooling down the air nearby. Even internals won't protect you as it's so cold that you'll die from it.
    • It's so good, releasing a single grenade in the huge metastation escape shuttle is enough to kill everyone inside without a firesuit. Actually, sometimes you even die with a firesuit if you put enough plasma in the grenade. And that is without even igniting it, purely from the freezing cold gas.
  • Sprayed poly acid melts bullets.

Chemical-X

Chemistry is one of the most dangerous jobs on the med-sci staff, and it's easy to be a good Traitor as such. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. If you can find a room with a light switch, you can inject the light bulbs with liquid plasma while they're off, then enjoy the show as someone flips the lights on.

If you're the paranoid type you could potentially acid your own face to screw up your identity, which now lists you as Unknown. The only problems are that Unknowns are naturally suspicious types and people are often quite suspicious of the chemist running around anywhere other than the chemlab. It will probably end up in a shitcurity interrogation.

Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role