Guide to Genetics: Difference between revisions
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== Cloning and speedcloning == | == Cloning and speedcloning == | ||
;Cloning | |||
So, a dead body has turned up outside the cloning room? Don't know what to do? Well, worry no more! | |||
What you want to do first is take the body and move it into the cloner. That's the left side of the cloner, to the room just left of Genetics. Close the scanner door and use the console. You want to scan, then start the cloning process. If it fails, check if the body is a suicide or the soul has departed. None of those? Try again! The ghost may just not be in their body. You've got the body scanned? It's cloning? Good! But what do you do with the dead body now? Drag it to in front of the cloning pod and strip the body of all items, then use one of the lockers to keep the items safe. Then simply take the dead, naked body to the morgue, wrap it up in a body bag, stick a label on it saying "cloned", and you're done. | |||
Once the body is cloned, they'll have some cell and brain damage. They won't be able to talk correctly and will be walking very slowly. Show them to their items, allow them to get dressed, then do them a favour and drag them to cryo. Throw them in and turn it on. Assuming it's set up properly you will have a cell damage healed clone in no time! Whilst they're in cryo consider bugging the chemists for some mannitol to stop their brain damage. | |||
When Science actually does their job you'll see them in Medbay often upgrading all of the fancy equipment. If they upgrade the cloner you'll get a lot less brain and cell damage given to each clone (with max cloner upgrades, none at all!!). You may also see an autoprocess button. Be sure to turn this on and jump in the cloner yourself. It'll revive you automatically if you die. | |||
;Speedcloning | |||
Speedcloning is easy to do, but can often result in the death of patients if you don't take the much-needed steps afterwards. To speed clone either: Scan your ID on the cloning pod (it will say once the cloning pod is unlocked) and then right-click on the cloning pod and press eject, or turn off equipment using the APC in Genetics. Both of these result in the clone being low on health and usually dying. You can either apply rezadone instantly to heal them up to full health (minus brain damage) or rush them off to cryo. Then give them mannitol and speedclone complete! | |||
== Creating the fifth Juliapocalypse == | == Creating the fifth Juliapocalypse == |
Revision as of 15:21, 15 November 2017
This page needs revising!
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Welcome to the place that will take you from clown Garbling Bunch of blindness and clumsyness, to a superhuman weapon that can tear down walls with a single smash and move stuff with his mind.
Yes sir! No sir!
Yes, you guessed correctly, virology. All joking aside, you are the geneticist. It's your job to listen to two bosses at once, depending on which side of the dance floor you are. Let's take a look, shall we?
(Pictures are broken at the moment. Will fix this later.)
As you can see, the CMO has no right, ever, to say how the SE's are handled. If he complains about how you do your job, you're allowed to not give a honk. If he's asking for clean SE's you are allowed to tell him to screw off to chemistry and get Mutadone (which is a lot more annoying to make than just you pressing one button, and is dickish to do), although you should only do this when ACTUALLY busy. Visa versa, the Research Director has no say over who gets cloned first. If he wants the clown before the mime and the CMO wants the mime before the clown, you clone the mime.
In case of conflict. If it's all becoming too much, just lie down on the table inbetween both departments! The following situation occurs from time to time: disagreement between the RD and CMO. If you have a co-worker, you're in luck. You can just have a quick word with him who takes what side of the lab. If you don't however, just do whichever seems more important to you. Dead people everywhere? Clone. One dead and the CMO could handle himself while you are this close from getting all powers? Research. In any scenario, just use your common sense. Common sense. COMMON SENSE. NEVER FAIL TO USE IT, DO I MAKE MYSELF CLEAR?
Your workplace
Knowing your workplace is one of the most important aspects of the game. This might seem very basic, and it is, but you should take a quick look around. There are three consoles, three DNA scanners and a cloning pod. Pretty straightforward. Aside from that there is:
Seven sets of white jump suits and shoes; Two sets of Geneticist's garb; A medicine closet containing 50 units of antitoxin, a box of syringes and two droppers; A box of cloning data disks; Three boxes of glasses (very useful if you CBA to make clean SE); Spare med/sci radios; Some penlights; Bodybags, use these if you are one of the folks that don't fancy blood all over their clothes and lab (you weirdo); A load of lockers, five in total. If you manage to track down telekinesis you can trap a person or two in these; A bunch of monkeys.
It is important to, once again, remember which boss has influence over what department. If the CMO claims he has a say about genetics research because he has acces to it, feel free to stuff him into the machine and give him seven SE shots of monkey DNA. That'll teach him.
How do I people monkeys and buttons
SCIENCE!! is all about taking a bunch of monkeys/mice/elephants/bananas and doing various kinds of torture to them. Like having them be eaten alive by alien monsters that suck your nervous system dry. Or giving them the worst possible thinkable disease ever which you made yourself, only to cure it.
In your case you take a bunch of monkeys and shoot them with radiation. Yours have arguably the best live because, well, the machine doesn't work on dead monkeys after all. So, be gentle to the monkeys. Gentle.
The usual shift starts with running into the pen and grabbing a monkey. I have seen geneticists take about three/four minutes to only get the monkey inside the scanner. Luckily this has become better over time even if only by a little. By far the easiest, most efficient way to do this is by pulling the monkey. No fudging with intent, just open the door, CTRL+click the nearest mammal NOT YOUR COWORKER and walk back before the pen closes. You can just open the scanner by clicking on it, walking into it and walking back into your monkey. Then click the scanner and your monkey is in, all in about twenty seconds tops!
This is where everything goes confusing because numbers indicate math might happen anytime soon. Luckily for you, genetics isn't related to telescience by far and getting out a calculator is unnecessary. The screen which you see when you click the monitor has a load of buttons. What do I press first and when?
The "SCAN" button is more or less a F5, it functions the same as reclicking the monitor. I personally never ever use this. The "LOCK" button does what it promises, it locks down the scanner. Previously, you could get out of the scanner when it was locked by resisting. The true lock button is the APC, turn off the power and the scanner isn't going to open, ever. There is also a glitch that prevents your screams from being heard when inside a scanner, so if you manage to snitch someones headset of you can just throw them inside and experiment, with no one wiser. The "INJECT REJUVENATORS" button injects a chemical closely related to Potassium Iodide which removes radiation. You inject fiveteen units every time you press the button up to a visible ninety units. Untested, but the radiation seems to have a lessened effect when you overdose your monkey with this stuff. Important note: This does not cure toxins damage, this only lowers radiation levels. The "EJECT" button simply ejects a disk in case you inserted one. You insert disks by clicking the console with one in-hand. The "BUFFER/RADIATION MENU" is where it's really at. This button switches the computer between radiating the living hell out of your subject and saving current genetic data in the case you lost it, in case of changelings, in case of a thermonuclear war or to start yet another Uristpocalypse (alternatively, you can safe your progress this way). Asides from that, it really isn't anything but an ordinary switch. The "PULSE DURATION" determines the accuracy of your radiation. More on this later. The "OUTPUT LEVEL" is how much you irradiate your monkey; it increases randomness of the scanner and exactly how much a gene changes. The higher it is, the more radiated your monkey gets.
So are you ready yet to make SUPERPOWERS? Short answer, no. Long answer, you will first have to turn your monkey into a human.
There are three main enzymes of DNA in this game, these are:
Unique Enzymes, this can't be recreated, ever. Unique Identifiers, these can be altered and changed. These determine the way you look. These are set in stone. Structural Enzymes, these decide whether or not you are a mangled and disabled monkey or a superhuman. These are random.
For now we will be looking at Structural Enzymes (SE). When the round starts all humans and monkeys have a clean SE apart from the clown, who starts with clumsyness, the reason security clowns are bad.
The monkey's SE should look similiar to the following: [1]739 [2]302 [3]0A4 [4]6BC [5]EF0 [6]58A [7]278 [8]183 [9]709 [10]2D3 [11]51F [12]490 [13]6E2 [14]007 At first glance, this might seem random. And it is! Each round your monkeys get assigned to a random SE string, and each block ([1], [2]) gets a reset. Never will everything be set in stone like some other jobs, which makes this all the more fun!
If you look closely you should be able to determine which block is the Monkey Human Gene (MHG) and how to lower it. Take a moment to look at the example above. Every block shares ONE thing in common, aside from one.
Found it yet?
Don't give up that easily.
Yes, no? Found it? The answer is block five ([5]EF0). Why? It just is! And it's always random! Isn't genetics a whole lot of fun? In short, it's the one block with DNA higher than 799.
You could attempt to radiate the monkey with the standard 1/2 settings, but that is a living hell. Instead, you tune the console to get radiation settings you like (I recommend output level 8 and pulse duration 5) and then CLICK THE FIRST NUMBER of the block. NOT the greyed out number, the BLUE one. If you happen to be colourblind, that's the second number on the left. In this case, the letter "E". It should change to either a different number, or a different letter. If it doesn't you either had an odd roll or something else mutated because your accuracy was too low because you had bad luck. When the FIRST number of the string goes below 800 (in this case, 0F0 to 7F0 works) you open your scanner. Congratulations, you have a human!
From blindness to X-ray
I repeat myself once again, the MHG is random, like every other POWER and DISABILLITY. Now, don't get impatient, we'll need to go through one more thing before we arrive at making kick ass mutants.
Most people divide genes up into three categories: Powers, disabilities and race. The disabillities themselves can be split into a category too; visible, and silent disabillities. Let me give an example: So you've found out that block 1 is the MHG. Now it's time for you to work on block 2. You need to click on the block as you've done previously but this time you want it higher than 799. It is common fashion to shine the penlight into your monkey's eyes, a geneticist old tradition because blindness is bad. So, after getting block 2 higher than 799 you shine the penlight into the monkey's eyes and find that the the pupils don't react to the penlight! Which means that the monkey is blind, and you now know that block is blindness.
You take block 3, tune it to an acceptable level, save it to a buffer and open the monkey's deathttrap scanner. You know that it can't be blindness because you already found that on block 2, shine into the eyes and don't see an eerily glow so it can't be the x-ray vision power. You hear no coughing, the monkey isn't violently twitching and swearing, and it didn't collapse out of epilepsy yet. Probably a silent disabillity, or abillity. You inject yourself, and feel nervous! No way you could have figured that out without injecting someone that can talk. Silent disabillity.
Block 4 here is epilepsy which is an odd one. It can take anywhere between ten seconds and five minutes to be on the floor, drooling and flailing your arms around. If you get a headache, GET A CLEAN SE IMMEDIATELY. Best case scenario, you inject yourself before anything happens. The worst case scenario, can always get worse. After recovering from an epilepsy attack, even if clean SE'd right after, you'll still be shaky for at the very least ten minutes and most often the rest of the game. Try taking loads of antitoxin and rejuvenators at the same time. Although untested, they seem to help.
What you will be wanting to find:
- Hulk
This one promises what it does, it turns you into a badass Bruce Bane look alike. You'll shout at the top of your lungs all the time - but you can whisper - while going green! That doesn't sound too nice. Oh, and then there is also immunity to tazers, buffed hitpoints, and the abillity to HULK SMASH through anything that isn't the AI core. Pair with TK and x-ray for the abillity to smash anything you see with the INSANE POWER OF YOUR MIND, THROUGH WALLS! Take enough damage, and you will be popped out of hulk, snoozing on the floor.
Due to roleplay purposes, people tend to void it, though. If it wasn't obvious yet from all previous mentions of green-ness and shouting, you will see a notice saying "Your muscles hurt!" when you inject yourself with this. Has about 15% to manifest if the block is higher than C80-ED8. This means a random "activation code" gets set anywhere inbetween that range. More random! Some rounds it is set to E03, other times to DAC, some times it might even be C9B. Your best bet is just getting it over ED8 so that you are guaranteed to get the block to activate.
- X-ray
This'll make sure you won't miss next superbowl! You will be able to see through walls (and mechs, no more ripleys blocking your view of spess) and. Well. That's it, really.
On it's own, X-ray is not much more then ghost sight - aside from only seeing through walls, and not this mystical border called the screen. If you manage to beg engineering for some mesons, you'll be able to see anything, even THROUGH the darkness (through screens not included)! Pair this with TK to steal the chef's donk pockets, break into just about anywhere with all-access buttons, making daring escapes out of permabrig and more!
When X-ray manifests the subject's eyes will react to the penlight with an eerily glow! When you are the lucky one, you will see a notice saying "The walls suddenly disappear!" This power has about 50% of manifesting when the block is higher then ABD-DAC.
- Telekinesis
Bob has three apples. He eats one apple. Now calculate the mass of the sun. "Easy," You'll shout, after you found this block "you subtract the apple from the peanuts and with the square root of purple use pythagoras algorithm to measure the distance between three and a half doorframes, and take fourty-two. Aside from that, the answer to everything, all of life..." You just became super duper smart. SO smart, that you can manipulate the laws of logic and move stuff around with the twisted madness of your mind's theories. You can also press buttons, use certain computer consoles, and cheat at dodgeball!
Telekinesis is nice to mix and match with. If you pair this with X-ray, you will be able to do all of the above through walls and scare people (READ: Get a toy singularity, stand behind a wall with X-ray and telekinesis, and pull stuff to it with your mind power. Watch the panic.) If you pair this with hulk, you can smash walls from a distance. Add X-ray to it and you can do that THROUGH WALLS. How awesome is that?
If someone gets telekinesis, they'll turn into glowing creep variant one. A light blue aura, pulse, or whatever the hell it is seeps from the cracks of your head. If you inject yourself with it and it activates, you will see a notice saying "You feel smarter!" This power has about 30% chance to activate when the block is over C80-ED8.
- Heatshield
(Or as you boring people call it, cold resistance) The Living Torch! Marvel is totally going to sue me for that. If you manage to get your cold paws on this hot power, you'll steamroll right through any hullbreach like snow melts on a warm summer day! Aside from the fact that you won't end up in a muddy pool. This power protects you from any and all cold. This includes spess, lingstings, any cold area of the ship or hull breach, and THE CRYO CELLS.
I repeat myself, cold resistance the heatshield doesn't mix nicely with the cryo. This is also the reason that a clean SE may not have this power. Injecting a clone with it and throwing it into the cryo without anyone that has the fogiest of why it isn't working will not win you a nobel prize. Combine this with telekinesis to turn into a walking glowstick!
Then there is also the intresting possibillity to work together with those medics who dare call themself researchers (virology) and hope they did their job and found self-respiration yet. If they have, you can go into spess for quite some time! You're now a human, travelling in space without the help of your evil neighbours! At them Billy!
When you managed to get this gene up and working, you'll turn into glowy creep variant two. An orange-y glowy will emit from the burning fires of your blood. If you are the hothead to get this, you will see a notice saying "Your body feels warm!". This power has a 50% chance to activate when the block is over ABD-DAC.
- Chameleon
Pair this with telekinesis and prepare yourself for some awesome pranking! Stand still with this power activated and you'll turn invisible. Slowly...Slowly..Gone! If anyone bumps into you you'll turn visible again, so choose a good spot for your invisible telekinesis pranks before you begin them.
If you get this gene working on yourself, you will see a notice saying "You feel one with your surroundings."
- Dwarf
This power, well, turns you into a dwarf. You'll be small. So small in fact that you can walk over tables with ease, however that works. Useful for quick getaways and for breaking into places without causing any damage.
If you get this gene to work, you will see a notice saying "Everything around you seems to grow.." Maybe you're the normal sized one after all.
What you're looking to avoid, the DISABILLITIES:
- Nervousness
This is basically like pure drunkatude deluxe, I-If t-th-h-hat-ts o-o-oo-ay wi-ith y-y-yo-ou. Y'could RP being nervous, Y'know?
It doesn't really do much, aside from being annoying. It turns you into a slurring and stammering hairless monkey. When you catch the gene, you will see a notice saying "You feel nervous." This gene has a 100% chance to activate when the block is over 800.
- Clumsiness
"Finally, everything is laid out to perform an assasination on this captain! There he is, I'll pull this trig-" *BOOM* "AAAH, IT EXPLODED INTO ME FACE!! Oh god, i'm not hurt. Good thing I have this backup gun, just aim and..." *BANG* "AAAAH, THAT WAS MY TOE! MY TOE, ITS BLEEDING, THIS HURTS, oh god, the captain was stupid enough to slip himself! I'll just cuff him and then..." *CLICK* "I cuffed myself. Seriously. Really. Did I just. What." <--- Accurate example of clumsiness.
The only crewmember on the station that has this is the clown, HONK! He's also the only one on the ship not to have a clean SE at roundstart. If the clown is being a filthy tator, he'll lose it though. This block is responsible for making you do all kinds of stupid stuff, give this to security and ensure they'll never ever catch any criminals again, ever. When you get this honking good block, you will see a notice saying "You feel lightheaded." This block has 100% chance to activate if it's over 800.
- Deafness
"WHAT DID YOU SAY?!! I CAN'T HEAR!" whenever someone gets the block, this will most likely be what they're going to repeat over and over and over. This block is downright dangerous. Everyone could be yelling over the radio that traitor McRobust is breaking into Medbay, just solo'd security and is coming for you. You will lose any and all situational awareness, and the only thing you can do is assume what people are saying. You DO see emotes, though. But don't absorb the mime's magical mad mind talking powers.
It's fairly obvious that when you inject yourself with this, the first sign will be silence. Aside from that you will see a notice saying "You can't seem to hear anything." This block has 100% chance to activate when it's over 800.
- Strangeness
Answer the following: Did your notes get fucked up? Did you inject yourself with an unknown DNA block? Did you become blind/deaf/whatever nasty stuff even though you already found that in another block? Did you get a notice saying "You feel strange"? Did you only irradiate one block and get two symptoms?
If the answer was yes to at least three of those, you probably found strangeness. Clean SE yourself immediately. Strangeness is the mutation gene, if you manipulate it to above 800 it'll decide to up/down a random gene. This is extremely annoying when you want to track down powers, but if left in place it may even manipulate other blocks. If you're the risk taking robust type, you can try to track down strangeness, inject yourself with it and see what else mutated. Then you check your own DNA, and bwam, two for the price of one. Repeat over as many times as neccescary to find everything.
If you aren't that robust though, just check what other block it was that mutated: When you get block 6 to E78 and block 10 randomly becomes 98A, you know six is blindness and ten is whatever. Then cure it, and continue on your merry way. This gene has 100% chance to activate when the block is over 800.
- Short sightedness
Whoever claims either of the following conditions whilst still walking around is a giant liar: They cant see, their eyes are fudged up, they claim they're blind. What you have, in fact, is shortsightedness. Now shout at them for their stupidity and making your life a living hell. An easy test to see if someone is truly blind, is to put people next to the genetics table and asking them to read the three big letters on the wall (your air alarm). If they answer they read RIP, they are shortsighted and you can laugh at their stupidity once again. If they ask "what letters, where, I can't see." you should consider giving them your sincere apologies.
Short sightedness is one of the few genes that can be fixed without injecting more dangerous radiation. Just use the glasses from one of your glasses boxes. That's right kids, there are boxes of glasses at your disposal. You never run out of glasses and even if you do the medbay storage still has spares. Pop some on for the looks, the roleplay and the gift of sight.
Whenever you get this handicap, you will get a notice saying "You can't see very well." IMPORTANT: Even though you are practically blind, the penlight doesn't detect this. The gene has 100% chance to activate when the block is over 800.
What you're looking to avoid even more, the VISIBLE DISABILLITIES.
- The Tourettes Syndrome
Ever wondered why the hell that one guy kept shouting and didn't get banned for it? And why any means of communication were completely ignored? This is what the genetics like to call, in professional words, THAT ONE GODDAMN BLOCK THAT YOU SHOULDN'T ACTIVATE BECAUSE ITS BAD AND YOU ARE COMPLETELY SCREWED IF YOU DO. In the slightly less professional terms, "let's put the monkey in a locker and put that next to the intercom." And in the least professional terms, is k meak halk. In normal human speak, the Tourettes Syndrome.
This is, without a doubt, THE worst POSSIBLE thing! You can be a bold epileptic, but that isn't as bad as tourettes. You could be blind and deaf, still not as bad as tourettes. You could be a gibbering clone that dies every five minutes, but as long as it doesn't have tourettes, still not as bad as tourettes. What does tourettes even do? It makes you swear, and paralyse, and there's even a chance for the swearing to be done over your headset.
Aside from that, here is a delicious list of things that will pop up when you get the disability: -COCKSUCKER! -MOTHERFUCKER! -TITS! -SHIT! -PISS! -And more.
The paralyses is also fun. Whenever you get this disability, you will get a notice saying "You twitch." It can be compared to whenever someone goes into a seizure, only a tad bit worse. The seizures are over quite fast, but the paralysis can last for a few minutes at a time. This happens when people are shoveling in your face with a toolbox, yet another reason to avoid getting this. You'll have about thirty seconds inbetween each session, which gets worse over time. There once was a genetiling who took the clown, gave it tourettes, blindness and deafness to inject people's DNA with. That's right: The DNA sting alters someones SE, too. Use this for evilness as genetiling (the clown has clumsyness, remember?). More on this in chapter eight.
This gene has 100% chance of activation if the block is over 800.
- Epilepsy
[*insert australian accent*] "Bring that camera over closer! Ssh! Always keep a LOW profile in the medbay, it is the common breeding place of uristicus unrobusts when the dorms are taken by the asteroidicus mineas braindeadus. Behold, the morgue. We are closing in on our target... Quickly, get behind that bed! Good, we just managed to dodge the CMO Callsecurityallthetimeus. Watch in awe, at the beauty of nature!" (Broken picture is broken) "The common geneticist, it's a sight to see. They're unable to manipulate genes to find powers, but always manage to find each negative block. Not the most intelligent of the genetici family, often times not caring about antitoxins or even unable to apply them! This species of genetici is also unable to cure any mutations caused by their innacurate radiating. It is an extremely ravenous specimen, killing up to four monkeys a shift! They're easily distinguishable from the other genetici, known for their bold heads, constant puking, timely seizures, and a never stopping twitch. You'd say they should have gone extinct by now, and they should have. But something about their breeding program we don't fully understand yet DOUBLES their numbers every week!"
Dear lord, don't let this be you. Next to tourettes, shaking all the time is a bad geneticist sign. The seizures will knock you flat to the ground, spasming all the while. Your screen will go black, similiar to being in critical. You won't be able to see anything or hear anything during this time, remember that if someone happens to murder someone else right on top of the twitching wreck that's you. In general, just don't get this gene, ever.
Whenever this manifests, you will get a notice saying "You get a headache." Don't be fooled, though, or you will be drooling and down in no time at all. You can quickly see if there is any epilepsy if your subject goes down for extended periods of time. Be aware that radiation sickness also causes seizures and weakness. This gene has 100% chance of activating if the block is over 800.
- Blindness
An ages old geneticist tradiation is to scan your subject's eyes with the penlight. Reason being, that there used to be an age where going blind actually meant you couldn't see shit and thus couldn't use the console. Which means no clean SE. Which means eternal blackness until the point where you get a clean monkey SE, aren't human and instead are a subject to a skull cave in.
The penlight has the sole reason to check if people are blind. That and ghettoflashing people is the only reason it exists. It's an etiquette to check for blindness, so do. Remember that people can still see one square around them, so blind-and-robust isn't a viable tactic against a target with a gun.
This gene is quickly identified by shining a penlight into someone's eyes, after which you quickly conclude that their pupils do not react to the penlight! Gain this for yourself and you will get a notice saying "You can't seem to see anything." This gene has 100% chance of activating if the block is over 800.
- Muteness
This one turns you into a mime, pretty much. You can't say anything at all until you get a clean SE. If you get this for yourself, you will get a notice saying "You feel unable to express yourself at all." And you really can't express yourself. Try it.
- Coughing
Ever had the virologist who DARED release the rhinovirus? He got sacked and robusted by all sorts of vigilantes, but ALMOST escaped due to the angry crowd going into coughing fits all the time? You can do that too now, and maybe even blame the virologist!
Giving this to people will be an annoyance at first, and a threat at most. Security dropping tazers, medics dropping medikits and science dropping the cuban pete. Good times for all. It's quite obvious what happens whenever you get this gene, you will get a notice saying "You start coughing" and will be able to see your subject coughing. This gene has 100% chance of activating if the block is over 800.
- Dumbness
In short this just makes you seem really, really dumb. You shout all the time. You can't speak in full sentences. Your words will get muddled. You sound like a confused hulk without the..greenness. If you get this disability, you will get a notice saying "You can't seem to form any coherent thoughts!"
- The Monkey Human Gene
And then there is that-one-gene which turns you into a monkey or a human. Let's go into TOG a little bit more in depth.
Take the "TOOO" rule, "The Odd One Out" If it's above 800, you're a monkey. If it's below 800, you're a human. The wiki tells false truths about TOG, claiming it's block 14 at all times. TOG is not block 14. TOG not amused. All blocks of SE start below 800 (unless honk) at spawn, TOG is above puny ones.
It's random. Every. Shift. It took me three whole shifts to figure out how to get it irradiated and done with. Three. I don't want anyone else going through such suffer, ever again. Lets take a look at some more example SE's and see if you can tell human from monkey. (Remember the hexadecimal number sequence; 0 1 2 3 4 5 6 7 8 9 A B C D E F)
[1]FFF [2]000 [3]001 [4]002 [5]003 [6]004 [7]005 [8]006 [9]007 [10]008 [11]009 [12]010 [13]011 [14]012
Example one. You most likely won't ever see SE in this fashion, but it isn't impossibru. This will be about as easy as it's going to get: What block is the monkey human gene? Hint: It's 1.
[1]629 [2]721 [3]253 [4]B22 [5]089 [6]273 [7]047 [8]491 [9]265 [10]399 [11]704 [12]509 [13]339 [14]012
A little harder this time, but once again, only one block is over 800. Hint: It's 4.
[1]612 [2]016 [3]773 [4]799 [5]089 [6]146 [7]890 [8]203 [9]265 [10]459 [11]106 [12]428 [13]036 [14]736
Too easy? Figure out which block is the monkey human gene. Did I already mention the TG wiki claims false truths? Hint: It's 7.
Funtimes for all: UE/UI magic
Aside from getting superpowers, you can also turn genetics into a cosmetic workplace! A much more efficient cousin to the surgery although not as fun department of the ship. You can also change gender, hair colour, hair style, beard style, skin colour, beard colour and eye colour.
You can even change names! The name changing is relatively limited. You can't edit individual letters, but can only alter names completely by giving the subject an unknown UE. Due to this, you can't name some Shitface Mcpoops. If this guide ever becomes outdated, be sure to name everyone on the ship Shitface Mcpoops! One way to gather names is to scan people in the scanner and save their DNA, thus including UE, on a disk. Wild accusations of lingism will be thrown around, though. The other way is to repeatedly monkey and demonkey one of the furry people in your pen. This results in a different name every time, and can be a great way to hide as antag. Getting a gray jumpsuit, the captains lazer and a whole new DNA string is a surefire way to hide. Note: Some security officers believe not being on the crew manifest is a permabriggable offense. Try walking up to the HoP claiming the cluwne stole your ID.
Then there is UI. This is set in blocks like SE, and unlike SE is not random. UI consists of seven blocks, being:
Block one is hair colour, in RGB style. Meaning that F00 results in super red hair, 0F0 results in super green hair and 00F results in super blue hair. Try experimenting with colours, it is half the fun! Block two is the beard colour; same deal as with hair colouring. Block three is skin colour, the higher it is the darker the skin. Respectively, the lower it is the lighter the skin. It is currently not possible to get green or slimey blue skin this way. Block four is eye colour, also works on RGB. Block five is the gender, below 800 is male. Above 800 is female. Remember when a disabillity activates? (broken picture is broken) Block six is beard style. In general, the higher the number the longer the beard. If the first subblock is on 0, you are clean shaved. Block seven is hair style. This is, disappointing as is, completely random. You will have to do a lot of guess work to crack the code and get the perfect Adam Jensen cut you've always wanted. The codes are set in stone, but there is no clear guideline as to what 80F may be. What, did you figure it all to be easy to look like George Clooney?
That sums it up, all the different blocks. You could for example make someone with white hair, super white skin and white eyes. Spooky ghosts! Maybe they will keep it and have this super awesome backstory of an irreversible toxic waste accident! Or you could make everything as dark as possible and create a maintenance stalker. Or have some kind of rainbow-y person! Although, admittedly, you will only have four colours. A hulk with blue hair and a yellow beard, or a slime person with yellow eyes, a red beard and green hair are good examples of this. We are ever awaiting colour shifting rainbowhair.
Deductive reasoning
Lists are nice. Order is even nicer. Keep everything organized. Keep everything neat, tidy, and about as clean as when you spawned in. If you can't do that, then this chapter isn't for you. If your RP character wouldn't do that but you do, keep a list offscreen. This can result in great "how tah hal does your maind work" scenarios, which is nothing but added fun.
I will be doing some, well, algebra-ish stuff. Mainly just using some letters instead of writing out a whole block. Earlier on, there was a list of possible dis/abilities. Let's sum them all up real quick: Hulk, x-ray, cold resistance, telekinesis, dwarf, chameleon, the monkey human gene, epilepsy, strangeness, shortsightedness, deafness, clumsyness, nervousness, blindness, muteness, coughing, the tourettes syndrome, dumbness, lightheaded.
Try to learn it from the head. Of course you won't instantly know everything and have trouble remembering them all (so do I), but it's always nice to have a basic idea. It is pretty crucial to at the very least have a list of all the possible genes if you plan on doing deductive reasoning.
This way of genetics has three advantages, namly being:
You can quickly conclude whether or not a block is a power; You can quickly conclude whether or not a block is a disabillity; It's organized.
There's also some disadvantages:
Requires self-testing; It's organized.
We have discussed earlier on how you got your monkey turned human. (After you have clothed it) you can begin to make superpowers! Right now each block but one is random, the only known block should be the MHG, TOG, or just the chimpers.
Make note: What block is the monkey human gene? The way I like doing this is going into my notekeeper on my PDA, like this:
(broken pictures be damned)
Literaly, thats only 41 keypresses. It ain't that hard. Either way, yours should look like it. We have 18 mystery blocks, and one known block. For the sake of this guide (so don't do this IC) I will assign each block a letter.
1: a 2: b 3: c 4: d 5: e 6: f 7: g 8: h 9: i 10: j 11: k 12: l 13: m 14: n 15: o 16: p 17: q 18: r 19: s
At this moment, a to s could each be anything. We know the monkey human gene, let's say it's seven. Now, the list looks like this. 1: a 2: b 3: c 4: d 5: e 6: f 7: The Monkey Human Gene 8: h 9: i 10: j 11: k 12: l 13: m 14: n 15: o 16: p 17: q 18: r 19: s
After setting the scanner in a way you like (Read: A way that doesn't kill your monkey), you irradiate the first block. As soon as it hits 800 or more, you can test. -First thing you do, is to save the new SE to your experimental buffer. This gives some time for the gene to kick in in case it has to. It also saves your progress in case you have unfortunate bombings or radiation storms. -Eject your monkey, you have to for penlight scanning. Click the scanner, or click eject on the console. In case it is locked, unlock it and then eject it. -Watch the chatbox closely. If there is any coughing, check if it is your monkey and not your coworker or the horde of brainrotting assistants outside. If the second is true, lock yourself into your scanner with internals. If the first is true, a="1: Coughing". -Don't lose sight of the chatbox. If there is swearing, or violent twitching, it's tourettes. This can take up to twenty seconds to show signs. If this is true, a="1: The Tourettes Syndrome" -Scan with the penlight whilst keeping an eye on the chatbox. If they're blind, you know block a="1: blindness". If they have x-ray, a="1: x-ray". -If the monkeyman is green or glows in the dark, it is one of the remainder superpowers. -If none of this is true, it is either a silent disabillity or a dormant superpower. Thus for, you will require additional testing.
Save to buffer Print experimental SE Inject self ???? Profit
If nothing still happens, check wether the block truly is over 800: If it is, you found a superpower. After finding out what you are dealing with, repeat for the next block.
Your chances in this situation are 2/3 for a disabillity, and 1/3 for a power.
-Let's say you found deafness. Deafness is something you will want cured right away, so give yourself five units of anti toxin (with the syringe (from the medicine locker (which you obviously didn't forget to take))) and then a clean SE. Be sure to not inject too quickly - the usual countdown for a new SE to be fabricated is enough - as antitoxins don't cure radiation. Let's look at your list again.
1: Deafness 2: b 3: c 4: d 5: e 6: f 7: The Monkey Human Gene 8: h 9: i 10: j 11: k 12: l 13: m 14: n 15: o 16: p 17: q 18: r 19: s
Now there is only twelve more blocks to do. If you are a quick worker, each block should take about three minutes this way. If you have a competent coworker, you will rarely not have each and every power on one disk. There are some exceptions, though;
If both X-ray and blindness have been discovered, you can skip using a penlight. If coughing is already found, skip checking the chat box for coughing. If tourettes is already found, skip checking the chat box for swearing.
This whole process can be improvised, halted, paused, etc. There is really no time limit in which you must complete it.
If you become competent enough, you will be able to work BOTH consoles at once this way, and if perfected you will finish in less then an half hour even with the worst of luck.
Fubles! I fudged up!
Let's say that you do not want to wait 11 whole seconds inbetween each radiation. You might have rolled with six. You probably have rolled with six if you are better then 27% of those geneticists. But oh no, something mutated! And I didn't want it to!
There is a good choice, and a bad choice here. The options you have are:
Inject it with a clean/powered SE with your last checkpoint. Attempt to fix the mutation by hand.
Bad scenario: You attempt to fix it by hand. The only thing this causes is that even more genes get mutated, a result of your ever raising radiation counter. You keep madly clicking all the mutated blocks, but more just keep appearing. You decide to clean SE the monkey, you didn't have any notable progress on that string after all.
Worse scenario: You forgot to save a clean SE. New monkey, ahoy!
Worst scenario: You label the syringe as superpowers and have !!FUN!! Injecting everyone with it.
Normal scenario: You inject it with a clean/powered SE you had stored earlier this round. You can now keep working on the block you started on, with only so much extra radiation for your monkey. Best scenario: You attempt to fix the mutation by hand. The SE sparks out of control and you decide to fetch a new monkey. Your test subject is green, glowing, and looking right through you!
What I like to do to avoid this is to use the three buffers. Buffer 1 for a clean SE. Buffer 2 for the powers I've collected, and to inject into the monkey human if the next block happens to be a disability. Buffer 3 for testing, to save when a new block goes over 800.
I just want to remind you: There is no correct way to do genetics. There is just a few wrong ways. Genetics works on chance, luck, and a little knowledge of what the buttons do. One day you might have a station full of hulking supermutants in ten seconds flat, the other you will keep madly clicking buttons.
Are you sure that is the right SE?
RNGesus decided it was time for you to steal the medal of captaincy. Luckily for you, there are OH so MANY ways to get it.
The best part about being a traitor geneticist is, well, everything! You can use TK and XRAY when permabrigged to get out if timed correctly (trust me, I have). You can go hulk and smash shit, you can go hulk and smash into the AI to change laws, you can go hulk and smash all of security into a pile of mushy red stuff. You can get cold resistance and an oxygen tank as spacesuit, giving you practical free access to the freeform board.
Aside from that, you can run around being all glowy, claim to give someone superpowers, and then get a borg over to bash their heads in with a fire extinguisher! Nothing gets a good Asimov more fired up than "BORGS HELP A MONKEY IN GENETICS IS REBELLING AND POINTING A GUN AT ME!".
If you want to let your target live, by all means go ahead! Don't forget that you can inject people with tourettes, epilepsy, make them blind, deaf and coughing! You can inject all of security with clumsiness, and claim that "it'll go away in time."
Then there is the most evil of evil evils: UI magicks. After brutaly murdering the head of security, you can stuff him into the scanner and inject yourself with his UE and UI, and no one will ever know where the geneticist went.
You happen to be a changeling? Oh joy, the miracle of life and random number generators! You start off with a pen full of humanizable monkeys for the unrobust, will get access to the morgue and sucking out all the delicious bodily fluids of the limp and dead corpses! Whenever you absorb DNA and/or sting someone, you will also copy SE. What does it mean? Fine question Watson. It means you can channel your changeling comrades superpowered SE into the air, and turn everyone else into honking tourette clowns with epilepsy!
You didn't get hulked? Worry not, simply transform into yourself until you do! A genetiling is easy mode, and extremely enjoyable.
Bottomline: use your creativity!
Cloning and speedcloning
- Cloning
So, a dead body has turned up outside the cloning room? Don't know what to do? Well, worry no more! What you want to do first is take the body and move it into the cloner. That's the left side of the cloner, to the room just left of Genetics. Close the scanner door and use the console. You want to scan, then start the cloning process. If it fails, check if the body is a suicide or the soul has departed. None of those? Try again! The ghost may just not be in their body. You've got the body scanned? It's cloning? Good! But what do you do with the dead body now? Drag it to in front of the cloning pod and strip the body of all items, then use one of the lockers to keep the items safe. Then simply take the dead, naked body to the morgue, wrap it up in a body bag, stick a label on it saying "cloned", and you're done.
Once the body is cloned, they'll have some cell and brain damage. They won't be able to talk correctly and will be walking very slowly. Show them to their items, allow them to get dressed, then do them a favour and drag them to cryo. Throw them in and turn it on. Assuming it's set up properly you will have a cell damage healed clone in no time! Whilst they're in cryo consider bugging the chemists for some mannitol to stop their brain damage.
When Science actually does their job you'll see them in Medbay often upgrading all of the fancy equipment. If they upgrade the cloner you'll get a lot less brain and cell damage given to each clone (with max cloner upgrades, none at all!!). You may also see an autoprocess button. Be sure to turn this on and jump in the cloner yourself. It'll revive you automatically if you die.
- Speedcloning
Speedcloning is easy to do, but can often result in the death of patients if you don't take the much-needed steps afterwards. To speed clone either: Scan your ID on the cloning pod (it will say once the cloning pod is unlocked) and then right-click on the cloning pod and press eject, or turn off equipment using the APC in Genetics. Both of these result in the clone being low on health and usually dying. You can either apply rezadone instantly to heal them up to full health (minus brain damage) or rush them off to cryo. Then give them mannitol and speedclone complete!
Creating the fifth Juliapocalypse
[REDACTED]
EXTRA!
Espescially for all of you, Gray's guide to genetics.
find power inject self die