Chemist: Difference between revisions

652 bytes removed ,  17:36, 4 May 2023
removes the arming thyself portion as to dissuade power gaming, and syringe guns are locked behind illegal tech now anyways, adds mention of inacusiate
(Light changes to guide to chemistry)
(removes the arming thyself portion as to dissuade power gaming, and syringe guns are locked behind illegal tech now anyways, adds mention of inacusiate)
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* If you have nothing else to do, whip up various medical pills and patches and leave them on the Medbay counter.
* If you have nothing else to do, whip up various medical pills and patches and leave them on the Medbay counter.
* The [[Clown]] will often request space lube. Be helpful by laughing in his face. Itching powder can also be used as a prankworthy substitute <s>without making a lynch mob savagely beat and space you</s>.
* The [[Clown]] will often request space lube. Be helpful by laughing in his face. Itching powder can also be used as a prankworthy substitute <s>without making a lynch mob savagely beat and space you</s>.
=== 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 six syringes if you ask them for it.
* A space cleaner spray bottle can be used as a ghetto flamethrower with chlorine trifluoride.
* You have all the tools you need to make grenades. See below.
===CHEM 101===
===CHEM 101===
See the [[Guide to chemistry]] for a list of some of the possible mixtures.
See the [[Guide to chemistry]] for a list of some of the possible mixtures.


{{anchor|Grenades}}
{{anchor|Grenades}}
===Grenades===
===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?
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?


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#Grab a cable coil from the desk, or make an assembly from stock parts
#Grab a cable coil from the desk, or make an assembly from stock parts
#Wire the grenade casing by hitting it with the triggering mechanism
#Wire the grenade casing by hitting it with the triggering mechanism
#Stuff the unsecured grenade full of chemistry containers (bottles/beakers). It holds up to two of them.
# Stuff the unsecured grenade full of chemistry containers (bottles/beakers). It holds up to two of them.
#Screwdriver shut, you can also use the screwdriver to tweak the timer.
#Screwdriver shut, you can also use the screwdriver to tweak the timer.
#Activate the grenade in your hand to prime it if wired, or use the other method
#Activate the grenade in your hand to prime it if wired, or use the other method
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 [[grenade]]s.
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 [[grenade]]s.
===Pills and Patches===
===Pills and Patches ===
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. Patches are similar to pills, but work in a touch-based way rather than ingestion. Things like synthflesh and styptic powder only work in patches and will only damage the user if put into 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. Patches are similar to pills, but work in a touch-based way rather than ingestion. Things like synthflesh and styptic powder only work in patches and will only damage the user if put into pills.
==== Chemicals to put into pills ====
====Chemicals to put into pills ====
* Epinephrine for stabilizing the critically injured
*Epinephrine for stabilizing the critically injured
* Charcoal to treat toxin damage
*Charcoal to treat toxin damage
* Syptic Powder to treat brute damage
*Syptic Powder to treat brute damage
* Silver Sulfadiazine to treat burn damage
*Silver Sulfadiazine to treat burn damage
* Mannitol treats brain damage
*Mannitol treats brain damage
* Oculine treats physical eye damage
*Oculine treats physical eye damage
* Synaptizine to treat the hallucinations cause by a [[Supermatter]]'s delamination and lowers the duration of stuns, but causes toxin damage.
*Inacusiate to treat ear damage
* A mixture of leporazine and salbutamol will allow a person to survive longer in space without a suit
*Synaptizine to treat the hallucinations cause by a [[Supermatter]]'s delamination and lowers the duration of stuns, but causes toxin damage.
* Always make synthflesh so the medical doctors can revive husks.
*A mixture of leporazine and salbutamol will allow a person to survive longer in space without a suit
* 1 unit pills of mutadone 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
*Always make synthflesh so the medical doctors can revive husks.
* 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, 5u pills of it are enough to cure and immunize people.
*1 unit pills of mutadone 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, 5u pills of it are enough to cure and immunize people.
===Bottles===
===Bottles===
Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like cryoxadone. Each bottle can hold only 30 units, and can be splashed onto things. They can be produced infinitely from your ChemMaster, so feel free to go nuts.
Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like cryoxadone. Each bottle can hold only 30 units, and can be splashed onto things. They can be produced infinitely from your ChemMaster, so feel free to go nuts.
* Thermite
* Thermite
* Acids
*Acids
* Cryoxadone
*Cryoxadone
* Space cleaner
* Space cleaner
* Touch-based medicines
* Touch-based medicines
==Tips==
== 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 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 slap someone with a 50% silver sulf 50% syptic powder patch they'll heal both damage types at the same time, add a bit of omnizine to other chemicals and it’s no longer as useless.
*The effects of different chemicals stack, meaning if you slap someone with a 50% silver sulf 50% syptic powder patch they'll heal both damage types at the same time, add a bit of omnizine to other chemicals and it’s no longer as useless.
* Foam and smoke carry reagents. Foam will continuously apply the reagent's touch effect, while smoke will cause repeated ingestion. One can release a synthflesh foam grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric smoke grenade to make everyone's stuff melt off and deal absolutely <i>insane</i> amounts of damage.
*Foam and smoke carry reagents. Foam will continuously apply the reagent's touch effect, while smoke will cause repeated ingestion. One can release a synthflesh foam grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric smoke grenade to make everyone's stuff melt off and deal absolutely <i>insane</i> amounts of damage.
* Grenades are great for everything. Experiment!
* Grenades are great for everything. Experiment!
* If you go to the chef at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
*If you go to the chef at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
* Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
*Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
* You don't need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenadeless foam.
* You don't need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenadeless foam.
* Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is <i>magically cleaned</i> and the [[janitor]] infuriated.
*Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is <i>magically cleaned</i> and the [[janitor]] infuriated.
* Caramel can be created by heating up sugar to high temperatures which is then used for the creation of certain treats.  
*Caramel can be created by heating up sugar to high temperatures which is then used for the creation of certain treats.
*  
*
===Tips for Antagonizing===
===Tips for Antagonizing===
* Some chemicals are absolutely amazing in damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
* Some chemicals are absolutely amazing in damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
* You can put pretty much any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
*You can put pretty much any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
* If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are <s>absolutely fucking insane</s>nice, they'll give you a tool which can hold 300 units of <i>any</i> chemical. You can start cackling now.
*If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are <s>absolutely fucking insane</s>nice, they'll give you a tool which can hold 300 units of <i>any</i> chemical. You can start cackling now.
* Make a foam grenade with fluorosulfuric acid, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
*Make a foam grenade with fluorosulfuric acid, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
* Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will stunlock anyone hit with it. Not to be confused with the toxin-damage inducing neurotoxin of the same name.
*Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will stunlock anyone hit with it. Not to be confused with the toxin-damage inducing neurotoxin of the same name.
* If you emag a service borg, they can produce infinite amounts of "beer" that will instantly put someone to sleep when they ingest it.
*If you emag a service borg, they can produce infinite amounts of "beer" that will instantly put someone to sleep when they ingest it.
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
*Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
* "Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
*"Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
* You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
* You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
* Aranesp, a narcotic, is one of the most insanely lethal things in the game. It does crazy oxygen damage and can kill people in seconds.
*Aranesp, a narcotic, is one of the most insanely lethal things in the game. It does crazy oxygen damage and can kill people in seconds.
* Traitors can buy a [[Syndicate_Items#Poison_Kit|special kit]] for six telecrystals. This box contains ten bottles of horrible poisons that are also very effective in killing people.
*Traitors can buy a [[Syndicate_Items#Poison_Kit|special kit]] for six telecrystals. This box contains ten bottles of horrible poisons that are also very effective in killing people.
* You have an array of syringes that you can produce at your department TechFab, after they have been reserached by R&D. These include a bluespace syringe which has a large capacity, and a piercing syringe which can go through hard suits, good for use on armored targets like security personnel.
*You have an array of syringes that you can produce at your department TechFab, after they have been reserached by R&D. These include a bluespace syringe which has a large capacity, and a piercing syringe which can go through hard suits, good for use on armored targets like security personnel.
==Chemical-X==
==Chemical-X ==
Chemistry is one of the most dangerous jobs on the medical 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.
Chemistry is one of the most dangerous jobs on the medical 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.


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