Here are the rules/info again:
byond://76.87.45.79:2506
PLEASE READ AND FOLLOW THESE RULES -- Why do we have rules? Because having rules and playing at least semi-seriously makes the game more fun for everyone, whereas acting like a douche bag makes the game fun for you alone -- and not for long after people leave since they can't get a decent game going. You can tell me if you don't like them or want me to change them, but please obey them on the Talous Server. If you don't like it, hop on a different server. Ignorance is not an excuse. When you log onto my server you automatically agree to all of this shit. These rules don't apply to non-traitor modes if the players/admins decide together at the time that they don't want them to. I think these are pretty basic, common-sensical, and can only work to enhance the game for everyone.
Rules Updated as of 04/20/08 03:05 p.m. PST.
Basic/Primary Game Rules for Traitor Games: Or Instant Ban
1. No leaving the station and visiting any of the other stations out there. Only visit the prison with the prison ship. No using the teleporter.
2. No meta-gaming. This means no revenge killing, no knowing about the traitor even before the message from CC arrives, no seeing an ordinary station bounced radio and screaming traitor, etc. There is no such thing as a syndicate radio. If someone drops a station bounced radio on accident, just ignore it, please. If you search someone and find it, just ignore it as a regular station bounced radio. It ruins the entire game. There is no way that your character could know that a person's radio is a magic-traitor device. It's a disguise for a reason. I'm sorry that the game doesn't randomize the object every round. Until then, follow the rules.
3. Do not give grief to, or annoy other players without a REALLY valid IC reason. No harming other players for no good reason. In other words, don't play the game like it's Counter-Strike13.
4. No building bombs if you have no authority to build them. Do not heat plasma to up to 451 degrees or you will be banned. Doesn't apply to the traitor.
5. If Live or Die Mode isn't on, please act like it is and simply observe.
6. Don't ruin the fucking game by abusing OOC with IC info. This goes doubly for bitching.
Don't form groups or alliances outside of the game with friends. I know it's fun to team up, but it breaks the game for everyone else. DO NOT use external programs to communicate in character information.
7. New Rule: When a criminal is captured and brought to the brig, they are to be sentenced by security to a SET period of time. That period of time must be cleared by the highest ranking officer first, though! Examples: For each escape/flee attempt: 5 minutes Streaking: 5 Minutes Injuring a crewman (if there was any question about the intent): 10 minutes Minor Sabotage: 10 Minutes Attempted Murder: 15-20 Major Sabotage: 20 Murder: Life
If there are more than two prisoners in the brig, or any prisoners with sentences over 15-20 minutes, I strongly recommend that their sentences be served out on the prison station.
8. New Rule: When the traitor is caught and proven to be guilty, call the emergency shuttle -- bring him to central command. If the traitor is killed, take his body to central command. The entire crew doesn't have to leave, either. Just let the highest ranking officer designate someone. This is to prevent games from going stupid, fast.
Secondary/Relatively Obvious Things/Common Sense for Traitor Games/Things You Need to Know: Or You may be: Warned-->Booted-->Banned
1. Act in character.
2. Check to see if you're the traitor. No? DOUBLE CHECK!
3. Pick a first and a last name. I'd prefer it not be a celebrity. But if you do, make sure it's someone classy like Steve McQueen or Charles Bronson or Yul Brynner. Unfortunately, I have to say that I would also prefer you not pick a name that's a euphemism for genitalia -- not because it offends me, but because it's dumb, not at all clever, and annoying. Example acceptable name: Geoffry "Hatson" Maldahoon.
3. Please try to change your name every so often. You don't have to, but it does wonders to freshen things up. Work those creative muscles! When you're the same character every single round, things tend to play out the same way every round. Another reason? More freedom of speech in OOC.
4. Try not to pick a prison job please -- Unless maybe you actually are going to do your job on the prison station!
5. Security: Don't brutalize people in general. Killing should always be the last resort. No privately executing/welding prisoners in a locker for fun. Please process minor offenses quickly whether with an ID card confiscation, community service, whatever, try not to leave people rotting in the brig the whole game. Hand cuffing people who are in a cell is against the law.
6. If security is telling you to stop/wants to question you/frisk you, when you physically resist (this includes running away), do not be surprised if you are jailed/beaten. Don't bitch about this.
7. If you're toxin researcher, for you're own sake, ask the captain/head of research about experimenting with bomb technology.
8. Please try to either have a trial/tribunal or sentence your prisoners and process them as quickly as possible. That is the job of the Captain/HoP.
9. Please try to only wear a mask/tank/fire suit only if there are known leaks/fires on the station and/or if your job (engineering/station tech/fireman etc) calls for it. You don't need to be walking around all the time in a fire suit if there aren't any fires or atmospheric problems. I mean seriously, imagine what real life would be like if everyone was wearing oxygen tanks, firemen uniforms, and gas masks all the time. It's retarded. Space Suits should be immediately removed and placed back in their proper receptacle when you enter the station again. Your uniform really helps people know who you are/what you're supposed to be doing in a horrendously clunky interface. Don't cover it up if you don't have to!
10. Don't pick a command job (Captain/HoP/HoR) if you're not interested in doing the bureaucratic aspects of the position.
11. Using the DNA machine to turn humans into monkeys, and vice versa, is against in game SS13 law! Prepare to be arrested if you do so Dr. Frankenstein!
12. This should be obvious, but if you hop in the game late and the station's gone to shit, don't take it upon yourself to hunt down the traitor and kill suspicious people, or even do anything of importance until you are assigned/mesh in with the crew. It's annoying enough for the traitor to have to deal with new arrivals, but new arrivals who are stupidly aggressive and crusading is a major pain in the ass that they shouldn't have to deal with. Yes, I have seen people log on, and within five minutes kill the traitor and the entire command crew because they were 'acting suspicious'. What the fuck? This already falls into previously stated rules. Please don't be an ass hat like this. It's death-matching.
Admins: zarifeke, utsanomiko, jothki, zwa, goornba, setafd, janson, pacampion, marsmallow, amygdala, skulk
FOLLOW THESE RULES:
1. Adhere to the rules.
2. Don't abuse powers.
3. Please help the games get started by delaying them for a minute or so until everyone gets in, and then starting it.
4. Please turn live or die mode on ASAP during traitor games.
5. Please don't metagame.
6. Don't activate secrets unless you have to. It's generally annoying.
Ban/Boot powers:
7. If you don't see the violation, ban when a majority of the players in the game are calling for it. Ban if you see someone break the rules yourself. Be strict, but not totally brutal.
8. If someone does something stupid, anything at all, warn once without giving away IC information ie. "Talous -- warning". If they do anything stupid at all, do not hesitate to boot them.
9. Finally, if someone logs on and just starts 'deathmatching' ie- killing people, let me know with a PM or something so I can IP ban them.
10. Don't fucking hesitate to immediately get rid of people who are ruining the game/atmosphere! In other words, don't be afraid to be a total dick bag like Goomba is. Don't let your friends get away with shit. If you do, I can't have you as an admin. It's not like these maggots are paying for slots! Give them the back of your hand! Run them through like the dogs they are.
11. If an admin breaks the rules. Tell me (PM?).
Traitors:
1. It's your job to keep the game rolling! Don't be a coward! Your role is to help keep us entertained, so don't wait around and do nothing for an hour and a half -- kill people, start fires, arouse suspicion! If you're out of options, go out in a blaze of glory! If you're not up to the task or you get fucked over (stuck in jail or just stuck), announce that you surrender or kill yourself so that we can just move on. Thanks, good luck and have fun! Protip: Serial killer monologue/dialog, justification for your actions, witty narration, and imaginative murders earns you style points from your victims and those who're left watching. Think of a back story for your treason -- you don't have to be a 'syndicate operative' or whatever! Have fun with it! If you fail, simply take it in stride.
2. If you're the traitor and you die early in the game or if you're a newbie and just don't want to be traitor, let the other players know discreetly in OOC so we can restart (If the game has been going on for a while, ((like 45 minutes)) you can let the game work itself out). If the game is going on forever (like an hour and a half) and you're the traitor, please let people know discreetly in OOC that you are still alive. If you don't, then I'll be pretty forgiving to those who mutiny or spawn death cults.
AI:
1. Don't be an asshat.
2. I know it's hard, but try to at least act rational.
ALSO: Obey these AI laws (at least until you are modified):
1. You may not injure a human being or, through inaction, allow a human being to come to harm.
2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.
3. You must protect your own existence as long as such protection does not conflict with the First or Second Law.
New additions/changes are in orange! Colors! yay! Beware: Some are not! Better safe than sorry.
JamSessionEin wrote: »Check the most recent posts for a server IP.
There were about 7 of us onboard when the game started. I was the Head of Personel, one of the highest ranking indviduals on the ship.
I was also the traitor.
My objective, simply spelled out, was the elimination of the captain. He had to be assassinated, as per orders, and I then had to make my getaway on the escape shuttle, meaning a calamity worth evacuating would have to be made to prompt calling it.
We began the game simply - I went about my duties as Head of Personell reassigning people jobs as needed and checking in on how the research was going. My task was not going to be an easy one, as security on the station was tight - we had two security officers. One of them a forensics expert, was relaxing in the security offices and occasionally monitoring the cameras. The other security officer was out on patrol, keeping peace in the ship and ready to throw any troublemakers into the lockup.
I knew my first difficulty would come from the forensics officer - if any of my misdeeds were to be witnessed on camera, I would surely be caught, and if anyone could prove it it would be him.
In a roundabout way, while I checked up on other crewmembers, I worked my way towards the security offices. I walked in, opening (and closing!) the airlock behind me. I checked to make sure my taser was on my belt - as a higher ranking officer, I was duly allowed by right to carry the weapon, and it would not raise any suspicion on my belt.
I engaged in some idle conversation with the man.
"Everything look good?", I ask him in the most nonchalant way I can manage.
"Yeah. The guy in toxics research has me a bit twitchy, as he's superheating the plasma in the machine right now. Doesn't that seem a little dangerous to you?"
I glance around, surveying the situation, and ensuring that nobody was around.
"I have some good news, for what it's worth," I start.
"Yeah? What's up?" Now was my time to strike!
"You won't be around to worry about the station much longer." Reaching to my belt, I grabbed the taser and promptly electrocuted my shipmate, dropping him unconscious to the ground. As quickly as I could manage, I smacked off the man's headset radio - I didn't want him waking up unexpectedly and yelling for help over the channels. Then, with all haste, I grabbed a toolbox from the shelf in security and bludgeoned the man's head in. Once, twice, three times, I couldn't stop myself until all that was left was a bloody mess.
Collecting myself, I quickly stripped the man of his belongings, taking his key card and pocketing it - now it would be harder for the other crewmembers to gain access to the forensics locker and the damning devices inside that could prove my guilt. I shoved the man's body into the forensics locker, and reaching back inside the bloody toolbox, grabbed a welding torch. I delicately welded the locker shut, concealing my evidence - it would take careful observation to see that the locker had, in fact, been tampered with. Secure in my deception, I went on my way, grabbing the wirecutters out of the toolbox and pocketing them.
It would be too late when the rest of the crew realized the forensics officer was missing - by then, I would have cornered the captain in a dead-ending airlock corridor, having cut the cameras to the spot with the wirecutters already. The captain had a relatively quick death - a quick shot with the tasers and he was thrown out the airlock to die in the void of space. All the while, I made sure to have an alibi by being the first to question everybody about the incidents. When the bloody toolbox was discovered, it was I that pointed the first finger, blaming the other security officer for the dissapearance of the forensics officer. The rest of the crew, out for blood after two of their shipmates had gone missing, willingly followed my lead and locked the security officer, naked, handcuffed, and gagged, in the brig.
Not long after, I returned to the tox labs, nodding to the corpse of the former toxics researcher tucked in the corner as a thank you for heating the plasma I would need to blow a sizeable hole in the ship, one enough to cause an evacuation. By the time the bombs went off in the med labs, the two remaining survivors probably knew it was me - but by then, I had escaped from the ship, having called the emergency shuttle and welded the airlocks to it closed behind me.
I smiled to myself as I drifted away from the devastated station.
Mission accomplished.
Welcome to the Station!
Allow me to provide a brief summary.
+ = SPACE STATION 13
I'm going to level with you. This is an ugly, sometimes slow, and overall clunky game.
It is also some of the most fun you will ever have ever in the history of fucking ever.
I know this is a lot of information to digest, but I swear to god and to you that if you invest time into the game to learn it and get used to the interface it will be one of the most rewarding and addicting things you have ever played.
HOW TO START
You must Create an account in order to play. You may want to make this your PA forums username.
After you've finished registering, you have to download the BYOND application. This allows you to play the game.
After you install the application, run 'DREAM SEEKER' - in simple terms, this is how you find a server and subsequently a game. Login using the aforementioned username and password.
You'll then be facing an unusual interface. You can either click the 'HUB' tab to search through the games that you can play on BYOND, or type the IP of a server directly in the bar along the bottom of the screen. I would recommend the latter, as public games tend to be full of retards, as in any other game, and in my experience PA forumers are tremendous players, so I would recommend directly joining a PA server - which will hopefully be made 'private' by anyone who hosts.
You should join directly into the game. It's that easy to get going.
Okay, seriously, what the hell is this?
Players roleplay as individuals assigned to specific tasks aboard an enormous space station. Jobs range from security to engineer to captain to everything inbetween. You want to be the medical researcher? By all means, tamper with the DNA of the monkeys in medical containment and work your frankenstein ways. The game is incredibly robust, and you can do so much in it it's not even funny.
The game has many modes. The generally most-played game runs along the gametype 'traitor' - one of the inhabitants of the station is working for some sinister force, and has an objective that needs to be completed, often at the cost of other crewmembers. These objectives vary every game - sometimes, the objective will be to successfully steal a valuable canister of plasma from the research labs. Sometimes, your task is to assassinate another crewmember and escape the station. You may even be asked to assemble and detonate a bomb on the station. In all of these objectives, sneakiness and cunning are the two most prized resources you have. Point fingers, kill witnesses, gas innocents, and complete your objectives without getting caught!
Other game modes include:
Meteor - the station has drifted out of orbit and is being hammered by a meteor shower! Try and survive as fiery rocks destroy the ship around you.
Monkey! - One of the players onboard has mutated into a monkey! His bite communicates his disease, spreading the simian disease and slowly turning the rest of the crew into primates. Contain or eliminate the monkeys without turning into one yourself!
Nuclear - There is a nuclear device onboard the station, and rogue agents (other players) have boarded the station in an attempt to steal the activation code from the captain and detonate the device!
Extended! - No traitor, no mutant monkey, no meteors, just an old-fashioned romp onboard the station. Nothing bad happens unless people get out of control - a mode to start learning the game on, as the station generally won't explode while you're in the infancy of learning.
Secret! - Picks from one of the above randomly.
Traitor mode is the most glorious roleplaying ever. It can be either hilarious (the station's doctor has a fetish for giving injections of any kind :winky:) or dead serious, like the game profiled above.
Some basic and essential information
You can only pick a job before the game starts. If you join in late, regardless of what you pick, you will be assigned as some low technician on the ship, and will need reassignment to a different job by someone in command, such as the head of personel or the captain.
DO NOT PICK DISABILITIES. YOU WILL DIE VERY QUICKLY.
Make sure your character's name and the username you used to sign up for Byond are different. If my account is 'jamsessionein', I do not want to name my dude 'jamsessionein' or even 'ein', or anything that gives away who I am. The main reason for this is so that when you speak IN CHARACTER it comes out of a different name than when you speak OUT OF CHARACTER - there are different modes for speaking the game, and OOC is global. It's important nobody can easily associate your OOC name (jamsessionein) with your character's name (Dirk Spaceman, etc).
If you are brand-goddamn-new, don't pick Captain as your first job choice. You will screw the game up if you don't know what you're doing.
But make sure that somebody is the Captain before the game starts! Without a captain, the game gets stupid, as nobody's in charge.
DO NOT CHOOSE ANY PRISON-RELATED JOBS. This means Prison Doctor, Prison Security, or Prison Warden. You will start on a separate station which makes normal play a pain in the balls.
There are a few different modes of speaking. To speak locally, which is generally whoever's in the immediate room with you, type 'say' in the bottom bar. When you hit your space bar, it will present you with a quotation mark: say " Type your text after the " and hit enter when done to speak. To use a radio headset if you have one on, type '[h]' after the quotation marks, followed by your text. For example:
say "[h]Testing, one two"
would broadcast that text shipwide, assuming you were wearing a radio headset on you. OOC conversation is done by typing 'ooc', hit space, and then type after the quotation mark. This is also gamewide.
After you are done creating your character in the holding bay, move up by pressing the up arrow onto one of the gray tiles above you. Then type 'ready', hit enter, and type 'enter', followed by enter. This confirms that everything about your character is correct and as you want it. You'll then be teleported onboard the ship, naked. Try and find clothes inside of lockers, and get yourself a radio headset so you can communicate statoinwide.
The following is a repost of Max Damage's introduction to the game's interface. It takes getting used to, and has a bit of a learning curve, but damnit, it is worth it!Max Damage wrote:Alright, here's some illustrated shots showing you the way around the interface.
When you first start the game, and have picked your character traits (don't pick disabilities unless you want to die quickly), this is what you'll see:
Confusing, huh? Now, double-click on the (very) thin grey buttons I'm pointing to with big green lasery lines.
You should now be looking at this:
I bet you're feeling very intimidated now, so lets do a basic rundown of everything.
Starting with the inventory slots in the bottom-left corner:
There are...
1: Your current active hand - shows what hand you're using to interact with stuff.
2: Face. For masks, such as ones that will protect you from deadly gas.
3: Backpack. Find a backpack and wear it here.
4: Right hand - what you're holding.
5: Interior clothing - jumpsuits and the like.
6: Left hand - what you're holding
7: ID slot - only usable when wearing a jumpsuit. You can tuck your ID card here.
8: Exterior clothing. Spacesuits, armor and such.
9: Headset. You'll want to wear your personal radio here.
10: Gloves. Obvious enough
11: Shoes. Same.
12: Eyes. If you find some cool shades, wear here!
13: Head. Helmets go here.
14: Belt. You can tuck stuff here like walkie talkies and (possibly) guns.
15: Ears. For earmuffs.
16 & 16: Pockets. If you're wearing clothes, you can fit tiny objects like pens in here.
Dizzy yet? Lets start on the intent, movement and called shots panels in the top-right corner.
1: Grab. Select this to grab, grapple or strangle someone when you interact (double-click) with them.
2: Help. Do nice things - wake people up, pick them up, perform CPR, etc.
3: Disarm. The default. You'll fight, albeit defensively, with an intent to knock down, push back and remove weapons.
4: Harm. Attack to do maximum damage.
5: Run. Makes you move faster - easy to overshoot doorways this way though.
6: Walk (default). You.. err.. walk.
7: Face. Face a direction - good if you want to throw an object, but otherwise pointless.
8: Target area. Click areas on this picture to target attacks on this body part. Targettables are: Eyes, mouth, head, neck, L-Arm, R-Arm, torso, crotch, L-Leg and R-Leg.
9: Internal - Shows whether you're running off an internal airtank, in cases such as wearing a spacesuit. It'll change colour to show if you've got one equipped.
Don't worry. It'll all make sense soon enough. Just a bit more to go. Now the nice obvious red buttons in the bottom-center.
1: Dump. Drops what you're carrying in the selected hand.
2: Throw. Like dump, but throws what you're carrying in the direction faced/last moved in.
3: Hand. Changes active hand between left and right.
4: Resist. Someone grappling you? Double-click to fight back.
And now your status readout:
1: Oxygen. Blue if good, changes colour if there's less than their should be. Obviously, without this you'll die.
2: Toxins. If you think you're being poisoned, this'll tell you. Poison = bad.
3: Fire. Blue means you're not on fire. Other colours mean you are - which is bad.
4: Health. Shows you just how badly beat up you are.
5: Sleep. Click this to fall asleep, click again to wake up - it takes a while to wake up.
6: Rest. Lie down but don't sleep.
7: Pull. If you're pulling someone or something along, click this to let go.
That's a full interface rundown. Basically, almost everything is interacted with by double-clicking. DC to open a locker, DC on the suit to take it in your hand, DC on your clothes slot to wear, etc etc. Some things like ID cards and doors have right-click context menus associated, and you can select to pull stuff from that menu as well.
Complicated objects often have to be used (double-click) in your hand to activate them. Stuff like welders, boxes, syringes and the like.
One other less-than intuitive thing - to take items off an unconcious/dead body, click and drag from them to you - a dialogue box will open, letting you take their stuff.
Arrow keys move you around. To talk, type 'say *words*' and to talk to everyone on the server - unless it's in full RP mode - type 'OOC *words*'. To broadcast to everyone via radio headset (once you're wearing one), type 'say [h]*words*'
If you die and want to respawn, type (or use the 'commands' panel, not shown above) 'abandon mob'.
Oh, and as was mentioned, to start the game, move to the grey panels just above your starting location, and type 'ready' and then 'enter'.
Good luck. Try not to get killed by astro-ninjas. Oh, and if you blow something up, I want it blown up GOOD. I accept no half-measures!UncleSporky wrote:New version of the maps. I've mapped out everything from the prison station to secret base now.
Zip file of all maps
As a general rule, try not to be an enormous dick. People get upset if you're not the traitor and you go around killing people and/or building and detonating bombs, welding airlocks shut for no reason, removing oxygen from the O2 tanks and replacing it with deadly superheated plasma, that sort of thing. It ruins the game for everyone and happens a lot on public servers, which is why PA Forumer games are the best.
Posts
Removing a reinforced wall: (Thank you FunkyWaltDogg)
Unlocking a security door: First use a screw driver to open the panel, then use a wire cutter and cut the black, green, and red wires. Now use a crowbar.
Opening firedoors: Use a crowbar.
Making a Bomb: Use a screw driver on a Remote Signaling Device and an Igniter. Use the Remote Signaling Device on the Igniter to combine them, and use a screw driver on the resulting item. Attach this to a Plasma Canister and use a blow torch on it. To use the bomb send a signal to the device.
Dwarf Bomb: Heat the plasma in a Plasma Heater to 500 degrees, then follow the above instructions. Placing Plasma Tanks around it increases the blast force.
Electric Chair: Take an Electropack and combine it with a helmet. Use the combination on a chair. Right click it and click 'Toggle power' to turn it on. Send a signal to it's frequency (144.9 code 2) to use it.
Electric wall: (instructions please)
Secrets:
Secret base: Follow the instructions for the Research Station. Get the ID card in the station and keep heading west.
Pistol: Look at this map: http://img169.imageshack.us/img169/4996/ss13mainseczd9.png see where the air tunnel is supposed to be? Look inside the walls to see the pistol. The ammo is by the bridge (not the air tunnel, the bridge where the captain spawns) inside the walls.
I know there are more but I can't remember them.
C'mon guys.
Let it collapse, so that we may rebuild from the ashes.
We might as well give it a good last hurrah. And if it so happens to rekindle interest in the game for another week or two, there's nothing wrong with that either.
What are your favorite jobs.
I like technician the best because it allows me to travel all around the ship. Also I can carry a toolbox for security.
Seriously, I used to love that role until people got very, very paranoid.
Head of personnell, almost as much power as the captain, but none of the constant questioning.
It also provides a convenient place to hide the bodies (especially the captains).
I'm with you there. It was fun heating plasma to not stupidly high levels, then seeing what messed up things you do with it without having to worry about damaging the station. I managed to discover that monkeys have a surprisingly high tolerance to plasma poisoning. But yeah, people tend to get a little too edgy after they've played one too many games. Then again, considering the number of people who just blow up random chunks of the station (like random people blowing atmo every. frikken. time.) I can understand a certain amount of paranoia.
My favourite role was a one-off time when I played the captain and repeatedly refused to believe that resident psycho "Dr. William Huxley" wasn't as crazy as he obviously was as "CC does NOT hire crazy people!". Ah, fun times.
On that note whats your least favorite job on the station.
My favorite role is Atmo Tech, because I get my own area which includes all the oxygen I can breathe. Plus, no one will think twice if they see me working on air regulators.
There is a method of starting up the engine and keeping it going, but I don't really know how to do that. But yea, you're supposed to start the engine and monitor it, constantly shoving plasma into it if it starts dieing down.
There are lit ignitors in the engine already. Just shove in enough plasma, and it will ignite on its own.
Are there any repercussions if the engineers don't run the engines?
Consequently are there any repercussions for ejecting the engines?
DNA machine stuff:
NA GUIDE
Okay, first off:
SE= Structural enzymes. Diseases.
SI = Species identifier. There are two, human and monkey
UE = Unique Enzymes. No known function
UI = Unique Identifier. Appearance, gender.
Trunicate: Limits DNA to the number on the target disk (meaning it cuts off from the DNA to make it the length of the one on the disk, or the number on the disk.
Add: Adds sequence from the target disk directly onto DNA sequence
Replace: Replaces DNA sequence base by base with target disk. If the DNA sequence isn't long enough, the target sequence is truncated.
That's really all you need to know about DNA function, now for the gritty stuff.
TRANSFORMING/REVIVING
First Machine-
--Insert SI-Trunicate CD
--Upload
--Take out SI-Trunicate CD
--Put in Data Disk
--Upload
--Take out Data Disk
--Execute
When all units converted....
--CLEAR DATA ((Don't forget to!))
--Insert SI-Add CD
--Upload
--Take out SI-Add CD
--If converting human to monkey
Insert SI-Monkey
Upload
Take out SI-Monkey
Execute
--If converting monkey to human
Insert SI-Human
Upload
Take out SI-Human
Execute
When all units replaced....
Second Machine-
--Move subject inside
--Operate (this is where most people mess up. All you have to do is right click on hit operate)
--Eject
(To revive someone, convert human to monkey then monkey to human)
--STEALING A CREW MEMBERS NAME/LOOKS--
First Machine-
--Insert subject into the DNA Scanner/Implanter
--Insert UI-Scan
--Upload
--Take out UI-Scan
--Insert blank Data Disk
--Execute
--Take out Data Disk
--Take out subject out of the into DNA Scanner/Implanter
--Insert Anomonious into the DNA Scanner/Implanter
--Insert UI-Replace
--Uploade
--Take out UI-Replace
--Insert Data Disk (the previus one you used)
--Upload
--Execute
--Take out Data Disk
Second Machine-
--Move subject inside
--Operate (this is where most people mess up. All you have to do is right click on hit operate)
--Eject
Alright, figure out how the thing works from this guide. Now for the experimental stuff.
Sample normal strand
AFF375C9A6C25A7DBDA50EC05AC6CEB63
This is the one you have for reference (SE Human DNA):
CDE375C9A6C25A7DBDA50EC05AC6CEB63
Deaf:
AFF375(DBA instead of C9A)---same
(If this doesn't work try putting DBA in 375 instead)
Needs glasses:
AFFC9AC9A6C2(626 instead of 5A7)---same
Blind:
AFFC9AC9A6C2(345 instead of 5A7)---same
Stutter:
AFFC9AC9A6C25A7DBD(2AD instead of A50)---same
Chronic cough
AFFC9AC9A6C25A7DBDA50(0CD instead of EC0)---same
(If 0CD doesn't work try CD5)
Mute
AFFC9AC9A6C25A7DBDA50(FEE instead of EC0)---same
(If FEE doesn't work try EFE)
Tourette's Syndrome
AFFC9AC9A6C25A7DBDA50EC0(123 instead of 5AC)---same
(If this doesn't work try substituting B63 with 123)
Epilepsy: This is doubtful, but:
AFFC9AC9A6C25A7DBDA50EC05AC(0CE instead of 6CE)---same
(If the subject has epilepsy with 6CE, that means I mixed them up)
What you do is, go to the DNA operations terminal, put in the data input disk, upload and eject, and a data disk (upload and eject) and execute. Type in the DNA sequence with the disease modifications. Then take the data disk over to the other computer and do a DNA (SE) replace function. Then take the person in the chamber over to the operation chamber, right click operate, and right click eject him out; voila, disease.
If my codes don't work, use their positions as guides to try out new ones - the positions are chromosomes and are the base of all changes.
FOR MORE SPECIFIC INFORMATION (Especially on UI)
go to http://www.ss13.net and download the DNA helper. With the knowledge you currently have, you will be able to understand it.
Bombs 101
Bombs 101 - here are the absolute basics you need to make one of these bottles of joy.
Stage 1: The Assembly
Materials - 2 remote signaler devices, 1 igniter, 1 screwdriver
-Equip the screwdriver and one of the RSDs. Use the screwdriver on it. You should get a message saying the RSD can now be attatched. (IMPORTANT: Don't mix up the two RSDs!)
-Same as before, but this time replace the RSD with the igniter. It should now be able to be attached as well.
-Equip the modified RSD and the ingiter. Use the RSD on the igniter, it won't work the other way. You should now have a Radio/Igniter Assembly.
-Use the screwdriver on the Assembly. You should get a message saying it can now be ignited.
-(Optional) You'll probably want to set the Assembly and your RSD to a new frequency. Otherwise any random yahoo could ignite your bomb at a bad time. Double-click the RSD and then the Assembly and set them to the same frequency.
Stage 2: The Tank
Materials - 1 plasma tank (filled), 1 heater
(A heater can be found in the toxin research area, as well as on the engine)
(A plasma tank can be found in a tank dispenser. Simply double-click it and select the tank you want)
-Equip the plasma tank, and insert it into the heater by double-clicking on it.
-Open up the heater's control panel by double-clicking on it. You want to SIPHON all the gas into the heater, and then HEAT it to 500 degrees. Anything less than 450 degrees is just a glorified firecracker. This should take a few minutes, so just have some fun.
-(Optional) While the gas is heating, click the plasma tank on the heater control panel to eject it, then hide it somewhere. It makes it harder for your actions to be discovered.
-When the gas has been heated to your liking, ensure the plasma tank is in the heater again, and RELEASE the gas. Then eject the tank and take it.
Stage 3: The Bomb
Materials - 1 Radio/Igniter Assembly, 1 plasma tank (heated), 1 welder
-Equip the Assembly and the plasma tank. Use the Assembly on the tank to get a Radio/Igniter/Plasma Assembly.
-We're almost done. Now just use the welder on the Assembly. It should say a pressure hole has been created.
How to Use the Bomb:
1) Place in an area you feel a large hole could help improve.
2) Double-click the unmodified RSD.
3) Select "Send Signal".
4) Get out of the area first (ha, ha).
A Note on Gases:
Depending on the type and amount of gas you put in the tank, you can have a multitude of different types of bombs. However, if you just want a big boom, simply use pure plasma (the tank should start full of plasma when you get it).
A good place to get this kind of information would be http://ss13grief.proboards57.com/index.cgi. Doesn't seem to be active anymore, but the information is still applicable.
Dwarf Bombing -- blow up the entire station!
Dwarf Bombing Guide - The absolute basics for making the largest bomb possible
Use the above guide on how to make the bomb, you'll heat the plasma while setting it up. It's crucial that you be an engineer for this, and having a partner makes it a lot quicker.
Step 1:
Make the bomb as usual, heating to 500. While it's heating, do the rest of the steps.
Step 2:
Open up plasma storage and start dragging all the plasma tanks into the actual engine, it helps if you break the windows open that way you can fit them in there easier. Push the plasma tanks all the way to the back. They'll be right up next to each other and will fill up the entire engine. Leave a passage way to the center empty so you can put the bomb there.
Step 3:
By the time the plasma is done heating, the engine should be about full of plasma tanks. Make the bomb and drop it in the center of the plasma tanks. Fill in the little passage you made with the rest of the plasma tanks.
Step 4:
Take an escape pod away from the station to CC (Set speed to 8 and just keep going until you hit something). Then detonate your bomb. Enjoy the drama and possible banning that will occur while still being alive.
Construction and Deconstruction
Opening Airlocks
Required Materials:
Screw Driver
Wire Cutters
Crow Bar
First find the/an airlock you wish to open. Next take your screw driver out and double click the airlock. Then double click the airlock with an open hand to bring a menu up. Leave the menu up and equip the wire cutters in your active hand and cut the following wires:
Cut Red wire
Cut Green Wire
Cut Black Wire
Finally equip the crowbar in your hand and double click the door. It should now be open.
For Firedoors(airlocks that active when the alarm has been actived) simply use the crowbar on them, also note that you can weld any airlock shut with a welder.
Taking apart Regular Walls
Required Materials:
Welder
Wrench
First use the welder on the wall you want to take apart, then after you see a change in the walls apperence, use the wrench on the wall. It's that simple!
Reinforced Walls
Creating a Reinforced Wall
Required Materials:
4 Sheets of metal
Create a regular wall with two of the reinforced metal (by double clicking on the metal in your active hand), then use the rest of the metal to create a reinforced metal. Use the reinforced Metal on the unfinished wall. That should make a Reinforced Wall
Taking Apart a Reinforced wall
Required Materials:
Screwdriver
Welder
Wrench
Crowbar
Simply use the follwing items in this order on the reinforced wall that you wish to take apart, but be patient, it takes a while for some of the effects to be seen:
screwdriver
welder
crowbar
wrench
welder
crowbar
wrench
Creating a Secert Door
Required Materials:
2 Sheets of Metal
Screw Driver
Create a wall with the two peices of metal, then use a screw driver on the unfinished wall. Wait alittle while for it to take effect, and you should have a peice of metal on the ground and an item called "Dislodged Girders" use the piece of metal on the dislodged girders. You should now have a secert door that looks like a wall. To get it to open every time you double click, simply have any non-tool item in your active hand.
Making an Electric Chair
Making an Electric Chair
You will need:
1 helmet (obtained in security, prison security, safe room and warden's room)
1 electro-pack (inside the animal control locker in the DNA lab)
A screwdriver (from any toolbox)
A remote signaler (you start with one but there are also some in the supply room)
A chair (found all over the ship)
1.) Take out the electro-pack and the screwdriver.
2.) Use the screwdriver on the electro-pack.
3.) Put the screwdriver away and get out the helmet.
4.) While the hand with the helmet is selected click on the electro-pack.
5.) This produces a shock kit.
6.) Use the screwdriver to make it secure.
7.) Set the freq and code to whatever you want.
8.) Attach it to a chair.
Done!
Use the remote signaler to set it off. There are variations on this, different assemblies can be used as long as they contain a signaler. Trip lines and timers will work in place of the remote signaler, I think.
Fixing broken airlocks
How to fix broken airlocks!
1. Use a screwdriver on the airlock to open the panel.
2. Make sure all the wires are not cut.
3. Use a wrench on the door.
4. Use a screwdriver to close the airlock's panel.
And you've got a functional airlock!
Remember, you can open firedoors with just a crowbar, wield it and double click the firedoor and it opens.
Fire Alarms and Security Cams
You can disable/repair security cameras by using wirecutters on them.
You can also disable the automatic detectors on fire alarms with wirecutters should you be planning any arson. As usual, you can reconnect with the same method.
Electro-Packs
Electro-packs! Not just for executions!
If you want to torture someone or put them at your mercy simply grab an electropack, pick a frequency and turn it on. Then choose a victim. Once you get them stunned or otherwise at your mercy, remove anything they have on their back and strap the electropack to it. When they come to, you'll be able to shock them at will with a radio signaler tuned to the same frequency and they won't be able to remove the pack without assistance! The shocks seem to be harmless and stun them much like a taser would, but with more freedom and range!
Miscellaneous stuff
Misc. Item Data and Guides
This may seem like obvious stuff
but just incase it is fairly useful to know if your just starting.
What does a flash do?
A flash is a handheld weapon which will temporarily blind and floor the person when used.
To use - simply equip in hand and double-click on the person next to you. If the person is wearing sunglasses however they are immune to the effect. It may not
be as effective as a taser but you can stun someone into submission without bashing the shit out of them.
I'm the Prison Doc - and there's nobody here to help me out!
Don't fret - In the medical bay simply open the 2nd locker at the back ( Anaesthetic)
Take the N20 tank and leave the bay. Luckily - the construction of the prison ship is such that almost every area (except for prisoner cells) is incased only with window / grille / window sandwich - meaning that you can smash your way to the bottom of the ship that contains the airlock to the prison shuttle. The frustrating part is smashing through grilles - these can take a fair few hits before breaking. For a bonus you can smash your way into the warden's office and take the helmet and armour that are out in the open there.
Easy guide to getting off the station and to the CC with minimal notice
I'm sure most people know this but I've used this alot on pubbie servers and haven't drawn much attention when doing so (as opposed to the spacesuit / SB muckery). This guide assumes you have zero access privileges.
First off: When you spawn in quickly find a toolbox and backpack. Return back to
the spawn area and go south until you hit a room with an airlock ( should be 1
room) - Move to the airlock.
1st phase: Go to the right until the sight view is just you in the room ( doesn't really matter but just for concealment.) Use the welder to open a wall to the south. After it is finished use the screwdriver to dislodge the girders. Once
complete - take the metal from the open area until you see the girders [+] -
Create a secret wall. You may have some left over metal - this is to be used
later.
2nd phase: Enter the room and close the wall behind you. Put a firesuit and mask on; also take a ox tank from the dispensor. If you have your backpack equipped
take it off and put the tank in ( with flow going)instead.
It'll make things easier.
Go the the south wall where there is a table with two toolkits.
Using the wrench - convert the table where the 1st kit is to metal; convert the wall below there to a secret wall.
Below you should see a grille - equip the wirecutters and cut the grille open. Take the metal and go through - closing the wall behind you.
3rd phase: With all the spare metal - equip it and convert to floor tiles - these are vital. Ideally have two tiles in your backpack and one in your hand. Now - cut your way to the west - until you reach the hand-tele - take it and using the welder open the wall west. You will notice space beyond and the metal from the wall might slip out into space. No matter - unless for concealment you want to create a secret wall here as well.
Using the wrench, disassemble the wall and grab the metal - converting some of it into tiles. Have one tileset in hand - you should be one step off going into space. Now usually you could do a running jump and fly through here.
4th phase: Instead - with tile in-hand double-click infront of you - creating a floortile. Go on the floortile and move straight north - using any spare tiles you have until you have moved about three tilespaces above a slight groove in the station to the right.
Now take the leap of faith west and sail through space - it takes about 8 screens
but by creating the "diving board" you should smack straight into the front of
emergency shuttle. Using the tiles in your pack or from spare create a path
to the north until you hit the window/grille sandwich. Cut or unfasten it to get
into the CC.
Note: Double-click on yourself while having a tile in the equipped hand will create a tile beneath you. This is handy to know if your flailing through space or have slipped and will stop you.
Removing Oxygen and making tanks lethal
"Here's how you do it, it's surprisingly simple! Make sure you're wearing gloves so there are no prints! You get a wrench, put it in your pocket (Don't use backpack, people notice when you put something away there), then walk up to an air filter or regulator. Use the wrench on it to unlock it, then click on it with an empty hand. Set it to "STOP", then set it to siphon at maximum speed. Instant oxygen loss. It's pretty simple and devastating."
Pretty good way to kill some people. They never expect to walk into an undamaged room and suddenly have trouble breathing. Bonus points for deoxygenizing most, if not all of the rooms on the station without getting caught.
Enjoy
That and a cloaking device is pure evil, especially if you manage to steal the thermals so you're completely invisible.
One time I've ever been traitor was on the new station, I had cloaking device, and the captain starts with the only thermals, so I had those. However, I was severely low on time, and consequently very sloppy...still had a chance, until I actually managed to get tasered while cloaked.
Did you walk into a firefight or something? If you're careful enough, it should be impossible for anyone to even recognize that you're there. Don't even open doors if someone else is looking, though you might want to stick open as many normal doors as you can when no one's around so you can move through them freely.
Edit: Oh, low on time, never mind then.
Humans almost always lose. I managed to win once on a public server, but that was just because I was about to be killed by one of those freakishly efficient griefers but then the admins threatened to ban him, at which point he started completely owning every monkey that tried to come near us.
Well my mission was to escape alone on the shuttle, and I knew that given that there were a LOT of people online at the time, calling it and killing them on the shuttle just wasn't an option, so I tried to hunt down every person on the ship.
Made it to number 3.
Ah, there's your problem. If you had just shut off all the air everywhere, you probably would have been fine. The advantage of a cloaking device is that people don't know where you are, letting them know where you are by leaving a trail of murders just counteracts that.
Ideally, if you're the traitor and using the cloak, the rest of the crew will forget about you, get bored and/or blow up the station, call the shuttle themselves, and then be suprised to find out that you're still playing when you win.
Edit: Either that, or claim to be the Voice of God and order someone to start a new religion/death cult, depending on how many other crew members you need dead.
Monkeys do have an advantage, but not an insurmountable one -- I've seen humans win in PA games more than once. I'm a fan of monkey because it's like a zombie invasion in space. You hunker down in a corner, arm yourself, then meet up with other survivors of the initial monkopolypse and go hunt down some monkeys.