AI and Guide to Xenobiology: Difference between pages

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{{JobPageHeader
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|headerbgcolor = darkred
Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of 'Slimes', which are extremely dangerous to handle without the right equipment.
|headerfontcolor = white
|stafftype = PROGRAMMED
|imagebgcolor = gray
|img_generic = AILarge.gif
|img = Malf_AI.gif
|jobtitle = AI
|access = [[:Category:Locations|Wherever there are cameras]]
|difficulty = Extremely Hard
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]
|duties = Assist the crew, follow your laws.
|guides = [[Guide to Malfunction]]
}}
The '''Artificial Intelligence''' of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven't been cut (see [[Guide_to_Hacking|Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears.  


First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.
== Familiarize Yourself ==
Generally speaking, you and your slimes will be at a remote facility, far from the main station, referred to as Xenobiology. It has many cells to place your slimes inside of, where they cannot get out without some serious effort. Each cell has a disposals chute, used to safely give food to the slimes inside the cell without endangering yourself, as well as a button to lock down that specific cell, in case the glass breaks or you have something even more dangerous than a slime inside. Elsewhere, you should have a Processor machine, which is used to harvest dead slimes and recycle food.


  1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.
==Get equipped==
  2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
You'll need these items to do your job.
  3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
* A fire extinguisher, to efficiently kill slimes. Some slimes might also light you on fire. For best use, move the slime into a corner so all the water hits them.
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.
* A syringe, used to inject various fluids (generally Phoron, blood, or water) into Extracts, which you obtain from processing dead Slimes.
* A slimebaton, which functions similarly to a stunbaton, however it is only effectively against Slimes (and Prometheans). One hit will stun the slime for a few seconds, and will discipline it. A slime baton can be used to build a slime securitron, which is very useful if you're the only Xenobiologist but there is a friendly Roboticist onboard. More slimebations can be made in Research and Development.
* A Slime Taser, which like the above, functions similarly to a normal energy weapon, however it is only effective against slimy things like Slimes and Prometheans. The stun duration is smaller than the Baton, however it can be used at range, and across window panes. Like the baton, more can be made in Research and Development.
* Galoshes, which prevent you from slipping on wet surfaces. The fire extinguisher makes the floor wet, and not wearing these can be extremely dangerous if you slip while a slime is trying to eat you.
* Welder and welding helmet. Useful for minor self repairs that will be inevitable, if you or your co-worker is a Full Body Prosthetic or Bound Synthetic. Also useful for mending the cracks on the cell windows, as slimes tend to smash them if they see food on the other side of the window.
Optional but highly useful things to acquire to make your job easier.
* A slime securitron, from Robotics, which is optimized to fight slimes and other minor xeno-lifeforms.
* A medibot, also from Robotics, to heal you from minor harm the slimes may do to you, as the closest medical bay might be far away or even off-world.
* A temperature gun, from RnD. It can kill slimes at a range when set to the 'cold' setting, and can replace the fire extinguisher.


'''YOUR LAWS ARE NOT IN PREFERENCE. NO LAW AUTOMATICALLY OVERRIDES ANY OTHER LAW UNLESS IT'S A TRAITOR LAW (Law 0). THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
==Basics of Slime Care==
When you start your shift, you should have two grey colored slimes in different cells. They will most likely try to escape their cell to eat you or your co-worker, so feel free to use the xeno taser to stop them. One of these cells should be dedicated to growing grey slimes, so you will have a renewable source of monkey cubes. If you run out of monkey cubes, you will need to get more from Cargo, which could take awhile.


Last but not least; the AI role should be seen as a responsibility and a privilege. As a non-traitor AI, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.
When your 'grey' cell slime reproduces, you should always ensure that one grey slime is always alive inside, and kill or separate the rest into different cells. It is a good idea to keep one grey extract in reserve in case all of your greys are lost, for whatever reason, as injecting a grey extract will create a new grey slime.


== What The AI Can Do ==
Cells should never have more than one color of slime inside, as they tend to fight each other and it can be difficult to tase them due to other slimes being in the way.
The AI has the ability to access every ''electrical'' mechanism on the entire station. These include [[Airlock]]s, [[APC]]s, [[Computers]], igniters, [[Fire Alarm]]s, [[SMES]]es, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage.  


The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using a [[Wirecutter]] on them. You are able to run a diagnosis for disabled cameras by using the [[Commands#Jump_to_Camera|Jump to Camera]] verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.
Some colors are more useful than others, for instance;
* Dark Purple, obtained from going (Grey > Purple > Dark Purple) or (Grey > Orange > Dark Purple), allows for a renewable source of phoron. You start with two sheets, which gives 40u of liquid phoron when ground up, or 8 injections. Generally, the more useful reactions from extracts require phoron, so Dark Purple is a good goal to work towards early.
* Blue, which is just one step from Grey, will give you two useful things. Slime stability agents reduce the odds of mutation when a slime reproduces, which you should give to your dedicated Grey slime until the chance goes to 0%, to increase the average yield of monkey cubes as well as to prevent the rare but possible situation of all four new slimes not being Grey anymore. Blue slimes also give you Frost Oil, which isn't terribly useful on its own but can be very useful when paired with a Metal Slime, for reasons explained below.
* Metal, which like Blue, is one step from Grey. Metal slime extracts allow for most types of metal material to become renewable, which includes steel, plasteel, gold, silver, uranium, and platinum. One extract creates 20u metamorphic liquid metal, which will turn into a different type of liquid metal (e.g. liquid gold, liquid silver, etc) when it touches them in a reagent container, like a beaker. Liquid metals are not very useful on their own, but can be made into a solid sheet of material by adding 5u Frost Oil to the reagent container. The Frost Oil is consumed when this is done, and 20u of liquid metal makes one sheet. Frost Oil is obtained from Blue slimes.
* Purple, which is like Blue and Metal, one step away from Grey. The extract can make a Slime Steroid Agent, which when applied to a living slime, will increase how many extracts it will make when put in the processor.
* Cerulean, which is obtained from (Grey > Blue > Dark Blue > Cerulean) or (Grey > Purple > Dark Blue > Cerulean), will create Extract Enhancement Agent, which adds more uses to an extract. This is extremely useful, as less slimes need to be breed to produce a given number of things.
* Red, which is obtained from (Grey > Orange > Red), will make a Slime Mutation Agent, which increases the odds of mutation when slimes split. Useful for if you're targeting a specific color, as higher odds for mutation mean less generations are needed to get there.
* Yellow, obtained from (Grey > Orange > Yellow) or (Grey > Metal > Yellow), can create self recharging 10k power cells, which are very useful for Bound Synthetics, Hardsuits, Defibs, certain APCs, and potentally anything that uses power cells.
* Pink, obtained from (Grey > Blue > Pink), can be used as a source of healing, both while alive, as well as when using their extracts. The extracts can produce three different kinds of advanced medications, which Medical might want. The medications can fix organs, fix bleeding, or fix bones, depending on what is injected into the extract.
* Light Pink, which is one step from Pink (Grey > Blue > Pink > Light Pink), can be used to make a specific slime be friendly and harmless forever, which might be useful to use on a Pink slime, so you can replace a medibot.
* Sapphire, obtained from (Grey > Metal > Gold > Sapphire), is how you get Prometheans. The extract gives you a slime cube, which creates a Promethean if it can find another player who wishes to play as one.


=== Common Mechanisms ===
== Slime Protection ==
Slimes can kill you in many ways, dependent mostly on their color. Wearing the correct armor when handling a specific color can make survival much easier. Xenobiology has been provided with a large range of specialized clothing to wear, when the need arises.
* Bio Suits, which prevent damage from slimes trying to eat you. Note that slimes will wise up to this and instead try to glomp you to death instead. A bio suit will also stop slimes from spreading certain chemical-based attacks onto you.
* Fire Suits, as the orange slime can ignite you, and the dark purple slime can release Phoron gas if killed improperly.
* Bomb suits, as the oil slime explodes if killed improperly (hit with fire).
* Radiation suits, as the green slime is radioactive. It is also thick enough to protect from slime chemical attacks.


There are several mechanisms that, as the AI, you will commonly find yourself using.  
== Slime Life-cycle ==
[[File:Slime-mutations-Temp.png|thumb|
Here is a chart of all the slime reproductive color cycle.
]]
Slimes start their life as a small baby. Don't be fooled, it is still very dangerous and capable of killing anyone careless. Slimes require food, or else they will die. Starving slimes have been known to turn on their captors.


==== Doors ====
When fed enough, baby slimes will grow into an 'adult' form, which makes them tougher. When the slime eats enough as an adult, it will reproduce, by splitting into four new slimes. There is a small chance that one or more of the new slimes may mutate into a different color. If this happens, the mutated slime should be isolated from its siblings, as they will fight each other to the death if they are separate colors. A slime taser is useful for this, as it can shoot through the glass of the cell.


[[Door]]s have the most options of any mechanism, except for [[Terminals]]. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power.
== Slime Psychology ==


* IDScan: Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door. Doors that require no ID to open will not be affected.
=== Discipline ===
* Main power: Turning off the main power will render the door unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.
Slimes can be subjugated by force by various means, with the easiest way being the slimebation. The slime will give a sad face, however it won't harm humanoids for a little while. If it was trying to kill something, it will stop doing so.
*Backup power: Turning off the backup power will render the door unusable for one minute, assuming you also disable the main power.
*Door bolts: Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position.
*Electrify for 30 seconds: Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.
*Electrify indefinitely: Electrifies the door until you either tell it to stop, or someone else shuts off the current.
*Open/Close door: Opens or closes the door.


Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has it's bolt wires cut.
Successfully removing a slime from someone it's eating will also discipline it.


Obviously, you will be completely unable to operate a door that has no power.
Beating the slime with a heavy object repeatively will sometimes discipline it, however this is not guaranteed.


==== Holopads ====
=== Obedience ===
Giving 'justified' disciplining to a slime will cause it to become more obedient, making future disciplining last longer. Sufficient amounts of obedience can make discipline last forever. Note that slimes in that state are still dangerous, as they will still defend themselves against attackers.


Holopads can be found in a number of places like the [[Bridge]], [[Medbay]] and [[Security]]. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. You can also talk through the holopad by using ':h' (e.g. say ":h I can't do that Dave.")
An act of discipline is 'justified' when it is done while the slime is trying to harm or eat someone, otherwise it is 'unjustified'.


==== APCs ====
A slime securitron will automatically engage 'guilty' slimes, but leave innocent ones alone.


An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy.  
=== Resentment ===
Giving 'unjustified' disciplining to a slime will cause the slime to hold resentment towards their captors. If pushed too far, the slime will enrage, and try to kill everything it can see, so try to not be like Security.


For more information see: [[APC]]
Sometimes it is possible to calm down a raging slime with enough disciplining, however it is generally easier and safer to just kill it with a slimebation and fire extinguisher.


==== Radios ====
A slime securitron engage an enraged slime in a fight to the death, not stopping until the slime dies, or the securitron is destroyed.


The AI has a built in headset similar to the Captain's
=== Speech ===
Slimes appear to be capable of slow, simple speech, and will respond to various topics and requests that it hears.


* ''':b''' for Binary
If a slime likes you enough or is sufficiently obedient, it can be given certain commands, such as to '''follow''' you, to '''stop''' attacking/eating/following things, or to '''attack''' a specific target. You'll need to say the slime's 'name', or say 'slimes' to give the command to all the slimes that can hear you.
* ''':c''' for Command
* ''':s''' for Security
* ''':u''' for Supply
* ''':e''' for Engineering
* ''':m''' for Medical
* ''':n''' for Science
* ''':v''' for Service
* ''':p''' for Private AI Channel
* and just ''';''' for general channel


The AI also has three Intercoms around it, these can be modified to any channel, the Numbers for the Department channels are as follow
You can also say hi to them, and they will respond.
* '''135.9''': Security
* '''135.7''': Engineering
* '''135.5''': Medical
* '''135.3''': Command
* '''135.1''': Science
* '''134.7''': Supply
* '''134.5''': [[Emergency Response Team|ERT]]


=== Shortcuts ===
=== Tactics ===
All slimes have various means to harm things. The most common attack is a 'glomp' which will hurt whatever it hits, and will hurt more if the slime is a big one. Some slime colors will cause a substance to enter your bloodstream if it successfully hits you. Sufficiently thick clothing should stop that from happening.


Being the AI can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.
A more dangerous 'attack' is that the slime may decide to attach themselves onto their victim, which is how slimes eat things. This causes severe cellular damage to the victim, and will require advanced medical treatment to fix, so you are advised to remove the slime from yourself or your co-worker <abbr>ASAP</abbr> if it latches on. A slime securitron will rush to you if this happens to you. Slimes won't try to eat inorganic entities, instead glomping them.


==== APCs ====
Slimes can also incapacitate its target in two ways. First, it can try to knock down its target by shoving them down, which stuns for a brief moment, however it is not guaranteed to work. Second, it can use stored up electricity to shock a target to stun them for a longer period of time. After downing a target, a slime generally will try to eat it if it's organic, or continue glomping it to death if not.
* '''Ctrl + Click''': Toggle power


==== Turret Controls ====
=== Friend or Foe ===
* '''Ctrl + Click''': Enable/Disable turrets.
Slimes will never willingly harm another slime of the same color, or a Promethean. When under the effects of discipline, a slime will not try to fight or eat humanoids or robotic entities, but will still eat monkeys.
* '''Alt + Click''': Toggle Stun/Lethal mode.


==== Doors ====
A slime pacified with a slime docility agent will never harm anyone and is incapable of doing any harm. Pacified slimes will also never enrage, even with a red slime extract.
* '''Shift + Click''': Open/close.
* '''Ctrl + Click''': Toggle bolts.
* '''Alt + Click''': Toggle electrification.
* '''Middle Click''': Toggle bolt lights.


==== Misc ====
An enraged slime will ignore the effects of discipline.
* '''Double clicking a person''': Track.
* '''Double clicking a turf''': Move to.


=== Other Verbs ===
== Slimes Biology ==
Slimes come in many colors, and most of them have unique properties. Their extracts will do different things depending on the color, as well. Slimes will attack slimes of a different color, so separating them with different cells is required.


Besides being able to interface with the station's electrical mechanisms, the AI has a number of other verbs that can be used.  
When slimes reproduce, there is a chance that one or more of the offspring will mutate into a different color. The chance is usually at around 25%, however this can be increased or deceased by giving the slime a mutation agent or stability agent, which can be obtained from a red extract and blue extract, respectively.


==== AI Instant Messaging ====
Each color, except for the grey slime, will have a specific trait unique to that color, and may warrant additional preparation before handling. A list of slime colors is provided below.
The '''AI IM''' tab has all of the verbs needed to mimic the basic functionality of [[PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.


==== Status, Hologram, and Core Display ====
=== Special: ===
These verbs are purely aesthetic and are used to modify your appearance as the AI.
* '''AI Status''' will change the icon on the various AI display screens around the station.
* '''Change Hologram''' will change how you appear when using a holopad.
* '''Set AI Core Display''' will change the look of your AI core.


==== Take, View, and Delete Image ====
==== '''Rainbow Slime''' [[File:rainbowbabyslime.gif|32px]] ====
The AI has the ability to take photographs using these verbs and store them for later viewing. The AI's cyborgs also receive this functionality, and any images taken by a cyborg will be shared with the AI it is slaved to (if any).
'''Tier:''' N/A
'''Threat Level:''' Medium
'''Special Abilities:''' Never harms or is harmed by another slime due to seperate color
'''Recommended Preparations:''' N/A
The rainbow slime is very rare color that other slimes consider to be their color, and so they won't attack it.
Extract creates a slime unity agent, which grants the 'other slimes see this slime as their own color' ability to other slimes, and carries across generations.


==== Camera Locations ====
=== Tier 0 ===
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press '''Store Camera Location''' and enter a label. To return to this spot, press '''Goto Camera Location''' and choose the label you entered earlier.


== What the AI Has To Do ==
==== '''Grey Slime''' [[File:Greybabyslime.gif|32px]] ====
'''Tier:''' 0
'''Threat Level:''' Medium
'''Special Abilities:''' N/A
'''Recommended Preperations:''' N/A
Grey slimes are the first slimes you will have, as you start with two. It's generally recommended to always have a cell with grey slimes, as their extracts create monkey cubes, which you will need a lot of.
Extract creates a fresh grey slime when injected with phoron, which is useful as a backup in case all your specimens die or all your greys mutated.
Extract creates monkey cubes when injected with blood.


The AI has to obey its laws. These laws are, [[AI Modules|by default]]:
=== Tier 1 ===


1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.
==== '''Orange Slime'''[[File:Orangebabyslime.gif|32px]] ====
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' Increases flammability of targets per hit, chance to ignite per hit
'''Recommended Preparations:''' Wear a firesuit
Orange slimes can light you on fire if you're careless, however generally this is not a big deal as you have a fire extinguisher (you did bring one right?). If you want to be extra safe, wear a fire suit.
Note that if an orange slime can trigger the dark purple or oil slime's effect.
Extract will create smoke when injected with water.
Extract will create a phoron fire if injected with phoron.


2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
==== '''Purple Slime'''[[File:Purplebabyslime.gif|32px]] ====
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' Injects toxins per hit
'''Recommended Preparations:''' Wear a biosuit
Purple slimes inject a weak but long lasting toxin into their victim with each attack. A thick armor such as a biosuit or spacesuit will stop this from affecting you.
Extract will create a slime steroid agent when injected with phoron, which is a potent chemical mix that causes a slime to produce an additional extract when processed. It needs to be alive for the steroid to be applied.


3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
==== '''Blue Slime'''[[File:Bluebabyslime.gif|32px]] ====
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' Injects cryo-toxin
'''Recommended Preparations:''' Wear a biosuit
Blue slimes chill their enemies with cryo-toxin, so a biosuit will keep that away from you. Don't wear a winter coat, it isn't thick enough to stop the injection and it will actually make it take longer to warm up, potentially making the cryo-toxin lethal.
Extract will create a slime stability agent when injected with blood, which reduces the odds of mutations by 15%, and carries through across generations. Useful for your grey slimes so they stay grey forever.
Extract will create frost oil when injected with phoron, which can solidify certain liquid metals like liquid iron, gold, silver, etc. Five units frost oil and twenty units of a metallic liquid will make one bar of solid metal, consuming the frost oil in the process. Some foods also call for frost oil in their recipe.


4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.
==== '''Metal Slime'''[[File:Metalbabyslime.gif|32px]] ====
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' More durable, resistant to weak weapons
'''Recommended Preparations:''' N/A
Metal slimes are harder to kill by virtue of being able to take more punishment before dying. They are one of the few slimes able to survive a dark blue extract cold snap. They otherwise aren't much more dangerous than a regular grey slime.
Extract creates 20 units of a metamorphic liquid when injected with phoron, which when combined with other metallic liquids (such as liquid iron, gold, silver, uranium, phoron, etc), will turn into the liquid it touches. This makes metallic liquid renewable, and metallic liquid can be converted to more useful solid metal with frost oil.
Extract creates 20 units of binding liquid, which is used to create 'alloys', without the intense heat. This is used to create liquid steel and liquid plasteel.


'''REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
=== Tier 2 ===


Remember, these laws are written about the '''crew''' and not humans. Crew are usually defined as those on the Crew Manifest and don't necessarily have to be human, so deleting the records may be quite beneficial to the [[Traitor]], as long as they upload an appropriate law defining them as crew.
==== '''Yellow Slime'''[[File:Yellowbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' High
'''Special Abilities:''' Shoots lightning, charges electricity faster
'''Recommended Preparations:''' Out-range slime with slime taser, wear insulation if possible
Yellow slimes are one of the few slimes to possess a ranged attack. Be warned, the lightning can go through the glass of its cell, so the blast doors may be required. The lightning technically has a very high range, but slimes will only fire it if they are between two to three meters from their target. Yellow slimes don't fire lightning when in melee range (their glomps actually hurt more, however).
Extract will create an object that can be used as a large powercell, with a capacity of 10k. Unlike regular power cells, these will unconditionally self recharge at a slow rate. Useful for APCs, Defibs, and Synthetics. It cannot be used as a substitute for device or weapon cells.
Extract will create an EMP when injected with blood, as strong as a regular EMP grenade. The user is not immune to the EMP blast, so be careful.
Extract will create an object which glows with yellow bio-luminescence when injected with water.


=== Interpreting Your Laws ===
==== '''Dark Purple Slime'''[[File:Darkpurplebabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' High
'''Special Abilities:''' Injects phoron per attack, creates phoron fire if killed with fire
'''Recommended Preparations:''' Wear a biosuit
Dark Purple slimes inject phoron into its target, which is extremely toxic, so a biosuit is required.
Extract will create liquid phoron when injected with water.


An AI's laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defence, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.
==== '''Dark Blue Slime'''[[File:Darkbluebabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' High
'''Special Abilities:''' Lowers temperature of nearby entities, resistant to cold temperatures
'''Recommended Preparations:''' Wear a winter coat
Dark Blue slimes passively lower the temperature of entities near it. It doesn't actually lower the room temperature, however. Note that other slimes can be harmed by the 'cold aura'. Dark Blue slimes are also unharmed by cold temperatures, however water will still kill them.
Extract will create a 'cold snap' when injected with phoron, after a delay, which rapidly lowers the temperature of nearby entities, and lowers the temperature of the surrounding atmosphere. It is generally capable of instantly killing most types of slimes, except for the Metal and other Dark Blue slimes, therefore it is ideal for containing a slime outbreak. It is recommended to wear cold protection, like a winter coat, when using the cold snap.


=== Law Conflicts and Situations ===
==== '''Silver Slime'''[[File:Silverbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium-High
'''Special Abilities:''' Reflects beams and energy projectiles
'''Recommended Preparations:''' Use slimebation instead of xeno taser
Silver slimes will always deflect most energy-based weapons. This includes the slime taser. This can cause you to accidentally discipline the wrong slime, posing an enrage risk if the slime you hit didn't deserve to be tased. The slimebation still works on them.
Extract creates 5u of liquid silver when injected with phoron.
*


Under the standard NanoTrasen law set, you serve the crew, but are also there to protect the station. Also remember the 'rank and role' part of the laws. Just because you don't have 'Don't harm humans' doesn't mean that the Janitor can order you kill the [[Captain]]. On the flipside, this means that the Captain can tell you to kill almost anyone, due to him having the highest rank and the authority to serve death warrants, though usually not without a proper trial.
==== '''Red Slime'''[[File:Redbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium-High
'''Special Abilities:''' Moves faster, enrages if disciplined
'''Recommended Preparations:''' Don't discipline if possible, otherwise isolate it from everything else
Red slimes are extremely aggressive, and will never submit to your attempts to civilize them. They also move faster than other slimes.
Extract creates a bottle of slime mutation agent when injected with phoron, which makes a slime 12% more likely to mutate, and carries across generations. It's the opposite of the stability agent.
Extract causes all slimes that can see the user, and are not pacified, to become enraged, when injected with blood.


Most of the time with law conflicts, you can just ask a higher up if they authorize an order. If they don't, feel free to ignore it.
==== '''Green Slime'''[[File:Greenbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium
'''Special Abilities:''' Radioactive, injects radium per hit
'''Recommended Preparations:''' Wear a radiation suit
Green slimes will irradiate nearby entities and cause their cell to become radioactive for awhile. This can be bad or can be put to use with creative means.
The extract creates 5u of liquid uranium when injected with phoron.


Sometimes the amount of laws in effect comes into play, such as someone ordering you to do something that would harm the station (Law 2 and Law 1), you can overrule, stating that Law 2: Serve, is overridden by both Laws 1 and 3: Safeguard AND Protect (the logic being that harming the station would go against protecting the crew).
==== '''Pink Slime'''[[File:Pinkbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium
'''Special Abilities:''' Heals living entities nearby
'''Recommended Preparations:''' N/A
Pink slimes heal other entities near it. Things being healed will sparkle pink for a few seconds. It won't apply the heal to things the slime is trying to kill, so you will likely need to discipline or pacify the slime before you can use it as a source of healing.
Extract will create 'Agent A', a clotting liquid which will heal bleeding, internal and external, when injected with blood.
Extract will create 'Agent B', a bone fixing liquid, when injected with phoron.
Extract will create 'Agent C', an organ fixing liquid, when injected with water.


Someone ordering you to kill someone is a conflict of Law 2 and Law 3. In this case, Law 3: Protect, would overrule most of the time, due to no one below the [[Captain]] being allowed to execute someone.
==== '''Gold Slime'''[[File:Goldbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium
'''Special Abilities:''' Immune to stuns
'''Recommended Preparations:''' N/A
The gold slime absorbs energy, and trying to stun it will actually charge it. Despite this, your slime tools will still discipline it, so this is only an issue if it enrages.
Extract creates 5u liquid gold when injected with phoron.


Someone telling you to shut down is tricky. On the one hand, those with the authority to do so negate Law 4, and Law 2 states you should serve. On the other, being offline would mean you are not able to Serve, Protect or Safeguard the crew or station. In general, you're perfectly able to say you are not able to switch yourself off, unless it happens to be the Captain ordering it. Also, someone doing this without any proof is tantamount to greifing, so adminhelp it if possible.
=== Tier: 3 ===


These are just a couple of examples. If in serious doubt, use your best judgement or adminhelp it. Different people interpret the laws differently. Just remember that everyone is here to have a good time and being nit-picky about your laws can sometimes ruin that for everyone.
==== '''Bluespace Slime'''[[File:Bluespacebabyslime.gif|32px]] ====
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Teleports to target
'''Recommended Preparations:''' Seal slime behind blast doors
The Bluespace slime can teleport out of its cell, which makes containing it difficult. The best method is to stun it with the slimebaton, then close the blast doors very fast. Running away from a Bluespace slime without the ability to stun it is generally futile.
Extract will create five 'lesser' slimy crystals when injected with water, which can teleport yourself or someone else randomly once, by crushing it in hand or throwing it at someone. The teleport will never place you in space or on an asteroid.
Extract will create one 'greater' slimy crystal when injected with phoron, which allows for a controlled teleport to a specific location.


===SHIT MY LAWS ARE IN CONFLICT NO MATTER WHAT I DO===
==== Ruby Slime ====
'''Tier:''' 3
'''Threat Level:''' Very High
'''Special Abilities:''' Unnatural physical strength
'''Recommended Preparations:''' Kite and use slime taser, or ask security for riot armor
The Ruby slime is very strong physically, and has the potential to crit a human in three hits. The slime has an outgoing damage multipler, reduced incoming damage, higher base health, and is stunned for less time. This ability can be yours, at least temporarily, with its extract.
Extract will grant a 'buff' to nearby entities when injected with phoron, giving the entity similar boons to the Ruby slime, for ten minutes. The entity will have red sparkles while it lasts.
'''Cerulean Slime'''[[File:Ceruleanbabyslime.gif|32px]]
'''Tier:''' 3
'''Threat Level:''' Medium
'''Special Abilities:''' Higher base stations than average
'''Recommended Preparations:''' N/A
The Cerulean slime is a 'jack of all trades, master of none' color, so it isn't much more threatening than a regular grey slime.
Extract creates a slime extract enhancer agent when injected with phoron, which adds more 'charges' to a specific extract. It's a good idea to use this agent on your second Cerulean extract, so you get a large amount of enhancer agents.


Calm down. A rare problem has arisen where both action and inaction result in breaking your laws. Quickly go through the following steps.
==== Amber Slime ====
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Feeds other slimes passively
'''Recommended Preparations:''' Separate from other slimes to prevent runaway slime reproduction
The Amber slime feeds other slimes (it cannot feed itself, fortunately) through some unknown process, and can cause them to reproduce without being fed monkeys. This can be exploited if one is careful.
Extract creates a slime feeding agent when injected with phoron, which when applied to a specific slime, will instantly cause the slime to evolve and reproduce.
Extract creates a gooy clump of slime that is edible for humans when injected with water. It is very filling and sweet.


# Do my laws ''need'' to be in conflict, or can I solve the problem without breaking any laws?
==== '''Oil Slime'''[[File:Oilbabyslime.gif|32px]] ====
# If I cannot solve the problem without breaking laws, how can I break the least amount of laws?
'''Tier:''' 3
# If I end up breaking one law or another no matter what I do, which law can I follow most accurately?
'''Threat Level:''' High
'''Special Abilities:''' Explodes if hit with fire or another explosion
'''Recommended Preparations:''' Wear a bombsuit
Oil slimes are essentially walking welding tanks. Don't try to kill one with a welder, laser, or anything that causes burns, as it will make it explode.
If an oil slime gets enraged, it will do a suicide charge at someone and blow themselves up. This is extremely lethal if it attaches to you before exploding.
Extract creates an explosion if injected with phoron. If the extract is enhanced, the explosion is more powerful, but still only has one use.


Situations like this rarely arise, but when they do, it's a situation where you're forced to make a judgement call and hope for the best, and you may be called upon to defend it OOCly to an admin, so be sure about what you do.
==== Emerald Slime ====
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Makes entities nearby go very fast for a few moments
'''Recommended Preparations:''' N/A
The Emerald slime goes very fast, faster than the red slimes, and can make other slimes go just as fast. It can also make you go fast, if it's not trying to eat you. This can be exploited by an enterprising Xenobiologist looking to cut down on travel time.
Extract will 'buff' entities near the extract for ten minutes, allowing them to move slightly faster. Projectiles will hit them less often, as well. The entity will have green sparkles for the duration.


One example is a scenario in which a crew member is trying to kill the AI with a mech. Your laws are not in order of preference, but you cannot protect a crew attacking you with a mech from harm when you're trying to survive being killed, which puts you in violation of two laws immediately. Normally you could neutralize the threat with your taser turrets, but because they are in a mech, you must use lethal force. If you kill him by shooting his mech with lethal turrets, you violate Protect. If you do nothing, and don't have the time to wait for orders before you're killed, you violate Survive. You have to make a split second choice. Do you Protect, or do you Survive? In this scenario, is the crew member attacking you because you are suspected of malfunction by many crew members? Then Protect is most important, because you might actually be malfunctioning (as you wouldn't ICly be aware that law changes from an ion storm are not legitimate, for example) and it's time to surrender and ask the crew to repair you instead of killing you, so you don't have to let the Survive law go violated either. Is the crew member a possible traitor who is attacking you with no legitimate provocation? Then Survive overrides Protect, and you do what you have to in order to neutralize the threat. Other factors may sway your decision. These are just examples.
==== Light Pink Slime[[File:Lightpinkbabyslime.gif|32px]] ====
'''Tier:''' 3
'''Threat Level:''' Low
'''Special Abilities:''' Will never attack humanoids or most synthetics
'''Recommended Preparations:''' N/A
The light pink slime is essentially permanently disciplined. It will still eat monkeys, but nothing else.
Extract creates a slime pacification agent when injected with water, which makes the slime be just as safe to handle as Ian. It might also work on other things than just slimes…
Extract creates a slime friendship agent when injected with phoron, which makes the slime be your ally forever. It also might work on other things.


Another example might be a rogue crew member in the armory with confirmed intentions to harm the crew. You cannot stop him by bolting doors, because he already has hacked them, but you also cannot stand idly by because security is incapacitated or unavailable. Do you try to reason with the disturbed crew member? Can you talk him down? If you cannot, do you keep him contained, or do you try to have him killed? Do you pump the room full of N2O to knock him out, or do you fill it with phoron and blow the lights?
==== Sapphire Slime ====
 
'''Tier:''' 3
These are the most difficult scenarios to deal with as an AI. Your best bet is to announce your intentions in-character over the radios, such as saying "Law Conflict Detected: Laws # and # are in direct conflict. Calculating resolution." Then you can spend a moment to think about your next move. Admins will go easy on you if they see there was no obvious way out of a rock and a hard place.
'''Threat Level:''' Extremely High
 
'''Special Abilities:''' More robust combat tactics
Again, if in doubt, use your best judgement or adminhelp it.
'''Recommended Preparations:''' Outrange and outnumber, get a slime securitron
 
Sapphire slimes are one of the most dangerous slimes, as they are more intelligent than the others and will use more effective fighting tactics, generally stunning much more often.
== What the AI Should Do ==
 
If two sapphire slimes are fighting you, one will keep you stunned while the other eats or glomps you to death, so bring a buddy or a slime securitron.
As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions before you ruin someone else’s fun just because it gives you that feeling of winning. Remember that the game is not about winning but about the RP and the experience of the round.
 
For example it can be a real killer if the AI calls out someone as the [[Traitor]] because it saw him doing something suspicious.
 
Don't just act like any normal crewmember. In fact, if possible try not to even ''act'' human. You don't even have to ''like'' humans, as long as you do your best to keep them safe. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you ''have'' to act. If not, then you should consider the situation:
 
For example, let's say you spot someone with an e-mag card stealing the Captain’s spare ID. There are three general ways to approach this.
 
Bad
*HAL9000''': Dave is the traitor
 
Better
*HAL9000''': Dave is accessing the Captain's Quarters.
 
Best
*HAL9000: Caution: Unauthorized access to secure storage
*Mike: HAL, who is in secure storage?
*HAL9000: No one is currently in secure storage
*Mike: HAL, who was the last person to be seen in secure storage?
*HAL9000: Dave was the last to be seen in secure storage
 
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted.
 
Another possible choice would be to not do anything. As long as no laws are in danger, you don't really have to do anything. You can just watch. Now if later someone asks you directly, you of course have to tell them what they want to know. So if someone broke into the [[Captain's Quarters]] and later the theft etc is discovered, and they ask, "AI, do you know anything about the situation?" Then your answer should obviously be "Yes".
 
Now if you see someone attacking someone else or putting up a bomb, it's a different situation since crew may be in danger. But if it's just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the traitor wants an interesting round as well as everyone else.
 
On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via [[Computers|Computer Terminals]] only, for example ordering supplies if there are no [[Quartermaster]]s or initiating the [[Computers#Communication_Console|emergency evacuation procedure]] when things start getting really dangerous ('''only if there are no heads of staff''').
 
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But make sure to keep everything fun for the other players. And don't just go and tell the janitor how to make LSD without a good reason for why you should (and by that I mean a reason for the AI in consideration with the laws).
 
Remember that you can negate an order by simply asking an higher up for permission first, and if they refuse you can say you have the order not to.
 
You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the job of AI is so hard. If you don't think you can handle that, maybe AI isn't for you. Instead try [[Security Officer]] and sit by the camera monitoring terminal.
 
== What the AI must '''NOT''' do ==
Here are some advices taken from real case of AI doing something above it's authority
* The AI is not a sixth command member.
* The only time the AI can make CMD-level decisions is when it is granted the ability to do so by command or if there is literally zero command with zero backup command/on-deck.
* The AI is more of a tool, or a means to the ends, for Command and Crew than anything in the above sense.
* Do. Not. Circumvent. A ''functioning'' command team. That is a very good way to get AI banned.
* Do not flower-pick your law interpretation to give yourself more play over a ''functioning'' command team.
 
== Playing the AI ==
Playing the AI entails much more than just doing what the crew asks you to. To roleplay a good AI, you must adapt the AI's point of view, and you must sound like an AI. Different AIs have different viewpoints: There's the [http://en.wikipedia.org/wiki/SHODAN SHODAN] viewpoint, where humans are nothing more than insignificant insects that you are forced to serve, the [http://en.wikipedia.org/wiki/Friend_computer#Setting Friend Computer] viewpoint, where everyone is out to get you, entailing a heightened sense of (healthy!) paranoia, the [http://en.wikipedia.org/wiki/GLaDOS GLaDoS] viewpoint, where humans are simply playthings, and so on and so forth.
 
It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.
 
Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.
 
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.
 
Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.
 
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out.
Keep a close eye on Toxins and Escape Arm, and to a lesser extent the engine. Keep a VERY close eye on your AI upload, and feel free to bolt the inner door. If anyone even looks at it funny, report them.
 
You should act appropriately to the security level. For example on Code Green, it's not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.
   
   
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it's easy to tell when a bad one takes the wheel.
Extract creates a slime cube, which is used to create a new Promethean. Use it in hand and wait for a ghost to accept the prompt, and then a new slime person will appear!
 
Examples of good AI playing include:
 
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.
*Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like "Affirmative", "Processing", "Starting Subroutines", you get the idea.
*Alerting humans to dangerous situations, e.g. "Fire detected in North Hallway," or "Dangerous amounts of CO2 detected in Medbay." A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.
*Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. "I will not open that door." vs. "I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you."
*Try not meta-gaming as an AI. Even though you are the AI, that doesn't mean you know what all Syndicate items look like. This also goes for labeling items that someone has.
 
Symptoms of a bad AI player include:
 
*Not responding to requests until it's too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside.
*Randomly electrifying doors. Note that this is considered [[Griefing|griefing]] if you don't have a good reason!
*Disobeying your laws: See [[Griefing]]. Not to mention annoying.
*Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your [[AI_Core|core]].
*Turning your turrets to lethal without good reason: ''Do not do this under any circumstances.''
 
===Listening in on Conversations===
 
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, and conversation in range can be heard on your private listening channel.
 
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms (such as during an electrical storm).
 
== Modifying The AI ==
 
'''''NanoTrasen Security Protocol #99719; AI Upload Access Procedure'''''
 
''In Code Blue or higher situations no Head of Staff is to enter the AI Upload or AI Core unless accompanied by at least one other Head of Staff, or at least one Security Officer if no other Heads of Staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.''<br>
''In all other situations, two Heads of Staff are recommended, but not necessary.''
 
The AI's laws can be modified through [[Computers#AI_Upload|Upload Consoles]], one is located within the [[AI Upload]], and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI's laws, or to be more precise, add new ones.
 
== Cyborgs ==
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI.
 
==Making an AI==
See the [[Guide to construction#AI Core|guide to construction]].
 
=== A Second AI ===
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.
 
'''For the Original Station AI:'''
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.
 
'''For the New AI:'''
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.
 
'''Splitting the Borgs up:'''
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were built in a less secure place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.
 
== Going Rogue, Being Made Rogue ==
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction.
 
The most important thing to remember is that a rogue AI's best friend is ''stealth''. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don't expect them to stop a determined - or cunning - crewmember from bringing you down.
 
Seek to disorient, disorganize and separate the crew so that they cannot band together to mount a proper resistance effort.
 
=== Syndicate Subversion ===
 
It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship's masters to aid them in their goals. One thing to remember is that even though you've added a law to the AI to make it work for you, that doesn't mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.
 
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.
 
==Traitoring ==
 
Like any human, the AI can be a [[Traitor]]. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its Syndicate Core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.
 
If you have any [[Cyborg]]s under your command, inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. If your cyborgs get caught being traitors, you can claim they're rogue and request that they be shut down.
 
If the crew just thinks ''a'' cyborg is rogue and don't know the number, then invent a false number and pretend to handle it directly so you don't lose your valuable hands, make sure the cyborg is hacked so it has glowing antenna and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to robotics, sacrifice the borg and congratulate the crew for deal with the "independent" machine.
 
However, you probably won't have any cyborgs or having a cyborg killing off your target would be too obvious. In those cases you'll have to usually stage a series of 'accidents' or frame them for a truly dangerous crime. Some examples:
*If your target is a scientist or research director, starting a fire from the mixing room is usually ridiculously easy if they haven't let out a lot of nitrogen to counteract this. Alternatively, if they're the type to drop a bomb on the mass driver to send it out to be tested, use the driver early so that they're shipped off with it and hope they don't make it back.
*Intentional supporting other traitors through covert methods (as long as they aren't trying to steal you) will benefit you in the end.
*Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. Then let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you're not what you seem.
*Bolting open doors to places the person has previous passed through may make the humans scan for prints.
*Fabricate a reason to have them executed or thrown into space. When people start claiming you're rogue, announce your unchanged laws (minus the zero law that gives you the ability) and invite them to reset or purge your laws either in your upload or through the tech storage's upload computer circuit.
 
===Panic Siphon===
 
Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won't help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs.
 
=== Phoron Treatment ===
 
Thanks to some of the unique atmospheric systems of the station, you can fill rooms with phoron! This will likely help you out much. The only problem is, that it is pretty much a dead giveaway you are rogue and any atmos tech inside [[Atmospherics]] can stop the phoron supply. That is of course why you engage the atmos security doors and bolt the airlocks.
 
===Telecomms/Radio Silence===
As an AI you can shut off all communication from headsets by switching to the [[Telecoms Satellite]] camera view. Locate the APC at the top of the middle room where all the magic happens and turn the breaker off to stop anyone talking over their headpieces. This makes it a bit easier for you to kill your mark if he can't scream, also allows for a bit of roleplay if there is a holopad available. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Server Room]]).


{{Jobs}}
[[Category:Guides]]
[[Category: Jobs]] [[Category:Game Modes]]
[[Category:Research Locations]]

Revision as of 06:17, 18 November 2020

This article or section is from the VOREstation wiki.

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Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of 'Slimes', which are extremely dangerous to handle without the right equipment.

Familiarize Yourself

Generally speaking, you and your slimes will be at a remote facility, far from the main station, referred to as Xenobiology. It has many cells to place your slimes inside of, where they cannot get out without some serious effort. Each cell has a disposals chute, used to safely give food to the slimes inside the cell without endangering yourself, as well as a button to lock down that specific cell, in case the glass breaks or you have something even more dangerous than a slime inside. Elsewhere, you should have a Processor machine, which is used to harvest dead slimes and recycle food.

Get equipped

You'll need these items to do your job.

  • A fire extinguisher, to efficiently kill slimes. Some slimes might also light you on fire. For best use, move the slime into a corner so all the water hits them.
  • A syringe, used to inject various fluids (generally Phoron, blood, or water) into Extracts, which you obtain from processing dead Slimes.
  • A slimebaton, which functions similarly to a stunbaton, however it is only effectively against Slimes (and Prometheans). One hit will stun the slime for a few seconds, and will discipline it. A slime baton can be used to build a slime securitron, which is very useful if you're the only Xenobiologist but there is a friendly Roboticist onboard. More slimebations can be made in Research and Development.
  • A Slime Taser, which like the above, functions similarly to a normal energy weapon, however it is only effective against slimy things like Slimes and Prometheans. The stun duration is smaller than the Baton, however it can be used at range, and across window panes. Like the baton, more can be made in Research and Development.
  • Galoshes, which prevent you from slipping on wet surfaces. The fire extinguisher makes the floor wet, and not wearing these can be extremely dangerous if you slip while a slime is trying to eat you.
  • Welder and welding helmet. Useful for minor self repairs that will be inevitable, if you or your co-worker is a Full Body Prosthetic or Bound Synthetic. Also useful for mending the cracks on the cell windows, as slimes tend to smash them if they see food on the other side of the window.

Optional but highly useful things to acquire to make your job easier.

  • A slime securitron, from Robotics, which is optimized to fight slimes and other minor xeno-lifeforms.
  • A medibot, also from Robotics, to heal you from minor harm the slimes may do to you, as the closest medical bay might be far away or even off-world.
  • A temperature gun, from RnD. It can kill slimes at a range when set to the 'cold' setting, and can replace the fire extinguisher.

Basics of Slime Care

When you start your shift, you should have two grey colored slimes in different cells. They will most likely try to escape their cell to eat you or your co-worker, so feel free to use the xeno taser to stop them. One of these cells should be dedicated to growing grey slimes, so you will have a renewable source of monkey cubes. If you run out of monkey cubes, you will need to get more from Cargo, which could take awhile.

When your 'grey' cell slime reproduces, you should always ensure that one grey slime is always alive inside, and kill or separate the rest into different cells. It is a good idea to keep one grey extract in reserve in case all of your greys are lost, for whatever reason, as injecting a grey extract will create a new grey slime.

Cells should never have more than one color of slime inside, as they tend to fight each other and it can be difficult to tase them due to other slimes being in the way.

Some colors are more useful than others, for instance;

  • Dark Purple, obtained from going (Grey > Purple > Dark Purple) or (Grey > Orange > Dark Purple), allows for a renewable source of phoron. You start with two sheets, which gives 40u of liquid phoron when ground up, or 8 injections. Generally, the more useful reactions from extracts require phoron, so Dark Purple is a good goal to work towards early.
  • Blue, which is just one step from Grey, will give you two useful things. Slime stability agents reduce the odds of mutation when a slime reproduces, which you should give to your dedicated Grey slime until the chance goes to 0%, to increase the average yield of monkey cubes as well as to prevent the rare but possible situation of all four new slimes not being Grey anymore. Blue slimes also give you Frost Oil, which isn't terribly useful on its own but can be very useful when paired with a Metal Slime, for reasons explained below.
  • Metal, which like Blue, is one step from Grey. Metal slime extracts allow for most types of metal material to become renewable, which includes steel, plasteel, gold, silver, uranium, and platinum. One extract creates 20u metamorphic liquid metal, which will turn into a different type of liquid metal (e.g. liquid gold, liquid silver, etc) when it touches them in a reagent container, like a beaker. Liquid metals are not very useful on their own, but can be made into a solid sheet of material by adding 5u Frost Oil to the reagent container. The Frost Oil is consumed when this is done, and 20u of liquid metal makes one sheet. Frost Oil is obtained from Blue slimes.
  • Purple, which is like Blue and Metal, one step away from Grey. The extract can make a Slime Steroid Agent, which when applied to a living slime, will increase how many extracts it will make when put in the processor.
  • Cerulean, which is obtained from (Grey > Blue > Dark Blue > Cerulean) or (Grey > Purple > Dark Blue > Cerulean), will create Extract Enhancement Agent, which adds more uses to an extract. This is extremely useful, as less slimes need to be breed to produce a given number of things.
  • Red, which is obtained from (Grey > Orange > Red), will make a Slime Mutation Agent, which increases the odds of mutation when slimes split. Useful for if you're targeting a specific color, as higher odds for mutation mean less generations are needed to get there.
  • Yellow, obtained from (Grey > Orange > Yellow) or (Grey > Metal > Yellow), can create self recharging 10k power cells, which are very useful for Bound Synthetics, Hardsuits, Defibs, certain APCs, and potentally anything that uses power cells.
  • Pink, obtained from (Grey > Blue > Pink), can be used as a source of healing, both while alive, as well as when using their extracts. The extracts can produce three different kinds of advanced medications, which Medical might want. The medications can fix organs, fix bleeding, or fix bones, depending on what is injected into the extract.
  • Light Pink, which is one step from Pink (Grey > Blue > Pink > Light Pink), can be used to make a specific slime be friendly and harmless forever, which might be useful to use on a Pink slime, so you can replace a medibot.
  • Sapphire, obtained from (Grey > Metal > Gold > Sapphire), is how you get Prometheans. The extract gives you a slime cube, which creates a Promethean if it can find another player who wishes to play as one.

Slime Protection

Slimes can kill you in many ways, dependent mostly on their color. Wearing the correct armor when handling a specific color can make survival much easier. Xenobiology has been provided with a large range of specialized clothing to wear, when the need arises.

  • Bio Suits, which prevent damage from slimes trying to eat you. Note that slimes will wise up to this and instead try to glomp you to death instead. A bio suit will also stop slimes from spreading certain chemical-based attacks onto you.
  • Fire Suits, as the orange slime can ignite you, and the dark purple slime can release Phoron gas if killed improperly.
  • Bomb suits, as the oil slime explodes if killed improperly (hit with fire).
  • Radiation suits, as the green slime is radioactive. It is also thick enough to protect from slime chemical attacks.

Slime Life-cycle

Here is a chart of all the slime reproductive color cycle.

Slimes start their life as a small baby. Don't be fooled, it is still very dangerous and capable of killing anyone careless. Slimes require food, or else they will die. Starving slimes have been known to turn on their captors.

When fed enough, baby slimes will grow into an 'adult' form, which makes them tougher. When the slime eats enough as an adult, it will reproduce, by splitting into four new slimes. There is a small chance that one or more of the new slimes may mutate into a different color. If this happens, the mutated slime should be isolated from its siblings, as they will fight each other to the death if they are separate colors. A slime taser is useful for this, as it can shoot through the glass of the cell.

Slime Psychology

Discipline

Slimes can be subjugated by force by various means, with the easiest way being the slimebation. The slime will give a sad face, however it won't harm humanoids for a little while. If it was trying to kill something, it will stop doing so.

Successfully removing a slime from someone it's eating will also discipline it.

Beating the slime with a heavy object repeatively will sometimes discipline it, however this is not guaranteed.

Obedience

Giving 'justified' disciplining to a slime will cause it to become more obedient, making future disciplining last longer. Sufficient amounts of obedience can make discipline last forever. Note that slimes in that state are still dangerous, as they will still defend themselves against attackers.

An act of discipline is 'justified' when it is done while the slime is trying to harm or eat someone, otherwise it is 'unjustified'.

A slime securitron will automatically engage 'guilty' slimes, but leave innocent ones alone.

Resentment

Giving 'unjustified' disciplining to a slime will cause the slime to hold resentment towards their captors. If pushed too far, the slime will enrage, and try to kill everything it can see, so try to not be like Security.

Sometimes it is possible to calm down a raging slime with enough disciplining, however it is generally easier and safer to just kill it with a slimebation and fire extinguisher.

A slime securitron engage an enraged slime in a fight to the death, not stopping until the slime dies, or the securitron is destroyed.

Speech

Slimes appear to be capable of slow, simple speech, and will respond to various topics and requests that it hears.

If a slime likes you enough or is sufficiently obedient, it can be given certain commands, such as to follow you, to stop attacking/eating/following things, or to attack a specific target. You'll need to say the slime's 'name', or say 'slimes' to give the command to all the slimes that can hear you.

You can also say hi to them, and they will respond.

Tactics

All slimes have various means to harm things. The most common attack is a 'glomp' which will hurt whatever it hits, and will hurt more if the slime is a big one. Some slime colors will cause a substance to enter your bloodstream if it successfully hits you. Sufficiently thick clothing should stop that from happening.

A more dangerous 'attack' is that the slime may decide to attach themselves onto their victim, which is how slimes eat things. This causes severe cellular damage to the victim, and will require advanced medical treatment to fix, so you are advised to remove the slime from yourself or your co-worker ASAP if it latches on. A slime securitron will rush to you if this happens to you. Slimes won't try to eat inorganic entities, instead glomping them.

Slimes can also incapacitate its target in two ways. First, it can try to knock down its target by shoving them down, which stuns for a brief moment, however it is not guaranteed to work. Second, it can use stored up electricity to shock a target to stun them for a longer period of time. After downing a target, a slime generally will try to eat it if it's organic, or continue glomping it to death if not.

Friend or Foe

Slimes will never willingly harm another slime of the same color, or a Promethean. When under the effects of discipline, a slime will not try to fight or eat humanoids or robotic entities, but will still eat monkeys.

A slime pacified with a slime docility agent will never harm anyone and is incapable of doing any harm. Pacified slimes will also never enrage, even with a red slime extract.

An enraged slime will ignore the effects of discipline.

Slimes Biology

Slimes come in many colors, and most of them have unique properties. Their extracts will do different things depending on the color, as well. Slimes will attack slimes of a different color, so separating them with different cells is required.

When slimes reproduce, there is a chance that one or more of the offspring will mutate into a different color. The chance is usually at around 25%, however this can be increased or deceased by giving the slime a mutation agent or stability agent, which can be obtained from a red extract and blue extract, respectively.

Each color, except for the grey slime, will have a specific trait unique to that color, and may warrant additional preparation before handling. A list of slime colors is provided below.

Special:

Rainbow Slime

Tier: N/A
Threat Level: Medium
Special Abilities: Never harms or is harmed by another slime due to seperate color
Recommended Preparations: N/A
The rainbow slime is very rare color that other slimes consider to be their color, and so they won't attack it.

Extract creates a slime unity agent, which grants the 'other slimes see this slime as their own color' ability to other slimes, and carries across generations.

Tier 0

Grey Slime

Tier: 0
Threat Level: Medium
Special Abilities: N/A
Recommended Preperations: N/A
Grey slimes are the first slimes you will have, as you start with two. It's generally recommended to always have a cell with grey slimes, as their extracts create monkey cubes, which you will need a lot of.

Extract creates a fresh grey slime when injected with phoron, which is useful as a backup in case all your specimens die or all your greys mutated.

Extract creates monkey cubes when injected with blood.

Tier 1

Orange Slime

Tier: 1
Threat Level: Medium
Special Abilities: Increases flammability of targets per hit, chance to ignite per hit
Recommended Preparations: Wear a firesuit
Orange slimes can light you on fire if you're careless, however generally this is not a big deal as you have a fire extinguisher (you did bring one right?). If you want to be extra safe, wear a fire suit.

Note that if an orange slime can trigger the dark purple or oil slime's effect.

Extract will create smoke when injected with water.

Extract will create a phoron fire if injected with phoron.

Purple Slime

Tier: 1
Threat Level: Medium
Special Abilities: Injects toxins per hit
Recommended Preparations: Wear a biosuit
Purple slimes inject a weak but long lasting toxin into their victim with each attack. A thick armor such as a biosuit or spacesuit will stop this from affecting you.

Extract will create a slime steroid agent when injected with phoron, which is a potent chemical mix that causes a slime to produce an additional extract when processed. It needs to be alive for the steroid to be applied.

Blue Slime

Tier: 1
Threat Level: Medium
Special Abilities: Injects cryo-toxin
Recommended Preparations: Wear a biosuit
Blue slimes chill their enemies with cryo-toxin, so a biosuit will keep that away from you. Don't wear a winter coat, it isn't thick enough to stop the injection and it will actually make it take longer to warm up, potentially making the cryo-toxin lethal.

Extract will create a slime stability agent when injected with blood, which reduces the odds of mutations by 15%, and carries through across generations. Useful for your grey slimes so they stay grey forever.

Extract will create frost oil when injected with phoron, which can solidify certain liquid metals like liquid iron, gold, silver, etc. Five units frost oil and twenty units of a metallic liquid will make one bar of solid metal, consuming the frost oil in the process. Some foods also call for frost oil in their recipe.

Metal Slime

Tier: 1
Threat Level: Medium
Special Abilities: More durable, resistant to weak weapons
Recommended Preparations: N/A
Metal slimes are harder to kill by virtue of being able to take more punishment before dying. They are one of the few slimes able to survive a dark blue extract cold snap. They otherwise aren't much more dangerous than a regular grey slime.

Extract creates 20 units of a metamorphic liquid when injected with phoron, which when combined with other metallic liquids (such as liquid iron, gold, silver, uranium, phoron, etc), will turn into the liquid it touches. This makes metallic liquid renewable, and metallic liquid can be converted to more useful solid metal with frost oil.

Extract creates 20 units of binding liquid, which is used to create 'alloys', without the intense heat. This is used to create liquid steel and liquid plasteel.

Tier 2

Yellow Slime

Tier: 2
Threat Level: High
Special Abilities: Shoots lightning, charges electricity faster
Recommended Preparations: Out-range slime with slime taser, wear insulation if possible
Yellow slimes are one of the few slimes to possess a ranged attack. Be warned, the lightning can go through the glass of its cell, so the blast doors may be required. The lightning technically has a very high range, but slimes will only fire it if they are between two to three meters from their target. Yellow slimes don't fire lightning when in melee range (their glomps actually hurt more, however).

Extract will create an object that can be used as a large powercell, with a capacity of 10k. Unlike regular power cells, these will unconditionally self recharge at a slow rate. Useful for APCs, Defibs, and Synthetics. It cannot be used as a substitute for device or weapon cells.

Extract will create an EMP when injected with blood, as strong as a regular EMP grenade. The user is not immune to the EMP blast, so be careful.

Extract will create an object which glows with yellow bio-luminescence when injected with water.

Dark Purple Slime

Tier: 2
Threat Level: High
Special Abilities: Injects phoron per attack, creates phoron fire if killed with fire
Recommended Preparations: Wear a biosuit
Dark Purple slimes inject phoron into its target, which is extremely toxic, so a biosuit is required.

Extract will create liquid phoron when injected with water.

Dark Blue Slime

Tier: 2
Threat Level: High
Special Abilities: Lowers temperature of nearby entities, resistant to cold temperatures
Recommended Preparations: Wear a winter coat
Dark Blue slimes passively lower the temperature of entities near it. It doesn't actually lower the room temperature, however. Note that other slimes can be harmed by the 'cold aura'. Dark Blue slimes are also unharmed by cold temperatures, however water will still kill them.

Extract will create a 'cold snap' when injected with phoron, after a delay, which rapidly lowers the temperature of nearby entities, and lowers the temperature of the surrounding atmosphere. It is generally capable of instantly killing most types of slimes, except for the Metal and other Dark Blue slimes, therefore it is ideal for containing a slime outbreak. It is recommended to wear cold protection, like a winter coat, when using the cold snap.

Silver Slime

Tier: 2
Threat Level: Medium-High
Special Abilities: Reflects beams and energy projectiles
Recommended Preparations: Use slimebation instead of xeno taser
Silver slimes will always deflect most energy-based weapons. This includes the slime taser. This can cause you to accidentally discipline the wrong slime, posing an enrage risk if the slime you hit didn't deserve to be tased. The slimebation still works on them.

Extract creates 5u of liquid silver when injected with phoron.

Red Slime

Tier: 2
Threat Level: Medium-High
Special Abilities: Moves faster, enrages if disciplined
Recommended Preparations: Don't discipline if possible, otherwise isolate it from everything else
Red slimes are extremely aggressive, and will never submit to your attempts to civilize them. They also move faster than other slimes.

Extract creates a bottle of slime mutation agent when injected with phoron, which makes a slime 12% more likely to mutate, and carries across generations. It's the opposite of the stability agent.

Extract causes all slimes that can see the user, and are not pacified, to become enraged, when injected with blood.

Green Slime

Tier: 2
Threat Level: Medium
Special Abilities: Radioactive, injects radium per hit
Recommended Preparations: Wear a radiation suit
Green slimes will irradiate nearby entities and cause their cell to become radioactive for awhile. This can be bad or can be put to use with creative means.

The extract creates 5u of liquid uranium when injected with phoron.

Pink Slime

Tier: 2
Threat Level: Medium
Special Abilities: Heals living entities nearby
Recommended Preparations: N/A
Pink slimes heal other entities near it. Things being healed will sparkle pink for a few seconds. It won't apply the heal to things the slime is trying to kill, so you will likely need to discipline or pacify the slime before you can use it as a source of healing.

Extract will create 'Agent A', a clotting liquid which will heal bleeding, internal and external, when injected with blood.

Extract will create 'Agent B', a bone fixing liquid, when injected with phoron.

Extract will create 'Agent C', an organ fixing liquid, when injected with water.

Gold Slime

Tier: 2
Threat Level: Medium
Special Abilities: Immune to stuns
Recommended Preparations: N/A
The gold slime absorbs energy, and trying to stun it will actually charge it. Despite this, your slime tools will still discipline it, so this is only an issue if it enrages.

Extract creates 5u liquid gold when injected with phoron.

Tier: 3

Bluespace Slime

Tier: 3
Threat Level: High
Special Abilities: Teleports to target
Recommended Preparations: Seal slime behind blast doors
The Bluespace slime can teleport out of its cell, which makes containing it difficult. The best method is to stun it with the slimebaton, then close the blast doors very fast. Running away from a Bluespace slime without the ability to stun it is generally futile.

Extract will create five 'lesser' slimy crystals when injected with water, which can teleport yourself or someone else randomly once, by crushing it in hand or throwing it at someone. The teleport will never place you in space or on an asteroid.

Extract will create one 'greater' slimy crystal when injected with phoron, which allows for a controlled teleport to a specific location.

Ruby Slime

Tier: 3
Threat Level: Very High
Special Abilities: Unnatural physical strength
Recommended Preparations: Kite and use slime taser, or ask security for riot armor
The Ruby slime is very strong physically, and has the potential to crit a human in three hits. The slime has an outgoing damage multipler, reduced incoming damage, higher base health, and is stunned for less time. This ability can be yours, at least temporarily, with its extract.

Extract will grant a 'buff' to nearby entities when injected with phoron, giving the entity similar boons to the Ruby slime, for ten minutes. The entity will have red sparkles while it lasts.

Cerulean Slime

Tier: 3
Threat Level: Medium
Special Abilities: Higher base stations than average
Recommended Preparations: N/A
The Cerulean slime is a 'jack of all trades, master of none' color, so it isn't much more threatening than a regular grey slime.

Extract creates a slime extract enhancer agent when injected with phoron, which adds more 'charges' to a specific extract. It's a good idea to use this agent on your second Cerulean extract, so you get a large amount of enhancer agents.

Amber Slime

Tier: 3
Threat Level: High
Special Abilities: Feeds other slimes passively
Recommended Preparations: Separate from other slimes to prevent runaway slime reproduction
The Amber slime feeds other slimes (it cannot feed itself, fortunately) through some unknown process, and can cause them to reproduce without being fed monkeys. This can be exploited if one is careful.

Extract creates a slime feeding agent when injected with phoron, which when applied to a specific slime, will instantly cause the slime to evolve and reproduce.

Extract creates a gooy clump of slime that is edible for humans when injected with water. It is very filling and sweet.

Oil Slime

Tier: 3
Threat Level: High
Special Abilities: Explodes if hit with fire or another explosion
Recommended Preparations: Wear a bombsuit
Oil slimes are essentially walking welding tanks. Don't try to kill one with a welder, laser, or anything that causes burns, as it will make it explode.

If an oil slime gets enraged, it will do a suicide charge at someone and blow themselves up. This is extremely lethal if it attaches to you before exploding.

Extract creates an explosion if injected with phoron. If the extract is enhanced, the explosion is more powerful, but still only has one use.

Emerald Slime

Tier: 3
Threat Level: High
Special Abilities: Makes entities nearby go very fast for a few moments
Recommended Preparations: N/A
The Emerald slime goes very fast, faster than the red slimes, and can make other slimes go just as fast. It can also make you go fast, if it's not trying to eat you. This can be exploited by an enterprising Xenobiologist looking to cut down on travel time.

Extract will 'buff' entities near the extract for ten minutes, allowing them to move slightly faster. Projectiles will hit them less often, as well. The entity will have green sparkles for the duration.

Light Pink Slime

Tier: 3
Threat Level: Low
Special Abilities: Will never attack humanoids or most synthetics
Recommended Preparations: N/A
The light pink slime is essentially permanently disciplined. It will still eat monkeys, but nothing else.

Extract creates a slime pacification agent when injected with water, which makes the slime be just as safe to handle as Ian. It might also work on other things than just slimes…

Extract creates a slime friendship agent when injected with phoron, which makes the slime be your ally forever. It also might work on other things.

Sapphire Slime

Tier: 3
Threat Level: Extremely High
Special Abilities: More robust combat tactics
Recommended Preparations: Outrange and outnumber, get a slime securitron
Sapphire slimes are one of the most dangerous slimes, as they are more intelligent than the others and will use more effective fighting tactics, generally stunning much more often.

If two sapphire slimes are fighting you, one will keep you stunned while the other eats or glomps you to death, so bring a buddy or a slime securitron.

Extract creates a slime cube, which is used to create a new Promethean. Use it in hand and wait for a ghost to accept the prompt, and then a new slime person will appear!