recursal/Fanatic-Fandom huggingface dataset:
AI Satellite

Located to the south-east of engineering, and disconnected to the station. This contains the AI's physical core, along with a selection of wall mounted radios to allow it to communicate with the station. The chamber is designed to support up to three functional AIs. Additional AIs will spawn in the slots at the sides.

The satellite contains an wide array of defensive technology to protect the AI from intruders. The first line of defence is the fact that the satellite is housed off station, requiring people to enter either via the transit tube, teleporter or via space. The satellite exterior is protected with a wall of grilles, reinforced windows, reinforced walls and over watching security cameras. The main foyer is defended by Officer Pingsky, a Securitron, and two turrets. The AI Core itself is protected by a double Rwall on the outside, along with four centrally controlled turrets, wall mounted flashers and four liquid dispensers which knock over anyone who steps in the liquid produced. Suffice it to say, breaching the AI Core is a difficult task.

There are three main methods to gain entry to the satellite, the primary method is a transit tube running from engineering to the satellite foyer, the second method is by using the station's teleporter. The final method is to make a quick EVA and enter via the two external airlocks, do note the airlocks are access restricted and not all access.

## Satellite Rooms

The satellite is divided into six separate areas.

### Foyer

The main entrance, connects to the AI Core proper, external walkway and the teleporter room.

### Teleporter Room

Housing a secondary teleport system, only the RD and Captain have access. Has a internal shutter to allow people to freely enter and leave.

### External Walkway

Connects the Foyer to the Sat Maintenance as well as two external airlocks. Also servers as a barrier against external forces

### Satellite Maintenance

Contains the satellites primary source of power, oxygen tanks, backup power generator, a recharging station and emergency repair tools.

### AI Core

The main feature of the Satellite, houses the AI.

This satellite is one of the most secure areas on station. Breaking into or trespassing in here is justification for permanent incarceration. Both AIs and security are advised to keep a close eye on the satellite By default, AI Satellite is only accessible by the HoP, RD and the Captain.
Conference Room

Just north of the Head of Personnel's Office in the command sector, the Conference Room is a private and secure location, perfect for holding high-clearance meetings between the Heads of Staff, or otherwise just lounging.

The room is provided with a conference table, comfortable chairs, plenty of paper, a weapon recharger, and a box of donuts. Window shutters can be closed for privacy as well as shielding against any invaders.

Requires Bridge access to enter.
Courtroom

The courtroom is used in legal hearings. It is located in the security sector just to the right of the Brig. Anyone may come and observe, but only those with Courtroom access can enter the court proper.

A cell is in the top right corner for the ~~criminal scum~~ defendant to be kept, tables are designated for the prosecution and defense, and a locker in the top left corner contains the judge's belongings. An intercom is also present to broadcast and/or advertise the rare trial to the crew at large.

Head of staff typically act as the judges, rarely the clown, and the detective and lawyer in the legal representative sides. If following proper legal format, the cases should take only a few moments. But usually, no one knows how to properly hold a trial and everyone gets blown up by a traitor who wasn't being put in the hot box.
Ashwalkers

You are an ash walker, one among the plains. The land is bountiful of prey and sustenance, but foriegn powers move to exploit your land. You must build up your tribe and expel these aliens from your home.

You are essentially a group of tribal Lizard's who must craft low tech weapons and armor to fight off the more technologically advance, but fewer in number, Human (or Lizard or Plasmaman) invaders.

# For the underground

Your base of operations is small and humble. Your lifeblood is the ash walker nest, a tendril converted and tamed to rapidly grow Ash Walker eggs near instantly when fed.

Whenever any dead sentient corpse (such as the Legion's corpse, or Miners) is brought next to the nest, it'll be consumed and turned into a new Ash Walker egg.

The nest must be protected at all costs, its destruction would spell doom for your tribe.

# Foreign Invaders

These strange aliens clad in dark clothing have begun to invade your home. You must drive them off of your home. They are armed with better weapons and armour, but they are few in numbers and are far away from home. Use your numbers to your advantage and drive them away.

Their weapons are too complex and advance for your kind to understand, as such you cannot wield and use their advance weapons.

# The Wildlife

In order to grow and prosper you must find and hunt down the wildlife of this land, for sustenance, reproduction and resources. The main reason to hunt the wildlife is to acquire bones and sinuw, these resources are critical in crafting the more advance tribal gear on offer to you.

* Legions: The easiest prey, they're attacks deal low damage and they are weak to your spears. The greatest advantage of the legions are their souls and their host. The host can be returned and reborn as a Ash Walker, while their Souls can be surgically implanted into another Ash Walker in order to heal wounds. These creatures sadly do not drop bones of good value to craft.

* Watchers: Deadly creatures, they should never be approached alone. They're freeze attacks will slow you in place while they rip you to shreds. Attack in numbers. Watchers are nessecary to hunt as they drop the coveted sinew, which is a necessary component for crafting higher tier weapons and armour, they also drop a single piece of bone.

* Goliaths: Powerful creatures, but easily kited and killed by a skilled warrior. Do not allow them to stick you in place, keep mobile and rapidly move in, hit them, then move back. These creatures are a good prize to kill and can be killed by a single warrior. They are a worthy prize as they drop two bones upon death.

# Tribal Equipment

The following is a list of tribal equipment you can craft

 File:Bspear.pngBone Spear
 File:Baxe.pngBone Axe
 File:Barmor.pngBone Armor
 File:Talisman.pngBone Talisman
 File:Bracer.pngBone Bracer
 File:Shelmet.pngSkull Helmet
Administrators

This list contains all the active admins of tgstation (bother a wiki admin if it's not up to date)

A staffing log is also kept on the forums here.

## Community Leads

**Server Host:** MrStonedOne

**Head Admins:** Jordie0608, Lollerderby,

**Code leads:** Cheridan

**Wiki admins:** MrStonedOne, Jordie0608, HornyGranny

**Forum admins:** MrStonedOne, Rockdtben, Jordie0608, Hornygranny

**Community admins:** Admin/Moderators

Contact them on our irc channels

## Admins (Current as of 2016-7-25)

### Admins

#### Head Admins

Shaps

korphaeron

Lzimann

#### Game Masters

hotelbravolima

lollerderby

jordie0608

hornygranny

shadowlight213

#### Game Admins

niknakflak

saegrimr

tedward1337

peoplearestrange

durandan

Aloraydrel

Jud1c470r

Ahammer18

shadowhunteroo

TehSteveo

IrishWristWatch0

Sometinyprick

Bgobandit

Thunder12345

Wyzack

K Peculier

dorsidwarf

Aliannera

Isratosh

Skorvold

Anonmare

Okand37

Owegno

#### Trial Admins

ForcefulCJS

sawucalls

MimicFaux

Gamarr

LilahNovi

AlphaBeta

Krusvik

LaharlMontgommery

### Coders

#### Coder

crimsonvision

razharas

phil235

aranclanos

Dunc

wjohnston

Incoming

Coiax
Abandoned Satellite

The Abandoned Satellite was formerly used for long range communication between Nanotrasen stations. Its cause of destruction is currently unknown as no investigation was launched into discovering what went wrong. Space Station 13's network is now located on-station.

## OH GOD I'M IN SPACE OH GOD HALP

The Abandoned Satellite is a target of the Teleporter and thus it is possible to find yourself stranded there by accident or after a traitorous plot. DO NOT PANIC! You can still make it out alive. Here is what you do:

* Put on your internals if you haven't already. This will buy you some time.
* Open the two air canisters on either side of the satellite. Now you can actually breathe without dying! This air will vent eventually, but you will have ample time to escape.
* Set up the teleporter on the northern end of the satellite. All the necessary components are scattered throughout the satellite in toolboxes, crates and on the floor. For glass, weld the glass shards conveniently left lying around into glass sheets. Don't forget to wirecut the machine in the middle, otherwise your teleporter will not work.
* Calibrate the teleporter and GTFO, taking any corpses that may have been stranded there as well.
Dreamstation

File:Dreamstation.png
## About

**Dreamstation** is a fully-functioning map available on the /tg/ codebase as an alternative to the default map. It is currently maintained by ChangelingRain/Anonus. Also for some reason everybody hates it.

**Feedback** regarding Dreamstation should be posted in this thread on the /tg/ forums.

**TODO:** Description and important points here

**TODO:** Write own wiki page instead of cribbing from Metacide

**TODO:** FINISH TODO
Bridge

The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway. The AI upload chamber can be relatively safely accessed through the reinforced walls below.

The Bridge and the communications console obviously require Bridge access to enter and use.

The bridge is full of computers. From left to right:

* Prisoner Management Console
* Security Cameras
* Security Records Console

* Atmospheric Alert Console
* Station Alert Console
* Power Monitoring Console

* Communications Console

* Identification Console
* Crew Monitoring Console
* Medical Records Console

* Mining Shuttle Console
* Supply Ordering Console
* Outpost Cameras

There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the Conference Room instead. It's not all negative, though - any improper behaviour is in full view of passers-by, so your corpse won't stay undiscovered for long!

### Ordering an Evacuation

Using the Communcations Console, the Escape Shuttle can be called by any Heads of Staff, the AI and its Cyborgs, or anyone with Bridge access. The same people, except the AI and its Cyborgs, can recall the shuttle so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.
Honkmother

The Honkmother is the patron deity of all clowns, and some non-clowns.

No one is sure if The Honkmother ever was a real person, or if she should be considered a Gaia-like goddess that all who appreciate honks worship, though it is known that clowns are very protective of whatever idea of The Honkmother they have is.

Below is an artist rendition of The Honkmother in one of her forms.

File:Honkmother.jpg
Escape Shuttle Hallway

Otherwise known as the Escape Arm, this is the area at the far end of the Primary Starboard Hallway where the Escape Shuttle docks. It is usually filled with hull breaches, plasma, fire, rogue borgs, lube, xenos, blockades, shocked doors and/or the singularity in the final minutes before the shuttle arrives. This area has one of the highest death rates in the game, so watch yourself. The external airlocks are all-access, so be careful not to space yourself accidentally. Chances are the doors will be welded shut and/or the doors will be hacked and bolted shut, forcing your resident engineer to create a fresh hole in the hull to get to the shuttle.

Nearby to the west is the Chapel, a much quieter place to wait for the shuttle, and to the south is the Research Division where the plasma fire that is blocking your way is coming from. To the north is a holding area for security to transfer prisoners, assuming it has not been bombed yet.
Ghost

So you've tried to fight THE MAN and lost, eh? Never fear, you are now a ghost! You've probably already noticed you can go through walls and jump to people and shit, pretty cool huh? Well, guess what, you can't do anything else. Yeah, to be honest, the only "good" thing about being a ghost is that you can randomly become an Alien when some silly gentleman has a bad encounter with a facehugger.

### Travelling to the Astral Plane

The "ghost" command allows you to become a ghost, whether you are dead or alive. **CAUTION**! Ghosts can re-enter their body (assuming their body isn't gibs or ashes) if they ghosted after death, allowing that body to be cloned if anyone ever finds it. However, if you ghost before you die, your body will appear as "catatonic" and can't be re-entered or cloned.

Once you're a ghost, odds are you're going to stay a ghost until the end of the round. But never fear! Besides being chosen to be an alien, ghosts may also become pAIs or adamantine golems if the right mortal beings seek you out (and your game settings allow it)! If the gods are especially playful, you might even get the chance to become something else!

### Revision 4876

This revision completely changed the game forever. Before this revision, ghosts could interact with the living realm. They had the ability to rotate chairs, use the "Boo!" verb which flickered lights on and off, and speech would leak into the world, although in a muffled in-cohesive manner. However, this was considered too fun for the station and was removed due to it being abused by players to acquire meta information.

### Hey, Chaplain, Hey Chaplain, why can't you hear me?!

Quite some time ago, ghosts were easily able to be heard by the living. Unfortunately, this increased staff turnover as often the ghosts made the living go homicidal. And so, Nanotrasen added a "no listening to crazy ghost" clause to their contract of employment. Sorry ghosts, you can't be heard by the living any more, try ~~twiddling chairs.~~ not dying.

It is rumored that ghosts can commune with certain practitioners of the dark arts should they use specific magics, but of course such things would never happen on a tightly controlled Nanotrasen station.

### Dead Chat

Dead chat is considered to be both OOC and IC, so feel free to ~~talk about anything~~ bitch about that shitty-ass player you hate here.

### Oh the chatter, MAKE IT STOP!!

There are several verbs for you to use so you can filter out what the living people are saying/doing/whispering/messaging etc. so you're not flooded with everyone on the station screaming over each other.

* **Toggle Darkness:** See darkness or not
* **Toggle Inquisitiveness:** Examine by clicking
* **Show/Hide GhostEars:** Hear everyone's speech
* **Show/Hide GhostPDA:** See everyone's PDA messages
* **Show/Hide GhostSight:** See everyone's emotes
* **Show/Hide GhostWhispers:** Hear everyone's whispers

### GHOST IAN GHOST IAN WHO'S A GOOD GHOST IAN

BYOND subscribers can change the color or appearance of their ghost sprites!
Incinerator

Hidden away in the maintenance below Medbay, the incinerator is a room accessible only by maintenance access-ways. Because it's off the beaten path, has no security camera and a disposals chute, it is a great body dumping (and burning) location for Changelings and Traitors.

### Using the Incinerator

Operation of the incinerator is relatively simple.

1. Open the Interior Airlock and max out the power on both pumps (Input and Output) to 4500 kPa
2. Secure an oxygen supply: This can be done by either wrenching down an oxygen canister, or piping in oxygen from the main supply outside Atmospherics

* Which option you pick is entirely up to you - It's a question of time over efficiency
	+ The former is much quicker and easier, but requires constant swapping of O2 canisters
	+ The latter takes more time to set up, but will allow you to keep the turbine operational ad inifinitum (Especially if you do the same for the plasma! Those large tanks are still limited)

### Legitimate uses

The incinerator has a few useful functions, primarily for the storage/destruction of dangerous objects and creatures. For instance, the nuclear authentication disk cannot be burned, so placing it inside of a lit incinerator is a good way of keeping it out of syndicate hands if it needs to be stored somewhere. The amount of time it takes to cool will give the crew ample opportunity to fight off any syndicate agents who are trying to get in. It is also one of the only places that changelings can safely be stored without risk of escape. Should the changeling get uppity, you can light it on fire and instantly kill it every time it tries to regenerate. This may be the only way of permanently disabling a changeling if the crematorium and gibber are both destroyed.

### Use in bomb construction

For whatever reason, the incinerator has an output for charging gas canisters and air pumps. This makes it a fantastic place to create bombs as all of the other components with the exception of tank transfer valves can be easily sourced. How you are going to get those tank transfer valves in the first place is a mystery, but a crafty atmos tech or engineer can get the AI to let them in without too much fuss.

You can treat the incinerator in much the same way as the toxins ignition chamber, except that you don't have to premix the plasma and oxygen in a canister, you can simply set the plasma tank to output twice the pressure of the oxygen tank for a 2:1 plasma:oxygen mix in the incinerator. You will, however, need to pump the breathable air out of the incinerator that is there to begin with as it will otherwise dampen the reaction and make the resulting bomb less effective.

If you do end up making a bomb, be sure to dispose of the air pump through the airlock and let all that terribly hot, superheated gas back in to burn all the room to a crisp (and discourage people snooping).
Atmospherics

### Yonder Atmosia

The city of pipes and air, a peaceful place often left to its automatic work. Yet, some people do come here for other reasons, like to dump bodies, charge a bomb's O2 tank, plant a power sink, get O2 for jet packs, steal CO2 canisters to manually flood the station, bunker down in a revolution, start a cult, build a computer forest, flood the station with harmful gasses or set up the secondary Singularity Engine.
Dax

**Dax** (**D**oug and M**ax**) is the enemy pairing of Doug Thurston and Max Crumbly. They both go to South Ridge Middle School and hate each other. Their hatred may be the fact that they both have an obvious crush on Erin Madison. Doug always bullies Max and is the instigator of all his attacks.

## Appearances

* Locker Hero
* Max Crumbly trailer 1
* Max Crumbly trailer 2
* Meet Max Crumbly
* My Crummy Life
* Art Class Antics
* Art Class Antics Part 2
* Happy Valentine's Day!
Identification Card

Every worker of Space Station 13 is issued an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station's autonomous systems, which is used both to identify the holder and open up airlocks the worker has access to. For example, the Quartermaster has access to the Cargo Bay and Quartermaster's Office, while Assistants, for example, do not. ID cards can have their access modified by the Captain or Head of Personnel. When your face is covered your ID is the only way of identifying you.

### Types of ID cards

File:Id regular.png **Standard ID** - Standard identification card issued to the general staff.

File:Id silver.png **Command ID** - Special silver identification card issued to the Heads of Staff. These ID's allow access to the Bridge, have the ability to call/recall the Escape Shuttle, edit access permissions on other ID cards, as well as having access specific to each head.

File:Id gold.png **Captain's ID** - The Captain's gold-coloured all-access ID card. A spare starts in the Captain's Quarters. Desired by all.

File:Id centcom.png **Centcom ID** - Identification card issued only to Centcom officials, including Death squad officers.

File:Id orange.png **Prisoner ID** - Identification card issued to prisoners, so they can be identified on the crew monitoring console and keep track of  labor points. Has no access.
Genetics

**For the Guide to Genetics, click here.**

Genetics (marked with blue floor stripes) is split into two sections. The CMO controls the Cloning room, while the RD has control over the Research room. The RD is also given a back door that he can use to get in from Research Division.

This is where most of the action is. It's also one of the easiest to find - just follow the trail of blood. Containing the station's only Cloning Machine and two DNA Modifiers, it's the last resort in medical care. Geneticists work here. There's also a batch of monkeys for genetic experimentation. It also has a locker for 'patient' storage, a few spare pieces of clothing and a copy of Cloning techniques of the 26th Century for the clueless sods who paid their way through their medical degree. There are also boxes of prescription glasses but it's trivial to fix poor vision properly anyway and avoid using up the eye slot.

It's one of the most active areas in the Medbay. And, due to their need for their victim to stay dead, it's often a focus of traitors and harmful AIs. Even on a good day the machines suck power like nobody's business and won't last long without external power.
Standoff at Korean Demilitarized Zone

### Outcome

South Korean victory; 2 South Korean military hostages rescued, North Korean Special Forces operatives retreat

Combatants| * Team AlphaCaptain Yoo Si Jin & Sergeant Major Seo Dae Yeong engaged opponents
* 2 unnamed comrades

The **standoff at the Korean Demilitarized Zone** was sparked at about 0100 hours Korean Standard Time, 680m south of the DMZ Military Demarcation Line, after thee North Korean Special Force operatives crossed the Line and raided Guard Post 301, taking two South Korean soldiers hostage.

## Prelude

A meeting was convened between Foreign Minister Lee Han Soo and South Korean army generals, including Lieutenant General Yoon Gil Joon. Yoon stated that this act of provocation was made in hopes of triggering South Korea into firing at the DMZ, effectively contravening the Korean Armistice Agreement, so they could use it to negotiate a better deal for themselves in upcoming six-party talks.

Yoon dispatched Team Alpha of the Republic of Korea Army Special Warfare Command to rescue the hostages.

## The Rescue

Captain Yoo Si Jin took over control of the operation from the Republic of Korea Military Police, who were standing by as sentries. Yoo and Sergeant Major Seo Dae Yeong approached Guard Post 301 without firearms, looking to speak to the North Koreans. Seo suggested they move in. Sergeant First Class Im Gwang Nam provided cover as the sniper. Explosives were put in place in case negotiations failed, and Staff Sergeant Gong Cheol Ho was on standby.

Yoo said that the South Koreans would clear a path, telling the North Koreans to leave. Yoo and Seo entered Guard Post 301, where they were held at gunpoint by a North Korean Corporal with a Type 58 rifle. Both came face-to-face with Senior Lieutenant Ahn Jeong Joon, who removed his pistol and brandished a bayonet, stating that he needed to kill a few South Korean Special Forces personnel to be branded a warrior.

In response, Yoo and Seo brandished their bayonets, with Yoo agreeing to a fight. Seo took down the Corporal, as Yoo did with the Private. Ahn charged at Yoo with his bayonet, only to be stopped by Seo. Seo then charged at both the Private and Corporal, who were both dazed, as they flew out a door, leaving Yoo and Ahn in the guard post.

In the darkness, Ahn noted that Yoo used to hold his bayonet with his right hand. Yoo and Ahn fought, to a standstill, with both gaining the upper hand each at separate points. As Seo was fighting outside, Yoo and Ahn burst out of the door. Yoo was sliced at his abdomen by Ahn’s bayonet, but he held Ahn at knifepoint at his neck.

Ahn taunted Yoo, saying that Yoo would not be willing to shoot him, to which Yoo debunked his statement, saying the South would always be ready to shoot first, if it meant keeping the peace. Yoo was held at gunpoint by the Private, but sniper Im had his laser sight aimed at the Private’s head. Ahn ordered the Private to put down his weapon. Ahn dropped his weapon, as did Yoo, and the North Koreans left the site.

With that, Yoo declared the mission accomplished, radioing back to Command and Team Alpha.
Kitchen and Freezer

**For the Guide to *Food* and Drinks, click here.**

The kitchen is the highly visible and usually bloody spawn location and workplace of the Chef. It is located across the hall from Medbay, adjacent to the Bar. It requires Kitchen access to enter.

It includes everything a chef needs to cook nothing but burgers for the hundredth time, including a food processor, a blender, two microwaves, and plenty of table space. There is even a window that looks into Hydroponics, so the Botanists can supply you with ingredients directly if they don't use the smartfridge.

Then we have the freezer, which on the other hand is a dark and secluded area that houses the Gibber, a device the chef (and devious co-workers) uses to gib people. There is also a chem-master and an ice cream cart.
Gravity Generator Room

The room that provides gravity to the rest of the station and, as such, is a common target of bombers and rogue AIs. The generator itself is located far north, its APC and power source in the room before that, and radiation suits in the next room to protect against the radiation the gravity generator emits while being turned on and/or off.
Mr. Howell

video File:Placeholder
Mr. Howell is the Crumblys' grumpy neighbour.
It is shown that he has a "One-man neighbourhood watch program.

==**APPEARANCE**
He is old and was first seen wearing his pajamas, looking out his window.

==BELIEFS
Despite him being older than all the Crumblys, he believes in "space aliens," as seen in "MASTERS OF MISCHEIF."
Guides

## Starter Guides

Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).

* Tutorial
* The Rules
* Keyboard Shortcuts
* Guide to HUD Icons
* Job Selection and Assignment
* Terminology
* Frequently Asked Questions
* Guide to Avoiding Bans

## Medical Guides

Guides for keeping the crew alive.

* Guide to Medicine
* Guide to Chemistry
* Guide to Grenade Construction
* Guide to Genetics
* Guide to Diseases Guide to Diseases
* Guide to Surgery

## Engineering Guides

Guides for constructing, repairing and keeping the station hospitable.

* Guide to Construction
* Guide to Machine Construction
* Guide to the Solars
* Guide to the Singularity Engine
* Guide to the Tesla Engine
* Guide to Power
* Guide to Atmospherics
* Guide to Telecommunications
* Guide to NTSL Scripts

## Science Guides

Guides on how to SCIENCE!

* Guide to Research and Development
* Guide to Robotics
* Guide to Toxins
* Guide to Xenobiology
* Guide to Telescience

## Security Guides

These guides will help you keep peace on the station.

* Space Law
* Standard Operating Procedure
* Guide to Trials
* Guide to Security
* Guide to Shitcurity (What NOT to do)

## Antagonist Guides

By now you've probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.

* How to be a No Good Dirty Traitor
* Guide to Hacking
* Guide to Combat
* Syndicate Items
* Guide to Illicit Access
* Guide to Revolution
* Guide to Gang Wars
* Cults for the Uninitiated
* The Devil's Guide for Cult Magic
* Top Secret: Nuclear Operative's Field Guide
* Guide to Malfunction
* How to Play an Alien

## Development and Contribution Guides

Guides to help you improve the game, wiki and such.

Template:Devguides

Spriting

## Other Guides

These guides didn't fit into any other category.

* Guide to AI Modules
* Guide to Silicon Policy
* Guide to Awesome Miscellaneous Stuff
* Creatures (Player controlled beings)
* Critters (Game controlled beings)
* Guide to Races
* Guide to Food and Drinks
* Guide to Hydroponics
* Guide to Playing Music
* NTSL (Nanotrasen Scripting Language)
* Guide to Paperwork
* Random Events
* List of Supply Crates
* Makeshift Weapons

While you're here, be sure to check out the category page as it may contain some things that aren't listed here.
Merin

**Merin** (**M**ax and **Erin**) is the romantic pairing of Max Crumbly and Erin Madison. Max has a crush on Erin but it is still unknown whether she returns those feelings. This pairing is the most loved and popular pairing in The Misadventures of Max Crumbly. The series seems to revolve around Max and Erin's relationship.

## Appearances

* Locker Hero
* Everything is Green?!
* Middle School Mayhem
Emergency Storage

Two of these rooms are on the station. One on the Starboard side, the other on the Port side.

Each room is stocked with the following emergency supplies:

* Air Canister
* Water tank
* Space heater
* Box of replacement lights
* Fire extinguisher
* A pair of oxygen tanks and breath masks

These rooms are all-access. Anyone can enter and use it.
Ian

## EVERYTHING IAN CAN WEAR

* Head:
	+ Regular Helmet
	+ Sunglasses
	+ Captain's Hat (the one he spawns with)
	+ HoP's Hat
	+ Top Hat
	+ Kitty Ears
	+ Clown mask (honk)
	+ Sheriff Hat (may not exist ingame, it's in the icons)
	+ Detective's Hat
	+ Sombrero
	+ Nurse Hat
	+ Beret
	+ Pirate Hat (the one that looks like a pirate captain)
	+ Wizard Hats (fake or real, they both look the same.)
	+ Santa Hat (Yap, Yap, Yap!)
	+ Bunny Ears
	+ Ushanka (with the flaps up or down, doesn't matter.)
	+ Chef's Hat. (Bone appetite!)
	+ Hard Hats (The white CE's, or the regular yellow engineer's.)
	+ Bedsheet (2spooky4me)
	+ Police Helmet (The warden's hat?.)
	+ A sheet of paper
	+ Cargo baseball cap.
	+ Cardborg Helmet
	+ A special reindeer hardhat, most likely admin spawnable only.
* Back:
	+ Standard Armor
	+ Station bound radio
	+ Blue oxygen Tank (The big ones)
	+ Fire Extinguisher
	+ Cardborg Suit (Yip. Yip.)
	+ C4 (Rip)

## Lisa

It is Cargo's duty to get Ian laid. If cargo gets the corgi named Lisa, STEAL THAT DOG. Leave the two alone in a room and they will mate, producing the cutest thing ever. Corgi Puppies. These puppies will then be stolen by the chef and murdered by assistants.

File:Candy.png
Head of Security's Office

The Head of Security starts his day in his private office, stroking his stun baton and looking at the prisoner monitors with a smirk on his face. It is considered a restricted area and requires HoS access to enter. There are two buttons; one for prison wing lockdown and one for brig lockdown.

The locker contains:

* The Head of Security's personal firearm!
* An alternate armoured coat and hat.
* A telescopic shield, able to be retracted at will.
* A box of flashbangs.
* A lockbox of loyalty implants
* A spare jumpsuit.
* Miscellaneous security and bureaucratic items.
* Fine Alcohol.
Head of Personnel's Office

Located in the command sector in the center of the station across the hall from Cargo Bay, this is where the Head of Personnel often lurks when he isn't fighting crime. The Head of Personnel and Ian both spawn here. To the north is a Conference Room, which is perfect for high-clearance conversations. Requires HoP Private access to enter.

### Workstation

This is the chair where the Head of Personnel will be sitting in most of the time. It faces outward towards the Central Primary Hallway where the general crew can approach and ~~speak with the HoP~~ beg for extra access. The ID Computer inside is the embodiment of the HoP's job, allowing him to manage jobs and ID cards. Nearby is a Security Records console, so the HoP can check people's criminal records before giving them more access, and a PDA painter, so the HoP can sate new hires' OCD.

By popular demand (or common sense), the Head of Personnel now has two sets of privacy shutters. One set controls shutters on both ends of the waiting line, keeping people out (or in, you evil person). The second set are heavy duty blast shutters that close all of the HoP's office off from public view. There is also a button to control a flasher at the entrance to the waiting line, so you can subdue the clown that is breaking in because you refused to give him all access.

This office is considered to be a restricted area, as just about anyone would love to smash their way in to kidnap Ian or give themselves all-access because the HoP left his ID in the computer. Make sure you close the desk window and take your ID out of the computer if you intend to leave your office unattended (or leave a blank ID in to be a dick).
Maintenance

All of the tunnels outside of the main halls are probably maintenance. This is the most common access on the station, though not completely ubiquitous, and the area is marked by its proximity to every other area, its poor lighting, and its exposed pipes.

### Hide and Seek

These are *usually* safe, and full of gear that would otherwise be completely restricted like sunglasses, gas masks and even backpacks. Some roles start out with full maintenance access by default, some can access the maint doors connected to their workplaces, and some can't access it at all. Maintenance is also where you'll find the entrances to the solars and certain external airlocks.

If you see something in the maintenance tunnels that doesn't look right (i.e. BLOOD IS EVERYWHERE), inform the Detective as he's the only security person who can do something useful with it, besides the Head of Security who really shouldn't be that far from the brig. It is possible to disappear on purpose in the tunnels, but hiding requires you to go really deep into the station's bowels to escape the eyes of roaming security and crew. The AI will often kill people in maintenance when rogue and, if need be, hide the bodies with a Cyborg.

One last note, just hope it isn't **GARBAGE DAY!**
HUD

Did you mean the game window?

The abbreviation of heads-up display. These icons show up if your character is either an antagonist, or wearing Security's File:Hudsunglasses.pngHUDSunglasses or a File:MedGlasses.pngHealth Scanner HUD.

## Antagonist HUD Icons

These are the icons that display over some persons under certain circumstances.

## Security HUD Icons

These are the icons that display over all persons while you are wearing a Security HUD. Personnel with a Loyalty Implant will have a flashing blue outline around their job icon.

## Medical HUD Icons

These are the icons that display over all persons while you are wearing a Health Scanner HUD.
Labor Camp

The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.The revision reason is: **"The image on this page is out of date."**

The Labor Camp is designed to make use of unloyal prisoners by bargaining for their freedom through hard labor. Crew members caught committing Major Crimes can be sent here by a member of security.

### Prisoner Processing

Prisoner Processing is the office reception room before you get onto the Labor Camp shuttle. Here you can give your prisoners a prisoner ID, which is very important because it allows them to keep track of their labor work. Before you give them the ID, you must put the ID into the Prisoner Management Console and set their target; refer to space law to see the recommended guidelines on how much labor to assign them. After that is done you can escort them onto the red half of the shuttle.

You can also watch the prisoners from the labor camp monitor computer.

### Labor Camp Shuttle

The labor camp shuttle has two rooms, red and blue, the red area is an area prisoners are allowed access to and can drop off their smelted minerals into the stacking machine. They can then use the request console machine to claim points for the minerals inside the stacking machine. Once a prisoner has gained enough points, they are allowed to use their ID to move the shuttle and open the door connecting to the blue area.
The blue area is public access, to allow prisoners to return to the station after they have paid their debt to society.

### Labor Camp

Here the camp is embedded into a pocket of air, allowing prisoners to mine without the need for a space suit. There is a Securitron patrolling the area and there is a lockdown button and a Portable Flash; this is useful if you have unruly prisoners refusing to work. Prisoners are given a Sleeper, toilets and mining equipment. This includes a ~~dangerous~~ completely harmless pickaxe, so refer to the Flashers and Securitron on how to deal with unruly prisoners. If a prisoner continues to be unruly, and refuse to work, upgrading him to the Prison Wing is a recommended step to take. There is a security office near the public entrance of the shuttle that will allow you to monitor the prisoners.
Locker Room

### Main Area

The main locker rooms contains six Personal Lockers which contain a spare Headset, and a Backpack or Satchel. There are Portable Scrubbers and Portable Pumps stored near the southern maintenance area which can be used in case of emergency. However, the Portable Pumps start out empty (but can be filled with the air around them). In the northern area contains a Water Tank, and a Fuel Tank. It also contains four colored wardrobe lockers and four vending machines. This is basically the Assistant storage in a case, as it contains two toolboxes on the table as well.

Now contains an electric razor for tiding up your hair/beard.

### ClothesMate

The locker rooms contain several vending machines, the most important of which is this one! Dress your spaceman like the special snowflake he always knew he was deep down. For more elaborate costumes you will have to visit the Theater.

### Bathroom

There is a larger bathroom with four sinks then four airlocks leading to a small space with a toilet. You can stuff things in the toilet, then flush it which will send it down disposal into either space or disposal to be crushed. If you need to get rid of traitor items, stuff them in the toilet without flushing. Hands and clothing can be washed at the sink. At the mirror, you can change your hair and mustache style. However, you cannot change hair color.

### Laundromat

There are three washing machines below the main table. In addition, you can find the executive suit here. You can put clothes in the washing machine and activate it by closing the lid and alt + clicking it to start washing. Any bloody clothes will be cleaned. Also, you can change the color of some items by putting in a Crayon at the same time as the item. Items that can be color changed include Jumpsuits, Caps, Gloves, and Shoes. Inserting a plain Jumpsuit with a Head's Stamp and washing them will give you the Jumpsuit of the head whose stamp you stole (though it might look a bit dodgy). Insert Ian to receive Corgi Meat!

### Maintenance

Maintenance connects to other maintenance tunnels and also contains a sheet of reinforced glass to the left as soon as you enter the tunnel.
Politics

Etrallian politics are convoluted and messy. There are currently six kings laying claim to various parts of Etrallia. From the top down it gets even more complicated with barons, dukes, mayors, and governors all throughout the land. This article will discuss politics in a broad sense by region.

## Six Kings, Four Kingdoms

Etrallia is home to four nations: Midland, Oclus, Yothesh, and Whent. Until recently, it also housed the nations of Runswick and The Fords, which were recently conquered by an expanding Whent. Midland and Oclus are kingdoms governed by a monarch. The King of Midland belongs to the family Steele, a dynasty spanning nearly a hundred years. Oclus has named a King for hundreds of years, but he has held no political authority or power until their successful war with Midland where Oclus gained independence nearly thirty years ago. Now, the country is ruled by Leland, an aging king. Whent is a chiefdom ruled by a chief, the Svartblud (Blackblood in the common tongue), the third king in the mix. Yothehs is a coalition of free states and as such has no ruler. The Fords claim Gerald Redwine as their king, despite their enslavement and conquest. Runsiwickers assert that a Vankling extremist and local Duke called White Fire is their rightful king. In addition, one of Rickard Steele III's cousins, Aiden Steele has laid a claim upon the throne of Midland. Another pretender to the Midland throne is the Sixblood. He believes himself to be the rightful ruler of the land surrounding the Hallowfort in northern Midland, a tract that Rickard Steele III firmly asserts his claim over.

## Midland

Politics in Midland are largely split between those who pledge their allegiance to the Lion and those who swear their sword to the Tiger. The Lion adorns the banner of the Steeles, the family who has ruled Midland in a dynasty spanning nearly a hundred years. This party is led by Rickard Steele III, descendant of Rickard the First Lion. They hold strong political influence in Oakenfield and many parts of the Kingdom. Ricakrd's cousin, Aiden, has recently insisted that Rickard step down and allow him to ascend the throne as Rickard IV. Aiden fights under the banner of a Tiger and hold vast amounts of supporters throughout the kingdom, concentrated mainly in Kirkfall.

Various lords across the land preside over small tracts of land and villages in the name of one King or the other. Large cities generally have a Governor appointed by one of the kings, with smaller villages and towns being ruled under the supervision of a Duke, Mayor, or Baron depending on regional history.

One third King exists in Midland who has laid claim to a small tract of land. The Sixblood insists that the city of Hallowfort belongs to the Living Lord and thus he is entitled to its kingship. Rickard and Aiden both deny this claim and insist that the Hallowfort is theirs. Despite this, neither interfere with the Sixblood or the Attendants, effectively giving them control of the Hallowfort.
Engineering

**For the Guide to Engineering, click here.**

## Facilities

Engineering Department has rooms all around the station.

These facilities are located **inside the Engineering-wing:**

* Chief Engineer's Office
* Particle Accelerator
* SMES Room
* Power Storage Room
* Engineering Secure Storage
* Department Lobby and Break Area
* Engineering Security Post
* Escape Pod
These facilities are located **somewhere else:**

* Atmospherics
* Construction Area
* Electrical Maintenance
* Gravity Generator
* Singularity Engine
* Tesla Engine
* Solars
* Technical Storage
* Telecommunications
* Vacant Office
## Particle Accelerator

Powers the Singularity and/or Tesla Engine by shooting accelerated particles at it. The PA can be a very dangerous device, since it can quickly cause the singularity to get out of control and escape the containment if left unsupervised. The PA and the collectors can be sealed off with shutters using the nearby controls.

## SMES Room

Used to house the Gravity Generator, then housed nothing, and now is the location of the three SMES cells that provide power to the station. A PACMAN portable generator is also located here. This room is a prime target of antagonists looking to black out the station, so check every once in a while to make sure it is not a hole in space.

## Power Storage Room

This room houses both of Engineering's two hardsuits, a few batteries, door and power control modules, Engineering's oxygen and plasma tank dispenser, an anti-toxin pill, a crate that contains extra solar panels and a solar tracking beacon, and a terminal for checking the station's APCs and a O2 canister.

## Engineering Secure Storage

The only button to open the shutters to this room are in the CE's office. It contains spare materials, backup parts for the singularity engine (more can be ordered at cargo), and a large plasma canister. Some people will try to break in here to steal the emitters to open locked crates.

Has:

* A crate with spare construction materials and Solid Plasma
* A Plasma Canister
* A Gravitational Singularity Generator
* Two Anti-Breach Shielding Projector
* Four Emitters
* Five Field Generators
## Department Lobby and Break Area

The shared area between Engineering and Atmospherics. Used by both as a common access hall and a break room. While not too exciting, it at least contains a few snacks and some distractions. The Engineering Security Post is housed here.

## Escape Pod

In case of an evacuation, the engineering pod is usually the safest pod to take, assuming the singularity doesn't threaten you.
Map Merger

Before any change to a map, it is good to use the Map Merger tools. In a nutshell, it rewrites the map to minimize differences between different versions of the map (DreamMakers map editor rewrites a lot of the tile keys). This makes the git diff between different map changes much smaller. More recently a new way of laying out the map was invented by Remie, called TGM, this helps to further reduce conflicts in the map files.

This is good for a few reasons

1) Maintainers can actually verify the changes you are making are what you say they are by simply viewing the diff (For small changes at least)

2) The less changes there are in any given map diff, the easier it is for git to merge it without running into unexpected conflicts, which in most cases you have to either manually resolve or require you to remap your changes

However - to do all this is going to require you to put some elbow grease into understanding the map merger tool.

If you have difficulty using these tools, ask for help in #coderbus

## Using the tools

 **8. Commit** | Your map is now ready to be committed, rejoice and wait for conflicts.