recursal/Fanatic-Fandom huggingface dataset:
Conference Room

The Conference Room is located fore of the Head of Personnel's office. It's purpose is to allow the Heads of Staff a place to discuss important matters, such as threats to the station. Its windows are protected by electric grates, and shutters, for when privacy is a concern. Only the Captain, Head of Personnel, Head of Security, Research Director, Chief Engineer, and Chief Medical Officer have access.
Locker Room

This is the locker room, where new arrivals can store any personal belongings, wash their jumpsuit, and wash their hands. The room is multi-purpose, and includes air pumps and scrubbers in case of emergencies. The room itself, however, is rarely used. Most arrivals use the bathroom, lockers, and washing machines in the Dormitory instead. However, it is still useful for washing off a uniform alone.
Cargo Office

This is the Cargo Office that belongs to the Quartermaster. It is where the Cargo Technicians spawn at the beginning of a round. From here the quartermaster and cargo technicians can stamp forms, do important paperwork, use the autolathe, sit at the front desk to take the Request forms from the crew and order stuff via the Supply Shuttle Console. Requests will often be posted on the bulletin board, always check it.

**Content**

* One Tool-belt
* One first-aid kit(empty)
* One multitool
* metal sheets
* glass sheets
* Two rubber stamp
* One Clipboard
* One Red pen
* One Paper Bin
NSS Exodus

The NSS Exodus is a NanoTrasen science station orbiting around Nyx, a border system. The station was initially completed in the year 2555 CE, two years after the infamous vessel NSV Luna was decommissioned from service, and has been renovated several times since then. The station is crewed by approximately 50 to 60 employees who transfer periodically to and from the NAS Crescent (colloquially known as CentComm or Central Command), NanoTrasen's operational hub in the Nyx system.
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. Perfect place to get attacked!

### Hide and Seek

These are *usually* safe, and full of gear that would otherwise be completely restricted like sunglasses, gas masks and even backpacks. If you see something in the maintenance tunnels that doesn't look right (OMG BLOOD IS EVERYWHERE), inform the detective as he's the only security person with maintenance access 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 security and crew. The AI will often kill people in maintenance when rogue and, if need be, hide the bodies with a cyborg.
Space Suit

**Space suits** are split into two categories: **Voidsuits** and the more advanced **Hardsuits**. These are suits that, along with a Space Helmet, can protect you from a lack of pressure, fire, and radiation. Not wearing one of these out in space will almost definitely lead to your demise.

There are several models designed for different departments.

For further information about RIG Suits (Or hardsuits), click here.
Shaft Miner

Welcome, **Shaft Miner**, to the wonderful caverns of this NanoTrasen Claimed Asteroid.

### Your Boss

Your superiors are the Head of Personnel, and then the Quartermaster. Generally they won't butt into any of your affairs other than talking over the cargo channel and (if they know what they're doing) attempting to coordinate your efforts for the good of the station.

### Chatting it Up

You can talk with all of your mining buddies, as well as the other cargo technicians and the all-important Quartermaster, over the Supply channel using **:u** or :h.

## The Objective

Main article: Guide to Mining
You're here to mine, so get digging! Put on your mining hard-suit (make sure to put a large oxygen tank in your suit storage), check your internals, and cycle yourself out the airlock. Then grab your drill in one hand, click on an ore tile, and pick up the ore with your mining satchel. You can then empty the satchel into an Ore Box, so it's probably best to drag one around with you.

If you prefer heavy machinery, you can use a mining drill to dig into the asteroid for you. This is the only way to get hydrogen.

Once you're full to bursting with ores, drag your crate to the conveyor belt outside of the airlock. From there, you can use the machines and computers to smelt raw ore to its finished state and stack them up to 50-count piles. From there, it's off to wherever those resources need to be, but hopefully you have a Cargo Technician for that. Back to the mines!

Details on how do to your job can be found in the Guide to Mining.

### Who Needs What

* Scientists want a little silver, gold, phoron, uranium, diamond, and solid hydrogen. Refine a little of each for research (5-10 blocks each should do it; 2-5 for the diamond and hydrogen). In exchange, they may give you more advanced mining tools (like a sonic jackhammer), for even faster digging.
* Roboticists need metal, plasteel, diamond, uranium, silver and gold for building mech parts. Give them enough and you might get a big, fancy machine for your troubles! The Ripley is the best mech for mining.
* Everybody could always use more metal and glass, but especially Station Engineers.

## Traitoring

A traitorous miner has a lot of advantages. You have a space suit for free right away and your mining tools are pretty good weapons. As long as you have some mineral wealth on you, no one will suspect your presence around the station, even in highly restricted areas like robotics or toxins. In addition, the mining station is isolated, hard to get to, and as expansive as you're willing to dig out. Plenty of room for somebody to get lost in... *Forever!*
Port Emergency Storage

See also: Emergency Storage
This room is filled with equipment in case of an emergency. It includes a space heater and air canister, for pressurizing an area after a breach (air to fill, space heater to deal with the incredible cold as a result of the remaining sub-zero air in the room that wasn't sucked out), a fire extinguisher in case of a fire, and internals equipment to deal with any other atmospheric issues. In the case of a breach, this room is very useful.
Hharar

Hharar (“Highlander”)

The typical Tajaran.

### Physiology

Hharar are the first Tajaran met by humanity and thus are regarded as the typical “Tajaran”, a thought not far fetched from reality : Up to today, Hharar is the most populated ethnicity of Ahdomai.

### Origin of the Ethnicity

Originated of the somewhat temperate regions of the southern hemisphere, Hharar were hill dwellers. Due to the warlike and expansionist mindset of the original Hharar, they quickly spread over the globe, where they intermingled with other ethnicities or replaced them completely. The modern Hharar hails from the northern plains.

### Culture

Hharar culture dominates Ahdomai and is regarded as “main culture” on the planet. The system of clans, and clan families originated from Hharar bloodline castes. The belief of S'randarr and Messa was created too by the Hharar. Siik'Maas and Siik'Tjar are languages which descended from the dialect of the Hharar.

### Relation with the other Tajaran

Hharar relations to other Tajaran ethnicities differ from individual to individual, but it can be safely assumed that there are communication problems and racism towards the others, as Hharar often think they are superior. The Overseers were almost all pure-bred Hharar.

Up to today, there are influential organizations to keep Hharar pure, which hinders interracial politics and relationships.

### Relation to Aliens

Hharar are seen by the intergalatic community as “the” Tajaran. Generally, humanity is unaware that there are different ethnicities of Tajaran and see all Tajaran as Hharar, a mindset that Hharar tend to nurse. Especially when they see them as “true sons of the hills.”
Mice

## Squeaky Squeak

If you're a Ghost, either from dying or being an observer, you can choose to become a mouse.

Please note that becoming a mouse resets the drone timer and the respawn timer.

There's not much to do unfortunately, as you can't interact with anything. Still, you can communicate with other mice, crawl through vents, and maybe go on quests for cheese!

You'll usually spawn near a random vent. It's best to stay near vents, as they act as a quick escape method in case you are being chased by a cat/crewmember.

As a mouse you are able to hide under some tables, but fax machines and some computers somehow stop your little mousely body from crawling underneath them. Use the "Hide" verb to go under tables. While you *can* eat a piece of cheese through a table, please RP correctly and unhide while you are eating cheese on top of a table.

## How to RP as a Mouse

Do you think that you should follow people without hiding and annoy them for fun? NO!

You are just a simple RODENT. You must HIDE even if you do FOLLOW. Humans have large deadly feet, mousetraps, and pet cats. They are very dangerous!

## Dangers

You can be instantly killed by mousetraps, cats, or being stomped on. The life of a mouse is fraught with dangers! Don't forget, hiding is your best friend.

## Return To The Dead

It's possible to return to ghost form by using the "Ghost" verb.
Kitchen

The kitchen is were the Chef prepares the meals. He can get fresh ingredients from the SmartFridge shared with hydroponics or via the windowed desk, or through the hydroponics pasture. The Kitchen has one counter facing the cafeteria and one facing the starboard Hallway that can be closed with shutters.

**Content**

* One "Chef Recipes" Book
* One Rolling Pin
* One Package Wrapper
* One Universal Enzyme bottle
* One Mint
* One Pepper Mill
* One Salt Shaker
* One Beaker
* One Box of donk-pockets
* One Donut Box
* One Banana Cream Pie
* One Refrigerator
* One Kitchen cabinet
Toxins Lab

This lab focuses on exploring the possibilities of phoron gas, typically in the form of massive explosions taking place in the Toxins Mixing Room. Also attached is the Toxins Launch Room, where you can use a mass driver to send bombs to the Toxins Test Chamber.
The Toxins lab is equipped with an assortment of bomb-making tools including a gas mixing chamber, a piping system and the precious tank transfer valves.
Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of phoron, fire, phoron that's on fire, or even phoron that's on fire and spreading N2O.
Requires Toxins Research access to enter.
See Guide to Toxins for more info.
Detective's Office

The Detective's office is a room of many functions. The office itself is the northern half of the room, while the southern half serves as the Detective's forensic laboratory.

## The Office

This is where a Detective spawns at the start of the round. There are two desks, one for each detective. Each detective also has a personal locker with a Colt M1911, an armpit holster, a selection of stylish clothes, and a bunch of other 'noir' stuff. Each desk has a pair of handcuffs, a universal recorder, and a flash at the start of the round. Beside the front door there is an evidence locker, which you can use to store your evidence and save on the inventory space.

But, the meat of the detective's office are the two old-timey looking televisions beside each desks. These act as security camera consoles, allowing detectives to view the station camera network in comfort and style. There are two wall safes, one near each desk, which you can use to store critical evidence pertaining to your latest case (or anything else, really).

## The Lab

This is where the **real** forensic work goes down. The focus of the room is the High-Res Forensics Scanning Computer, which collects all of the data from a detective's Forensic Scanner and returns concrete evidence (Incomplete Fingerprints and Grey Fibers). The lab also contains a security records console (for cross checking fingerprints, and setting the cowards to arrest when you figure 'em out) and a medical records console (for cross checking DNA strings).

On the desk at the bottom of the room, we have a bunch of folders and paper (for making your reports and making them look official), a hand labeler, and a reagent scanner.
Guides

## Quick Start

You're new to BS12 and want to learn? Here's what you do!

* If you're new to Space Station 13 in general, read the Tutorial and General Help guides.
* If you're new to roleplay in general, read the Crash Course In Roleplaying.
* Read our server rules.
* Read the Quick Start Section of the Canon Page. Canon here differs from other servers, so please read it even if you're not new to SS13.
* When you play as a job you haven't played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.
* When you join the round as a Head of Staff, read the Chain of Command and the Guide to Command.

If you're still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on our forums. For other guides written by our players that may not be listed here, check out our forum's tutorials and information section.

## Getting Started

* Starter Guide
* General Help
* Rules
* A Crash Course In Roleplaying
* Basic Construction

## Game Mechanics

* Guide to Combat
* Guide to Intent
* Internals
* Hardsuit Operation
* Keyboard Shortcuts
* Critters (Game controlled beings)
* Creatures (Player controlled beings)
* Job Selection and Assignment
* Terminology

## Professions

For a more detailed explanation of all of the jobs available, see the job guides page.

### Engineering

* Guide to Engineering
* Guide to Atmospherics
* Guide to Construction
	+ Guide to Advanced Construction
* How to Set up the Supermatter Engine
* Файл:Singularity.gif How to Set up the Singularity Engine (Outdated)
* How to Set up the Solars
* Guide to Hacking
* Telecommunications
* Construction Materials

### Security

* Guide to Security
* Corporate Regulations
* Standard Operating Procedure
* NanoTrasen Rules and Regulations
* Guide to Forensics

### Medical

* Guide to Medicine
* Guide to Surgery
* Guide to Cadavers
* Guide to Chemistry
* Guide to Virology

### Science

* Guide to Research and Development
* Guide to Xenobiology / Guide to Xenobotany
* Guide to Toxins
* Guide to Robotics
* Guide to Xenoarchaeology / Guide to Anomalies

### Civilian

* Guide to Food and Drinks OUTDATED
* Guide to Hydroponics
* Guide to Mining

## Antagonist Guides

* Guide to Traitoring
* Guide to Identifying Antagonists
* Mercenary Field Guide
* Alien Guide OUTDATED
* Cult Magic Guide
* Guide to Malfunction
* Working for the Wizard Federation
* Mutiny Guide

## Other Guides

Be sure to check out the guides category page as it may contain some things that are not listed here.

* Guide to Paperwork
* Records
* Random Events
* Starter Guide to Admin Tools
* NTSL (Nanotrasen Scripting Language)
* Reading Material
* Guide to Setting Up a Server
Medical Department

The Medical Department is the department for all medical staff. It is linked with the Research Department starboard of it. The Medbay is supervised by the Chief Medical Officer.

## Jobs

The Medbay is the workplace of many medical related professions:

* Chief Medical Officer manages the Medbay and supervises the welfare of the crew
* Medical Doctors treat patients in the Medbay
	+ Surgeons are in charge of surgery patients
	+ Nurses treat patients in the Medbay
	+ EMTs work to find injured crew and bring them to the Medbay
* Chemists make chemicals for the Medical Department and other people
* Geneticists do research for the Science Division and are in charge of cloning deceased patients
* Psychologists assess and treat psychological problems among the crew
* Virologists research viruses and cures, and contain/stop viral outbreaks

## Department Areas

### Medbay Entrance

This is the entrance to medbay. Wait at the front desk for a doctor to examine you if you're injured.

### Genetics

This is where the Geneticists clone people and research DNA. It has a door leading to the Science Department.

The genetics lab has been empty since human genetic augmentation was declared illegal.

### Chemistry Laboratory

This is where chemicals are made. More info on the Chemist and Guide to chemistry pages.

### Operating Theatre

This is where the surgeons operate patients. More info in the Guide to Surgery.

### Morgue

Used to store and autopsy dead bodies. It has a door to Starboard Hallway that the Chaplain can use.

### Recovery Room

This is where patients recover after their surgery.

### Medbay Storage

This is where the doctors' lockers and medical equipments are.

### Sleeper Room

Most ailments can be fixed with a short stay in a sleeper, and they have their own supply of medicine.

### Cryogenics

This is where the cryogenic tubes are. Medical Doctors and geneticists use those to help their patients.

### Virology Lab

It's the place where the virologist spawns and researches viruses. This isolated section of Medbay has its own break room, a monkey pen and two Isolation rooms. It is separated from the rest of Medbay by an Airlock. See Guide to Virology for more info on virus research.

### Patient Rooms

This is where some patient can be isolated or take some rest.

### Psychiatrist's Office

This is where the Psychologist spawns and works.

### Break Room

This is where the medical crewmembers relax.

## Guides

* Guide to Virology
* Guide to Genetics
* Guide to Medicine
* Guide to Chemistry
* Guide to Surgery
Strut A Deep Sea Dock

## Big Shell

Strut A Deep Sea Dock is the bottom of Strut A where the Polluted Sea water was collected through oil fences underwater and traveled through the facility.

## New Motherbase

It serves the same purpose and has no new additional features added. In New Motherbase. Characters can often swim in the water if wanted to, or used this as an exit underwater via submarine. Characters could also hang out in the storage area and take the Elevator up to reach Strut A Roof

, or Vice versa. They would have to be mindful that there are waterbugs all over Strut A due to the dirty water and Oil spills from years ago. The waterbugs can travel through clothing and items and possibly make thier way up to NMB.
Arrivals

This is the first area aboard the actual station of which all new arrivals will see. To the aft are the auxiliary docks, which are for the ERT and Admin shuttles. Fore are the escape pods for Arrivals, and starboard is the arrivals checkpoint. Between the arrivals checkpoint and the axillary docks are several doors to the maintenance shafts and one to the vacant office. Next to the doors to the escape pods, there is another door to the maintenance shafts. There are several vending machines and internals closets lying around as well. There is also a lounge area in the center, with several vending machines on the other side of the wall. Starboard from here is the Port Central Hallway, leading to the rest of the station. Of course, most arrivals are pre-assigned, and are allowed to bypass the security checkpoint fore of the lounge area. The security checkpoint is often lacking in staff, forcing new arrivals to go to the Head of Personnel's Office instead.
AI Corridor

Immediately before the upload chamber itself is the AI Corridor, which includes the PDA Messaging server port-side. Starboard-side is the camera assembly crate, the AI System Integrity Restorer, and two cyborg recharging stations. The corridor itself lacks any turrets or flashes. It links the AI Upload to the Central Hallway.
Chain of Command

## Heads of Staff

**AKA Command Staff.** These are the men and women charged with the administration of the station. Each of them have access to the Bridge, the command radio channel (accessed with :c) and may call/recall the Escape Shuttle using a communications console. Please note that all non-captain Heads of Staff are equal, and a head has full authority over their department unless it breaks regulations or is overruled by the Captain. If you have a request relating to a department, consult with that Head of Staff before anybody else.

 Head of Personnel | Becomes acting Captain if the original Captain is dead or AWOL. The only non-captain who can alter crew members' jobs & access. Can fire and reassign people with other head's consent. Can assign people freely.
 Head of Security | Becomes acting Captain only when the Captain and Head of Personnel are dead or missing. May be denied access to the domains of other Heads. Below the Captain in command authority involving security matters. Expected to arrest anyone who is doing illegal things, even Heads of Staff or the Captain.
 Chief Medical Officer | If a Head of Staff is acting medically unstable, it is the job of the CMO to disable and treat them until they are once again fit for duty.
Has authority over Paramedics, Virologists, Chemists, and Medical Doctors.

## Other Management Roles

While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.

## Chain of Succession

If the Captain is missing, authority falls to the next in the Chain of Succession, which is the Head of Personnel.

In most cases, where the station is not in a state of emergency, a new Captain and HoP should be assigned from the remaining Heads of Staff, which is usually determined by a vote.

If the station is in a state of emergency, which includes when the Captain and the Head of Personnel going missing while it is suspected they were taken out of action by a hostile force, authority falls to the Head of Security.

In summary, this is the Chain of Succession in a normal situation:

Captain -> HoP -> CE/RD/CMO/HoS.

This is the Chain of Succession in a state of emergency:

Captain -> HoPl -> HoS -> CE/RD/CMO.

## Demoting a Head of Staff

Any Head of Staff can be demoted by the captain or Internal Affairs Agent.

If there's no captain, or you wish to demote the captain himself, an unanimous vote of all other non-SSD heads of staff is necessary. If there are two or less heads of staff, there is no official procedure for demoting either of them.

## Heads of Staff and Criminal Offence

A Head of Staff proven to have committed a crime can be arrested, but not demoted without going through Demoting a Head of Staff. Arresting the captain based on suspicions is not legal, as solid evidence is required. A Head of Staff cannot be arrested due to a disagreement.

## Summary

The Captain has absolute authority. No other non-captain Head of Staff can overrule the other, except in extreme cases (e.g. criminal activity, mental instability). In the event of a missing Captain, authority follows Chain of Succession.
Robotics and Mech Bay

See also: Guide to Robotics.

Located in the Research Division, next to starboard hallway and morgue, this is where the Roboticist starts his day and Cyborgs go for maintenance and upgrades. Requires Robotics access to enter.

### Mech Bay

This area is where Mechs and Cyborgs go when they need to recharge and get repairs. A blast door nearby allows the mechs to go in and out without the need for Robotics access.

### Robotics Lab

This is where the Roboticist will spend most of his time. Two exosuit fabricators, an R&D Console, and a circuit imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations.
Arrivals Checkpoint

This is where all new arrivals pass through to be appropriately assigned. In here is some equipment for the security officer stationed inside, monitoring equipment (camera console), a taser gun charger, and a crowbar. Of course, most arrivals are pre-assigned, and are allowed to bypass the entire checkpoint. The security checkpoint is often lacking in staff, forcing new arrivals to go to the Head of Personnel's Office instead in order to be assigned.
Vault

The vault is a Captain-only vault that hides loads of money, internals, a nuke, and some Security records. It's located starboard of the Primary Tool Storage and starts bolted shut. The room is mostly useless otherwise, for the code to be inputted into the nuke is corrupted. However, it does make for decent storage of high-risk items, such as taken items from criminals during an arrest.
Warden's Office

This is where the Warden spawns and where he manages the brig and prison wing. The armory is right above it.

Inside the office, there are three consoles: security records, security cameras and prisoner management (which shows position of implanted prisoners, with controls in case they have chemical implant). There is also a fotocopier and a fax machine. Warden's office has two tables accessible from outside, the east one for handing out weaponry and the west one for managing fines. Warden can also use two lockdown buttons: Brig Lockdown - locks down the brig, Prison Wing Lockdown - locks down only the prison.
Toys

Mostly acquired through winning on the arcade machines, toys provide fun and confusion for those nearby.

#### **Cap Gun**

A realistic looking revolver, which you can shoot at someone to make a genuine gun sound, but not much else! Has a limited number of caps, so don't waste them annoying assistants, shoot them at important people!

#### **Electronic Blink Toy Game**

Looks just like a beacon. Is about as useful to you as a beacon without access to the teleporter room.

#### **Foam Dart Crossbow**

A fun toy crossbow that shoots harmless form darts. Comes loaded with five foam darts, which can be picked back up and reloaded after shooting them!

#### **Red Space Suit Replica**

The perfect suit to make you look just a little bit evil! Unfortunately, there is no helmet, and it doesn't work in space.

####  **Toy Mechs**

A smaller version of some of the most famous mechs, and some which are never seen! Clicking on them while you've got them in your selected hand will let you play with them, which creates a stompy walk-sound that is heard by anyone near you. There are a total of 11 toy mechs, try and collect them all!

#### **Water Flower**

A perfectly innocuous flower, with the added ability to spray water in the face of the Captain! (And also anyone else.)

####  **Bosun Whistle**

A toy replica of the whistle used by Admiral Krush Bosun. Sell it to the pompous Captain for his life saving's, or go around pretending you're the Captain!

####  **Action figures**

Varying from crewmembers to fantasy; a wide array of action figures can be won from arcade machines. Now let's hope they're also voodoo dolls.

####  **Plushies**

Take out the stress from working on the NSS Exodus by squeezing the hell out of these little things.
Guide to Advanced Construction

The page details the construction of "machines", a class of fairly complex objects used aboard the station. The basic process of construction is the same for all machines; only the parts used change.

* Build a machine frame by clicking metal sheets in-hand and selecting "Machine Frame" from the resulting menu
	+ If you want to build a gas cooler or gas heater, don't forget to face the direction in which you want the machine to connect.
* Add wires to the frame
* Add a circuit board
* You will receive a prompt showing the items required for the machine. You can examine the frame to see what items it still requires, and add items to the machine by clicking on it with the items in-hand.
* When all the parts are added, screwdriver the machine frame to finish it

Some machines can be upgraded by science to make them more efficient.

# Machines

```
2 Pieces of Cable
2 Manipulators
2 Scanning Modules
1 Console screen

```
2 Pieces of Cable
1 Manipulator
1 Scanning Module
1 Console screen
1 Micro laser

```
2 Pieces of Cable
1 Manipulator
3 Matter bins
1 Console screen

```
2 Small beakers
2 Manipulators
2 Matter bins

```
1 Manipulator
1 Scanning Module
1 Micro laser

```
1 Matter bin
1 Manipulator
2 Small beakers

```
1 Pieces of Cable
2 Manipulators
1 subspace crystal
1 subspace filter
2 High-powered Micro laser

```
2 Manipulators
1 Scanning Module
1 Micro laser
1 subspace filter
1 subspace ansible

```
1 Manipulator
2 Matter bins
1 Console screen
1 Micro laser

```
2 Cable coils
1 Scanning module

```
2 Pieces of Cable
2 Manipulators
2 Subspace filters

```
1 Piece of Cable
2 Manipulators
1 Subspace filters

```
2 Pieces of Cable
2 Manipulators
2 Subspace filters

```
1 Piece of Cable
2 Manipulators
1 Subspace filter

```
2 Pieces of Cable
3 Manipulators
1 Subspace filter
2 Subspace treatment
1 Subspace analyzer
1 Subspace amplifier

```
2 Pieces of Cable
1 Micro-laser
1 Matter bin
1 Capacitor

```
2 Pieces of Cable
1 Micro-laser
1 Matter bin
1 Capacitor

```
2 Capacitors
1 Power Cell
1 Manipulator

```
1 Matter bin
1 Manipulator
2 Capacitors
2 Pieces of Cable

```
1 Matter bin
1 Manipulator
2 Capacitors
5 Pieces of Cable

```
1 Matter bin
1 Manipulator

```
2 Capacitators
2 Manipulators
1 Power cell
5 Pieces of cable
Escape Shuttle

The escape shuttle: the savior and bane of many players. On one hand, it is with this that many players are allowed to supposedly continue life after departing Space Station 13. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. (The correct answer is, if anyone is working in toxins, you should call the shuttle, just to be safe). Once called, the shuttle takes ten minutes for Central Command to power, program, and supply before teleporting to the station, waiting for three minutes (if the Heads or a traitor with an emag don't get too jumpy first), and then teleporting back. Presumably the supplies are in case in the shuttle *really fouls up this teleportation process.*

### Escape Pods

Besides the Escape Shuttle there are four Escape Pods on the station, two at Arrival, one in Engineering and one in Security. Each pod has only two seats, but more people can fit in if they lie on the ground.
Fore Hallway

Fore Hallway, is located Fore-Center of the station, over the Bridge. This hallway connects Security to the rest of the station. At the end of the hallway there is the Security Lobby, Visitation, and Internal Affairs. There are a couple of maintenance access points on this hallway. Usually the corridor will be empty, if Security Officers aren't moving prisoners or going out on patrol.
Improvised Weapons

For regular construction, see Construction

This is a brief list of improvised weapons that you can build from parts around the station. Keep in mind most of these count as contraband and Security will be all over you if you're found to have them.

## Ranged

### Powered crossbow

* Make a crossbow frame from wooden planks.
* 3 x metal rods.
* Welding tool.
* 5 x cable.
* 3 x plastic sheeting.
* 5 x cable.
* Screwdriver to finish.
* Add a cell (screwdriver to remove).

### Pneumatic cannon

* Make a cannon frame from metal sheets.
* Install a length of atmos piping.
* Welding tool.
* 5 x metal sheets.
* Welding tool.
* Install a tank transfer valve.
* Welding tool to finish.
* Add a gas tank (right-click, eject tank to remove).

## Melee

### Wired rod

* Make a set of cable restraints from cable.
* Use a metal rod on the cable restraints.

### Cattle prod

* Add a pair of wirecutters to a wired rod.
* Add a cell (screwdriver to remove).

### Butterfly knife

* Make a knife handle from plasteel.
* Make a knife blade from metal sheets.
* Use the blade on the handle.
* Screwdriver to finish.
Delivery Office

Situated just above the Cargo Bay entrance, this is a rarely-trafficked area. It's only used to retrieve people or items that have been flushed down disposal, or as a Mulebot shortcut.

## Room Contents

* Two destination taggers
* Eight multiple-use package wrappers
* Two rolls of fancy wrapping paper
* Two empty boxes
* One folder
* One pen
* One paper tray

## Actually using the room

Most of the waste disposals around the station will send their contents to the outlet behind the air alarm. Use the conveyor to drag it out and sift through the mess for that rare valuable mistake. Send on the actual trash to Waste Disposal with the top conveyor.

### Postman Pat

Pick up that package wrapper and use it on your item. Check the Destination tagger's controls to set the destination, and then tag your new parcel. Toss it onto the top conveyor and it will arrive in seconds! Don't worry about the mail desk or the corridor conveyor belt, nobody will *ever* use them.

You can wrap up some items as gifts, but you'll need wirecutters to cut the paper. Have them in your other hand and click with the object you want to wrap. You can turn the gift into a package and mail it but why not deliver it for the personal touch?

## Help, I got flushed!

Just lay down using Rest, or disarming yourself until you push yourself down. While you're getting up you should be able to slip under the plastic flaps.

## Corpses

Expect a steady stream of dead people dumped into disposal. Most killers don't expect anyone to be working in here, and they are usually right. Make sure you are wearing gloves if in the room, and call the Detective when you find one.

## Hate Mail

Is someone drawing your ire? How about mailing them the corpse of a crew member (preferably a co-worker or friend). Simply wrap the corpse up with wrapping paper and follow the same steps you'd use to mail anything.

If you manage to get a hold of a bomb, you can use the delivery system here to zip over your explosive package to anywhere on station with a disposal outlet. Just make sure you time your detonation right, so you don't miss your target or have the bomb disarmed.
Security Office

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**Reason:** The picture Security\_Office.PNG is outdated and does not currently represent the Security Office ingame.

The following section or article is out of date and needs to be revised. You can help by updating it.

A section of the Security Department where Security Officers are able to gather equipment, monitor cameras, and hold meetings, briefings, and debriefings with the Head of Security.
Clothing and Internals

Clothing is what keeps you warm in the winter, let alone the dead of space. Below are the objects which you can wear.

## Jumpsuits

Having a jumpsuit is extremely important. Without a jumpsuit you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise.

In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Used by the Chief Medical Officer and other Heads of Staff to locate you in case you go missing.

Depending on how high you set yours, more information will be available to Crew Monitoring Consoles.

**Off**

Tells them nothing. You don't even show up on the monitor.

**Binary Life Signs**

Tells them if you are alive or deceased. The name that shows up on the monitor is the same one on the ID that is being worn. If no ID is worn, you will show up as 'Unknown'.

**Vital Tracker**

Tells them what your vital statistics are. Separates damage by Suffocation, Toxin, Burn, and Brute

**Tracking Beacon**

The maximum level. Tells them what area of the station you're currently in, and your co-ordinate location. Moreoever, the station AI will be able to track you irrelevant of camera coverage.

## Suits

Stuff you wear over your jumpsuit. Most of them are pretty useful.

## Earpieces

These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type **<say ";(your text here)">**.

Different branches of the station get a unique headset with it's own private channel. In order to use this channel type in **<say ":h (your text here)">**. And your message will be broadcast to others with the same type of headset. *This does not work on the basic model. You can tell the basic model by its black coloring and lack of label.*

You can also emote over the radio by typing in **<say ";!(your emote here)">**. This can work on any radio channel. Simply substitute **;** with the channel modifier of your choice. *Please keep in mind that it is very difficult to ascertain if someone is winking over the radio, so radio emotes should be kept to audio only.*

All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. One contains the common radio channel, and the other contains the department channels.

Here is a list of channels and how to access them. Examining your headset also shows you all possible channels.'

* **:h** Your department's channel
* **:c** Command
* **:s** Security
* **:e** Engineering
* **:u** Supply
* **:m** Medical
* **:n** Research
* **:v** Service

Other channels:

* **:b** Binary (For AI and cyborgs)
* **:a** Alien
* **:g** Changeling
* **:h** AI Holopad (For AI)
* **:o** AI Private Channel (For AI)
Main Page

**More Navigation**

Greetings and welcome to Baystation 12 wiki! Our largest difference from other Space Station 13 servers is that roleplaying is enforced here. However, we use such roleplaying to help aid our enjoyment and fun, not to enforce ways of playing on others. Feel free to drop by!

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We have a Style Guide and a Contribution Guide for editors.
Also, please check the following:

* Wiki Statistics
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We also have a bugtracker at https://github.com/Baystation12/Baystation12/issues
Humans

**This section or article is a Work in Progress.**

**Assigned to:** None

Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.

**Humans** are a space-faring species hailing originally from the planet Earth in the Sol system.

Humanity originated in the Sol system, and over the last five centuries has spread colonies across a wide swathe of space. They hold a wide range of forms and creeds.

While the central Sol government maintains control of its far-flung people, powerful corporate interests, rampant cyber and bio-augmentation and secretive factions make life on most human worlds tumultous at best.

**Language:** Humans have the option of knowing Sol Common, Tradeband, or Gutter.

**Naming:** All humans must have a first name and surname, with the exception of the vat-grown Humans. Vat-grown Humans may have either a normal human name, a name followed by a string of numbers "Bob-177", or two letters and a string of numbers "TK-421".

# Subspecies

**Grav-adapted Human**

Heavier and stronger than a baseline human, gravity-adapted people have thick radiation-resistant skin with a high lead content, denser bones, and recessed eyes beneath a prominent brow in order to shield them from the glare of a dangerously bright, alien sun. This comes at the cost of mobility, flexibility, and increased oxygen requirements to support their robust metabolism.

**Space-adapted Human**

Lithe and frail, these sickly folk were engineered for work in environments that lack both light and atmosphere. As such, they're quite resistant to asphyxiation as well as toxins, but they suffer from weakened bone structure and a marked vulnerability to bright lights.

**Vat-grown Human**

With cloning on the forefront of human scientific advancement, cheap mass production of bodies is a very real and rather ethically grey industry. Vat-grown humans tend to be paler than baseline, with no appendix and fewer inherited genetic disabilities, but a weakened metabolism.
Starboard Hallway

One of the primary hallways, located right of the Central Hallway. Everyone will walk here at least once in the round, either to visit Medbay, to have a drink, get to work, get a new battery, or simply to leave the station.
You will almost always find someone here, so it's not a good spot for a stealth work.
Disposals

This room is the area where all trash that is sent along the conveyor belt in Delivery Office ends up. Turning on the lever forces the trash along the conveyor belt, where it is placed onto a mass driver. One press of a button, and the trash is forcefully ejected into space. There is also a door from maintenance that leads to the conveyor itself, for manual inserting of trash. Great for ensuring that the station is clutter-free, and makes for an easy way to dispose of corpses.
Maintenance Drone

**Alternate Titles:** Construction Drone

Drones are non-human, insect-like creatures tasked with maintaining the integrity of Nanotrasen space stations. They are created from the drone fabrication units found near engineering and a few other locations. Drones hold no loyalty to anyone but themselves, however their entire purpose is to maintain the integrity of their assigned space station. They are programmed to not interact with anyone else but other drones.

Drones can be played by players which are currently ghosted. In order to take control of a Drone use the "Join as drone" command available under the Ghost tab.

## Basic information

### Laws

Drones are, as other synthetics, bound by laws. By default, the drone laws look like this:

1. Preserve, repair and improve the station to the best of your abilities.
2. Cause no harm to the station or anything on it.
3. Interact with no being that is not a fellow maintenance drone.

### Playing A Drone

Playing a drone is a nice introduction into playing as a cyborg. You have access to most basic tools, as well as other synthetic-exclusive functions such as control of electronic devices. However, you should keep in mind that unlike a cyborg you lack personality and advanced knowledge. Drones are not designed for complex operations, such as, stabilising an overloaded supermatter engine, so it is recommended to avoid such things.

Your job is to **perform minor maintenance tasks**. You have access to everything you need to keep the station in acceptable state. You can setup the Solars if there are no engineers, which should be sufficient to run most station's systems. You can also perform minor repairs, such as, broken walls, windows, and certain basic machines such as air alarms, fire alarms, and APCs.

In comparison to engineering cyborg, your matter storages are considerably smaller. Keep an eye on your Status tab, which shows amount of remaining resources. When you start running low, head to a cyborg recharger unit. While recharging your matter storages will be slowly refilled.

As you are suposed to not interact with non-drones, you should avoid the crew where possible. You can use maintenance tunnels as a quick and relatively calm way around the station. This also means that you should not run around, killing carps/spiders or other nuisances. When attacked, you should either hide or run. Remember - if you die you can spawn as a new drone in few minutes. Unlike cyborgs, drones are very fragile and it is not hard to get yourself destroyed or critically damaged by a carp or other entity.

## Controlling Drones

As drone programming does not contain speech or other common communication routines, the only method of directing drones is via the control computers located next to the fabricators in drone fabrication. These computers have few options. Among others, they allow you to shut down the drone, which can be useful if a drone is malfunctioning. You can also send a ping highlighting a specific area, which will be received by the drones.
Hydroponics

**This section or article is outdated.**

This article or section is outdated and the information contained in it should not be relied upon. You can help by updating it.

## Hydroponics

This is where food is grown. The Botanist works here. It has water tanks and sinks, buckets, axes, mini-hoes, and plant analyzers. Machinery includes eight hydroponics trays, two seed storage fridges and two fertilizer vendors, five patches of soil, a seed extractor, and a biogenerator.

Read the Guide to Hydroponics for more info.

## Things you can get from the Seed Storage

* Banana Seeds
* Berry Seeds
* Carrot Seeds
* chanterelle spores
* Chili Seeds
* Corn Seeds
* Eggplant Seeds
* Potato Seeds
* Diona nodes
* Soybean Seeds
* Sunflower Seeds
* Tomato Seeds
* Tower Cap spores
* Wheat Seeds
* Apple Seeds
* Poppy Seeds
* Sugarcane seeds
* White-beet Seeds
* Watermelon Seeds
* Lime Seeds
* Lemon Seeds
* Orange Seeds
* Grass Seeds
* cacao seeds
* Plump helmet spores
* Cabbage Seeds
* Grape Seeds
* Pumpkin Seeds
* Cherry pits
* Rice seeds
* S'randar's hand seeds
* Messa's tear seeds
* Tobacco Seeds

### Xenoflora seed storages also have these

* Ambrosia Vulgaris seeds
* Plastellium seeds
* Fly Amanita spores
* Glowshroom spores
* Liberty Cap spores
* Nettle Seeds
* reishi spores

## Things you can get from the Nutri-Vend

* E-Z Nutrient
* Left 4 Zed
* Robust Harvest
* Pest Spray
* Syringe
* Plant Bag

Hacking these machines won't give you anything else.

## Garden

This area has five patches of soil and is open to the public. It contains one of the hoes and one of the axes, as well as a sink and bucket. When there's no chef or gardener, or if they just feel like relaxing, the crew can grow food here.
Cortical Borer

**This section or article is outdated.**

This article or section is outdated and the information contained in it should not be relied upon. You can help by updating it.

A small, slug like creature that burrows into the brains of crewmembers and monkeys and takes over the mind and the body.

Use **say ;** to speak with your fellow borers
Jimmy

**Appearances** | Fragile

**Jimmy** is a character appearing in *Fragile*, portrayed by Cameron Antrobus. Jimmy is one of the eight remaining children at Mercy Falls in the year, 1999.

## History

Jimmy was one of the eight child patients that remained at Mercy Falls due to the train crash. Throughout the movie, he's seen along with the rest of the kids including a minor obstruction in the end, when a needle gets stuck in his nerve by Helen Perez during the evacuation, however, it is later recovered and Jimmy is then sent to St. James Hospital along with the other kids.

## Trivia

* One of the scenes that remained in Jimmy's cabinet include when he questions about the absence of Susan when Amy Nicholls was introduced to the children or when he speaks to Helen about Linda's anxiety regarding the sighting of the mechanical girl.
Engineering Department

## Jobs

Engineering is the group of professions that are centered around managing/fixing the station. The professions that are included in the Engineering profession block are:

* Chief Engineer as the Head of the Department.
* Station Engineers who run the Engine, included calibrating the SMESes. They also repair and maintain the station.
* Atmospheric Technicians who maintain the atmosphere from Atmospherics and repressurize areas if needed.

## Department Areas

The Engineering department has multiple areas:

* Engineering
* Engine Room
* Chief Engineer's Office
* Engineering Secure Storage
* Engineering Escape Pod
* Atmospherics

Other associated rooms are:

* EVA
* Construction Area
* Tech Storage

## Guides

Associated guides are:

* Basic Construction
* Guide to Construction
* Guide to Engineering
* Hacking
* Singularity Engine
* Solars
* Guide to Atmospherics