<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MutilatedFrank</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MutilatedFrank"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/MutilatedFrank"/>
	<updated>2026-05-31T04:23:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Space9.png&amp;diff=4546</id>
		<title>File:Space9.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Space9.png&amp;diff=4546"/>
		<updated>2016-09-23T20:06:05Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Combat&amp;diff=4544</id>
		<title>Guide to Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Combat&amp;diff=4544"/>
		<updated>2016-09-23T19:59:26Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;Also known as Robust/Robusting, jargon for engaging in the combat system. It&amp;#039;s an ironic description. The combat system is pretty quirky and limiting.  == Intents == {{Main|In...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as Robust/Robusting, jargon for engaging in the combat system. It&#039;s an ironic description. The combat system is pretty quirky and limiting.&lt;br /&gt;
&lt;br /&gt;
== Intents ==&lt;br /&gt;
{{Main|Intent}}&lt;br /&gt;
You intent specifies what you want to do when you click on another player/mob. You can switch between these by click on the [[File:help.png]] on your HUD or by using CTRL+Q or CTRL+E.&lt;br /&gt;
&lt;br /&gt;
* [[File:help.png]] &#039;&#039;&#039;Help&#039;&#039;&#039; - The help intent is the default intent. You&#039;ll shake people or yourself awake if you have no items, or perform CPR on them if they&#039;re suffocating and both have no helmets or masks on. You&#039;ll still hit people with most items if you&#039;re holding one though. You also pass through other people when moving through them. Your gun will not fire while on help intent, but will aim when clicked on someone. Moreoever, any attack on you will have a 100% hit chance. Being buckled to something or lying down on the floor will also nullify the chance of a hit missing.&lt;br /&gt;
* [[File:disarm.png]] &#039;&#039;&#039;Disarm&#039;&#039;&#039; - A defensive intent. You&#039;ll attempt to disarm someone of their weapon or push them over for a very short while. This has a chance of failing, so repeated clicking may be necessary. People cannot run past you with this intent.&lt;br /&gt;
* [[File:grab.png]] &#039;&#039;&#039;Grab&#039;&#039;&#039; - You&#039;ll grab someone passively at first. Moving will be slowed if you try to drag them around, so for transport, pulling is much faster. Clicking on them again will grab them aggressively (which has a chance of failing) and allow you to put them on a table to make them lie down or handcuff them. Click again will grab them by the neck. You can then click on the [[File:strangle.png]] strangle icon on your HUD once to temporarily choke them to disarm them, or double click it to start strangling them. You can also hit someone with your free hand while having him/her in a chokehold, and your victim can do the same. People cannot run past you with this intent.&lt;br /&gt;
* [[File:harm.png]] &#039;&#039;&#039;Harm&#039;&#039;&#039; - This intent does &#039;&#039;&#039;NOT&#039;&#039;&#039; make you do more damage with melee weapons, but decreases your chance of missing the targeted area. If you have a [[stun baton]] however, you&#039;ll beat your target instead of stunning them, which knocks them down, but only stuns for a very short amount of time. This is generally a bad thing. With harm intent on, firing a gun at someone with the [[File:normalgun.png]] manual fire gun system will fire a special point blank shot which does extra damage. With an empty hand you&#039;ll punch people for around 5 brute damage, and have a small chance to land a strong hit , which will have various effects depending on the targeted location. People cannot run past you with this intent.&lt;br /&gt;
&lt;br /&gt;
The target area in this type of combat matters, especially in harm intent, for a strong hit will cause differing effects depending on where the punch/blow lands.&lt;br /&gt;
*A strong hit on the head will cause blurriness and dizziness.&lt;br /&gt;
*A strong hit on the arm will cause the target dropping what he/she is holding.&lt;br /&gt;
*A strong hit on the groin will cause HALLOS damage. (Similar to Stun Baton/Taser)&lt;br /&gt;
*A strong hit on the chest will send the victim flying to the floor.&lt;br /&gt;
&lt;br /&gt;
== Gun System ==&lt;br /&gt;
There are two ways to use guns, the auto fire or manual system. You can switch between these with the F6 key, or the [[File:normalgun.png]] gun icon on your HUD.&lt;br /&gt;
&lt;br /&gt;
* [[File:normalgun.png]] &#039;&#039;&#039;Manual Fire&#039;&#039;&#039; - This is the default mode for firing guns. Simply click on the tile you want to fire and you&#039;ll fire in the direction. Click on someone adjacent to you will cause you to hit them with your gun, unless you&#039;re on [[File:harm.png]] harm intent, in which case you&#039;ll fire a point blank shot at them for extra damage, as long as you have ammo. [[Taser]] guns have a special extra long stun when adjacent, regardless of intent. To fire at someone on the ground, click specifically on them, or the shot will go over them.&lt;br /&gt;
* [[File:autogun.png]] &#039;&#039;&#039;Auto Fire&#039;&#039;&#039; - This gun system is useful for taking people hostage. When you turn this on and aim at someone a reticule will appear on them and they&#039;ll get a message stating to stop doing anything. After 2 seconds, if they interact with anything, you will automatically fire at them. You can allow them to walk, run, or use items using icons that will appear on your HUD. Clicking in their direction or on them again will fire at them. You can click another person to switch your focus to them. Click your gun again to stop aiming at your target.&lt;br /&gt;
&lt;br /&gt;
== Heavy vs Light ==&lt;br /&gt;
* Heavy items do much more damage, but are slower and have a chance to miss. Conversely, light weapons to less damage, but always hit and swing faster.&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
* Aim for the head. Knock outs when aiming for the head last longer.&lt;br /&gt;
* If they have a helmet, aim for the chest. If they have body armor too, aim for the legs.&lt;br /&gt;
* Click repeatedly.&lt;br /&gt;
* Any object is usually better than your fists. Fire extinguishers especially.&lt;br /&gt;
* Screwdrivers have a special blinding attack when aiming for the eyes.&lt;br /&gt;
* Harm intent is your best bet.&lt;br /&gt;
&lt;br /&gt;
== Defending ==&lt;br /&gt;
* Run away.&lt;br /&gt;
* If they&#039;re too close, disarm, then run away.&lt;br /&gt;
* If you can&#039;t run, aim for the head to get a knock out and then run away.&lt;br /&gt;
* If they give chase, throw objects at them. Some objects, such as metal rods or floor tiles do extra damage when thrown.&lt;br /&gt;
* Stun them, or otherwise attempt to disable them.&lt;br /&gt;
&lt;br /&gt;
== Grab Intent Moves ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Trigger&lt;br /&gt;
!Required&lt;br /&gt;
!Target&lt;br /&gt;
|-&lt;br /&gt;
| Jointlocking&lt;br /&gt;
| Causes 40 Halloss&lt;br /&gt;
| Click on victim with grab intent&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Limb&lt;br /&gt;
|-&lt;br /&gt;
| Jointbreaking&lt;br /&gt;
| Dislocates the limb&lt;br /&gt;
| Click on victim with harm intent&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Limb&lt;br /&gt;
|-&lt;br /&gt;
| Eyesquishing&lt;br /&gt;
| Causes 3 to 4 eye damage&lt;br /&gt;
| Click on victim with harm intent&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Eyes&lt;br /&gt;
|-&lt;br /&gt;
| Knifing&lt;br /&gt;
| Causes 60 brute (divided into 3*20) and 60 oxyloss&lt;br /&gt;
| Attack the victim with an edged item&lt;br /&gt;
| Neck grab&lt;br /&gt;
| Head&lt;br /&gt;
|-&lt;br /&gt;
| Headbutting&lt;br /&gt;
| Causes 20 damage to victim and 10 damage to assailant&lt;br /&gt;
| Click on Victim with harm intent&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| Head&lt;br /&gt;
|-&lt;br /&gt;
| Pinning&lt;br /&gt;
| Pins victims to the ground&lt;br /&gt;
| Click on victim with disarm intent&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Blinding&lt;br /&gt;
| Victim can&#039;t see&lt;br /&gt;
| Target eyes&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| Eyes&lt;br /&gt;
|-&lt;br /&gt;
| Muzzling&lt;br /&gt;
| Victim can&#039;t speak&lt;br /&gt;
| Target mouth&lt;br /&gt;
| Aggressive grab&lt;br /&gt;
| Mouth&lt;br /&gt;
|-&lt;br /&gt;
| Dancing&lt;br /&gt;
| Constantly facing each other&lt;br /&gt;
| Two people grabbing each other&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Buckling&lt;br /&gt;
| Buckles the grabbed person to an object&lt;br /&gt;
| Click on object&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Diagnosis&lt;br /&gt;
| Gather damage information about a body part&lt;br /&gt;
| Click on target with help intent&lt;br /&gt;
| Passive Grab&lt;br /&gt;
| Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can I use this? == &lt;br /&gt;
In certain situations, you will come across a variety of weaponry and neat little gadgets. This brings up the concept of what certain characters can use.&lt;br /&gt;
For example: If you&#039;re playing a civilian role like janitor, No matter what your history is, please avoid grabbing that sub machine gun that a dead mercenary has dropped and use it against the rest of his cohorts and chase them down. Unless you&#039;re an antagonist too.&lt;br /&gt;
&lt;br /&gt;
== Combat Tips == &lt;br /&gt;
* If you have a legitimate reason too, use Hyperzine beforehand. It increases your movement speed considerably.&lt;br /&gt;
* &#039;&#039;Expect to be the one to die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Autogun.png&amp;diff=4542</id>
		<title>File:Autogun.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Autogun.png&amp;diff=4542"/>
		<updated>2016-09-22T13:43:59Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Normalgun.png&amp;diff=4541</id>
		<title>File:Normalgun.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Normalgun.png&amp;diff=4541"/>
		<updated>2016-09-22T13:43:51Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Harm.png&amp;diff=4540</id>
		<title>File:Harm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Harm.png&amp;diff=4540"/>
		<updated>2016-09-22T13:43:40Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Strangle.png&amp;diff=4539</id>
		<title>File:Strangle.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Strangle.png&amp;diff=4539"/>
		<updated>2016-09-22T13:43:30Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Help.png&amp;diff=4538</id>
		<title>File:Help.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Help.png&amp;diff=4538"/>
		<updated>2016-09-22T13:43:14Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Disarm.png&amp;diff=4537</id>
		<title>File:Disarm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Disarm.png&amp;diff=4537"/>
		<updated>2016-09-22T13:42:38Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MultiTool.PNG&amp;diff=4492</id>
		<title>File:MultiTool.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MultiTool.PNG&amp;diff=4492"/>
		<updated>2016-09-16T19:44:49Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:TelecommEg.PNG&amp;diff=4491</id>
		<title>File:TelecommEg.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:TelecommEg.PNG&amp;diff=4491"/>
		<updated>2016-09-16T19:43:32Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SpessChart.png&amp;diff=4490</id>
		<title>File:SpessChart.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SpessChart.png&amp;diff=4490"/>
		<updated>2016-09-16T19:43:15Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sreceiver.gif&amp;diff=4489</id>
		<title>File:Sreceiver.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sreceiver.gif&amp;diff=4489"/>
		<updated>2016-09-16T19:42:33Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Server.gif&amp;diff=4488</id>
		<title>File:Server.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Server.gif&amp;diff=4488"/>
		<updated>2016-09-16T19:42:24Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Bluespacerelay.png&amp;diff=4487</id>
		<title>File:Bluespacerelay.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Bluespacerelay.png&amp;diff=4487"/>
		<updated>2016-09-16T19:42:07Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pro.gif&amp;diff=4486</id>
		<title>File:Pro.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pro.gif&amp;diff=4486"/>
		<updated>2016-09-16T19:41:58Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Bus.gif&amp;diff=4485</id>
		<title>File:Bus.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Bus.gif&amp;diff=4485"/>
		<updated>2016-09-16T19:41:47Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: MutilatedFrank uploaded a new version of &amp;amp;quot;File:Bus.gif&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Telecommunications&amp;diff=4483</id>
		<title>Telecommunications</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Telecommunications&amp;diff=4483"/>
		<updated>2016-09-16T19:40:42Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;telecommunication&amp;#039;&amp;#039;&amp;#039; system is a complete overhaul of the way radios work, introduced in [http://code.google.com/p/tgstation13/source/detail?r=2807 revision 2807]. It a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;telecommunication&#039;&#039;&#039; system is a complete overhaul of the way radios work, introduced in [http://code.google.com/p/tgstation13/source/detail?r=2807 revision 2807]. It adds an entire realm of complexity to the very simple and previously straight-forward process of radio communication, but in turn presents new strategies for antagonists and offers the sandbox for some... very interesting shenanigans. &lt;br /&gt;
&lt;br /&gt;
== The Central Compartment ==&lt;br /&gt;
&lt;br /&gt;
[[File:TelecommEg.PNG|thumb|right|A basic example of a telecommunication central compartment. All essential machines, including a monitoring and logging computer, are present.]]&lt;br /&gt;
A functional telecommunication central compartment (otherwise known as the &amp;quot;Server Room&amp;quot;) contains several machines, each with its own isolated function. These machines make up a usually independent telecommunication network, with a pre-specified array of frequencies to process. Optionally, monitoring computers may be used to keep track of telecommunication activity and network integrity. It is important to notice that the machines, most dominantly the &#039;&#039;Processor Units&#039;&#039;, generate a significant amount of heat. The central compartment is generally kept at a very low temperature to prevent the damage of the hardware infrastructure, so maintenance is usually not done without proper protective equipment.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;central&#039;&#039; communications compartment is not necessary for a functional telecommunications network. In fact, it may be more efficient to separate the network into sub-nets. Nanotrasen Tech Department, however, strongly suggests the centralization of the machinery for easier maintenance and bookkeeping. While a strong central compartment may be easier to maintain, it is also easier to sabotage or blow up. The only thing worse than explosive concussion damage and massive atmospheric de-stabilization is a downed communication grid. A central compartment should be well-fortified and stable, and fortunately for the crew, Nanotrasen cannot pinch for pennies in this department. The station will either receive a robust Communications Satellite or inner-station Server Room.&lt;br /&gt;
&lt;br /&gt;
== The Machines == &lt;br /&gt;
&lt;br /&gt;
There are 5 different kinds of machines essential for a healthy telecommunication network. Without one or the other, the entire system would cease to function or would not function optimally. All telecommunication machines idle until they receive a signal, and all the machines are built with Hyperwave Filtering modules that allow for the scanning of signal&#039;s frequency regardless of intensity. This means each machine can selectively choose which signals to pay attention to, if there are any specified frequencies to tune into.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sreceiver.gif]] Subspace Receivers ===&lt;br /&gt;
&#039;&#039;Subspace Receivers&#039;&#039; are essential to a subspace telecommunication network. They have a long-term subspace window open at all times, and create the subspace-equivalent of a gravity well in its warped version of space-time. FTL signals traveling in subspace are going too &amp;quot;fast&amp;quot; to be sucked into the gravity well, but a carbon copy of the signal is produced whenever a signal passes through the pocket. This signal is then converted into a real radio wave by the Subspace Receiver and passed onto all immediately-linked machines. In a typical scenario only Bus Mainframes would receive the signal. &lt;br /&gt;
&lt;br /&gt;
[[File:SpessChart.png|thumb|left|A simple visual synopsis of a basic radio telecommunication network. It shows the &amp;quot;route&amp;quot; a subspace transmission travels before it reaches its end destination(s).]]&lt;br /&gt;
=== [[File:Bus.gif]] Bus Mainframes ===&lt;br /&gt;
&#039;&#039;Bus Mainframes&#039;&#039; regulate and handle the transfer of massive quantities of data at near instantaneous speeds. They are not essential to a network, but are required to keep data transfer instant. They usually transfer data back and forth between servers and processor units. If a Bus Mainframe is missing, network output may be unreliable or slow.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Pro.gif]] Processor Units ===&lt;br /&gt;
&#039;&#039;Processor Units&#039;&#039; decrypt, clean and stretch hyper-compressed radio signals. Radio signals are sent into subspace using a preset encryption hash but random seed, which makes the process of encrypting and sending very light but unpacking and decrypting heavy due to the weird nature of subspace. Processor Units can instantly make signals readable by other machines. They are not essential to a subspace network but if one is missing, network output may not be understandable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Server.gif]] Telecommunication Servers ===&lt;br /&gt;
&#039;&#039;Telecommunication Servers&#039;&#039; log network statistics and signal traffic for easy maintenance. Each server represents a &amp;quot;channel&amp;quot; in the Nanotrasen default settings. They can listen in to multiple channels, however. For each signal that is sent to a server, a database entry is created and the signal&#039;s information is stored. The servers also help by sorting the order in which signals are transferred to subspace broadcasters, which is vital for instantaneous signal transferring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additionally&#039;&#039;, Telecommunication Servers are capable of running user-written scripts through use of a Telecommunications Traffic Monitor. When a signal passes through a server (and the server is set to automatically execute code), the interpreter halts the signal until the code has finished executing, then releases the signal. During this time, the server&#039;s script interpreter can modify the signal&#039;s contents or flag it as a rejected signal, which will cause broadcasters to ignore it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[NT_Script|Learn more about NT Scripting (NTSL)]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Broad.gif]] Subspace Broadcasters ===&lt;br /&gt;
&#039;&#039;Subspace Broadcasters&#039;&#039; are impressive pieces of hardware that are capable of opening large enough subspace windows to transfer de-compressed data bursts, in encoded radio waves, through. They are necessary for any network that is expected to output information back to receiving radio devices. They operate by directing high-powered lasers into a small subspace window and fluctuating the amplitude of radio waves through subspace, allowing the large data packets easier entering and exiting of subspace.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bluespacerelay.png]] Emergency Bluespace Relay ===&lt;br /&gt;
&#039;&#039;Bluespace Relays&#039;&#039; are used by the station&#039;s [[Computers#Command|Communications Consoles]] in order to transmit emergency messages to [[CentCom|Central Command]]. Without the relay, emergency transmissions cannot be sent from any communications console.&lt;br /&gt;
&lt;br /&gt;
== Maintenance Guide == &lt;br /&gt;
&lt;br /&gt;
Telecommunications machines are flexible and can adapt to structure changes, and they are otherwise immortal to mundane errors and crashes. However, in the event of a catastrophe such as an explosion, singularity, or anything of the like the default warranty becomes void and the machines will probably be destroyed or totaled. If one or more machines are destroyed, chances are the entire communication grid or at least part of it will be down. While intercoms and station bounced radios are capable of limited non-subspace communication it is most definitely not reliable. It should be maximum priority to get those machines up again.&lt;br /&gt;
&lt;br /&gt;
If you suspect the machines aren&#039;t working properly (or at all), you should identify the cause first. Probably the most common issue is an exploded central compartment. Repair any structural damage and assess the machines. If they&#039;re still on (flashing/blinking lights, etc) then they are relatively functional. If there&#039;s been some atmospheric depressurization you&#039;re going to want to pump supercooled air into room; the machines need cold gas to survive or they will not be able to diffuse their heat into the environment, and will overheat.&lt;br /&gt;
&lt;br /&gt;
[[File:MultiTool.PNG|thumb|right|The multitool-telecomm interface.]]&lt;br /&gt;
If the machines have been overheated, you can fix them by simply reconstructing them. To do this, first unfasten the exterior bolts with a screwdriver. Next, dislodge the plating with a wrench. Next, remove the internal cables with some wirecutters. After that, you can use a crowbar to remove the internal components and circuit board. From there, you can either deconstruct the empty frame or simply rebuild it. If the machines have been completely destroyed, you&#039;re going to want to build more. You&#039;re going to have to bug R&amp;amp;D for some really high-tier circuit boards and stock parts, or salvage some parts from other toasted telecomm machines. Keep in mind, you don&#039;t have to reconstruct ALL the machines. At the very minimum you need 1 receiver, 1 processor, 1 server, and 1 broadcaster.&lt;br /&gt;
&lt;br /&gt;
== Telecommunication Polymorphism ==&lt;br /&gt;
&lt;br /&gt;
The machines can be retrofitted manually to work with other machines that normally would not be very common or wise. In the case of an emergency, however, it can be a life-saver. You can use a multitool to interface with telecommunication machines, which will allow you to modify some of the machines&#039; properties. You can also link together machines with this interface, which is possibly the most important function.&lt;br /&gt;
&lt;br /&gt;
In order to link two machines, access one of them with your multitool. Select [Add Machine] at the bottom of the window to store this machine in the buffer of the multitool. Now access the other machine with the same multitool. The machine previously buffered should still be in the buffer of the multitool. Select [Link] to add the machine currently buffered to the list of machine links of the machine currently accessed. This will establish a link between these two machines. (Note that it is possible to link a machine to itself; this is both harmless and pointless.)&lt;br /&gt;
&lt;br /&gt;
=== Subspace Receivers === &lt;br /&gt;
&lt;br /&gt;
You can link Subspace Receivers to &#039;&#039;Processor Units&#039;&#039; if you are unable to link to a functional bus mainframe. This can and will create substantial network lag, because Bus Mainframes are needed for rapid information transferring and advanced port configurations.&lt;br /&gt;
&lt;br /&gt;
=== Bus Mainframes ===&lt;br /&gt;
&lt;br /&gt;
You can link Bus Mainframes to &#039;&#039;Subspace Broadcasters&#039;&#039; if you are unable to link to a functional server. This will not have much of an effect besides a very miniscule performance decrease.&lt;br /&gt;
&lt;br /&gt;
If you do not link to a Processor Unit, signals&#039; readability will suffer substantially. It will also make it impossible to directly link to broadcasters.&lt;br /&gt;
&lt;br /&gt;
=== Processor Units ===&lt;br /&gt;
&lt;br /&gt;
You can link Processor Units to &#039;&#039;Telecommunication Servers&#039;&#039; if you are unable to link to Bus Mainframes. This will naturally have a significant performance cost.&lt;br /&gt;
&lt;br /&gt;
=== Telecommunication Servers ===&lt;br /&gt;
&lt;br /&gt;
These cannot really be linked to anything else other than a broadcaster. They are only needed to store logs and maintain sane bookkeeping.&lt;br /&gt;
&lt;br /&gt;
=== Subspace Broadcasters === &lt;br /&gt;
&lt;br /&gt;
These are ESSENTIAL if you want an output. There is nothing you can do with these in terms of polymorphism.&lt;br /&gt;
&lt;br /&gt;
== Communication Blackout == &lt;br /&gt;
In a certain random event, All comms might go out for a few minutes. This can easily be remedied by waiting and grabbing one of those neat hand held station bound radios.&lt;br /&gt;
&lt;br /&gt;
== Radio Silence ==&lt;br /&gt;
A useful traitor tactic to either stop your target using the radio, or luring the [[Chief Engineer]] to the area. Here are some easy ways to make nobody hear the screams of the station.&lt;br /&gt;
&lt;br /&gt;
1.Turn off the coolers. If you read the rest of this post then you know that these machines overheat without the freezer running.&lt;br /&gt;
&lt;br /&gt;
2.Destroy the sub-space broadcaster. Those screams will be uttered, But not heard.&lt;br /&gt;
&lt;br /&gt;
3.Deconstruct the processor. This makes the radio blast gibberish that nobody can comprehend.&lt;br /&gt;
&lt;br /&gt;
4.Deconstruct the server. Depending on which ones you knock out, you can disable most of the command channels and such.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=4441</id>
		<title>Guide to Forensics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=4441"/>
		<updated>2016-09-09T19:48:11Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Handling evidence ==&lt;br /&gt;
It&#039;s quite simple.&lt;br /&gt;
If you touch something - you get stuff on it.&lt;br /&gt;
Fingerprints if you didn&#039;t even bother to wear gloves, fibers if you&#039;re wearing clothes (please do), or blood if you&#039;re a blood-drenched axe murderer.&lt;br /&gt;
If that&#039;s not what you want, use Evidence Bags to put things in for safe handling, and cordon crime scenes to prevent pesky onlookers from contaminating it.&lt;br /&gt;
&lt;br /&gt;
== Types of evidence ==&lt;br /&gt;
=== Fingerprints ===&lt;br /&gt;
Most straightforward thing - people have fingers, and fingers have very specific patters on the tips. And since they tend to leave greasy imprints of them everywhere, these can be used to find out who touched what.&lt;br /&gt;
&lt;br /&gt;
Problem with these is that more often than not people only leave a fragment of whole print, so you&#039;d need to collect enough of those before you can with any degree conclude what the actual print is.&lt;br /&gt;
&lt;br /&gt;
Upside is that once you got past that, it&#039;s a matter of simple search in Security Records to connect the name to the print. Assuming no one tampered with those of course...&lt;br /&gt;
=== Fibers ===&lt;br /&gt;
Less telling, but much more often encountered cousin of fingerprints. What happens is whenever you touch something, tiny bits of fabric from your clothing might fall off and stick to the items. It&#039;s nearly impossible to prevent it aside from not wearing any clothes (but then you&#039;d have to worry about fingerprints) or wearing fullbody sealed suit (suit would still leave fibers).&lt;br /&gt;
&lt;br /&gt;
You will encounter these most often, but the problem with them is that unless you&#039;re very lucky, they only help to lessen the number of suspects, as many jobs on station wear same uniform and there is no way to tell the specific one that left this fiber.&lt;br /&gt;
=== Gunshot Residue (GSR) ===&lt;br /&gt;
Guns are messy. Their results are messy, and their workings are messy. When gun fires, it creates a cloud of tiny burnt-up particles, that stick to just about everything - especially your hands.&lt;br /&gt;
By swabbing hands (or gloves) for said residue, you can find out if owner of said gloves (or hands) fired a gun recently, and even what type of bullet it was.&lt;br /&gt;
=== DNA samples ===&lt;br /&gt;
Nature was kind enough to make your job easier by sticking an unique identifier on all bits of humans - DNA. In this line of work, you&#039;ll find it in body liquids - swabs of either blood or saliva from (unidentified) victim&#039;s mouth if you need it.&lt;br /&gt;
== Tools ==&lt;br /&gt;
You get all kinds of nifty toys to collect those things with, all fitting nicely in a crime scene kit that should be lying somewhere in the lab. Or stick them on your belt if that&#039;s your thing.&lt;br /&gt;
===[[File:Evidence_Bag.png|frameless]] Evidence bag ===&lt;br /&gt;
Sealable plastic baggie to hold all kinds of nasty (or not) stuff.&lt;br /&gt;
You should get any evidence in there as soon as possible so people can carry it around with contaminating with fibers or fingerpints.&lt;br /&gt;
Isn&#039;t scannable in any machinery, take item out and use other tools on it.&lt;br /&gt;
===[[File:Luminol.gif|frameless]] Luminol &amp;amp; UV light ===&lt;br /&gt;
Fun for rave parties and murder investigations.&lt;br /&gt;
Luminol is a magical chemical compound that reacts with blood traces that are invisible to naked eye. Spray it where you think blood was supposed to be.&lt;br /&gt;
&lt;br /&gt;
Said reaction makes them visible in UV light (that&#039;s what it for) as cool-looking blue glowing stains.&lt;br /&gt;
That is, of course, if the culprit didn&#039;t clean thoroughly enough.&lt;br /&gt;
&lt;br /&gt;
===[[File:Fprint dust.gif|frameless]] Fingerprint powder ===&lt;br /&gt;
Aluminium powder and a brushie. Let&#039;s you collect those pesky fingerprint fragments off various surfaces.&lt;br /&gt;
Just use it on anything you need, and if there&#039;s any kind of prints there, fingerprint card will appear.&lt;br /&gt;
=== Fingerprint cards ===&lt;br /&gt;
Nice and white plastic cards with malleable layer, used to hold full set of fingerprints.&lt;br /&gt;
Click in hand or aim at someone else&#039;s hands to take nice and complete fingerprints.&lt;br /&gt;
Analyze in Microscope for details.&lt;br /&gt;
===[[File:Mag glass.gif|frameless]] Fiber collection kit ===&lt;br /&gt;
Cool magnifying glass for finding small bits of fibers, and tweezers for picking them up. All findings go into tiny baggies.&lt;br /&gt;
Can be used to get fibers off pretty much anything - just click on thing and if there are some fibers on it, they&#039;ll appear.&lt;br /&gt;
Analyze in Microscope for details.&lt;br /&gt;
===[[File:Dnakit.gif|frameless]][[File:Swab.gif|frameless]] Swab kit ===&lt;br /&gt;
Cotton swab and and airtight vial. Used to get all kinds of sticky liquid (or powdered) stuff sampled and secured. &lt;br /&gt;
Can be used to:&lt;br /&gt;
* get DNA from saliva - target mouth on mob;&lt;br /&gt;
* get blood off something - click on item, select Blood if prompted;&lt;br /&gt;
* get GSR off a clothing item - click on item, select Gunshot Residu if prompted;&lt;br /&gt;
* get GSR off someone&#039;s hands - target hands on mob.&lt;br /&gt;
Analyze in Microscope for GSR or DNA Scanner for blood / DNA.&lt;br /&gt;
&lt;br /&gt;
== Machinery ==&lt;br /&gt;
=== Microscope [[File:Microscope.gif|frameless]] ===&lt;br /&gt;
Advanced machinery for looking really hard at really small things. Stick GSR swabs, fingerprint cards or fibers into it for full analysis. &lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
=== DNA Scanner [[File:Dna scanner.gif|frameless]] ===&lt;br /&gt;
Machine for figuring out the DNA of sticky icky things you put in it. Accepts swabs with blood or saliva.&lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
== Making the arrest ==&lt;br /&gt;
While you, The detective or forensic investigator do not have the power to make arrests, you&#039;re a pretty helpful hand in the process.&lt;br /&gt;
If you have enough evidence, please present it to your fellow security team and hope they&#039;re competent enough to believe you if you figure out who the primary suspect is for the case (If you have any)&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides|Forensics, Guide to]]&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Dnakit.gif&amp;diff=4440</id>
		<title>File:Dnakit.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dnakit.gif&amp;diff=4440"/>
		<updated>2016-09-09T19:46:27Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Dna_scanner.gif&amp;diff=4439</id>
		<title>File:Dna scanner.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Dna_scanner.gif&amp;diff=4439"/>
		<updated>2016-09-09T19:46:05Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Swab.gif&amp;diff=4438</id>
		<title>File:Swab.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Swab.gif&amp;diff=4438"/>
		<updated>2016-09-09T19:45:56Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Fprint_dust.gif&amp;diff=4437</id>
		<title>File:Fprint dust.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Fprint_dust.gif&amp;diff=4437"/>
		<updated>2016-09-09T19:44:59Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Luminol.gif&amp;diff=4436</id>
		<title>File:Luminol.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Luminol.gif&amp;diff=4436"/>
		<updated>2016-09-09T19:44:51Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Mag_glass.gif&amp;diff=4435</id>
		<title>File:Mag glass.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Mag_glass.gif&amp;diff=4435"/>
		<updated>2016-09-09T19:44:38Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Microscope.gif&amp;diff=4434</id>
		<title>File:Microscope.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Microscope.gif&amp;diff=4434"/>
		<updated>2016-09-09T19:44:29Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=4433</id>
		<title>Guide to Forensics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Forensics&amp;diff=4433"/>
		<updated>2016-09-09T19:43:41Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;== Handling evidence == It&amp;#039;s quite simple. If you touch something - you get stuff on it. Fingerprints if you didn&amp;#039;t even bother to wear gloves, fibers if you&amp;#039;re wearing clothe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Handling evidence ==&lt;br /&gt;
It&#039;s quite simple.&lt;br /&gt;
If you touch something - you get stuff on it.&lt;br /&gt;
Fingerprints if you didn&#039;t even bother to wear gloves, fibers if you&#039;re wearing clothes (please do), or blood if you&#039;re a blood-drenched axe murderer.&lt;br /&gt;
If that&#039;s not what you want, use Evidence Bags to put things in for safe handling, and cordon crime scenes to prevent pesky onlookers from contaminating it.&lt;br /&gt;
&lt;br /&gt;
== Types of evidence ==&lt;br /&gt;
=== Fingerprints ===&lt;br /&gt;
Most straightforward thing - people have fingers, and fingers have very specific patters on the tips. And since they tend to leave greasy imprints of them everywhere, these can be used to find out who touched what.&lt;br /&gt;
&lt;br /&gt;
Problem with these is that more often than not people only leave a fragment of whole print, so you&#039;d need to collect enough of those before you can with any degree conclude what the actual print is.&lt;br /&gt;
&lt;br /&gt;
Upside is that once you got past that, it&#039;s a matter of simple search in Security Records to connect the name to the print. Assuming no one tampered with those of course...&lt;br /&gt;
=== Fibers ===&lt;br /&gt;
Less telling, but much more often encountered cousin of fingerprints. What happens is whenever you touch something, tiny bits of fabric from your clothing might fall off and stick to the items. It&#039;s nearly impossible to prevent it aside from not wearing any clothes (but then you&#039;d have to worry about fingerprints) or wearing fullbody sealed suit (suit would still leave fibers).&lt;br /&gt;
&lt;br /&gt;
You will encounter these most often, but the problem with them is that unless you&#039;re very lucky, they only help to lessen the number of suspects, as many jobs on station wear same uniform and there is no way to tell the specific one that left this fiber.&lt;br /&gt;
=== Gunshot Residue (GSR) ===&lt;br /&gt;
Guns are messy. Their results are messy, and their workings are messy. When gun fires, it creates a cloud of tiny burnt-up particles, that stick to just about everything - especially your hands.&lt;br /&gt;
By swabbing hands (or gloves) for said residue, you can find out if owner of said gloves (or hands) fired a gun recently, and even what type of bullet it was.&lt;br /&gt;
=== DNA samples ===&lt;br /&gt;
Nature was kind enough to make your job easier by sticking an unique identifier on all bits of humans - DNA. In this line of work, you&#039;ll find it in body liquids - swabs of either blood or saliva from (unidentified) victim&#039;s mouth if you need it.&lt;br /&gt;
== Tools ==&lt;br /&gt;
You get all kinds of nifty toys to collect those things with, all fitting nicely in a crime scene kit that should be lying somewhere in the lab. Or stick them on your belt if that&#039;s your thing.&lt;br /&gt;
===[[File:Evidence_Bag.png|frameless]] Evidence bag ===&lt;br /&gt;
Sealable plastic baggie to hold all kinds of nasty (or not) stuff.&lt;br /&gt;
You should get any evidence in there as soon as possible so people can carry it around with contaminating with fibers or fingerpints.&lt;br /&gt;
Isn&#039;t scannable in any machinery, take item out and use other tools on it.&lt;br /&gt;
===[[File:Luminol.gif|frameless]] Luminol &amp;amp; UV light ===&lt;br /&gt;
Fun for rave parties and murder investigations.&lt;br /&gt;
Luminol is a magical chemical compound that reacts with blood traces that are invisible to naked eye. Spray it where you think blood was supposed to be.&lt;br /&gt;
&lt;br /&gt;
Said reaction makes them visible in UV light (that&#039;s what it for) as cool-looking blue glowing stains.&lt;br /&gt;
That is, of course, if the culprit didn&#039;t clean thoroughly enough.&lt;br /&gt;
&lt;br /&gt;
===[[File:Fprint dust.gif|frameless]] Fingerprint powder ===&lt;br /&gt;
Aluminium powder and a brushie. Let&#039;s you collect those pesky fingerprint fragments off various surfaces.&lt;br /&gt;
Just use it on anything you need, and if there&#039;s any kind of prints there, fingerprint card will appear.&lt;br /&gt;
=== Fingerprint cards ===&lt;br /&gt;
Nice and white plastic cards with malleable layer, used to hold full set of fingerprints.&lt;br /&gt;
Click in hand or aim at someone else&#039;s hands to take nice and complete fingerprints.&lt;br /&gt;
Analyze in Microscope for details.&lt;br /&gt;
===[[File:Mag glass.gif|frameless]] Fiber collection kit ===&lt;br /&gt;
Cool magnifying glass for finding small bits of fibers, and tweezers for picking them up. All findings go into tiny baggies.&lt;br /&gt;
Can be used to get fibers off pretty much anything - just click on thing and if there are some fibers on it, they&#039;ll appear.&lt;br /&gt;
Analyze in Microscope for details.&lt;br /&gt;
===[[File:Dnakit.gif|frameless]][[File:Swab.gif|frameless]] Swab kit ===&lt;br /&gt;
Cotton swab and and airtight vial. Used to get all kinds of sticky liquid (or powdered) stuff sampled and secured. &lt;br /&gt;
Can be used to:&lt;br /&gt;
* get DNA from saliva - target mouth on mob;&lt;br /&gt;
* get blood off something - click on item, select Blood if prompted;&lt;br /&gt;
* get GSR off a clothing item - click on item, select Gunshot Residu if prompted;&lt;br /&gt;
* get GSR off someone&#039;s hands - target hands on mob.&lt;br /&gt;
Analyze in Microscope for GSR or DNA Scanner for blood / DNA.&lt;br /&gt;
&lt;br /&gt;
== Machinery ==&lt;br /&gt;
=== Microscope [[File:Microscope.gif|frameless]] ===&lt;br /&gt;
Advanced machinery for looking really hard at really small things. Stick GSR swabs, fingerprint cards or fibers into it for full analysis. &lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
=== DNA Scanner [[File:Dna scanner.gif|frameless]] ===&lt;br /&gt;
Machine for figuring out the DNA of sticky icky things you put in it. Accepts swabs with blood or saliva.&lt;br /&gt;
Attack with sample to put it in, empty hand to start scan. Drag machine sprite on yourself to remove sample.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides|Forensics, Guide to]]&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=4432</id>
		<title>Xenoarcheologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=4432"/>
		<updated>2016-09-09T19:42:38Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is not only a guide to basic Xenoarcheology, it is also a guide to be an efficient and realist Xenoarcheologist. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciable to work with a tidy coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, those kind of things.&lt;br /&gt;
&lt;br /&gt;
== Xenoarcheologist, Anomalist: The Difference ==&lt;br /&gt;
The first thing to know is that a Xenoarcheologist is not an Anomalist. While they tend to work together for obvious reasons, their field of study, method, and RP archetypes are quite different.&lt;br /&gt;
&lt;br /&gt;
A Xenoarcheologist looks for artifacts. Artifacts are those things most people think are useless, like fossils, alien spoons, bowls, those kinds of things. And, on a gameplay point, they are, indeed, useless: Most of them do not have any function except decoration, and the few that do have a function are not very useful. Xenoarcheology is mainly a RP job, where you give sense to those objects. It also quite different from the other Scientist jobs: You do not work in a laboratory, you work outside, digging through rocks in the cold hard environment of the asteroid. You do not study experimental sciences, your specialization is in human sciences. So Xenoarcheologists are a strange breed amongst the Research team, with a very different state of mind.&lt;br /&gt;
&lt;br /&gt;
An Anomalist studies the anomalies Xenoarcheologists bring to them. They are much more of a normal scientist, do not spend much time outside, do experimental sciences, etc. This job is less of a RP one, and much more closer to the rest of the station, with actual gameplay to fiddle with. However, that does not mean you should not try to put some RP in it: How was your anomaly used by the people who made it? How does it relate to the artifacts the Xenoarcheologist found with it? You are not a Xenoarcheologist, but that does not mean you should totally ignore them.&lt;br /&gt;
&lt;br /&gt;
So, know the difference between the two jobs, and act accordingly. For now, Anomalists are quite dependent on Xenoarcheologists in that they need them to find anomalies, but I do hope that, in the future, the Research Outpost will start with pre-generated anomalies so that they can do their job without problem.&lt;br /&gt;
&lt;br /&gt;
== Preparation: Before the Shuttle ==&lt;br /&gt;
&#039;&#039;&#039;This section is largely moot at this point. Read below if you wish for more of an explanation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You spawn in the Research department. In the past to properly RP this job you would have to gather a bunch of materials to set up a base camp on the asteroid. Thankfully the developers have seen fit to make your job much easier on you than it was in the past. To the West of the research outpost a camp has already been set up; it includes a workbench, locker, crate, racks with drills, and even some extra metal should you wish to expand your camp. In addition a hand labeler is inside of your locker with all of your other equipment on the research outpost.&lt;br /&gt;
&lt;br /&gt;
If you wish, you may still be creative: What do you think a Xenoarcheologist would use on an excavation ? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like.&lt;br /&gt;
&lt;br /&gt;
When you are done, go starboard/east of the Research department, after R&amp;amp;D, and board on the shuttle. Be sure the airlocks are closed before sending the shuttle, or [[Atmospherics]] will curse your name for the next ten generations.&lt;br /&gt;
&lt;br /&gt;
== Preparation: After the Shuttle ==&lt;br /&gt;
Now, you are on the Outpost. Given you are a Xenoarcheologist, you will mainly use the west part of it, which I will describe more precisely in the next chapters. For now, here’s a basic summary.&lt;br /&gt;
&lt;br /&gt;
You arrive in the Research Dock. When you get out, you will see a small Medbay in front of you. South is the Expedition Prep room, which you will use very soon to get out of the Outpost. North is the break room, which leads to the rest of the Outpost. North of it are your two labs : The Spectrometer room, and the very badly named Sample Preparation room, which is not used for this anymore, but rather for making coolant when you run out of it. The rest of the building is mainly for the Anomalists, but feel free to explore it.&lt;br /&gt;
&lt;br /&gt;
Now, in the break room, you will see a bunch of items, namely, a camera, a clipboard, a folder, and paper. Feel free to take some of them to do a more thorough job, like taking pictures of your findings, writing reports, notes, theories, etc. &lt;br /&gt;
&lt;br /&gt;
But what you really need are latex gloves. At the extreme east of the Outpost, just next to the Long Term Storage room, you will see a smaller storage room, with various equipment in it. There is a box of latex gloves in there, take a pair. That way, if you find an anomaly, you will be able to move it without risking its activation and your death in very odd and atrocious sufferings. &lt;br /&gt;
&lt;br /&gt;
You can go back to the Expedition Prep room. On the right, you will see a door, which leads to two conveyor belts. They are useful to get some of your equipment out, namely, the crate you filled with equipment, the suspension field generator, and the two floodlights. &lt;br /&gt;
&lt;br /&gt;
Now, it is time to speak about the proper Xenoarcheology equipment. All of these things are available in the Prep room, so, look in the lockers, the tables, the racks.&lt;br /&gt;
&lt;br /&gt;
Now, let’s take a look at this picture. Items 1 to 6 go in the Excavation Belt, while 7 and 8 go into your backpack/satchel.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_inventory.png]]&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Measuring Tape&#039;&#039;&#039;: Tells you how deep you already dug into your site. Useful when you lose track of your excavation.&lt;br /&gt;
# &#039;&#039;&#039;Relay Positioning Device&#039;&#039;&#039;: Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Pick Set&#039;&#039;&#039;: Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Tracking Beacon&#039;&#039;&#039;: When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble, or if you simply lost your suspension field generator.&lt;br /&gt;
# &#039;&#039;&#039;Core Sampler&#039;&#039;&#039;: Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.&lt;br /&gt;
# &#039;&#039;&#039;Wrench&#039;&#039;&#039;: Needed to set the suspension field generator, which is necessary to collect artifacts.&lt;br /&gt;
# &#039;&#039;&#039;Hand Pickaxe&#039;&#039;&#039;: The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.&lt;br /&gt;
# &#039;&#039;&#039;Locator Device&#039;&#039;&#039;: Locates Tracking Beacons by tuning to their frequency.&lt;br /&gt;
# &#039;&#039;&#039;Depth Analysis Scanner&#039;&#039;&#039;:  Absolute necessity. Tells you if the tile of rock in front of you, contains something, and gives you information about it if it is the case. Detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Lantern&#039;&#039;&#039;:  A very useful light source.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Gear-Belt&#039;&#039;&#039;: The belt that will allow you to carry most of your equipment.&lt;br /&gt;
# &#039;&#039;&#039;Optical Meson Scanner&#039;&#039;&#039;: Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit Hood&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit&#039;&#039;&#039;: Both the suit and hood are absolute necessities. Needed to go EVA, protects you against radiations and partially against exotic particles, should you find an activated anomaly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Anomaly Suits are not vacuum proof. Excavation suits are the only suits on the Outpost that allow you to go EVA.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, you probably know the rest: An oxygen tank, available in the same room, a breath mask also available there, and the latex gloves you were told to take earlier. You’ll notice we also have a camera, which is generally used to take photos of anomalies, and other rare things like skeletons (a combination of alien fossils) and the like. If you organize your equipment that way, you have enough space in your inventory to carry some equipment of your choice.&lt;br /&gt;
&lt;br /&gt;
I, however, advise you to leave 3 free slots in your backpack, to carry the artifacts you find back to your camp.&lt;br /&gt;
&lt;br /&gt;
== The Camp ==&lt;br /&gt;
Now that you are ready for the expedition, get into the airlock. As soon as you are out, take the equipment you’ve put on the conveyor belts west of the Outpost by crossing the bridge. There is an area large enough to build your camp, which is, as I said, quite a buff to your efficiency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Once you have brought everything there, take out your metal sheets, and build some tables and racks, with a few chairs so that your character can sit down to study the artifacts.&amp;lt;/strike&amp;gt;&lt;br /&gt;
As stated above this has changed and the base camp will already be set up for you at round start.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_camp.png]]&lt;br /&gt;
&lt;br /&gt;
The table and the racks at the bottom of the screen are quite self-explanatory, I put the equipment there. The two tables and the three racks on the upper part of the screen, however, have another purpose.&lt;br /&gt;
&lt;br /&gt;
You will use those to put your findings. One tile per dig site. Basically, what you are expected to put there are your rock samples, your artifacts, and, when you have done it, your analysis and other paperwork, like photos and notes. &lt;br /&gt;
&lt;br /&gt;
It is of the utmost importance you establish a pattern on how you organize your dig sites: Generally, I start from the left table to end on the racks, from bottom to upper part. This is very important, because as you dig out more sites, you will label the sample bags with a number (Dig Site 1, Dig Site 2, etc.) so that, when you go back to the Outpost for your analysis, you know which sample bag and which result belongs to these or those artifacts. So, you need to remember how you placed your various dig sites on your tables. Be simple.&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
Now that your camp is set, it is time to start looking for the precious dig sites. For now, you only need two items : Your normal pick, and your Depth Analysis Scanner.&lt;br /&gt;
&lt;br /&gt;
What you need to do is to dig a grid of 2-tile wide tunnels in the asteroid, with a very defined distance between them : Each time you lose your previous tunnel of sight, start a new one. That way, you will be able to see every tile you dig near to.&lt;br /&gt;
&lt;br /&gt;
At the end of your shift, your mining zone should look like something like this, with smaller shafts to reach dig sites in the squares.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_mine.png]]&lt;br /&gt;
&lt;br /&gt;
(The author apologizes if your eyes bled because of the rushed Paint schematics.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;If you were told to take your Depth Analysis Scanner, it is because some dig sites are actually invisible. So, every time you dig a tile, scan it first, to be sure you will not destroy precious artifacts. Excavation for invisible dig sites works exactly like for normal ones, so refer to the next chapter for their processing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Excavation ==&lt;br /&gt;
{{Hatnote|The lists for the different field types for the generator and the different excavation picks are at the end of this chapter.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_excavate.png|A usual dig site.]]&lt;br /&gt;
&lt;br /&gt;
At last, you have found a dig site, or your Depth Analysis Scanner pinged while you were looking for one. It is time to be precise and thorough.&lt;br /&gt;
&lt;br /&gt;
If you click on your Depth Analysis Scanner, a screen similar to this one will appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_depth.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; The time at which the scan was made. Only for paperwork purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coords:&#039;&#039;&#039; Coordinates of the dig site. Paperwork purposes too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly depth:&#039;&#039;&#039; The depth at which your artifact resides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clearance above anomaly depth:&#039;&#039;&#039; The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance spread:&#039;&#039;&#039; Quite useless, a 1 means it is an artifact, other numbers indicate an anomaly, but in this case, the scan is different enough to render this information useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly material:&#039;&#039;&#039; Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.&lt;br /&gt;
&lt;br /&gt;
Now that you have this information, bring the Suspension Field Generator to the dig site. You need two free tiles around the site, so that you can put your generator on one, and be on the other one. Fix it to the ground, and do not activate it yet. For now, what we need is a rock sample.&lt;br /&gt;
&lt;br /&gt;
For that purpose, you will need to dig just before the cavity starts. It means you need to subtract the Clearance from the anomaly depth, and dig at this distance. In the case of the image below, the artifact is at &#039;&#039;&#039;30 cm&#039;&#039;&#039; and the clearance is &#039;&#039;&#039;6 cm&#039;&#039;&#039;, so I need to dig &#039;&#039;&#039;24 cm&#039;&#039;&#039;. Now that you have dug this distance, take your Core Sampler and click on the dig site. The red light will turn green, meaning that a sample was taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;You only need one sample per dig site.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now you can focus on the excavation. You will need to strike at the exact anomaly depth if you want to directly collect the artifact. Here, the Depth Analysis Scanner tells me the artifact contains traces of Organic Cells, so I activate a Diffracted Carbon Dioxide Laser, and I dig 6 cm to reach the anomaly. I turn the suspension field generator off, and...&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_suspfield.png]]&lt;br /&gt;
&lt;br /&gt;
Here is your artifact, excavated in the most efficient way possible.&lt;br /&gt;
&lt;br /&gt;
Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This example is for a precise excavation. If you dig too far, the artifact breaks. But, if you dig too short, and you end up in the cavity of the artifact, you will get this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_cavity.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is a strange rock. While not being a total failure, a strange rock is bad. First, because you need to open it with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are done with the excavation, bring your sample and findings back to the Camp, where you will organize them in the way you see fit, like I explained in the Camp chapter.&lt;br /&gt;
&lt;br /&gt;
Now, here are the two lists for the various excavation picks and the different fields of the generator.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_picks.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_table.png]]&lt;br /&gt;
&lt;br /&gt;
You’ll notice some of the fields are missing: It is because they are useless. The last line, Unknown, is linked to anomalies, which will be talked about in a later chapter.&lt;br /&gt;
&lt;br /&gt;
== Analysis: Spectrometry ==&lt;br /&gt;
So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labeled them all according to a memorable pattern. Now, take all the samples, put them in your crate, and head back to the Outpost, for the Spectrometer analysis.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_speclab.png]]&lt;br /&gt;
&lt;br /&gt;
Here is the Spectrometry Laboratory. In the room, you see a coolant tank, a bucket, some nanopaste, and three spectrometers. In order to have an organized analysis, I suggest you only use one, most particularly, the upper one, since it avoids the usual back &amp;amp; forth to provide it with coolant. Once it is filled with coolant, take your first sample, take the rock sample in it, and put it in the spectrometer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Once again, use only one Spectrometer, and start with your Dig Site 1, then 2, etc. The results of the analysis are chronologically numerated, so, that way, you will have correspondence between your samples and your results.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_spectroconsole.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanner:&#039;&#039;&#039; Indicates the progress of the scan, and the &amp;quot;health&amp;quot; of the spectrometer. When it is too low, use nanopaste to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASER:&#039;&#039;&#039; The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment / Internal:&#039;&#039;&#039; The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Sometimes, radiation outbursts happen during the scan. You can enable the Radiation Shielding, but it stops the scan, so I rather suggest you keep your excavation suit on yourself, since it protects you against it. That way, you can totally ignore this factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooling:&#039;&#039;&#039; Rather simple to understand. It is what keeps the Internal Temperature low. On this screen, you see I put the flow rate at 2 u/s : It is best to keep it that way, 2 u/s gives you plenty of time before emptying it, and avoids overheat in almost every case.&lt;br /&gt;
&lt;br /&gt;
If you followed these instructions, the only part you need to focus on is the MASER field, since it is the only one that will necessitate you to fiddle with during the scan.&lt;br /&gt;
&lt;br /&gt;
Now, you begin your scan, keep the Wavelength in check, and normally, the scan goes very well without any trouble. The machine pings, ejects your rock sample, and prints the result of the scan.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_specresults.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.&lt;br /&gt;
&lt;br /&gt;
== Analysis: Chemistry ==&lt;br /&gt;
Obviously, the coolant in the tank is not enough to last the entire shift. It is generally empty after three spectrometer scans. You can still use water as a less efficient coolant, but here is a better solution.&lt;br /&gt;
&lt;br /&gt;
Go into the room east of the Spectrometer room. Here is the Chemistry lab, which was once used to prepare the samples for the Spectrometer scans, before the system was reworked to be simpler. But it is still of use: Grab the two large beakers of the room, and make coolant. The formula is quite simple: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxygen + Water + Tungsten&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, you have an unlimited source of coolant to keep your Spectrometer working!&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Now that you have analyzed all your samples, it is time to bring all of this to the camp. Put your sample bags and reports in the crate, and drag it back there. Then, put them on their respective tables, so that you have every information you need available.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_campcomplete.png]]&lt;br /&gt;
(For the needs of this tutorial, there is only took one sample here, but multiply this by 6 or more to have an idea of what your camp should look like by now.)&lt;br /&gt;
&lt;br /&gt;
Now you have organized all your findings… Be RP, be creative! Look at your 800 years old weapons of your Dig Site 4. Maybe they belonged to the species depicted on this 850 years old bowl, in your Dig Site 2? Basically, make logical links between your findings, invent stories, entire civilizations, wars, religions, the possibilities are quite huge. Maybe when you have enough data, you’ll write a book about it? Xenoarcheology may be a very lonely job, but it still gives you plenty of occasions to make great RP, so just go crazy.&lt;br /&gt;
&lt;br /&gt;
== Anomalies ==&lt;br /&gt;
But, while you have fun with your trinkets and old plant fossils, your buddies in the Anomaly department are still waiting for anomalies to work with. &lt;br /&gt;
&lt;br /&gt;
They are found the same way you find artifacts: Scan a tile, if it doesn&#039;t ping, nothing, if it pings, excavate it. To make your life a lot easier, the  Alden Saraspova Counter tool can be used to track anomalies. Rather than scanning every tile, this tool will find the closest anomaly and display your distance from it. Every time you change position, you can use it again, getting closer with each scan. Once you&#039;re within a few meters, you can begin to scan tiles confident that one of them will ping and contain an anomaly. Generally, anomalies are hidden behind a bunch of artifacts, so finding them is generally a matter of luck. You know you have found an anomaly when your Depth Analysis Scanner tells you this:&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_depthanomaly.png]]&lt;br /&gt;
&lt;br /&gt;
At this point, it means you need to dig at a depth of 200 cm. Once you are there, the external rock collapses, leaving a rocky debris. Scan it once again, and you’ll get another bunch of results, which are quite erratic, so don’t focus on them. For the excavation, you do not need your field generator, so just grab a small pick, smaller than 8 cm, and start digging. At one moment or another, the rocky debris will collapse too, leaving you with the anomaly. At this point, you might want to take a photo or something else, to add to your own paperwork.&lt;br /&gt;
&lt;br /&gt;
Then, simply bring back the anomaly to the conveyor belts of the Outpost, tell your coworkers that the anomaly is ready to be brought inside, and let them handle the reception and analysis, so that you can go back to your own work.&lt;br /&gt;
&lt;br /&gt;
== Finding the cool loot ==&lt;br /&gt;
If you come across anything ranging from weaponry to artifacts, Please be sure to inform your research director and security team if you&#039;re bringing anything onboard the station. &lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides|Xenoarchaeology, Guide to]]&lt;br /&gt;
[[Category:Research Locations]]&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_mine.png&amp;diff=4431</id>
		<title>File:Xenoarch mine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_mine.png&amp;diff=4431"/>
		<updated>2016-09-09T19:40:49Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_camp.png&amp;diff=4430</id>
		<title>File:Xenoarch camp.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_camp.png&amp;diff=4430"/>
		<updated>2016-09-09T19:40:09Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_campcomplete.png&amp;diff=4429</id>
		<title>File:Xenoarch campcomplete.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_campcomplete.png&amp;diff=4429"/>
		<updated>2016-09-09T19:40:00Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_cavity.png&amp;diff=4428</id>
		<title>File:Xenoarch cavity.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_cavity.png&amp;diff=4428"/>
		<updated>2016-09-09T19:39:51Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_depth.png&amp;diff=4427</id>
		<title>File:Xenoarch depth.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_depth.png&amp;diff=4427"/>
		<updated>2016-09-09T19:39:42Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=4426</id>
		<title>Xenoarcheologist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Xenoarcheologist&amp;diff=4426"/>
		<updated>2016-09-09T19:38:12Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;This guide is not only a guide to basic Xenoarcheology, it is also a guide to be an efficient and realist Xenoarcheologist. So, if you feel some parts are too much for you, fe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is not only a guide to basic Xenoarcheology, it is also a guide to be an efficient and realist Xenoarcheologist. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciable to work with a tidy coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, those kind of things.&lt;br /&gt;
&lt;br /&gt;
== Xenoarcheologist, Anomalist: The Difference ==&lt;br /&gt;
The first thing to know is that a Xenoarcheologist is not an Anomalist. While they tend to work together for obvious reasons, their field of study, method, and RP archetypes are quite different.&lt;br /&gt;
&lt;br /&gt;
A Xenoarcheologist looks for artifacts. Artifacts are those things most people think are useless, like fossils, alien spoons, bowls, those kinds of things. And, on a gameplay point, they are, indeed, useless: Most of them do not have any function except decoration, and the few that do have a function are not very useful. Xenoarcheology is mainly a RP job, where you give sense to those objects. It also quite different from the other Scientist jobs: You do not work in a laboratory, you work outside, digging through rocks in the cold hard environment of the asteroid. You do not study experimental sciences, your specialization is in human sciences. So Xenoarcheologists are a strange breed amongst the Research team, with a very different state of mind.&lt;br /&gt;
&lt;br /&gt;
An Anomalist studies the anomalies Xenoarcheologists bring to them. They are much more of a normal scientist, do not spend much time outside, do experimental sciences, etc. This job is less of a RP one, and much more closer to the rest of the station, with actual gameplay to fiddle with. However, that does not mean you should not try to put some RP in it: How was your anomaly used by the people who made it? How does it relate to the artifacts the Xenoarcheologist found with it? You are not a Xenoarcheologist, but that does not mean you should totally ignore them.&lt;br /&gt;
&lt;br /&gt;
So, know the difference between the two jobs, and act accordingly. For now, Anomalists are quite dependent on Xenoarcheologists in that they need them to find anomalies, but I do hope that, in the future, the Research Outpost will start with pre-generated anomalies so that they can do their job without problem.&lt;br /&gt;
&lt;br /&gt;
== Preparation: Before the Shuttle ==&lt;br /&gt;
&#039;&#039;&#039;This section is largely moot at this point. Read below if you wish for more of an explanation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You spawn in the Research department. In the past to properly RP this job you would have to gather a bunch of materials to set up a base camp on the asteroid. Thankfully the developers have seen fit to make your job much easier on you than it was in the past. To the West of the research outpost a camp has already been set up; it includes a workbench, locker, crate, racks with drills, and even some extra metal should you wish to expand your camp. In addition a hand labeler is inside of your locker with all of your other equipment on the research outpost.&lt;br /&gt;
&lt;br /&gt;
If you wish, you may still be creative: What do you think a Xenoarcheologist would use on an excavation ? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like.&lt;br /&gt;
&lt;br /&gt;
When you are done, go starboard/east of the Research department, after R&amp;amp;D, and board on the shuttle. Be sure the airlocks are closed before sending the shuttle, or [[Atmospherics]] will curse your name for the next ten generations.&lt;br /&gt;
&lt;br /&gt;
== Preparation: After the Shuttle ==&lt;br /&gt;
Now, you are on the Outpost. Given you are a Xenoarcheologist, you will mainly use the west part of it, which I will describe more precisely in the next chapters. For now, here’s a basic summary.&lt;br /&gt;
&lt;br /&gt;
You arrive in the Research Dock. When you get out, you will see a small Medbay in front of you. South is the Expedition Prep room, which you will use very soon to get out of the Outpost. North is the break room, which leads to the rest of the Outpost. North of it are your two labs : The Spectrometer room, and the very badly named Sample Preparation room, which is not used for this anymore, but rather for making coolant when you run out of it. The rest of the building is mainly for the Anomalists, but feel free to explore it.&lt;br /&gt;
&lt;br /&gt;
Now, in the break room, you will see a bunch of items, namely, a camera, a clipboard, a folder, and paper. Feel free to take some of them to do a more thorough job, like taking pictures of your findings, writing reports, notes, theories, etc. &lt;br /&gt;
&lt;br /&gt;
But what you really need are latex gloves. At the extreme east of the Outpost, just next to the Long Term Storage room, you will see a smaller storage room, with various equipment in it. There is a box of latex gloves in there, take a pair. That way, if you find an anomaly, you will be able to move it without risking its activation and your death in very odd and atrocious sufferings. &lt;br /&gt;
&lt;br /&gt;
You can go back to the Expedition Prep room. On the right, you will see a door, which leads to two conveyor belts. They are useful to get some of your equipment out, namely, the crate you filled with equipment, the suspension field generator, and the two floodlights. &lt;br /&gt;
&lt;br /&gt;
Now, it is time to speak about the proper Xenoarcheology equipment. All of these things are available in the Prep room, so, look in the lockers, the tables, the racks.&lt;br /&gt;
&lt;br /&gt;
Now, let’s take a look at this picture. Items 1 to 6 go in the Excavation Belt, while 7 and 8 go into your backpack/satchel.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_inventory.png]]&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Measuring Tape&#039;&#039;&#039;: Tells you how deep you already dug into your site. Useful when you lose track of your excavation.&lt;br /&gt;
# &#039;&#039;&#039;Relay Positioning Device&#039;&#039;&#039;: Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Pick Set&#039;&#039;&#039;: Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Tracking Beacon&#039;&#039;&#039;: When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble, or if you simply lost your suspension field generator.&lt;br /&gt;
# &#039;&#039;&#039;Core Sampler&#039;&#039;&#039;: Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.&lt;br /&gt;
# &#039;&#039;&#039;Wrench&#039;&#039;&#039;: Needed to set the suspension field generator, which is necessary to collect artifacts.&lt;br /&gt;
# &#039;&#039;&#039;Hand Pickaxe&#039;&#039;&#039;: The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.&lt;br /&gt;
# &#039;&#039;&#039;Locator Device&#039;&#039;&#039;: Locates Tracking Beacons by tuning to their frequency.&lt;br /&gt;
# &#039;&#039;&#039;Depth Analysis Scanner&#039;&#039;&#039;:  Absolute necessity. Tells you if the tile of rock in front of you, contains something, and gives you information about it if it is the case. Detailed later in this guide.&lt;br /&gt;
# &#039;&#039;&#039;Lantern&#039;&#039;&#039;:  A very useful light source.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Gear-Belt&#039;&#039;&#039;: The belt that will allow you to carry most of your equipment.&lt;br /&gt;
# &#039;&#039;&#039;Optical Meson Scanner&#039;&#039;&#039;: Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit Hood&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Excavation Suit&#039;&#039;&#039;: Both the suit and hood are absolute necessities. Needed to go EVA, protects you against radiations and partially against exotic particles, should you find an activated anomaly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Anomaly Suits are not vacuum proof. Excavation suits are the only suits on the Outpost that allow you to go EVA.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, you probably know the rest: An oxygen tank, available in the same room, a breath mask also available there, and the latex gloves you were told to take earlier. You’ll notice we also have a camera, which is generally used to take photos of anomalies, and other rare things like skeletons (a combination of alien fossils) and the like. If you organize your equipment that way, you have enough space in your inventory to carry some equipment of your choice.&lt;br /&gt;
&lt;br /&gt;
I, however, advise you to leave 3 free slots in your backpack, to carry the artifacts you find back to your camp.&lt;br /&gt;
&lt;br /&gt;
== The Camp ==&lt;br /&gt;
Now that you are ready for the expedition, get into the airlock. As soon as you are out, take the equipment you’ve put on the conveyor belts west of the Outpost by crossing the bridge. There is an area large enough to build your camp, which is, as I said, quite a buff to your efficiency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Once you have brought everything there, take out your metal sheets, and build some tables and racks, with a few chairs so that your character can sit down to study the artifacts.&amp;lt;/strike&amp;gt;&lt;br /&gt;
As stated above this has changed and the base camp will already be set up for you at round start.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_camp.png]]&lt;br /&gt;
&lt;br /&gt;
The table and the racks at the bottom of the screen are quite self-explanatory, I put the equipment there. The two tables and the three racks on the upper part of the screen, however, have another purpose.&lt;br /&gt;
&lt;br /&gt;
You will use those to put your findings. One tile per dig site. Basically, what you are expected to put there are your rock samples, your artifacts, and, when you have done it, your analysis and other paperwork, like photos and notes. &lt;br /&gt;
&lt;br /&gt;
It is of the utmost importance you establish a pattern on how you organize your dig sites: Generally, I start from the left table to end on the racks, from bottom to upper part. This is very important, because as you dig out more sites, you will label the sample bags with a number (Dig Site 1, Dig Site 2, etc.) so that, when you go back to the Outpost for your analysis, you know which sample bag and which result belongs to these or those artifacts. So, you need to remember how you placed your various dig sites on your tables. Be simple.&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
Now that your camp is set, it is time to start looking for the precious dig sites. For now, you only need two items : Your normal pick, and your Depth Analysis Scanner.&lt;br /&gt;
&lt;br /&gt;
What you need to do is to dig a grid of 2-tile wide tunnels in the asteroid, with a very defined distance between them : Each time you lose your previous tunnel of sight, start a new one. That way, you will be able to see every tile you dig near to.&lt;br /&gt;
&lt;br /&gt;
At the end of your shift, your mining zone should look like something like this, with smaller shafts to reach dig sites in the squares.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_mine.png]]&lt;br /&gt;
&lt;br /&gt;
(The author apologizes if your eyes bled because of the rushed Paint schematics.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;If you were told to take your Depth Analysis Scanner, it is because some dig sites are actually invisible. So, every time you dig a tile, scan it first, to be sure you will not destroy precious artifacts. Excavation for invisible dig sites works exactly like for normal ones, so refer to the next chapter for their processing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Excavation ==&lt;br /&gt;
{{Hatnote|The lists for the different field types for the generator and the different excavation picks are at the end of this chapter.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_excavate.png|A usual dig site.]]&lt;br /&gt;
&lt;br /&gt;
At last, you have found a dig site, or your Depth Analysis Scanner pinged while you were looking for one. It is time to be precise and thorough.&lt;br /&gt;
&lt;br /&gt;
If you click on your Depth Analysis Scanner, a screen similar to this one will appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_depth.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; The time at which the scan was made. Only for paperwork purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coords:&#039;&#039;&#039; Coordinates of the dig site. Paperwork purposes too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly depth:&#039;&#039;&#039; The depth at which your artifact resides.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clearance above anomaly depth:&#039;&#039;&#039; The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dissonance spread:&#039;&#039;&#039; Quite useless, a 1 means it is an artifact, other numbers indicate an anomaly, but in this case, the scan is different enough to render this information useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomaly material:&#039;&#039;&#039; Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.&lt;br /&gt;
&lt;br /&gt;
Now that you have this information, bring the Suspension Field Generator to the dig site. You need two free tiles around the site, so that you can put your generator on one, and be on the other one. Fix it to the ground, and do not activate it yet. For now, what we need is a rock sample.&lt;br /&gt;
&lt;br /&gt;
For that purpose, you will need to dig just before the cavity starts. It means you need to subtract the Clearance from the anomaly depth, and dig at this distance. In the case of the image below, the artifact is at &#039;&#039;&#039;30 cm&#039;&#039;&#039; and the clearance is &#039;&#039;&#039;6 cm&#039;&#039;&#039;, so I need to dig &#039;&#039;&#039;24 cm&#039;&#039;&#039;. Now that you have dug this distance, take your Core Sampler and click on the dig site. The red light will turn green, meaning that a sample was taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;You only need one sample per dig site.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now you can focus on the excavation. You will need to strike at the exact anomaly depth if you want to directly collect the artifact. Here, the Depth Analysis Scanner tells me the artifact contains traces of Organic Cells, so I activate a Diffracted Carbon Dioxide Laser, and I dig 6 cm to reach the anomaly. I turn the suspension field generator off, and...&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_suspfield.png]]&lt;br /&gt;
&lt;br /&gt;
Here is your artifact, excavated in the most efficient way possible.&lt;br /&gt;
&lt;br /&gt;
Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;This example is for a precise excavation. If you dig too far, the artifact breaks. But, if you dig too short, and you end up in the cavity of the artifact, you will get this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_cavity.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is a strange rock. While not being a total failure, a strange rock is bad. First, because you need to open it with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you are done with the excavation, bring your sample and findings back to the Camp, where you will organize them in the way you see fit, like I explained in the Camp chapter.&lt;br /&gt;
&lt;br /&gt;
Now, here are the two lists for the various excavation picks and the different fields of the generator.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_picks.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_table.png]]&lt;br /&gt;
&lt;br /&gt;
You’ll notice some of the fields are missing: It is because they are useless. The last line, Unknown, is linked to anomalies, which will be talked about in a later chapter.&lt;br /&gt;
&lt;br /&gt;
== Analysis: Spectrometry ==&lt;br /&gt;
So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labeled them all according to a memorable pattern. Now, take all the samples, put them in your crate, and head back to the Outpost, for the Spectrometer analysis.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_speclab.png]]&lt;br /&gt;
&lt;br /&gt;
Here is the Spectrometry Laboratory. In the room, you see a coolant tank, a bucket, some nanopaste, and three spectrometers. In order to have an organized analysis, I suggest you only use one, most particularly, the upper one, since it avoids the usual back &amp;amp; forth to provide it with coolant. Once it is filled with coolant, take your first sample, take the rock sample in it, and put it in the spectrometer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Once again, use only one Spectrometer, and start with your Dig Site 1, then 2, etc. The results of the analysis are chronologically numerated, so, that way, you will have correspondence between your samples and your results.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_spectroconsole.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanner:&#039;&#039;&#039; Indicates the progress of the scan, and the &amp;quot;health&amp;quot; of the spectrometer. When it is too low, use nanopaste to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASER:&#039;&#039;&#039; The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment / Internal:&#039;&#039;&#039; The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Sometimes, radiation outbursts happen during the scan. You can enable the Radiation Shielding, but it stops the scan, so I rather suggest you keep your excavation suit on yourself, since it protects you against it. That way, you can totally ignore this factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooling:&#039;&#039;&#039; Rather simple to understand. It is what keeps the Internal Temperature low. On this screen, you see I put the flow rate at 2 u/s : It is best to keep it that way, 2 u/s gives you plenty of time before emptying it, and avoids overheat in almost every case.&lt;br /&gt;
&lt;br /&gt;
If you followed these instructions, the only part you need to focus on is the MASER field, since it is the only one that will necessitate you to fiddle with during the scan.&lt;br /&gt;
&lt;br /&gt;
Now, you begin your scan, keep the Wavelength in check, and normally, the scan goes very well without any trouble. The machine pings, ejects your rock sample, and prints the result of the scan.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_specresults.png]]&lt;br /&gt;
&lt;br /&gt;
Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.&lt;br /&gt;
&lt;br /&gt;
== Analysis: Chemistry ==&lt;br /&gt;
Obviously, the coolant in the tank is not enough to last the entire shift. It is generally empty after three spectrometer scans. You can still use water as a less efficient coolant, but here is a better solution.&lt;br /&gt;
&lt;br /&gt;
Go into the room east of the Spectrometer room. Here is the Chemistry lab, which was once used to prepare the samples for the Spectrometer scans, before the system was reworked to be simpler. But it is still of use: Grab the two large beakers of the room, and make coolant. The formula is quite simple: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxygen + Water + Tungsten&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, you have an unlimited source of coolant to keep your Spectrometer working!&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
Now that you have analyzed all your samples, it is time to bring all of this to the camp. Put your sample bags and reports in the crate, and drag it back there. Then, put them on their respective tables, so that you have every information you need available.&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_campcomplete.png]]&lt;br /&gt;
(For the needs of this tutorial, there is only took one sample here, but multiply this by 6 or more to have an idea of what your camp should look like by now.)&lt;br /&gt;
&lt;br /&gt;
Now you have organized all your findings… Be RP, be creative! Look at your 800 years old weapons of your Dig Site 4. Maybe they belonged to the species depicted on this 850 years old bowl, in your Dig Site 2? Basically, make logical links between your findings, invent stories, entire civilizations, wars, religions, the possibilities are quite huge. Maybe when you have enough data, you’ll write a book about it? Xenoarcheology may be a very lonely job, but it still gives you plenty of occasions to make great RP, so just go crazy.&lt;br /&gt;
&lt;br /&gt;
== Anomalies ==&lt;br /&gt;
But, while you have fun with your trinkets and old plant fossils, your buddies in the Anomaly department are still waiting for anomalies to work with. &lt;br /&gt;
&lt;br /&gt;
They are found the same way you find artifacts: Scan a tile, if it doesn&#039;t ping, nothing, if it pings, excavate it. To make your life a lot easier, the  Alden Saraspova Counter tool can be used to track anomalies. Rather than scanning every tile, this tool will find the closest anomaly and display your distance from it. Every time you change position, you can use it again, getting closer with each scan. Once you&#039;re within a few meters, you can begin to scan tiles confident that one of them will ping and contain an anomaly. Generally, anomalies are hidden behind a bunch of artifacts, so finding them is generally a matter of luck. You know you have found an anomaly when your Depth Analysis Scanner tells you this:&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarch_depthanomaly.png]]&lt;br /&gt;
&lt;br /&gt;
At this point, it means you need to dig at a depth of 200 cm. Once you are there, the external rock collapses, leaving a rocky debris. Scan it once again, and you’ll get another bunch of results, which are quite erratic, so don’t focus on them. For the excavation, you do not need your field generator, so just grab a small pick, smaller than 8 cm, and start digging. At one moment or another, the rocky debris will collapse too, leaving you with the anomaly. At this point, you might want to take a photo or something else, to add to your own paperwork.&lt;br /&gt;
&lt;br /&gt;
Then, simply bring back the anomaly to the conveyor belts of the Outpost, tell your coworkers that the anomaly is ready to be brought inside, and let them handle the reception and analysis, so that you can go back to your own work.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides|Xenoarchaeology, Guide to]]&lt;br /&gt;
[[Category:Research Locations]]&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_depthanomaly.png&amp;diff=4425</id>
		<title>File:Xenoarch depthanomaly.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_depthanomaly.png&amp;diff=4425"/>
		<updated>2016-09-09T19:37:09Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_inventory.png&amp;diff=4423</id>
		<title>File:Xenoarch inventory.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_inventory.png&amp;diff=4423"/>
		<updated>2016-09-09T19:36:47Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_speclab.png&amp;diff=4421</id>
		<title>File:Xenoarch speclab.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_speclab.png&amp;diff=4421"/>
		<updated>2016-09-09T19:36:28Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_specresults.png&amp;diff=4420</id>
		<title>File:Xenoarch specresults.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_specresults.png&amp;diff=4420"/>
		<updated>2016-09-09T19:36:19Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_spectroconsole.png&amp;diff=4419</id>
		<title>File:Xenoarch spectroconsole.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_spectroconsole.png&amp;diff=4419"/>
		<updated>2016-09-09T19:36:10Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Xenoarch_table.png&amp;diff=4417</id>
		<title>File:Xenoarch table.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Xenoarch_table.png&amp;diff=4417"/>
		<updated>2016-09-09T19:33:50Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:ItemMedium&amp;diff=4418</id>
		<title>Template:ItemMedium</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:ItemMedium&amp;diff=4418"/>
		<updated>2016-09-08T19:46:10Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;{| style=&amp;quot;border:1px solid {{{bgcolor2|#bbbbbb}}};&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;  | {|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; |align=center width=&amp;quot;150&amp;quot; style=&amp;quot;backgrou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid {{{bgcolor2|#bbbbbb}}};&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
 |&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|align=center width=&amp;quot;150&amp;quot; style=&amp;quot;background-color:{{{bgcolor1|#cccccc}}}&amp;quot;|[[File:{{{image|{{{name|Unknown}}}.png}}}|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{{name|Item}}}&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Found in: &#039;&#039;&#039;{{{foundin|Undefined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Used for:&#039;&#039;&#039; {{{usedfor|Undefined}}}&amp;lt;br&amp;gt;&#039;&#039;&#039;Strategy:&#039;&#039;&#039; {{{strategy|Undefined}}}&lt;br /&gt;
|}&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color:{{{bgcolor2|#bbbbbb}}};&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{#if:{{{description|}}}|{{{description}}}|No description}}&lt;br /&gt;
|}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DO NOT USE THIS TEMPLATE ==&lt;br /&gt;
&lt;br /&gt;
Use [[:Template:Item]] instead.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=4359</id>
		<title>Guide to Research and Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=4359"/>
		<updated>2016-08-24T06:35:44Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: /* NOTE FOR RND AND WEAPONS = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
Research and development basically consists of a scientist shoving everything he can find into a destructive scanner, where it is disintegrated, its workings analyzed, and the connected computer tries to integrate the technology with other known workings at the highest efficiencies it can. Essentially this means that a scientist in this modern world doesn&#039;t actually have to know any of the concepts he&#039;s working with; it&#039;s all about melting things down and playing with the resulting toys! Ain&#039;t life grand?&lt;br /&gt;
Some machines can even be [[Research_Director#Upgrading_the_station|upgraded by replacing parts with newer parts]] from the protolathe to make them more efficient.&lt;br /&gt;
&lt;br /&gt;
== LAZY MAN GUIDE TO WORKING RND ==&lt;br /&gt;
IF YOU&#039;RE A LAZY MAN, CONGRATS. THERE&#039;S A GUIDE JUST FOR YOU ON THE TIPS AND TRICKS TO REACHING BROKEN AS HELL LEVEL. &lt;br /&gt;
[http://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=5990]&lt;br /&gt;
&lt;br /&gt;
== [[Destructive Analyzer|Deconstruction]] ==&lt;br /&gt;
Deconstruction is easy. Simply stick items into the destructive analyzer and turn it on. Remember, you&#039;ll only advance one level at a time per item, and only if the tech level is equal or greater than your current research level. It is possible to eject items from the deconstructive analyzer if, say, security notices their missing laser guns. As always, experiment! Some technology on the station is just so basic that the analyzer won&#039;t even bother with it, but things like bruise packs, flashbangs, and some of the odds and ends in your very lab will all work.&lt;br /&gt;
&lt;br /&gt;
== [[Protolathe]] ==&lt;br /&gt;
This is how you create the advanced technologies you (read: the computers) have discovered by increasing tech trees. You will have nothing too exciting at first, but soon you will get increasingly more esoteric devices as you advance the various fields of research. Higher research levels produce items that malfunction once in a while, but putting your broken toys back in the analyzer will allow the computer to see what went wrong and fix the problem. With every broken device, a more efficient device is just around the corner.&lt;br /&gt;
&lt;br /&gt;
== [[Circuit Imprinter]] ==&lt;br /&gt;
This industrial printer requires glass, sulfuric acid, and occasionally gold and diamond. Each board requires different levels of data theory and materials research, and some require specific field advancement, such as biological or blue-space. With gold, you can make AI law modules, or AI related circuit boards. Machine boards can also be built in the Circuit Constructor, including [[roboticist|mech suits]] and power generators.&lt;br /&gt;
&lt;br /&gt;
== Server Saving ==&lt;br /&gt;
Make sure to head into setting and sync with database periodically. This will update the server on the station, making a back-up. The [[Research Director]] can access the R&amp;amp;D server management computer and either transfer or delete research blueprints to other computers on station. If no one else has, you should probably allow [[robotics]] to access your research findings by that computer. It is usually applicable to their research, too!&lt;br /&gt;
&lt;br /&gt;
= NOTE FOR RND AND WEAPONS =&lt;br /&gt;
IF YOU THINK A WEAPON IS PROBABLY WRONG OR ILLEGAL FOR YOU TO BE WALKING AROUND WITH, DON&#039;T STEP OUT OF RESEARCH WITH IT WITHOUT PROPER PAPERWORK FROM COMMAND.&lt;br /&gt;
IF YOU ARE FOUND WITH THAT ADVANCE ENERGY GUN, YOU WILL BE ARRESTED.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides|Research and Development, Guide to]]&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=4355</id>
		<title>Guide to Research and Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Research_and_Development&amp;diff=4355"/>
		<updated>2016-08-23T20:10:00Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
Research and development basically consists of a scientist shoving everything he can find into a destructive scanner, where it is disintegrated, its workings analyzed, and the connected computer tries to integrate the technology with other known workings at the highest efficiencies it can. Essentially this means that a scientist in this modern world doesn&#039;t actually have to know any of the concepts he&#039;s working with; it&#039;s all about melting things down and playing with the resulting toys! Ain&#039;t life grand?&lt;br /&gt;
Some machines can even be [[Research_Director#Upgrading_the_station|upgraded by replacing parts with newer parts]] from the protolathe to make them more efficient.&lt;br /&gt;
&lt;br /&gt;
== LAZY MAN GUIDE TO WORKING RND ==&lt;br /&gt;
IF YOU&#039;RE A LAZY MAN, CONGRATS. THERE&#039;S A GUIDE JUST FOR YOU ON THE TIPS AND TRICKS TO REACHING BROKEN AS HELL LEVEL. &lt;br /&gt;
[http://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=5990]&lt;br /&gt;
&lt;br /&gt;
== [[Destructive Analyzer|Deconstruction]] ==&lt;br /&gt;
Deconstruction is easy. Simply stick items into the destructive analyzer and turn it on. Remember, you&#039;ll only advance one level at a time per item, and only if the tech level is equal or greater than your current research level. It is possible to eject items from the deconstructive analyzer if, say, security notices their missing laser guns. As always, experiment! Some technology on the station is just so basic that the analyzer won&#039;t even bother with it, but things like bruise packs, flashbangs, and some of the odds and ends in your very lab will all work.&lt;br /&gt;
&lt;br /&gt;
== [[Protolathe]] ==&lt;br /&gt;
This is how you create the advanced technologies you (read: the computers) have discovered by increasing tech trees. You will have nothing too exciting at first, but soon you will get increasingly more esoteric devices as you advance the various fields of research. Higher research levels produce items that malfunction once in a while, but putting your broken toys back in the analyzer will allow the computer to see what went wrong and fix the problem. With every broken device, a more efficient device is just around the corner.&lt;br /&gt;
&lt;br /&gt;
== [[Circuit Imprinter]] ==&lt;br /&gt;
This industrial printer requires glass, sulfuric acid, and occasionally gold and diamond. Each board requires different levels of data theory and materials research, and some require specific field advancement, such as biological or blue-space. With gold, you can make AI law modules, or AI related circuit boards. Machine boards can also be built in the Circuit Constructor, including [[roboticist|mech suits]] and power generators.&lt;br /&gt;
&lt;br /&gt;
== Server Saving ==&lt;br /&gt;
Make sure to head into setting and sync with database periodically. This will update the server on the station, making a back-up. The [[Research Director]] can access the R&amp;amp;D server management computer and either transfer or delete research blueprints to other computers on station. If no one else has, you should probably allow [[robotics]] to access your research findings by that computer. It is usually applicable to their research, too!&lt;br /&gt;
&lt;br /&gt;
= NOTE FOR RND AND WEAPONS ==&lt;br /&gt;
IF YOU THINK A WEAPON IS PROBABLY WRONG OR ILLEGAL FOR YOU TO BE WALKING AROUND WITH, DON&#039;T STEP OUT OF RESEARCH WITH IT WITHOUT PROPER PAPERWORK FROM COMMAND.&lt;br /&gt;
IF YOU ARE FOUND WITH THAT ADVANCE ENERGY GUN, YOU WILL BE ARRESTED.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides|Research and Development, Guide to]]&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Circuit_Imprinter&amp;diff=4354</id>
		<title>Circuit Imprinter</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Circuit_Imprinter&amp;diff=4354"/>
		<updated>2016-08-23T20:08:25Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;{{toc_right}}  100px  This industrial printer requires glass, sulfuric acid, and occasionally gold and diamond. Each board requires different le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
[[File:Circuit imprinter.gif|100px]]&lt;br /&gt;
&lt;br /&gt;
This industrial printer requires glass, sulfuric acid, and occasionally gold and diamond. Each board requires different levels of data theory and materials research, and some require specific field advancement, such as biological or blue-space. With gold, you can make AI law modules, or AI related circuit boards. Machine boards can also be built in the Circuit Constructor, including [[roboticist|mech suits]] and power generators.&lt;br /&gt;
All boards below require sulfuric acid and glass. Any extra material required will be noted.&lt;br /&gt;
&lt;br /&gt;
The Circuit Imprinter can be [[Research_Director#Upgrading_the_station|upgraded]], improving it.&lt;br /&gt;
&lt;br /&gt;
Research required for each board:&lt;br /&gt;
(Grouped by requirements)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data Theory 1:&#039;&#039;&#039;&lt;br /&gt;
  Circuit Design (Arcade Machine)&lt;br /&gt;
     &#039;&#039;&#039;Bluespace 4, Phoron 3&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (Bubble Shield Generator) &#039;&#039;Diamond and Gold required.&#039;&#039;&lt;br /&gt;
     Circuit Design (Hull Shield Generator) &#039;&#039;Diamond and Gold required.&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;Electro-Magnetic 2, Engineering 2&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (Gas Cooler)&lt;br /&gt;
     &#039;&#039;&#039;Power 2, Engineering 1&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (Gas Heater)&lt;br /&gt;
     &#039;&#039;&#039;Power 3, Engineering 2&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (Cell Rack CSU)&lt;br /&gt;
     &#039;&#039;&#039;Power 4, Electro-Magnetic 3&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (Shield Capacitator) &#039;&#039;Diamond and Gold required.&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;Power 7, Engineering 5&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (SMES) &#039;&#039;Diamond, Gold, and Silver required.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data Theory 2:&#039;&#039;&#039;&lt;br /&gt;
  Circuit Design (Atmospheric Alerts Console)&lt;br /&gt;
  Circuit Design (Atmospheric Monitoring Console)&lt;br /&gt;
  Circuit Design (Biogenerator)&lt;br /&gt;
  Circuit Design (Communications)&lt;br /&gt;
  Circuit Design (DNA Machine)&lt;br /&gt;
  Circuit Design (Employment Records Console)&lt;br /&gt;
  Circuit Design (ID Computer) &lt;br /&gt;
  Circuit Design (Mech Bay Power Control Console)&lt;br /&gt;
  Circuit Design (Medical Records Console) &lt;br /&gt;
  Circuit Design (Prisoner Management Console)&lt;br /&gt;
  Circuit Design (Power Monitoring Console)&lt;br /&gt;
  Circuit Design (Security Camera Monitor)&lt;br /&gt;
  Circuit Design (Security Records Console)&lt;br /&gt;
  Circuit Design (Solar Control Console)&lt;br /&gt;
  Circuit Design (Supply Ordering Console)&lt;br /&gt;
  Circuit Design (Operating Computer)&lt;br /&gt;
  Circuit Design (PanD.E.M.I.C. 2200)&lt;br /&gt;
     &#039;&#039;&#039;Engineering 2&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (Autolathe)&lt;br /&gt;
     Circuit Design (Circuit Imprinter)&lt;br /&gt;
     Circuit Design (Protolathe)&lt;br /&gt;
     &#039;&#039;&#039;Engineering 2, Electro-Magnetic 2&#039;&#039;&#039;:&lt;br /&gt;
     Circuit Design (Destructive Analyzer)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data Theory 3:&#039;&#039;&#039;&lt;br /&gt;
  AI Module (Teleporter Offline) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
  Circuit Design (Exosuit Control Console)&lt;br /&gt;
  Circuit Design (R&amp;amp;D Server)&lt;br /&gt;
  Circuit Design (R&amp;amp;D Server Control Console)&lt;br /&gt;
  Circuit Design (Secure Airlock)&lt;br /&gt;
  Circuit Design (Supply Shuttle Console)&lt;br /&gt;
  Circuit Design (Telecommunications Monitoring Console)&lt;br /&gt;
  Circuit Design (Telecommunications Server Monitoring Console)&lt;br /&gt;
  H.O.N.K. Central Control Module&lt;br /&gt;
  H.O.N.K. Peripherals Control Module&lt;br /&gt;
  H.O.N.K. Weapons and Targeting Module&lt;br /&gt;
  Ripley Central Control Module&lt;br /&gt;
  Ripley Peripherals Control Module&lt;br /&gt;
    &#039;&#039;&#039;Biological 2&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (AI Integrity Restorer)&lt;br /&gt;
    Odysseus Central Control Module&lt;br /&gt;
    Odysseus Peripheral Control Module&lt;br /&gt;
    &#039;&#039;&#039;Biological 2, Materials 4&#039;&#039;&#039;:&lt;br /&gt;
    AI Module (Oxygen Toxic) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    AI Module (Quarantine) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    &#039;&#039;&#039;Biological 3&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Cloning Machine Console)&lt;br /&gt;
    Circuit Design (Clone Pod)&lt;br /&gt;
    Circuit Design (Cloning Scanner)&lt;br /&gt;
    &#039;&#039;&#039;Bluespace 2&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Teleporter Console)&lt;br /&gt;
    &#039;&#039;&#039;Engineering 2&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Borg Recharger)&lt;br /&gt;
    &#039;&#039;&#039;Engineering 3&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Exosuit Fabricator)&lt;br /&gt;
    &#039;&#039;&#039;Engineering 3, Phoron 3, Power 3&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (PACMAN Generator)&lt;br /&gt;
    &#039;&#039;&#039;Engineering 4, Bluespace 3&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Telecommunications Relay Mainframe)&lt;br /&gt;
    &#039;&#039;&#039;Engineering 4, Power 4&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Super-PACMAN Generator)&lt;br /&gt;
    &#039;&#039;&#039;Engineering 5, Power 5&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (MRSPACMAN Generator)&lt;br /&gt;
    &#039;&#039;&#039;Materials 4&#039;&#039;&#039;:&lt;br /&gt;
    AI Module (Safeguard) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    &#039;&#039;&#039;Materials 6&#039;&#039;&#039;:&lt;br /&gt;
    AI Module (Protect Station) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    AI Module (Reset) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
   &lt;br /&gt;
&#039;&#039;&#039;Data Theory 4:&#039;&#039;&#039;&lt;br /&gt;
 Circuit Design (AI Upload)&lt;br /&gt;
 Circuit Design (Cyborg Upload)&lt;br /&gt;
 Circuit Design (Drone Control Console)&lt;br /&gt;
 Circuit Design (R&amp;amp;D Console)&lt;br /&gt;
 Circuit Design (Robotic Control Console)&lt;br /&gt;
 Durand Central Control Module&lt;br /&gt;
 Durand Peripherals Control Module&lt;br /&gt;
 Gygax Central Control Module&lt;br /&gt;
 Gygax Peripherals Control Module&lt;br /&gt;
    &#039;&#039;&#039;Biological 3&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (AI Core) &lt;br /&gt;
    &#039;&#039;&#039;Combat 2&#039;&#039;&#039;:&lt;br /&gt;
    Gygax Weapons and Targeting Module&lt;br /&gt;
    Durand Weapons and Targeting Module&lt;br /&gt;
    &#039;&#039;&#039;Engineering 3, Bluespace 2&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Telecommunications Subspace Receiver)&lt;br /&gt;
    &#039;&#039;&#039;Engineering 4&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Telecommunications Bus Mainframe)&lt;br /&gt;
    Circuit Design (Telecommunications Hub Mainframe)&lt;br /&gt;
    Circuit Design (Telecommunications Mainframe)&lt;br /&gt;
    Circuit Design (Telecommunications Processor)     &lt;br /&gt;
    &#039;&#039;&#039;Engineering 4, Bluespace 2&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (Telecommunications Subspace Broadcaster)    &lt;br /&gt;
    &#039;&#039;&#039;Materials 4&#039;&#039;&#039;:&lt;br /&gt;
    AI Module (Freeform) &#039;&#039;Gold Required&#039;&#039;. &lt;br /&gt;
    &#039;&#039;&#039;Materials 6&#039;&#039;&#039;:&lt;br /&gt;
    AI Core Design (Asimov) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    AI Core Design (Freeform) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    AI Core Design (Paladin) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    AI Module (One Human) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    AI Module (Purge) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    &#039;&#039;&#039;Materials 6, Syndicate 2&#039;&#039;&#039;:&lt;br /&gt;
    AI Core Design (TYRANT) &#039;&#039;Gold Required&#039;&#039;.&lt;br /&gt;
    &#039;&#039;&#039;Power 5, Engineering 3&#039;&#039;&#039;:&lt;br /&gt;
    Circuit Design (RCON Console)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data Theory 5:&#039;&#039;&#039;&lt;br /&gt;
  Circuit Design (Message Monitoring Console)&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:PL_Item&amp;diff=4353</id>
		<title>Template:PL Item</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:PL_Item&amp;diff=4353"/>
		<updated>2016-08-23T20:07:52Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;|- | {{{name}}} || {{{cost}}} || {{{m}}} || {{{e}}} || {{{pl}}} || {{{pow}}} || {{{bs}}} || {{{bio}}} || {{{c}}} || {{{em}}} || {{{dt}}} || {{{i}}} |-&amp;lt;noinclude&amp;gt; = Notes = * &amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| {{{name}}} || {{{cost}}} || {{{m}}} || {{{e}}} || {{{pl}}} || {{{pow}}} || {{{bs}}} || {{{bio}}} || {{{c}}} || {{{em}}} || {{{dt}}} || {{{i}}}&lt;br /&gt;
|-&amp;lt;noinclude&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
* &#039;&#039;&#039;name&#039;&#039;&#039; = Item name&lt;br /&gt;
* &#039;&#039;&#039;cost&#039;&#039;&#039; = Item cost in material amounts&lt;br /&gt;
* &#039;&#039;&#039;m&#039;&#039;&#039; = Materials Research&lt;br /&gt;
* &#039;&#039;&#039;e&#039;&#039;&#039; = Engineering Research&lt;br /&gt;
* &#039;&#039;&#039;pl&#039;&#039;&#039; = Plasma Research&lt;br /&gt;
* &#039;&#039;&#039;pow&#039;&#039;&#039; = Power Manipulation Technology&lt;br /&gt;
* &#039;&#039;&#039;bs&#039;&#039;&#039; = &#039;Blue-space&#039; Research&lt;br /&gt;
* &#039;&#039;&#039;bio&#039;&#039;&#039; = Biological Technology&lt;br /&gt;
* &#039;&#039;&#039;c&#039;&#039;&#039; = Combat Systems Research&lt;br /&gt;
* &#039;&#039;&#039;em&#039;&#039;&#039; = Electromagnetic Spectrum Research&lt;br /&gt;
* &#039;&#039;&#039;dt&#039;&#039;&#039; = Data Theory Research&lt;br /&gt;
* &#039;&#039;&#039;i&#039;&#039;&#039; = Illegal Technologies Research&lt;br /&gt;
= Usage =&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{PL Item | name=Basic Power Cell | cost=700 Metal 50 Glass | m=0 | e=0 | pl=0 | pow=1 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Item Name !! Cost !! Materials !! Engineering !! Plasma !! Power !! Blue- space !! Biological !! Combat !! Electro- magnetic !! Data Theory !! Illegal&lt;br /&gt;
{{PL Item | name=Basic Power Cell | cost=700 Metal 50 Glass | m=0 | e=0 | pl=0 | pow=1 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blank Template ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{PL Item | name=test | cost=? | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Protolathe&amp;diff=4352</id>
		<title>Protolathe</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Protolathe&amp;diff=4352"/>
		<updated>2016-08-23T20:06:46Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: Created page with &amp;quot;50px  The Protolathe is used by science to produce required parts and new unlocked prototypes. The protolathe accepts minerals and chemicals of all kin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Protolathe.gif|50px]]&lt;br /&gt;
&lt;br /&gt;
The Protolathe is used by science to produce required parts and new unlocked prototypes.&lt;br /&gt;
The protolathe accepts minerals and chemicals of all kinds, but most commonly uses metal and glass.&lt;br /&gt;
The Protolathe can be [[Research_Director#Upgrading_the_station|upgraded]]; improving it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of Creatable Items ==&lt;br /&gt;
The research level shown below is the level needed to create the item using the Protolathe. See [[Destructive Analyzer]] for a guide on how to reach these levels. Items that are not 100% reliable are marked with an asterisk.&lt;br /&gt;
&lt;br /&gt;
Levels needed to create all items currently available in the protolathe:&lt;br /&gt;
*7 Materials&lt;br /&gt;
*4 Engineering&lt;br /&gt;
*4 Phoron&lt;br /&gt;
*6 Power&lt;br /&gt;
*4 Bluespace&lt;br /&gt;
*5 Biological&lt;br /&gt;
*8 Combat&lt;br /&gt;
*5 Electromagnetic&lt;br /&gt;
*4 Data Theory&lt;br /&gt;
*2 Illegal&lt;br /&gt;
&lt;br /&gt;
See [[Template:PL_Item]] for instructions on how to add a new item.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
|+ (Hold SHIFT to sort multiple rows)&lt;br /&gt;
! Item Name !! class=&amp;quot;unsortable&amp;quot;|Cost !! Materials !! Engineering !! Phoron !! Power !! Blue-space !! Biological !! Combat !! Electro-magnetic !! Data Theory !! Illegal&lt;br /&gt;
{{PL Item | name=9mm Ammo Magazine | cost=3750 Metal, 100 Silver| m=3 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=4 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Capacitor | cost=50 Metal, 50 Glass | m=0 | e=0 | pl=0 | pow=3 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Laser Scalpel | cost=12500 Metal, 7500 Glass, 2000 Silver, 1500 Gold| m=6 | e=0 | pl=0 | pow=0 | bs=0 | bio=4 | c=0 | em=5 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Mass Spectrometer* | cost=30 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=4 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Matter Bin | cost=80 Metal | m=3 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Micro-laser | cost=10 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=3 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Mining Drill | cost=6000 Metal, 1000 Glass | m=2 | e=2 | pl=0 | pow=3 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Reagent Scanner* | cost=30 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=4 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Advanced Sensor | cost=50 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=3 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Ansible Crystal | cost=1000 Glass, 20 Silver, 20 Gold | m=4 | e=0 | pl=0 | pow=0 | bs=2 | bio=0 | c=0 | em=4 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Bag of Holding* | cost=3000 Gold, 1500 Diamond, 250 Uranium | m=6 | e=0 | pl=0 | pow=0 | bs=4 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Basic Capacitor | cost=50 Metal, 50 Glass | m=0 | e=0 | pl=0 | pow=1 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Basic Laser Scalpel | cost=12500 Metal, 7500 Glass | m=2 | e=0 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=2 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Basic Matter Bin| cost=80 Metal| m=1 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Basic Micro-laser | cost=10 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=1 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Basic Powercell | cost=700 Metal, 50 Glass | m=0 | e=0 | pl=0 | pow=1 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Basic Sensor | cost=50 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=1 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Binary Encryption Key | cost=300 Metal, 300 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=2}}&lt;br /&gt;
{{PL Item | name=Bluespace Beaker* | cost=3000 Metal, 3000 Phoron, 500 Diamond | m=6 | e=0 | pl=0 | pow=0 | bs=2 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Bluespace Tracking beacon | cost=20 Metal, 10 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=1 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Chameleon Kit | cost=500 Metal | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=2}}&lt;br /&gt;
{{PL Item | name=Chemical Implant | cost=50 Metal, 50 Glass | m=2 | e=0 | pl=0 | pow=0 | bs=0 | bio=3 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Chem Sprayer | cost=5000 Metal, 1000 Glass | m=3 | e=3 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Cryostasis Beaker* | cost=3000 Metal | m=2 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Decloner Gun | cost=5000 Gold, 10000 Uranium, 40 Mutagen| m=7 | e=0 | pl=0 | pow=6 | bs=0 | bio=5 | c=8 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Design Storage Disk | cost=30 Metal, 10 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=1 | i=0}}&lt;br /&gt;
{{PL Item | name=Diamond Drill* | cost=3000 Metal, 1000 Glass, 3750 Diamond | m=6 | e=4 | pl=0 | pow=4 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Diamond Pickaxe | cost=3000 Diamond | m=6 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Flash* | cost=750 Metal, 750 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=2 | em=3 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Flora Gun | cost=2000 Metal, 500 Glass, 500 Uranium | m=2 | e=0 | pl=0 | pow=3 | bs=0 | bio=3 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Freedom Implant | cost=50 Metal, 50 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=3 | c=0 | em=0 | dt=0 | i=2}}&lt;br /&gt;
{{PL Item | name=Health HUD | cost=50 Metal, 50 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=3 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=High Capacity Power Cell | cost=700 Metal, 60 Glass | m=0 | e=0 | pl=0 | pow=2 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Hyper Capacity Power Cell* | cost=400 Metal, 70 Glass, 150 Gold, 150 Silver | m=4 | e=0 | pl=0 | pow=5 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Hyperwave Filter | cost=40 Metal, 10 Silver | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=3 | dt=3 | i=0}}&lt;br /&gt;
{{PL Item | name=Improved Laser Scalpel | cost=12500 Metal, 7500 Glass, 2500 Silver | m=4 | e=0 | pl=0 | pow=0 | bs=0 | bio=3 | c=0 | em=4 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Incision Management System | cost=12500 Metal, 7500 Glass, 1500 Silver, 1500 Gold, 750 Diamond| m=7 | e=0 | pl=0 | pow=0 | bs=0 | bio=4 | c=0 | em=5 | dt=4 | i=0}}&lt;br /&gt;
{{PL Item | name=Intellicard | cost=200 Gold, 1000 Glass | m=4 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=4 | i=0}}&lt;br /&gt;
{{PL Item | name=Large Grenade* | cost=3000 Metal | m=2 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=3 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Laser Cannon | cost=10000 Metal, 1000 Glass, 2000 Diamond | m=3 | e=0 | pl=0 | pow=3 | bs=0 | bio=0 | c=4 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Light Replacer | cost=1500 Metal, 3000 Glass, Silver 150 | m=4 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=3 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Mass Spectrometer* | cost=30 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=2 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Meson Glasses | cost=50 Metal, 50 Glass | m=0 | e=2 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=2 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Micro Manipulator | cost=30 Metal | m=1 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=1 | i=0}}&lt;br /&gt;
{{PL Item | name=MMI* | cost=1000 Metal, 500 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=3 | c=0 | em=0 | dt=2 | i=0}}&lt;br /&gt;
{{PL Item | name=MMI Radio* | cost=1200 Metal, 500 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=4 | c=0 | em=0 | dt=2 | i=0}}&lt;br /&gt;
{{PL Item | name=Nano Manipulator | cost=30 Metal | m=3 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=2 | i=0}}&lt;br /&gt;
{{PL Item | name=Nanopaste | cost=7000 Metal, 7000 Glass | m=4 | e=3 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Neural Lace | cost=10000 Metal, 7500 Glass, 1000 Silver, 1000 Gold | m=4 | e=0 | pl=0 | pow=0 | bs=0 | bio=4 | c=0 | em=2 | dt=3 | i=0}}&lt;br /&gt;
{{PL Item | name=Nuclear Gun* | cost=5000 Metal, 1000 Glass, 500 Uranium | m=5 | e=0 | pl=0 | pow=3 | bs=0 | bio=0 | c=3 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=pAI Card | cost=500 Metal, 500 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=2 | i=0}}&lt;br /&gt;
{{PL Item | name=PDA | cost=50 Metal, 50 Glass | m=0 | e=2 | pl=0 | pow=3 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=PDA Catridge (All Jobs) | cost=50 Metal, 50 Glass | m=0 | e=2 | pl=0 | pow=3 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Pico Manipulator* | cost=30 Metal | m=5 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=2 | i=0}}&lt;br /&gt;
{{PL Item | name=Phasic Sensor* | cost=50 Metal, 20 Glass, 10 Silver | m=3 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=5 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Phoron Pistol | cost=5000 Metal, 1000 Glass, 3000 Phoron | m=0 | e=0 | pl=4 | pow=0 | bs=0 | bio=0 | c=5 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Plasma Cutter | cost=1500 Metal, 500 Glass, 500 Gold, 500 Phoron | m=4 | e=3 | pl=3 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Positronic Brain | cost=2000 Metal, 1000 Glass, 1000 Silver, 500 Phoron, 500 Gold, 100 Diamond| m=6 | e=4 | pl=0 | pow=0 | bs=2 | bio=0 | c=0 | em=0 | dt=4 | i=0}}&lt;br /&gt;
{{PL Item | name=Rapid Part Exchange Device | cost=15000 Metal, 5000 Glass | m=3 | e=3 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Rapid Syringe Gun | cost=5000 Metal, 1000 Glass | m=3 | e=3 | pl=0 | pow=0 | bs=0 | bio=2 | c=3 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Reagent Scanner* | cost=30 Metal, 20 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=2 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Robotic Scanner | cost=500 Metal, 200 Glass | m=0 | e=3 | pl=0 | pow=0 | bs=0 | bio=2 | c=0 | em=3 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Security HUD | cost=50 Metal, 50 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=2 | em=3 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Shotgun Stun shell | cost=4000 Metal | m=3 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=3 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Sonic Jackhammer | cost=2000 Metal, 500 Glass, 500 Silver | m=3 | e=2 | pl=0 | pow=2 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Stun Revolver | cost=4000 Metal | m=3 | e=0 | pl=0 | pow=2 | bs=0 | bio=0 | c=3 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Submachine Gun | cost=8000 Metal, 2000 Silver, 1000 Diamond| m=3 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=4 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Subspace Amplifier | cost=10 Metal, 15 Uranium, 30 Gold| m=4 | e=0 | pl=0 | pow=0 | bs=2 | bio=0 | c=0 | em=4 | dt=3 | i=0}}&lt;br /&gt;
{{PL Item | name=Subspace Ansible | cost=80 Metal, 20 Silver | m=4 | e=0 | pl=0 | pow=0 | bs=2 | bio=0 | c=0 | em=4 | dt=3 | i=0}}&lt;br /&gt;
{{PL Item | name=Subspace Transmitter | cost=100 Glass, 10 Silver, 15 Uranium | m=5 | e=0 | pl=0 | pow=0 | bs=3 | bio=0 | c=0 | em=5 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Subspace Treatment Disk | cost=10 Metal, 20 Silver| m=4 | e=0 | pl=0 | pow=0 | bs=2 | bio=0 | c=0 | em=2 | dt=3 | i=0}}&lt;br /&gt;
{{PL Item | name=Subspace Wavelength Analyzer | cost=10 Metal, 15 Gold | m=4 | e=0 | pl=0 | pow=0 | bs=2 | bio=0 | c=0 | em=4 | dt=3 | i=0}}&lt;br /&gt;
{{PL Item | name=Super Capacitor* | cost=50 Metal, 50 Glass, 20 Gold | m=4 | e=0 | pl=0 | pow=5 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Super Capacity Power Cell | cost=700 Metal, 70 Glass | m=2 | e=0 | pl=0 | pow=3 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Super Matter Bin* | cost=80 Metal | m=5 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Technology Data Storage Disk | cost=30 Metal, 10 Glass | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=1 | i=0}}&lt;br /&gt;
{{PL Item | name=Temperature Gun | cost=5000 Metal, 500 Glass, 3000 Silver | m=4 | e=0 | pl=0 | pow=3 | bs=0 | bio=0 | c=3 | em=2 | dt=0 | i=0}}&lt;br /&gt;
{{PL Item | name=Ultra Power Micro-Laser* | cost=10 Metal, 20 Glass, 10 Uranium | m=5 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=5 | dt=0 | i=0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Protolathe.gif&amp;diff=4351</id>
		<title>File:Protolathe.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Protolathe.gif&amp;diff=4351"/>
		<updated>2016-08-23T20:06:31Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Circuit_imprinter.gif&amp;diff=4350</id>
		<title>File:Circuit imprinter.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Circuit_imprinter.gif&amp;diff=4350"/>
		<updated>2016-08-23T20:06:19Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Destructive_analyzer.gif&amp;diff=4349</id>
		<title>File:Destructive analyzer.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Destructive_analyzer.gif&amp;diff=4349"/>
		<updated>2016-08-23T19:57:56Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:DA_Item&amp;diff=4347</id>
		<title>Template:DA Item</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:DA_Item&amp;diff=4347"/>
		<updated>2016-08-23T19:55:38Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| {{{name}}} || {{{m}}} || {{{e}}} || {{{pl}}} || {{{pow}}} || {{{bs}}} || {{{bio}}} || {{{c}}} || {{{em}}} || {{{dt}}} || {{{i}}}&lt;br /&gt;
|-&amp;lt;noinclude&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
* &#039;&#039;&#039;name&#039;&#039;&#039; = Item name&lt;br /&gt;
* &#039;&#039;&#039;m&#039;&#039;&#039; = Materials Research&lt;br /&gt;
* &#039;&#039;&#039;e&#039;&#039;&#039; = Engineering Research&lt;br /&gt;
* &#039;&#039;&#039;pl&#039;&#039;&#039; = Plasma Research&lt;br /&gt;
* &#039;&#039;&#039;pow&#039;&#039;&#039; = Power Manipulation Technology&lt;br /&gt;
* &#039;&#039;&#039;bs&#039;&#039;&#039; = &#039;Blue-space&#039; Research&lt;br /&gt;
* &#039;&#039;&#039;bio&#039;&#039;&#039; = Biological Technology&lt;br /&gt;
* &#039;&#039;&#039;c&#039;&#039;&#039; = Combat Systems Research&lt;br /&gt;
* &#039;&#039;&#039;em&#039;&#039;&#039; = Electromagnetic Spectrum Research&lt;br /&gt;
* &#039;&#039;&#039;dt&#039;&#039;&#039; = Data Theory Research&lt;br /&gt;
* &#039;&#039;&#039;i&#039;&#039;&#039; = Illegal Technologies Research&lt;br /&gt;
= Usage =&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{DA Item | name=Capacitor | m=0 | e=0 | pl=0 | pow=1 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Item Name !! Materials !! Engineering !! Plasma !! Power !! Blue- space !! Biological !! Combat !! Electro- magnetic !! Data Theory !! Illegal&lt;br /&gt;
{{DA Item | name=Capacitor | m=0 | e=0 | pl=0 | pow=1 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blank Template ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{DA Item | name=test | m=0 | e=0 | pl=0 | pow=0 | bs=0 | bio=0 | c=0 | em=0 | dt=0 | i=0}}&amp;lt;/nowiki&amp;gt;[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:DA_Item&amp;diff=4346</id>
		<title>Template:DA Item</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:DA_Item&amp;diff=4346"/>
		<updated>2016-08-23T19:54:35Z</updated>

		<summary type="html">&lt;p&gt;MutilatedFrank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;clear: {{{clear|right}}}; margin-bottom: .5em; float: right; padding: .5em 0 .8em 1.4em; background: none; width: {{{width|{{{1|auto}}}}}};&amp;quot; {{#if:{{{limit|}}}|class=&amp;quot;toclimit-{{{limit}}}&amp;quot;}}&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Shows the Table of Contents (TOC) aligned to the right side of the page.&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{toc_right}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MutilatedFrank</name></author>
	</entry>
</feed>