Virology

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For the Guide to Virology, click here.

Medical Area
Virology
(aka ERP fort)
ERP central
Obvious exits Medbay north
Purpose Cure and manufacture viruses
Access level Virology
Noteworthy contents PanD.E.M.I.C 2200 console, monkey cubes, reagent scanner, biosuit and other protective wear.
Clearance Captain, Chief Medical Officer, Virologist
Security level Medium
Style Laboratory
Balance Requirements
Other Notes
Locations on FTL13


Virology

Virology is located deep within Medbay, behind two airlocks to ensure that viruses do not accidentally escape. This area also operates in a closed atmospheric environment.

Virology is the spot to test diseases, except not on humans. You, the Virologist, have a chemical reagent terminal next to the southern table which contains a labeler, a box of syringes, two beakers of diseases to start with, and a box of beakers. You have a therapy area which contains a bed and a table. You can test on people if they say it is okay. There are two biosuit lockers in the buffer area.

WHAT NOT TO DO!

Don't sleep toxin and abduct someone to test on them, as this can get you banned and/or lynched by a mob of angry civilians.

Careful when you're flushing anything down the disposals here: It leads straight out into space.

Medical Area
Virology
(aka ERP fort)
The last place you want to be
Obvious exits Medbay west
Purpose Cure and manufacture viruses
Access level Virology
Noteworthy contents PanD.E.M.I.C 2200 console, monkey cubes, reagent scanner, biosuit and other protective wear.
Clearance Captain, Chief Medical Officer, Virologist
Security level Medium
Style Laboratory
Balance Requirements
Other Notes
Locations on FTL13


Virology

Virology is located deep within Medbay, behind two airlocks to ensure that viruses do not accidentally escape. This area also operates in a closed atmospheric environment.

Virology is the spot to test diseases, except not on humans. You, the Virologist, have a chemical reagent terminal next to the southern table which contains a labeler, a box of syringes, two beakers of diseases to start with, and a box of beakers. You have a therapy area which contains a bed and a table. You can test on people if they say it is okay. There are two biosuit lockers in the buffer area.

WHAT NOT TO DO!

Don't sleep toxin and abduct someone to test on them, as this can get you banned and/or lynched by a mob of angry civilians.

Careful when you're flushing anything down the disposals here: It leads straight out into space.