Guide to Xenoarchaeology: Difference between revisions

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{{Room
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.
| Image= xenobiology2.png
| Connects= [[Miscellaneous Research]], [[Maintenance]], [[Research Division|rest of research]]
| Name= Xenobiology
| Location= Starboard, aft of the rest of the [[Research Division]]
| Profession= [[Scientist]]
| Access= Scientist
}}


Xenobiology is the breeding and harvesting of slimes and their extracts for scientific purposes. This all takes place in the xenobiology lab below toxins mixing where you spawn, and is <strike>arguably</strike> more dangerous than making bombs if you don't know what you are doing. Which is a good reason to read this!
== Xenoarcheologist, Anomalist: The Difference ==
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.


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.


== Familiarize Yourself ==
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.
First, get familiar with your new home.


In the center is a table with four monkey cube boxes, a grinder for plasma, some plasma, and boxes of syringes and beakers. To the west of the center table there is a closet with a bio suit in it.
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.


The extracting area to the east has a operating table for extracting from slimes, some operating tools, and a smartfridge modified to hold slime extracts. On the wall there is also a medikit in case of accidents. Note: Be careful when dumping things down the disposal in the slime extracting area. It leads directly to space!
== Preparation: Before the Shuttle ==
'''This section is largely moot at this point. Read below if you wish for more of an explanation.'''


In a semicircle around the center there are six slime pens, two of which start with a baby grey slime in them. You can lock any of them down by pressing the button on the table. The pen to the very bottom east can also be flushed out to space.
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.


==Get equipped==
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.
Before you start breeding the slimes, make sure you have a fire extinguisher in your backpack or hand and a water-tank ready nearby. Both of which are luckily available right here in Xenobiology! (If you are having trouble finding the extinguisher, it is in a case on the wall to the north.)


In addition, you also want a supply of monkeys, available through the monkey-cubes on the table. Simply unwrap them, spray with water and shove into the disposal tube into the pen.
When you are done, go starboard/east of the Research department, after R&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.


Xenobiology also includes:
== Preparation: After the Shuttle ==
* Slime Analyzers, which when used on a slime will tell you some useful information about the slime
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.
* A grinder and five sheets of phoron, which you may grind up and inject into slime cores
* Operating table, scalpel, and circular saw for getting extracts out of slimes
* Smart Fridge to store slime extracts in
* A bottle of space cleaner to clean up the inevitable spills
* Syringes and beakers for your slime-related experiments
* A cloning tube and related console (coordinate with Xenoarcheology to use this)


==Gotta catch em' all!==
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.
There are several different types of slime. You begin with two 'grey slimes', but, you can breed them to catch all the <strike>pokèmon!</strike> slimes! Each kind of slime has its own powers from its extract.


When well fed, an adult slime will split into 4 slimes with a 25-35% chance of mutating each (the exact chance can be read with the Slime Analyzer). In theory, this means a 68%-82% chance of at least one mutation (depending on the particular slime's genetic mutability), but this is not something you should count on. This flowchart shows the results of each slime's mutations when splitting, with options labeled "2x" having twice the chance of occurring.
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.  


[[File:Slime_geneology2.png]]
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.  


===Recommended Slimes===
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.  
While this part is purely optional to follow, it is HIGHLY recommended to breed at least one or two dark purple slimes as fast as you can for additional plasma (or you can yell at the miners).


Keeping at least one pen producing grey slimes is a very good idea in order to have a sustainable monkey flow.
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.


Purple slimes are a likely by-product of trying to get Dark Purple slimes and have the added benefit that feeding the slime steroids to the Greys and the Dark Purples before killing and harvesting will significantly increase plasma/monkey amounts gained. Try out harvesting one baby purple and then using the steroids from it on a second baby purple! Repeat as necessary.
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.


A slightly harder but very much worth it alternative to Purple slimes is Cerulean slimes. They have two primary benefits:
[[File:Xenoarch_inventory.png]]
* They do not evolve further, meaning you are assured without using steroids or enhancers three cerulean extracts and one breeding slime.
* The result of injecting their extract with plasma is extract enhancer, which allows three uses of any given extract. The benefit of this is that you do not need to decide ahead of time which extracts you want more uses of. And combined WITH Steroids, a single slime can give nine uses.


== Population Control ==
# '''Measuring Tape''': Tells you how deep you already dug into your site. Useful when you lose track of your excavation.
'''THIS [[File:Extinguisher.png]]IS GOING TO BE YOUR BEST FRIEND, HAVE ONE AT ALL TIMES'''
# '''Relay Positioning Device''': Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too.
# '''Excavation Pick Set''': Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.
# '''Tracking Beacon''': 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.
# '''Core Sampler''': Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.
# '''Wrench''': Needed to set the suspension field generator, which is necessary to collect artifacts.
# '''Hand Pickaxe''': The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.
# '''Locator Device''': Locates Tracking Beacons by tuning to their frequency.
# '''Depth Analysis Scanner''':  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.
# '''Lantern''':  A very useful light source.
# '''Excavation Gear-Belt''': The belt that will allow you to carry most of your equipment.
# '''Optical Meson Scanner''': Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.
# '''Excavation Suit Hood'''
# '''Excavation Suit''': 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.


You should always have 1-6 slimes, depending on how many pens you are using. More and you can't control them properly. Less and your job is over.
'''Note:''' ''Anomaly Suits are not vacuum proof. Excavation suits are the only suits on the Outpost that allow you to go EVA.''


Decide how many you can handle at once, keeping in mind the adults split into four when sated.
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.


=== All slimes dead ===
I, however, advise you to leave 3 free slots in your backpack, to carry the artifacts you find back to your camp.
<strike>Job's over, man. Job's over!</strike> Hope you have a grey slime extract, if not, then your job's over, man. Job's over!


=== 1-6 baby slimes ===
== The Camp ==
If you need more extracts put one monkey in the disposal and wait for the slime(s) to grow, then another and wait for the slime(s) to split.
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.
As tempting as it may be, do not send in two monkeys at once. The slime might decide the second is a friend and refuse to eat it!
You might want to make sure to stay in sight of the slimes to keep an eye on when they grow and split.


[[File:Slimecontrol.png|thumb|Slime Crowd Control]]
<strike>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.</strike>
=== Adult slimes have split ===
As stated above this has changed and the base camp will already be set up for you at round start.
Time to kill one (or more). '''Warning:''' This is the part of the job that's most likely to get you killed.


Ideally, you want to do this the EXACT moment after the slime in the pen (You ARE keeping only one adult slime per pen, right?) has split.
[[File:Xenoarch_camp.png]]


Select which slime(s) you want to breed (If multiple, put in a empty pen or make room in a occupied one) and proceed to drag the ones you want to cull into the tiny 'airlock' of the pen with you.
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.


Do not worry, as long as you are regarded as a 'friend' (Which you should be, if you feed it and kept in sight) and they are not extremely hungry, the slimes should not feed on you. They might still cause some brute damage if you take too long though.
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.  


Once you have them there, simply spray with water. Once the ones you don't want are dead, feed the remaining slimes, harvesting extracts as needed.
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.


===A slime wants to be your special friend===
== Mining ==
So you managed to piss it off, eh? Your safest bet here is to push it off (Help or Disarm Intent on the Slime) you and leg it, quite simply. Hide in a locker and yell for help if you can't get out of xenobiology itself.
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.


== Extract Harvesting ==
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.
Drag the dead slime over to the operating table and set your intent to grab.<br>
Get a grab on it and click on the table to lay it down. Then use a scalpel on the slime twice, and after that use your circular saw until the slime is out of extracts. (There is only one extract unless you used a slime steroid on the slime before killing it.)


== Formulas ==
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.
'''Grey Slime'''
[[File:Greybabyslime.gif|32px]]
* Inject the extract with:
** Blood: Creates three monkey cubes.
** Phoron: Creates a grey slime. Could be useful if you have extra grey slimes, but want to make sure you don't run out of them, or if you want to be sure to have a grey slime to start over with. When entering late in the round when the initial slimes have starved, cutting out their cores and injecting them with plasma will let you continue.
* Potential Children: Grey, Orange, Purple, Blue, Metal.
* Potential Parents: Grey.


'''Orange Slime'''
[[File:Xenoarch_mine.png]]
[[File:Orangebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: When injected with phoron, after a short delay the extract will create a fire. It also increases the air pressure a fair amount, which can conceivably slam you against a wall and kill you.
** Blood: Extract creates capsaicin (pepper spray/hot sauce) when injected with blood. Usable as a 'ghetto stun' if you can find a good way to apply it to to your <strike>victim</strike> test subject.
* Potential Children: Orange, Dark Purple, Yellow, Red
* Potential Parents: Grey, Orange, Yellow, Dark Purple, Red


'''Purple Slime'''
(The author apologizes if your eyes bled because of the rushed Paint schematics.)
[[File:Purplebabyslime.gif|32px]]
* Inject the extract with:
** Phoron:  Extract creates a bottle of slime steroid when injected with phoron. Slime steroid is a potent chemical mix that will cause a slime to generate more extract. Useful when used on dark purple slimes for phoron, grey slimes for monkeys, or just about any slime you want to research thoroughly. Apply it to a baby slime before killing it, and it will have three cores.
** Sugar: Inject extract with sugar to create slime jelly, a highly toxic substance. Useful if you need to frame the cook.
* Potential Children: Purple, Dark Purple, Dark Blue, Green
* Potential Parents: Grey, Purple, Dark Purple, Dark Blue


'''Blue Slime'''
'''Note:''' ''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.''
[[File:Bluebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Extract creates 10 units of frost oil. This is created inside the extract and can be drawn out with a syringe.
* Potential Children: Blue, Dark Blue, Silver, Pink
* Potential Parents: Grey, Blue, Dark Blue, Silver


'''Metal Slime'''
== Excavation ==
[[File:Metalbabyslime.gif|32px]]
{{Hatnote|The lists for the different field types for the generator and the different excavation picks are at the end of this chapter.}}
* Inject the extract with:
** Phoron: Creates 15 sheets of metal and 5 sheets of plasteel. Expect the roboticist to want the products.
* Potential Children: Metal, Yellow, Silver, Gold
* Potential Parents: Grey, Metal, Silver, Yellow


'''Dark Purple Slime'''
[[File:Xenoarch_excavate.png|A usual dig site.]]
[[File:Darkpurplebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates several sheets of phoron. Yessir, NT can link anything to the production of phoron. Also useful to keep up your supply of phoron for further experiments.
* Potential Children: Dark Purple, Orange, Purple, Sepia
* Potential Parents: Dark Purple, Orange, Purple


'''Dark Blue Slime'''
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.
[[File:Darkbluebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a burst of cold after a short time. This would be useful for killing slimes in an area around you, for example if you had incautiously activated a red slime extract. However, the burst is not strong enough to kill even a baby slime.
* Potential Children: Dark Blue, Purple, Blue, Cerulean
* Potential Parents: Dark Blue, Purple, Blue


'''Silver Slime'''
If you click on your Depth Analysis Scanner, a screen similar to this one will appear.
[[File:Silverbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a brief flash of light (does not stun, but does white out the interface for you and others nearby). When the flash ends, it leaves behind a small number of random food items which can be literally anything edible, from the mundane to the exotic--including things like brain burgers, death berries, or even an appendix.
* Potential Children: Silver, Blue, Metal, Pyrite
* Potential Parents: Silver, Blue, Metal


'''Yellow Slime'''
[[File:Xenoarch_depth.png]]
[[File:Yellowbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Extracts become charged slime cores, the equivalent of 10k charge power cells.
** Blood: Extract creates an EMP. It's a quite big blast as well, useful if that AI is onto your [[traitor|tricks]].
** Water: Extract creates a glowing slime extract that emits light like a flashlight.
* Potential Children: Yellow, Orange, Metal, Bluespace
* Potential Parents: Yellow, Orange, Metal


'''Red Slime'''
'''Time:''' The time at which the scan was made. Only for paperwork purposes.
[[File:Redbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates Slime Glycerol.
** Blood: Makes nearby slimes rabid. Has some [[traitor|fun]] uses. Slimes will still pay attention to "friend" designations, and will not attack you if they consider you one.
* Potential Children: Red, Oil
* Potential Parents: Red, Orange


'''Green Slime'''
'''Coords:''' Coordinates of the dig site. Paperwork purposes too.
[[File:Greenbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates one unit of mutation toxin, which can be drawn back out of the used extract with a syringe. Make sure to isolate this toxin with the help of a chemist friend - the syringe will also draw out slime jelly, another toxin that will gib you in a matter of minutes! Injecting yourself with the mutation toxin (alone, as you isolated it, right?) will turn you into a slime-(wo)man, and slimes will see you as one of their own and never attack you. Keep in mind though that you are no longer technically human (though not necessarily a threat) as far as the AI and Cyborgs are concerned.
* Potential Children: Green, Black
* Potential Parents: Green, Purple


'''Pink Slime'''
'''Anomaly depth:''' The depth at which your artifact resides.
[[File:Pinkbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a bottle of docility potion, a potent chemical mix that will nullify a baby slime's powers, causing it to become docile and tame and letting you name it. You too can have your own pet, just like the HoP!
* Potential Children: Pink, Light Pink
* Potential Parents: Blue, Pink


'''Gold Slime'''
'''Clearance above anomaly depth:''' 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.
[[File:Goldbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: The gold slime core reaction code has been commented out by a pull request. Injecting one with phoron will give a, "The slime core fizzles disappointingly," message. Before the pull request, they used to create xenomorphs.
* Potential Children: Gold, Adamantine
* Potential Parents: Metal, Gold


'''Bluespace Slime'''
'''Dissonance spread:''' 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.
[[File:Bluespacebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Will teleport anything in the room not nailed down to a random beacon in the world.
* Potential Children: Bluespace
* Potential Parents: Yellow, Bluespace


'''Sepia Slime'''
'''Anomaly material:''' 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.
[[File:Sepiababyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a camera. How? Slime Magic!
** Blood: Creates some film for a camera. How? More Slime Magic!
* Potential Children: Sepia
* Potential Parents: Sepia, Dark Purple


'''Cerulean Slime'''
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.
[[File:Ceruleanbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a bottle of extract enhancer. When used on a extract it triples the amount of uses it has. You can start laughing madly now.
* Potential Children: Cerulean
* Potential Parents: Cerulean, Dark Blue


'''Pyrite Slime'''
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 '''30 cm''' and the clearance is '''6 cm''', so I need to dig '''24 cm'''. 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.
[[File:Pyritebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates some paint. <strike>For the love of all that is holy, don't give it to the clown!</strike> There are no clowns. Moving on.
* Potential Children: Pyrite
* Potential Parents: Silver, Pyrite


'''Oil Slime'''
'''Note:''' ''You only need one sample per dig site.''
[[File:Oilbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates an explosion after a moment.
* Potential Children: Oil
* Potential parents: Oil, Red


'''Black Slime'''
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...
[[File:Blackbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates one unit of advanced mutation toxin, which can be drawn back out of the used extract with a syringe. The toxin turns you into [[Slime|a baby slime]].
* Potential Children: Black
* Potential Parents: Black, Green


'''Light Pink Slime'''
[[File:Xenoarch_suspfield.png]]
[[File:Lightpinkbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a bottle of docility potion. Docility potion is a potent chemical mix that will nullify an adult slime's powers, causing it to become docile and tame. Your pet is bigger than the HoP's!
* Potential Children: Light Pink
* Potential Parents: Light Pink, Pink


'''Adamantine Slime'''
Here is your artifact, excavated in the most efficient way possible.
[[File:Adamantinebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a rune that can summon an adamantine golem, a player-controlled construct that will follow its creator's orders. If no player is available for the golem, the rune will fizzle, but can be re-used.
* Potential Children: Adamantine
* Potential Parents: Adamantine, Gold


== How to make an efficient slime farm ==
Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging.
* First of all: Get that extinguisher and kill one of the two baby grey slimes. This ensures that in the case your slimes die, or if they mutate into colors you don't like, you are assured to have a backup grey slime extract available to start over.


* Soak a monkey cube in water and feed it to the slime by putting the monkey in the disposal. Engage the disposal and maintain line of sight to the slime while it eats the monkey. This will ensure the slime and further ones that come from it will not try to eat you, as you will be in their "friend" list (this list is also copied down to slimes that are born from it).
'''Note:''' ''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.''


* Keep your slimes well-fed. If they are hungry enough, they can and will start destroying their enclosure windows, and may even escape. Each enclosure includes shutters that can be closed if your slimes get fractious.
[[File:Xenoarch_cavity.png]]


* Don't run out of monkey cubes. For long-term experiments, this means maintaining a line of grey slimes in addition to whatever experimental breeding you are doing.
''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.''


* Be prepared for injuries. Even slimes that see you as a "friend" may still glomp you, causing physical damage and possibly breaking bones, and if they are hungry enough or don't see you as a friend, they will attempt to eat you, causing genetic damage. It's advisable to keep your suit sensors on full (tracking beacon included) so that Medical personnel can find you if you are unconscious. Genetic damage is not visible on the sensors, but physical damage is, and if Medical is paying attention they will see you getting hurt. If you are too hurt to get to Medical, yell over comms. It will take them a while to get to you, since Xenobiology is behind several locked doors, but it's better than dying while your slimes smugly watch you bleed out. Xenobiology includes a simple first-aid vendor, which can help you treat minor injuries or stay alive longer after major ones.
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.


== So You're a Traitor ==
Now, here are the two lists for the various excavation picks and the different fields of the generator.
Sadly, what you can get here that can't be gotten easier elsewhere is an EMP and random hostile animals, including a few very deadly ones. Releasing the slimes is somewhat viable, but you will likely get caught doing so and baby slimes are rather tame (unless you have red slime essence to make them rabid).


You do have access to some of the science wing, including xenobotany, and can probably talk your way into other parts. You also have disposal chute that goes directly to space--pretty handy for disposing of evidence, and also for throwing in anyone who has been stuck with a parapen. Xenobiology is also pretty isolated, and you may be able to get away with, say, abducting assistants as test subjects. As a traitor, your xenobiologist makes a great mad scientist.
[[File:Xenoarch_picks.png]]


Your slime cores give you access to fire, explosions, EMPs, a whole lot of monkeys (cultists may find them handy), phoron to bribe people with, and slime jelly (a potent poison) to kill people with, as well as some unusual effects like the silver slime's random food generation. If the chef is also a traitor, or if you can frame the chef, you may be able to really do some interesting damage with slime jelly and boiled slime cores slipped into the crew's food supply.
[[File:Xenoarch_table.png]]


If all else fails, your traitor xenobiologist may decide they're tired of being human and decide to become a [[slime]] instead... and if people get eaten along the way, well, they shouldn't have looked so delicious!
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.


Bluespace Slime Cores (currently inactive due to a bug, but will teleport you when fixed) can be used for a quick getaway, as long as you don't mind taking half of the room you're in with you.
== Analysis: Spectrometry ==
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.


[[Category:Guides]]
[[File:Xenoarch_speclab.png]]
[[Category:Research Locations]]
 
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 & 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.
 
'''Note:''' ''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.''
 
[[File:Xenoarch_spectroconsole.png]]
 
Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.
 
'''Scanner:''' Indicates the progress of the scan, and the "health" of the spectrometer. When it is too low, use nanopaste to fix it.
 
'''MASER:''' 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.
 
'''Environment / Internal:''' The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.
 
'''Radiation:''' 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.
 
'''Cooling:''' 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.
 
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.
 
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.
 
[[File:Xenoarch_specresults.png]]
 
Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.
 
== Analysis: Chemistry ==
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.
 
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:
 
'''Oxygen + Water + Tungsten'''
 
Now, you have an unlimited source of coolant to keep your Spectrometer working!
 
== Study ==
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.
 
[[File:Xenoarch_campcomplete.png]]
(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.)
 
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.
 
== Anomalies ==
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.
 
They are found the same way you find artifacts: Scan a tile, if it doesn'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'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:
 
[[File:Xenoarch_depthanomaly.png]]
 
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.
 
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.
 
[[Category:Research Locations]][[Category:Guides]]
{{Gameplay Guides}}
{{Gameplay Guides}}

Revision as of 15:55, 3 November 2015

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.

Xenoarcheologist, Anomalist: The Difference

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.

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.

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.

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.

Preparation: Before the Shuttle

This section is largely moot at this point. Read below if you wish for more of an explanation.

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.

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.

When you are done, go starboard/east of the Research department, after R&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.

Preparation: After the Shuttle

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.

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.

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.

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.

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.

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.

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.

File:Xenoarch inventory.png

  1. Measuring Tape: Tells you how deep you already dug into your site. Useful when you lose track of your excavation.
  2. Relay Positioning Device: Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too.
  3. Excavation Pick Set: Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.
  4. Tracking Beacon: 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.
  5. Core Sampler: Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.
  6. Wrench: Needed to set the suspension field generator, which is necessary to collect artifacts.
  7. Hand Pickaxe: The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.
  8. Locator Device: Locates Tracking Beacons by tuning to their frequency.
  9. Depth Analysis Scanner: 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.
  10. Lantern: A very useful light source.
  11. Excavation Gear-Belt: The belt that will allow you to carry most of your equipment.
  12. Optical Meson Scanner: Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.
  13. Excavation Suit Hood
  14. Excavation Suit: 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.

Note: Anomaly Suits are not vacuum proof. Excavation suits are the only suits on the Outpost that allow you to go EVA.

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.

I, however, advise you to leave 3 free slots in your backpack, to carry the artifacts you find back to your camp.

The Camp

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.

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. As stated above this has changed and the base camp will already be set up for you at round start.

File:Xenoarch camp.png

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.

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.

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.

Mining

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.

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.

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.

File:Xenoarch mine.png

(The author apologizes if your eyes bled because of the rushed Paint schematics.)

Note: 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.

Excavation

A usual dig site.

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.

If you click on your Depth Analysis Scanner, a screen similar to this one will appear.

Xenoarch depth.png

Time: The time at which the scan was made. Only for paperwork purposes.

Coords: Coordinates of the dig site. Paperwork purposes too.

Anomaly depth: The depth at which your artifact resides.

Clearance above anomaly depth: 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.

Dissonance spread: 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.

Anomaly material: 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.

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.

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 30 cm and the clearance is 6 cm, so I need to dig 24 cm. 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.

Note: You only need one sample per dig site.

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...

Xenoarch suspfield.png

Here is your artifact, excavated in the most efficient way possible.

Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging.

Note: 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.

Xenoarch cavity.png

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.

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.

Now, here are the two lists for the various excavation picks and the different fields of the generator.

Xenoarch picks.png

File:Xenoarch table.png

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.

Analysis: Spectrometry

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.

File:Xenoarch speclab.png

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 & 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.

Note: 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.

Xenoarch spectroconsole.png

Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.

Scanner: Indicates the progress of the scan, and the "health" of the spectrometer. When it is too low, use nanopaste to fix it.

MASER: 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.

Environment / Internal: The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.

Radiation: 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.

Cooling: 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.

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.

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.

Xenoarch specresults.png

Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.

Analysis: Chemistry

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.

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:

Oxygen + Water + Tungsten

Now, you have an unlimited source of coolant to keep your Spectrometer working!

Study

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.

File:Xenoarch campcomplete.png (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.)

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.

Anomalies

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.

They are found the same way you find artifacts: Scan a tile, if it doesn'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'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:

Xenoarch depthanomaly.png

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.

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. Template:Gameplay Guides