Wiki

Note on This Wiki:
The game is constantly being updated not to mention that there are plenty of secrets and strategies not covered in this Wiki. If you have new or more up to date information please add it to this wiki. It is entirely missing information on Mind Alien forms, Psion, Android, and Generic Human tips. The wiki also lacks a lot of specific stat numbers that may be important to some people.

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Overview
'''Welcome to the Arcade Map wiki page for Parasite - Zeta, developed by Dimento, Host, Miles and Fahr, originally created by Smith. '''This map is one of the most popular Arcade maps in Starcraft 2 and always makes the front page of maps by popularity. Enjoy a social deduction and deception game hide and seek game with a huge depth of content to master. As a crew member of an Explorer class space station, most of your time will be spent on the space station. Here you can upgrade various subsystems and bring the station back online to full operational capacity.

The station is divided into 8 main floors (numbered 0-7), 2 vent subsystems, and a mini floor called the C.O.R.E. Floors 0-7 have access to adjacent floors and to a particular vent system depending on whether they are an even or odd numbered floor, with an exception being floor 0 which has access to both vent systems. In addition to the standard access, floor 6 has access to the C.O.R.E. and the reactor levels. The reactor (Floor 0) has access to floors 1, 6, 7 and access to both vent systems. The only floor without access to the vents is the C.O.R.E.

The Cargo Bay (FLOOR 1)
Provides access to outer space for all crew members in the form of 8 ships in the hangar on the left side, ships can launch 5 minutes after the game starts. These ships can be destroyed which can deny escape for humans and aliens alike, or their engines can be destroyed which can deny escape to anyone who can't use a repair kit. In addition, there is a solarite processor on the right side that can process solarite which can be found on the planet and mined with the SCV form. This floor has the most amount of items that can be found at the start of the game. Floor 1 contains all ships, a second mech build site, an autodoc, and access to the reactor power core. This floor also has the item recycler that can also be used for item crafting. Here are bits and pieces, its no fun if we just give it away:

M4AE Pulse Rifle = Minigun + Gauss Rifle + Frag Grenade + M4AE not previously crafted

Ol' Smokey = White key + Shotgun + Incinerator

Gold Fusion Power Cell = Power Cell + 1 Solarite

Wunderwaffe = Arc Welder + Fusion Rail Gun + 1 Solarite + Tesla Armour + Warp Pad

Cryo Revival Device = Wunderwaffe + Medkit + Medkit + Morphine + Energy Kit + Wunderwaffe not crafted

The recipes are going to be kept here. As long as key parts are left unsaid there should be no issue with them. Making this information available to all players helps give all players a fair shot at the game against regulars. ~Balance Officer Vel

The Living Quarters (FLOOR 2)
The crew starts the game in the bottom room. Floor 2 holds the Marshall's Office on the right side where any Security Guard, CIO, or Captain can do the following: Floor 2 also contains shops. The top room contains a teleporter that can be unlocked with 4000 credits. It is heavily fortified with security turrets. The teleporter allows instant transport to the planet or to the Hammer of Thor. On the left side are elevators to the Reactor and CORE.
 * 1) Check the karma of any player
 * 2) Check which players have fully died and are no longer in the game, even as alien
 * 3) Check the last known location of players. (Last known location is based upon the last scan for crew)
 * 4) View station cameras after Security is level 1.
 * 5) Access the High-Sec Armory when Security is at level 5. (The Android player may also open it)

The Biosphere (FLOOR 3)
The doctor role starts upgrades here. Holds the zoo, which contains animals that when infested spawn into strong minions. In the alien holding pens, there is an autodoc. It also holds researchable aliens in pens that, once researched, will require the alien to need more points to evolve. It is a good idea for human players to kill all the zoo animals early and research pens to deny evolution points or release of penned aliens which can infest the vents. The life support module is in the lower left corner of the zoo. All shops besides explosives are available on floor 3. There's also a conduit hatch between the pens and zoo, which can make it easy for aliens to infest this floor.

Different animals give different minions, with the highest priority male ursadaks which spawn an ultradon just above female ursadaks which spawn a breeder.
 * Sheep spawn 2 broodlings
 * Lyotes spawn a zergling
 * Male Karaks spawn a zergling
 * Crab-beetles spawn a raptor
 * Tastelopes and Artosilopes spawn a hydralisk
 * Ursadak calves spawn a roach
 * Manta Rays spawn a glider (flying)
 * Female ursadaks spawn a breeder
 * Male ursadaks spawn a very powerful ultradon.
 * Black Bear spawns 2x cobralisk (ranged minions)

The Medbay (FLOOR 4)
The doctor role finishes upgrades here. On the left is the vent and the autodoc system which, once researched, allows portable autodocs to be bought from med shops. As well as healthcare research, which allows for medkits, increase time on stimpacks, and multiple other things. On the right is the blood tester, which once researched can test who is alien/android/human. A conduit hatch connects these two sides. The bottom room the Gene upgrade station allowing 2 (or 3 if your the CMO/CEO) purchasable buffs listed below. The alien host can buy Gene evolution points. Alien spawns and android cannot purchase genes.

Gene Mods
 * Augmented Walker
 * Provides +0.4 move speed.
 * Kinetic Bone Enhancement
 * Provides +8% damage resistance.
 * Gives an immunity to most stuns.
 * Rapid Regeneration
 * Gains 1.25 hp per second as passive regen.
 * Regain health very quickly if out of combat for 10 seconds.
 * Occular Sights
 * Raises the user's base sight range to 15
 * Increases Recon Rifle range by 2.
 * Grants passive Detection to the user
 * Psionic Potency
 * Rapid regain of energy out of combat.
 * If bought by a human, will grant one random Neutral Psionic ability
 * If bought by the Psi, it will instantly add one Psi point and increase the chance of gaining further points by 25%.
 * Night Dweller
 * Sight isn't hindered by cosmic storms, power outages, etc.
 * Automatically cloak if out of combat for 10 seconds. Attacking will not decloak you.
 * Viral Immunity
 * Provides immunity to headcrabbing, silent infest (Viral Parasites), and Mental Infestation.
 * Note - For viral immunity to be usable requires holding pens to be researched.
 * Dermal Shield (CEO now starts with this)
 * Gives immunity to all small forms of radiation.
 * Gives resistance to all major forms of radiation or fallout.
 * Gives 50% resistance to explosions.
 * Accelerated Metabolism
 * Grants Immunity to all drug addictions
 * Allows all drugs to last 50% longer then normal.

The Weapons Lab (FLOOR 5)
The chief weapons role does upgrades here. At the top is the station weapon upgrades, the upgrade hub for the SGT role. This unlocks stronger weapons at all gun rack shops. See the weapons section of the wiki for a more in-depth description of each weapon.
 * Stations weapons Level 2 unlocks the Subzero, Arc Welder, and Gamma Ray Gun, and allows for the station to use Tractor Beam, an ability that will force a targeted ship to dock.
 * Station weapons level 3 unlocks the Neutronium Rifle, Particle Phaser, and Pulse Destabilizer, and allows for the bombardment of planet. Infest: Handling a weapon silently infests the player.
 * Station weapons Level 4 unlocks the EC13 Plasma Rifle, and Minigun, and allows the station to use EMP. Infest: EMP doesn't affect alien ships.
 * Station weapons level 5 unlocks nuking the planet, which used once will destroy the planet base and anything on the surface. Using twice will destroy everything on the planet surface and in the caves; the third nuke destroys the planet. The planet can only be nuked while piloting the station. Infest: If the nuke is infested upon launch a second nuke will explode upon the station instantly sending it into its 2 minute destruction sequence.
 * At the bottom is the unlock-able weapons upgrade station aka bench which provides personal upgrades to one's damage and individual upgrades for different guns. The bottom room also has access to the Space Walk which can randomly infest at minutes 1 and 6. The "SW" contains the ship radar dish. Connecting the top and bottom rooms is a conduit hatch. Floor 5 contains all shops.

The Network Mainframe (FLOOR 6)
Captain, CIO, and CMech access upgrades here. In the small room on the left side is the network mainframe allowing players to view all cameras throughout the station. The same terminal also contains upgrades for the ship's firmware. At the top is the mech upgrade station. Mechs are powerful battlesuits that are immune to poison gas and radiations. Alpha codes activate Olympus, Kratos, and Hades mechs, Beta codes activate Apollo, Orion, and Zeus. Delta codes activate the ATLAS and Hercules Tanks. Omega codes give all mechs full energy as long as Cmech or lt researched it. CMech can now upgrade mechs futher with a purchasable mech upgrading chamber, located to the top right. Last but not least Floor 6 holds the Armory which when activated gives everyone +1 armor and contains purchasable buffs to personal health, shields, and energy. On the right side are elevators to the CORE and Reactor.

The Bridge (FLOOR 7)
The bridge contains controls for:
 * Piloting the station
 * Scan for crew/aliens. (requires: level 2/4 firmware).
 * Locking down the station, locking all max doors and temporarily locking down all other normal doors
 * Targeting crew members via the security system (requires: Captain's Card).
 * Gassing the vents to kill its occupants and removing infestation (requires: Captain's Card and level 3 firmware).
 * Activating Escape pods (requires: Captain's card and lvl 4 firmware).

On the top is an elevator to the Reactor's Oxygen Generator room.

Level 7 is the only floor which has a vent entrance secured with a maximum security door and security turrets.

The Reactor
The engineer role upgrades here. On the top are two power links that can be turned off to deny power to the station's security (before Security level 4). Also top is a wheel to pilot the station and a terminal for Reactor upgrades which can repair all station components and purge all alien minions and tumors. In the middle power can be turned off by destroying the power core which takes many repair kits or a SCV to repair to full. The Oxygen generator is located on the bottom next to the bridge elevator, which can be turned off to deny oxygen to humans and psion. It is recommended for a human engineer to fortify the reactor and repair any damage to systems there when safe to do so. The reactor contains all shops and access to floors 1, 2, 6, and 7.

Once the Reactor level has hit level 3 or Firmware has hit Level 5; the station can activate the self destruct sequence. To do so, one must go to the reactor switches (to the right and left of the power links and in the area of the shops.) and set the reactor switches to the up position on all 4 of the switches. An alarm will then start to ring to give a warning to the cap and anyone in the reactor floor. Then when one of the power links is activated (does not matter if its on or off as long as there is no cosmic storm going on or the transformer is broken) the station self destruct sequence will activate with a 4 minute timer. When this sequence hits 2 minutes the self destruct can NOT be averted. To turn off the self destruct, as long as the sequence is about the 2-minute mark, return the 4 switches to the down position and activate one of the power links. Alternatively if they station for some reason or another hits 20% health (2000 for station and moon or 4000 if its stat only) the station will automatically activate the 2 minute timer that cannot be stopped.

The C.O.R.E
The engineer and android roles upgrade here. Engineer may activate many different kinds of security droids. The most popular is the TX47 Security Droid, also dubbed the "Roomba." This droid has access to all levels, paths through locked doors, and will patrol the station like a security guard. The Roomba can be upgraded to have a stronger attack, cloak, and better shields. If an alien engineer upgrades enough parts of the droid, it will go rogue, and attack anything, be it alien, human, or turret. There are also janitor droids which are good to get first. Pay attention to anyone in this floor besides engineer, because they are likely the android.

Vents
The vents contain winding paths to the different floors, essentially being a faster way to travel. There are 2 sets of vents: the "odds" (containing exits to all odd numbered floors) and the "evens" (containing exits to all even numbered floors. In the vents are a radiation stabilizer (one in each) a security module (one for every floor, except level 7) which deactivates all cameras and turrets in a floor when it is destroyed, and a path to the other vent. There are also 2 gas evaporators which can be blocked by drones. There are also vent exits to the station's Oxygen Room.

Outer Space
Outer Space is the only location that can never be destroyed but can only be accessed with a space ship or space station. Periodically various minerals will spawn that can be harvested by ships to grant money to the pilot of space ship and grant income to all of the players in the game. Deep Space Miners increase income the most when they are mining so it is important for them to have priority in space as having a strong income is key to a successful human team winning.

Space is fraught with danger, the most prominent being Proximity Mines, which travel in a single direction and damage your vessel, and Electrical Storms, which are stationary but drain your vessel's energy when you pass through them. There are three events that will occur at random, announcing their presence with a system message: The most common one is a Cosmic Storm which will rapidly drain the energy of all space vessels, prevent any space ships from launching into space, and will automatically turn off the power on the Station for the duration. Less frequently, a Black Hole will appear which will slowly move through space and instantly destroy any vessel that touches its center (even the space station!). Occasionally an Unknown Alien Vessel will appear and and start attacking anything in space, prioritizing the smaller space vessels over the Station, but will certainly destroy the Station if left unchecked! It is important for a vigilant captain or engineer to steer the station away from black holes and engage with the Alien Vessel when they appear.

The Planet
The planet is a nearly barren wasteland, the bottom contains a runway for ships to land on. To the northwest is a mini-bunker the contains an autodoc, a GMD, all 4 shops, a weapon upgrade station, and an armory. To the northwest is the cave which has solarite, some shops, eggs that contain aliens, and a commander's card which works exactly as the captain's card does. The planet is also inhabited by 2 different sizes of yetis which are quite powerful and must be kited to be killed if you don't have strong upgrades.

HUD
[5] The heads up display (HUD) is shown on the right.
 * Displays your health/energy. If your health goes to 0 you die and cannot respawn (unless you are the android) although you can observe after you are dead. However, if you are human and your health drops to zero due to an alien hitting you, (or you are infested), you will become an alien spawn and switch sides. Energy is consumed when using abilities such as flashlights, and sprint. Conserve your energy so you can use it when required.
 * The Flashlight can always be toggled on/off by pressing the button to the left of your unit portrait, if you have it purchased.
 * Motion Sensor can always be toggled on/off by pressing the button to the left of your unit portrait, if you have it purchased.
 * Toggle Human/Alien Chat - Appears when you are alien. Click this button to switch between chats to all players or aliens only.
 * Toggle Human/S-Comms - Appears when you are syndicate and have bought the syndicate communications relay. Allows private communication with all syndicate members.
 * Money/Evo Points/Oxygen - Displays how much money, evo points and oxygen you have. Money is used to purchase items and upgrades on the station and increases over time. Its rate can be increased by mining or doing your duties on the station (see roles further below). Evo points appears when you are alien and increases over time to perform evolution or spawning minions. Oxygen begins to drop when the oxygen processor is turned off on the station. When it drops to zero you will die. Picking up and using Oxygen tanks found on station will keep you alive.
 * Useful text messages will appear on the left side of the screen (on the debug display), pay attention to these alerts. Many of the alerts also make unique noises.
 * The minimap shows where you are on station (see map above). As alien you will also receive a location ping on all alien spawn and human players.
 * Your inventory shows what items you have. You only have a limited amount of items that you can carry with you. Click on them or press the corresponding numpad to use. You can also design your own hotkeys by editing the "Inventory Hotkeys" in game. Many players will assign their inventory hotkeys to numbers 1-6.
 * Your abilities are you special powers that you can use. Hovering over the money shows you your current income. Pressing T as alien allows you to transform between alien and human form (some T3 forms disallow this, as well as any form after T3).
 * Pressing Insert/Delete will rotate the camera perspective to see behind things. Useful for seeing loot crates against walls and people hiding in the vents.
 * Type "handles" in chat to see a list of crew and their BNet Name. Useful for finding your buddy or reporting a toxic/trolling player. The handles command will only work after death.

Roles
There are 8 crew member roles that are assigned at random to each player at the start of the game. Each role gives a player a different set of abilities and responsibilities aboard the space station. It is important that you stick to your assigned role as you and your crew mates will receive strong bonuses. If you are in disguise it is even more important to understand the nuances of your role so you know what your crew mates are expecting from you so you can accomplish your goals without being detected.

These different roles are listed as:
 * 1) Captain (Cap)
 * 2) Chief Intelligence Officer (CIO) (also referred to as "LT")
 * 3) Chief Mechanical Officer (CMO) (usually referred to as "maj")
 * 4) Chief Weapons Officer (CWO) (usually referred to as "Sgt")
 * 5) Chief Medical Officer (CMO) (usually referred to as "doc" or "dr")
 * 6) Chief Engineering Officer (CEO) (usually referred to as "engi" as a reference to FTL)
 * 7) Security Officer (usually referred to as Offi but also a SG)
 * 8) Security Guards (usually referred to as SG but also Cpl, Col, Pvt depending on their assigned name.)
 * 9) Deep Space Miners (DSMs. DSM's have the most diverse of names.)

Press F12 in-game to read up on the specific role you spawn as. In a full lobby there will be three SGs and three DSMs. All other roles are randomly assigned to one player. A more thorough explanation is provided on each role below.
 * 1) Human: Can use Sprint to give a burst of speed and have 6 inventory spaces.
 * 2) Alien Host: Starts out disguised in Human Form which is exactly like a human except that you cannot get any Gene Modifications. Can Transform to Alien Form which has different set of attacks and abilities depending on what evolution you are. (requires 70+ karma to be opted into)
 * 3) Psion: Starts out as a normal human except that you get award Psi Points over time and for various actions. Through your actions and your allocation of Psi Points you can choose your alignment to be Good (Allied with the humans) or Evil (Win by eliminating everyone). Based on your alignment you can choose from Good, Neutral, or Evil abilities to fill out your spells slots but keep in mind that each spell has their own assigned slot and will replace whatever spell you currently have in that slot (E.g. Sprint, Psionic Speed, and Soul Steal all use the "W" slot so you can only choose one of those spells). You can be discovered by psi scanner, located on the 3rd floor near the psi research station. (requires 80+ karma to be opted into)
 * 4) Android: Starts with normal human body that is immune to all forms of alien infestation. Can upgrade self in C.O.R.E with improvements to the human body that are discrete but noticable by a discerning eye, or change  into a completly new form. C.O.R.E gives the Android a directive to either protect humans, eliminate everyone,  protect the aliens, assist the Syndicate, or Infiltrate the Syndicate. (requires 80+ karma to be opted into)
 * 5) Syndicate: Human with a bonus passive ability(or abilities) and income depending on the Syndicate role assigned. Also has the ability to place a Syndicate Stash (You can only use it once and although it is cloaked you must be sure to hide it where it wont be found!) which grants access to a special selection of very powerful items.

Captain (Cap)
The Captain is the commander of the station and its crew. They possess the Captain's keycard which allows them to activate key station's functions, command security targeting systems and lock doors. As such they have authority over the station unless they pass the keycard to another. Their role is to coordinate and direct the crew on exterminating the alien threat.

The Captain will typically stay on the Bridge alone where they have full view of the station's cameras, where he has bonus income. From here they have full control and pilot capabilities for the station. However some of the functions are disabled until a specific firmware level has been researched. Watch for any suspicious happenings and communicate to the crew. Captain can pick targets for auto-defense turrets to shoot with their keycard. Captain can move the station, heal it, and attack anything nearby in space. In addition they can activate various station functions depending on firmware level. The station starts at Firmware 1. Security upgrades allows station lock-down closing all doors. Firmware 2 permits scanning for humans. Firmware 3 allows decontaminating the ventilation shafts. Firmware 4 allows activating drop-pods for quick transit to the moon and scanning for aliens. Firmware 5 allows station self-destruct in coordination with engineer, use with extreme caution.

The Captain can lock/unlock any doors with his keycard, however only black high-sec doors will remain locked. It is a good idea to barricade and lock the bridge to prevent the captain from being infested by aliens. An Alien Captain can turn the station's security on human crew members which will cripple the human crew. Make sure that the alien doesn't come through the vent on lvl 7 as a sneak attack on an unsuspecting Captain. Scan often and decontaminate the vents to kill anything growing inside.

Alien Effects:
 * Upgrading Firmware 2 will provide Aliens more bonus periodic income, crew scan has a minor chance to not show a random crew member on scan.
 * Upgrading Firmware 3 will cause Vent Gas to heal Aliens instead (Still damage Alien Minions)
 * Upgrading Firmware 4 will silent infest anyone who uses Drop Pod and also has a minor chance to make a random place pinged via alien scan.
 * Upgrading Firmware 5 will make Self Destruct to instantly be set to 2 minutes, making it unable to be cancelled.
 * Can easily sabotage as Captain has access to all locked areas
 * Able to trap and infest someone in a room by locking the doors via Captain Card
 * Has the ability to target someone with turret easily when they are accused by others

Chief Intelligence Officer (CIO or Lieutenant) Edit
The CIO is the second in command on the ship and the Captain's chief lieutenant. While their foremost priority is to assist the captain in its duties by upgrading the firmware and watching the cameras on lvl 6, the CIO can assume any role on the ship.

CIO mainly watches cameras on level 6 at the security mainframe along with the Captain. They will coordinate strategies along with the captain. CIO also has access to all security doors that have an accessible panel. The CIO gives bonuses to upgrading any of the station's research, the same as it being upgraded by the specialised officer. Thus CIO may also assume any of the different roles, especially if that role is MIA/KIA. CIO should start by purchasing cheap upgrades such as weapon upgrade station and armory, as it gets personnel bonus income from any upgrade purchased.

Alien Effects:
 * Has the ability to infest every upgrades
 * Can gain a massive alien upgrade for a cheaper cost, by letting others to research until certain level and sneakily upgrade the higher level

Chief Mechanical Officer (CMech, CMechO, Mech, or Major)
The third in command on the ship, the CMech's job is to bring the armoury and mechs online. The CMech gets a bonus to piloting mechs with increased damage and less mech fuel use. These mechs can save a dire situation when used correctly. The most powerful legal mech, the Atlas, can hold off several aliens at once. In addition, the armoury can also be used to purchased upgrades that can make players very hard to kill. CMech should always keep a motion sensor with him, as he can use it while piloting a mech.

CMech upgrades the mech codes, mech upgrade station and armory on level 6. The armory allows the purchase of the SCV's, which are needed to mine solarite as well as to repair any damaged turrets or station systems and the Medic Suit, which is a suit with powerful supporting and healing capabilities. Purchase of the mech codes allows the construction of mechs from the Mech Factory on level 6. Mechs can either be constructed at level 6 or level 1. The CMech can also upgrade mechs for money at the mech upgrade station on 6 (the same place where mechs are constructed) to increase their stats up to 6 times each mech. A quick rundown on the different legal mechs are:

Alpha Codes

 * OLYMPUS - A battlesuit that does good damage and penetrates armor.
 * HADES - A mech with a flamethrower as weapon, which can enter vents.
 * KRATOS - A fast mech capable of chasing enemies easily.

Beta Codes

 * APOLLO - A speedy vehicle that fires rockets which penetrate armor and deal bonus dmg to armored.
 * ORION - A tall mech with a railgun designed vs mechanical units.
 * ZEUS - A mech with a strong attack, which is loading up over time and getting stronger if not used.

Delta Codes
Alpha, Beta and Delta Codes will also fuel the mechs the respective mechs up for a certain amount if either researched by CMech or CIO.
 * ATLAS - A powerful battlesuit with massive AoE damage guns and rockets.
 * HERCULES - A beefy tank with a powerful armor-ignoring cannon and a top-mounted machine gun.

The last upgrade that can be researched (Omega codes) gives a fuel boost to all mechs, it will give full fuel if researched by CMech.

Alien Effects: Syndicate Effects:
 * Upgrading Alpha will give 50 evo points whenever anyone power ups a mech
 * Upgrading Beta will silently infest anyone using a mech.
 * Upgrading Delta will turn OLYMPUS into the alien side when activated.
 * Upgrading Omega will turn ATLAS into alien side when activated. Because it also fully powers the mechs, it allows you to activate them all very quickly.
 * Upgrading Alpha unlocks Dark Hermes for the Syndicate Major/Lt, a fast illegal class mech capable of chasing down and killing weak enemies very fast.
 * Upgrading Beta unlocks Dark Nemesis for the Syndicate Major/Lt, a illegal class mech. WIP
 * Upgrading Delta unlocks Dark Moros for the Syndicate Major/Lt, a illegal class mech. WIP
 * Upgrading Omega unlocks Dark Charon for the Syndicate Major/Lt, a illegal class mech. WIP

Chief Medical Officer (Doc, CMed, CMedO, or medical)
The CMed is in charge of all the medical research. It is one of the most crucial early game roles, being in charge of bringing important systems online before the alien infests them. An Alien CMed/CIO can buy those upgrades and cripple a human team. Once all the systems are researched the CMed is less important and can focus on purchasing weapons and armour or testing suspected players with portable blood testers.

CMed has four responsibilities. Open the high-sec door to level 3's zoo to exterminate the animals; thereby preventing an alien infestation, research the aliens in the pens on level 3, and research the autodoc and bloodtester on level 4. All give very beneficial effects.

Pens cannot be released until 3 mins and 30 seconds. Use this time to clear zoo as much as you can, then come back to pens and secure them. After pens were researched, if the alien hasn't shown any sign of aggression, you'd want to upgrade the blood tester, and test high importance roles. They are the least likely to be aggressive, but they can be extremely dangerous if they infest key upgrades so it's good to expose them as early as possible.

Alien Effects:
 * Can easily release pens, infest the zoo, and destroy the blood tester because its job is to be there, this however will cast suspicion on the doctor as well since it is their job to make sure these things don't happen.
 * Performing research on the pens reduces evo point needed for evolutions.
 * Upgrading auto docs will silently infest anyone using a portable autodoc, it also makes portable auto doc not be able to cure radiation dosage.
 * Upgrading the Blood Tester will reduce it's accuracy to 10%.
 * Can easily Rig Blood Tester to do one or more of the following:
 * (Explode) Explode when someone tests,
 * (False Positive) ALWAYS show the person who tests as alien,
 * (Protect Aliens) NEVER show aliens who test as alien,
 * (Silent Infest) Silently infest the person testing with a viral larva,
 * Notes:


 * Being infested with viral larva means being silent infested,
 * To rig the Blood Tester, you have to be an evil role,
 * Only alien can rig Blood Tester to protect aliens,
 * ONLY Alien Chief Medical Officer or Alien Chief Intellegance Officer can rig Blood Tester to Silently infest the tester,
 * I'm pretty sure (90%) that if Blood Tester is rigged with both: False Positive and Protect Aliens then False Positive takes priority.

Chief Weapons Officer (CWO, Sgt or Sergeant)
CWO is responsible for upgrading station weapons and the weapon upgrade terminal, and gives a bonus for each, along with CIO. Each station weapons upgrade unlocks more purchasable options from weapon racks, and later upgrades improve station capability. CWO also brings the weapon upgrade station online, where weapon damage can be increased. It is very important to upgrade Station weapons as it unlocks powerful rifles that are required to fight higher tier aliens.

Alien Effects:
 * Upgrading Weapons 2 will reward host evo points whenever someone buys a weapon
 * Upgrading Weapons 3 will silently infest anyone who bought or picked up a gun; or anyone who placed a turret.
 * Upgrading Weapons 4 will enable any player at station controls on 7 to bomb the planet/moon.
 * If Bombarding Player is Alien, the planet-bombing shells will do 3x damage to humans.
 * If Bombarding Player is Human, the shells will backfire into the station, causing random explosions on station.
 * Upgrading Weapons 5: will cause a 30% Damage Debuff to all Weapons against aliens. All turrets (sentry guns, exterminator turrets, tesla turrets) will ignore aliens and rather target humans instead and If the nuke is launched the station will automatically go into self destruct.

Engineer (Engi or CEO)
The CEO is responsible for upgrading and defending the station's core reactor and power generator on the reactor level 0. CEO has half the cooldown time with repair kits, starts with a quick-building SUV, starts with the gene of Dermal shields, have +25% DMG on plasma cutter and can repair the entire station with the quantum reconstruction ability from the reactor. The Engi should place turrets around the whole reactor level to defend as well as coordinate with other crew members to time the activation of abilities on the station.

Alien Effects: Warning there is a typo with the In Game Help for CEO that tells you to go to level 6 for your upgrades. This needs to be fixed for newbies. (still exists as of 2/23/19)
 * Upgrading Reactor 2 will cause alien eggs to give 1.5x the evo points when placed in the reactor.
 * Upgrading Reactor 3 will cause a 33% chance to silent infest anyone who enters the reactor.
 * Upgrading Reactor 4 will make the quantum ability, when used by an alien, to explode all turrets at stat instead of healing them
 * Upgrading Reactor 5 will permanently destroy the power core transformer, causing a blackout for the rest of the game. This will also prevent targeting, de-targeting, reactor abilities, and turret power if the turrets need station power to function.
 * Unlocking 2 out of 5 of the security droid's upgrades will make the AI go rouge. The droid then targets every human and turret
 * Unlocking 5 out of 5 of the security droid's upgrades will make the AI self-aware, constantly upgrading itself to become more powerful over time as well as allying with the aliens.

Security Guard & Security Officer (SG/ Officer)
The Security Guard's is one of the most active roles. Its job is very simple; to keep the crew safe and hunt down/respond to alien threats. This role should be guarding important crew members, upgrading security, and wandering between floors and vents actively seeking out the Alien. In addition, the Security Guards are stronger than other crew members and can beat them in a 1-on-1 fight.

Bonuses: Alien Effects:
 * The Stimpack ability has increased effectiveness on Security Guards and each Security Guard starts the game with one.
 * Security guards gain double the reward for killing Alien Minions, as well as clearing infested Life Support Modules. They have extra base health and armor, and gain bonuses to their health as the Station Security is upgraded.
 * They also gain bonus periodic income when they kill either the Alien Host or Alien Spawns.
 * Along with the Chief Intelligence Officer, when upgrading Station Security, an extra bonus is provided.
 * Security Officer Only: Starts with a Shotgun and a Medkit instead of a gauss/stim

If the Security Guard is an Alien, every Alien Minion it kills in Human Form will give Evolution points to the Alien Host. Upgrading security also make turrets to have reduced damage against aliens
 * If 3rd, 4th and 5th security upgrades have been upgraded by the alien and all security modules are up, then the station turrets become infested. The captain loses control of them, they auto-target all humans, and won't target aliens. Cameras also provide vision for alien host and the spawns from that moment on.

Deep Space Miner (DSM)
The Miner's job is to mine minerals for the crew to increase everyone's periodic income.

Mining is performed by getting a ship from Floor 1 - Cargo, undocking, and mining the minerals that float around the sector. Undocking clearance is granted at the 5 minute mark. To mine, just right click/interact with a mineral cluster.

Small Mineral Clusters are worth 2 for DSMs and 1 for other jobs, Large Mineral Clusters are worth 4 for DSMs and 2 for normal jobs, Rich Mineral Clusters are worth 8 for DSMs and 4 for other jobs. Every 60 Clusters mined will increase the crew's income. But watch out for the mines. Each mineral cluster mined will reward the DSM with 30 minerals.

Mining Solarite is much more efficient but is only found on the moon and planet catacombs. Solarite begins in a Crystal. Mine the crystal by powering an SCV exo-suit and gathering from it. Then take it to the ship. Leave for the Station (Preferably when you have multiple Solarite Shards, 4 will generally do). When docked, carry the Solarite Shards over to the Jorium Refinery Model. (It looks like its crushing a lot of Solarite already). This provides an instant crew income increase and gives the miner 500 minerals

Bonuses: Alien Effects:
 * A miner using thermite charge will have thermite charge deal more damage.
 * All miners start with a proximity mine and a thermal shield.
 * Miners gain double the reward for mining mineral clusters. They also gain double the progress towards increasing the crew income level when mining clusters.
 * Miners gain bonus income for successfully refining Solarite, in addition to the normal income boost.
 * Miner ships have additional speed and their energy drains slower.
 * Deal +20% damage with plasma cutter and start with one.

If the Deep Space Miner is an Alien, every Mineral Cluster mined will give Evolution points to the Alien Host.

Note for roles:

All crew roles require specific amount of games as listed below:
 * 1) DSM: >0
 * SG: >5
 * 1) Security Officer>7
 * 2) Chief Weapons Officer>10
 * 3) Engineer/CMechO>15
 * 4) CIO>20
 * 5) Captain/doctor>30

Ships
Located in the hanger on level 1 are the star cruisers that serve as the station's mining vessels. They can be flown into space after 5:00 minutes. They can land on the moon and back on the station at will for refueling. They take damage when energy is drained or when flown during a cosmic storm. They are equipped with basic missile weapons and a disabling laser cannon. In addition, the ship can be upgraded to stealth cruisers, assault cruisers, and even battlecruisers with their upgrade panel on the left. Stealth cruisers have extra energy (+50) and an ability to cloak. Assault cruisers are an upgrade for everything, this includes damage and speed. Battlecruisers are the most powerfull cruisers out of all 3, capable of killing station fairly quick if left unattended. Battlecruisers counter stealth cruisers and assault cruisers via EMP ability which drains 300+ energy from any nearby units and stuns them (with the exception of drop pods), so if station is dead It's best to simply use drop pods or another battlecruiser to counter the battlecruiser. Having energy via ship is very important as if you have 0 energy your ship's life will slowly drain and your ships speed is reduced, not only that but you're unable to attack anything via the ship.

Warp-pad
The warp pad costs 4,000 credits and can be used to teleport instantly between the Thor, Station, and Planet.

Specimen Research
Usually the first Dr purchase. This disables releasing the pens and increases the cost of evolution for the alien. If purchased by the alien, it decreases the cost.

The pens can also be unlocked, releasing zerg into the station's ventilation system and throughout the station. Because of this, human doctors usually fortify the pens to prevent this from happening.

Autodoc Station
These are on floors 1,3,4 and planet. They heal and remove infestation. Useful for restoring health or de-infesting your fellow crew members. They also remove 100 radiation stacks. They are destructible and can be repaired with 2 repair kits (Or 1 if you're engi)

The Doctor can upgrade these to make a portable, single-use version. Useful for clearing infestations on life support modules. Infested version of portable auto-doc instead silent infests you and does not cure radiation stacks.

Blood Tester
On floor 4, tests for alien DNA and announces results. 60% accuracy, so it's possible for an alien to show as human, but not for a human to show as an alien. Doctor purchase increases accuracy to 80%. Alien doc purchase makes it 10%. The blood tester has 2000 Health and will be permanently offline when destroyed. When destroyed, all forms of blood testing are purchaseable, and blood-testing ablilities are useable can add psi tester to show psi on test. Can be rigged by alien/evil roles.

Rigges: Fun fact: Combo of Last 2 riggs can help you ezly fest all crew with silent fests (if he go test 4 sure).
 * Mine BT: Makes bloodtest explode very violently.
 * False positive: Shows everyone as alien.
 * Protect alien specimens: Does not show aliens upon bloodtest.
 * Silent fest (only for doc/lt): Silent infests anyone who uses the bloodtest.

Weapons Levels
Upgraded on floor 5 by the CWO/CIO. See the Weapon Rack section.

Level 1

Conventional Energy Weapon Level 2
 * Gauss Rifle
 * Plasma Cutter
 * Shotgun
 * Incinerator
 * Laser Rifle

Conventional Energy Weapon Level 3
 * Recon Rifle
 * SubZero
 * Arc Welder
 * Gamma Ray Gun

Conventional Energy Weapon Level 4
 * Pulse Destabiliser
 * Neutronium Rifle
 * Particle Phaser

Conventional Energy Weapon Level 5
 * Minigun
 * Plasma Rifle

Conventional Energy Weapon Legendary weapons
 * Antimatter Rifle (A legendary weapon as well)
 * Fusion Railgun
 * Light Saber (A legendary weapon as well)
 * M4AE Pulse rifle
 * Ol' Smokey
 * Wonderwaffle
 * Ion Rifle

Security
Besides strengthening station guns and cameras, some upgrades have additional effects. ''Note: if the following security upgrades, 3 4 5, were researched by alien SG/SO/CIO, all turrets will turn rogue, targeting any human in sight, disengaging alien players, and ignoring alien minions. Humans can no longer use targeting systems. If an alien transforms in front of a camera, they will still be revealed as an alien. If a station gun kills a human, they become an alien spawn. All aliens gain sight radius of the cameras in addition to that.''
 * Level 1: Activates Sentry Turrets, and A-Sec, which will autotarget people caught attacking crew members or station equipment.
 * Level 2: Unlocks Security Lockdown ability from the bridge, and increases Camera range.
 * Level 3: Allows cameras to be accessed from the Marshall's office on floor 2, and add autotarget for alien transformations.
 * Level 4: Enables station defenses to work without station power. Targeting, weapon overcharge, and quantum abilities are still locked.
 * Level 5: Adds a great bonus to health and damage for all defenses, and unlocks the High Security room on level 2.

Firmware
Upgrades station operating software, increasing crew income, and enabling the use of advanced abilities. ''Tip: a good way to test if the CIO or captain is a syndicate is to test vent gas damage. If a syndicate buys Firmware Level 3, vent gas damage is greatly increased. However, be cautious when testing the gas, because it will deal great damage.''
 * Level 2: Enables the use of Crew Scan.
 * Level 3: Enables the use of Vent Decontamination.
 * Level 4: Enables the use of Alien scan and Escape pods.
 * Level 5: Enables the use of Self-Destruct.

Mechs
Upgraded at the Mech depot on floor 6 by the CMech or CIO. Mechs are mainly found on levels 6, 1, the moon bunker, and scattered in other placed.

Armory
Activated on floor 6 by the CMech or CIO. Grants defensive upgrades and powerful abilities. When infested, all alien attacks will get a 25% bonus to armor piercing. There is also an armory in the high security room in marshall's office and in the planet bunker.

Weapon Upgrade Terminal
Activated on floor 5 by the CWO or CIO. Allows one to upgrade their weapons for more damage and bonuses. When infested, each upgrade gives the host 90 evo points. There is also a weapon upgrade bench in the planet bunker.

Gene modifier
Activated on floor 4 by the CMed or CIO. Humans can purchase up to 2 enhanced genes here. Human CMeds can get 3. Any aliens can purchase evo points for the host. If a gene-modified human is spawned, they lose any and all genes. There is also a gene modifier in the planet bunker.

Tips

 * Passive vs.Aggressive
 * Passive - Staying "human" as long as possible, infesting your upgrades and staying away or destroying the blood tester. Gives you time to infest upgrades and become stronger. Being passive usually means waiting until you are fully evolved to attack the humans. Currently playing passively is not as beneficial as it should be, hopefully this will change going into the future allowing more high-level deceptive play.
 * Aggressive - Leaving the crew as soon as possible to sabotage them early on. Also known as rushing, where you try to quickly kill humans one by one. Infesting the moon, other crew, and killing security modules will allow a brute-force attack onto the station. This is the advised path as risky as it is.
 * Know the vents and conduit hatches to move quickly, infecting parts of the ship and escaping. Alien forms can move faster through vents than humans can. Let me stress this again USE CONDUIT HATCHES.
 * Host T1 cannot use Conduit hatches at the time of writing this, however it is known to change back and forth.
 * Destroy security modules in vents near each exit before infesting the life support. When the security module is down, all turrets and cameras on that floor are visibly disabled. An arc welder or Plasma Cutter is the weapon of choice for it, just make sure to keep it quiet; the arcs are noisy and can alert humans that security modules are being destroyed.
 * Keep in Mind Hades mechs can enter vents, carrying a Pulse nade around is a good way to counter a hades mech in vents and possibly even spawn the major.
 * Infesting an animal in the zoo will spawn alien minions that can quickly overtake the entire zoo. This creates a huge alien swarm that will rampage throughout the station sowing chaos if not dealt with by the human crew.
 * Works especially well if the crew hasn't bought the initial turret upgrade.
 * Zoo currently starts unlocked if you run north at spawn you can probably get there before doc, a good escape route if you get locked in is to buy a stealth kit at the gadget shop in the Zoo, then use it to escape to 4 as the swarm is unleashed. Be warned AOE damage will uncloak you.
 * Aggressive/Passive: Only an alien can attack cameras, security modules, radiation stabilizers and the station's power core, so don't let humans see you attacking these. (Loosely true, there is a purposely unfixed bug allowing humans to do this)
 * Use an Arc Welder (Plasma Cutter works too) instead of your starter gauss to kill these.
 * Killing cameras will allow you to attack players openly without being targetted by A-sec. (Essentially Auto-targeting for attacking humans on camera in human form.
 * Aggressive: Deep Space Miners that are about to mine and haven't yet fortified their ship with barricades, they can be an easy target by going inside their ship when they are about to take off (Usually 5 Minute Mark+)
 * You can hide in the ship's vents and wait for a DSM to take off.
 * You can also get on a ship at around 4:59 as they launch so they are trapped in with you. This is a risky strategy however as it is possible that they might have a turret by then.
 * DSMs have their camera focused on space, so they will automatically attack rather than use abilities or even acknowledge that they are under attack. (At first, if they are good they will notice)
 * Aggressive/Passive: Utilize Explosives at key points to easily kill someone off guard such as The Bridge Camera Spot, Infested Life Support, Non-portable Autodoc, and Ship piloting spot, Station Mainframe.
 * An explosion by a nearby fuel tank will create another large blast.
 * Keep in Mind all explosives show your true color on them, even remote mines despite being cloaked.
 * AIED's while expensive are a wonderful tool to kill those who don't pay close enough attention to their characters. If captain seems vulnerable you can break into oxygen room from vents, then use an AIED and send it into floor 7 from there, I'd advise letting the First charge reach about halfway before sending it through the door to leave cap minimal time to react.
 * Passive: Accuse peoples as infected by having them blood test while they have a silent infestation. (Silent infest can causes Blood Test to identify them as Alien regardless of them being a human)
 * One way to do this is by infesting the autodocs, then autodoccing people before their test. (Discreetly of course.)

Vulnerable Station Subsystems

 * Destroying both radiation reactors in the vents will cause radiation to affect all human occupants on station. They are at the bottom of each vent.
 * Infesting life support will spawn creep tumors and alien minions on their level. Infesting all 6 life support modules on the space station will cause drop pods to be infested and start sending minions to the moon, provided there are no humans left on the station.
 * Turning off oxygen will cause human players to require oxygen tanks or die instant deaths.
 * Destroying security modules within vents turns off all security cameras and turrets on that floor.
 * Disabling station power will make it so turrets, cameras, and power-requiring abilities will be locked down.
 * Turning off both power links will alert everyone that they are off, and a fun way to cheese aliens through the station.
 * Destroying the power core takes some time, and also keeps power off for longer. Usually harder to detect, as it gives no alarm.

Evolutions
Tier 1 - Starting evolution - 0 evo points Tier 2 - Infest life supports and lay eggs - 600/600 evo points Tier 3 - Morph vent nodules - 1200/1400 evo points Tier 4 - Infest ability buffed - 1200/1500 evo points Tier 5 - The Last Stand - 1200/1500 evo points
 * Infested Human
 * This is your starting evolution. It starts the game in human form, and has no abilities.
 * Attacks deal a slight damage over time
 * All aliens have slightly faster passive regeneration than humans
 * All aliens are immune to lack of oxygen and Situational radiation effects (Gamma gun still gives aliens Rads, which passively go away over time)
 * Body (Zergling)
 * (Q) Frenzy ability - increases attack and movement speed.
 * (R) Burrow ability - can burrow in the ground to hide from or ambush humans
 * Rapid out-of-combat regeneration
 * Mind (Supplicant)
 * Lift ability - stuns and lifts into the air units in a small, targetted AoE
 * Push ability - pushes units away from the caster, double damage if they are already affected by Lift
 * Mirage ability - creates 2 illusions that deal 0 damage
 * Shadowstep - Invisibility that breaks on taking or attacking but you do extra 50% damage in shadowstep (You can still cast spells without breaking invis)
 * Has a ranged attacked
 * Bonus damage to other psions
 * Detects Invisibility
 * Constructs Alien Shrines instead of Eggs
 * Mind infestation is less noticeable with the only noticeable thing being people not being able to hear you and black lines on the screen appearing randomly
 * Beetle (Roach)
 * Gains an additional life bar that has 15 armor
 * Frenzy now restores 45% of your maximum armor life over time
 * Burrow now rapidly restores life and armor life
 * Acid saliva ability, slows attack and movement, and does damage over time.
 * Bat (Mutalisk)
 * Can disguise as a human
 * Flies over barricades and turrets, and becomes untargetable by them
 * Some weapons cannot hit air units
 * Much faster
 * Burrow ability removed
 * Attacks are ranged and hit air units
 * Many more abilities
 * Less tanky then other evolution
 * Xenomorph (Ultralisk)
 * Attacks are ranged and can hit air units, cameras and security modules
 * Mend ability, restores 45% of your life instantly and more over time
 * Debilitating saliva ability, greatly slows attack and movement speeds
 * Velociraptor
 * Frenzy ability, Increases speed and attack speed
 * Pull ability, Pulls the target towards you and stuns them.
 * Cosmic Assassin
 * Has the whirlwind ability, which cleaves in a circle slowing down all people until they autodoc
 * Can Cloak
 * Host can call in a cosmic storm which buffs them even more
 * Whizzard
 * Dimensional Force ability - A stronger form of Lift
 * Psycho Force ability - Same ability as Push
 * Spatial Bolt ability - A short charge up ability that does AoE damage while applying a debuff depending on the target's current status
 * Dimensional Rift ability - Starts construction on a building that will periodically produce uncontrollable Dimensional Beasts to attack your enemies
 * Voltaic
 * Xenodon - Evolves from Beetle
 * Much more life and armor life, huge regeneration abilities
 * Can no longer use the Burrow ability
 * About half as fast
 * Can no longer disguise as a human
 * Can charge
 * Can increase attack and movement speed
 * Flame beetle - Evolves from Beetle
 * Burrow ability ignites fires above it
 * Can no longer disguise as a human
 * Attacks are ranged
 * Explosions and fires now heal instead of damage
 * Alien minions still take fire damage
 * Abilities adapted to inflame your targets, healing alien spawns and damaging humans
 * Venomous bat - Evolves from Bat
 * Abilities suited to deal more damage to mechanical and biological units
 * Xenoraptor - Evolves from velociraptor
 * Can no longer use burrow or mend abilities
 * Many survival adaptations
 * Invisible to motion sensor
 * Immune to fire and cold (explosions still damage you)
 * Gain a buff to life, armor, movement speed, and damage if you are near another alien
 * Attacks are melee and can only hit ground units
 * Camouflage ability, cloak and move 40% slower. Casting abilities, taking damage, or dealing damage will decloak you and set a cooldown.
 * Swarm Queen - Evolves from Xenomorph
 * Can spawn many alien minions through eggs.
 * Nearby alien minions gain passive bonuses.
 * Can use baneling launch to throw a baneling at the target area.
 * Alpha Xenodon - Evolves from Beetle
 * Doubled life
 * Attacks are melee and cant hit air units
 * Flame Gargantuan - Evolves from Beetle
 * Has massive sight radius
 * Many powerful flame abilities
 * Takes bonus damage from SubZero
 * Noxious Monstrosity - Evolves from Bat
 * Much, much slower than it's previous evolutions
 * Much tankier
 * Alpha Xenoraptor - Evolves from Xenoraptor
 * Better version of xenoraptor further buffing stats.
 * Staying in groups is further buffed.

Minions
These spawn from creep tumors and infected life supports and can evolve into more dangerous Minions. Minions will grow stronger as the Alien Host evolve into Higher Tier Evolution.
 * Swarmling: The first type of alien minion, relatively weak and had the most numbers.
 * Feederling: Spawned from creep tumors and infected life supports, slow movement speed but can become a creep tumor.
 * Creeper: Spawns by creep tumors and infected life supports.
 * Swarmhost (T4 host form needed): spawns 2 creepers every 8+-sec
 * Raptor (T3 needed): advanced form of swarmling can jump to target sets debuff bleeded drains like 30 hp at 10 sec
 * Banelings explodes when ded deal DMG to ALL around (to enother minions too)
 * Ultraldon (T5 needed) OP minion 2 layer of armor 50 hp with 10 armor and 150 hp with 4 armor can CHARGE to targets and do stun for 2 sec.
 * Roach have 2 layers of armor 25 hp with 10 armor 1 lay and 2nd lay 75 hp with 2 armor
 * DOOMling (T5 needed) advanced baneling do more DMG to more zone

Eggs
"F" ability eggs passively generate evolution points.

You gain 20 invincible permanent eggs upon station's death.

Eggs can morph into a viral parasite. Virals are not targeted by station turrets and can infest, silent infest, or create a creep tumor to generate minions.

Eggs can also morph into a drone to build a hatchery, vent nodule, or sunken colony. The hatchery is able to spawn different minions on command, depending on the host's evo level, final evo unlocks all spawns. Sunken Colony Is a large, heavily armored defensive structure which has a below ground Tentacle attack. Cannot miss.

Infestation
Every alien in the game, when killing a Human will turn it into an Alien Spawn. Alien Spawns are the weaker versions of the Alien Host. They and Feederlings can throw Parasites at Animals, Humans, and Life Supports, infesting them. Spawns can not be created at Stage 4 and 5 of aliens and someone with low karma points can't be spawned.

Strategies
One must pick to go passive or aggressive. If one goes passive the BT must be tampered with in someway be it rigging it to explode or give false positives or killing it. Passive also relies heavily on the Android or Psion to be or go evil to help thin out the crowd as the host won't be doing much. often after hitting T4 and not being able to disguised will allow the host to start killing. However the crew will be stronger and the host will have no spawns to help them. An aggressive host can kill the BT and strolls around vent making sure their use is limited. A nice reminder is that a T2 body host can always beat an upgraded Hades if that ever becomes the case. Generally getting one spawn is enough but more is merrier. Don't overstep your boundaries like if a person is in the vents and they have low health but they make it out, it's usually not that good to follow them.

Psion
For a more new and in depth article about psion, see the page psion.

Tips

 * Always carry energy kits. All psionic abilities require energy.
 * Get psionic potency gene modification at GMD on floor 4 if the psionic research was completed.
 * Always carry a thermal shield because you take bonus damage from subzero.
 * Buy the psionic research on level 3 (or delete the research if you are an evil psion).

Neutral Abilities

 * Psi Wave - Creates a wave around you that periodically deals damage to nearby units, reduces the armor and speed of units that get hit by this wave, the wave deals bonus damage to alien units.
 * Telekinesis - Lifts the units in the zone of cast, dealing damage over time and rendering them stunned.
 * Mind Blast - Deals flat damage to selected person and silences them for 30 seconds.
 * Barrier - Gives the selected person invincibility for 5 seconds (upgraded with upgrades) at the cost of -50% speed (decreased with upgrades)
 * Psionic Speed - Gives the selected person +2 (upgraded with upgrades) speed and +1 armor.
 * Psi Push - Pushes targets away from you dealing damage. Does not change alignment.

Good Abilities

 * Restoration Wave: Requires more than -10 Alignment. Heals units, increases life Regen and life armor to all targets in a radius, Removes Radiation and infestation as well as mental invasion.
 * Galacta Breaker: Requires +15 Alignment. Fires a laser in a straight line in front of the psion. Creates Star Fire.
 * Battle Meditation: Requires (+25?) Alignment. Grants a powerful life and shield boost, as well as increasing movement speed, attack speed, and damage. Nearby humans will also gain boosts.
 * Spirit Bomb: Requires (+40?) Alignment. KAMEHAMEHA! Executes a devastating attack in the target area, dealing damage and reducing any influenced units' movespeed.

Evil Abilities

 * Lightning: No negative alignment requirement. Burst damage + Chain to nearby targets (and the original one for more burst)
 * Soul Sap: Requires -15 Alignment. Reduces the targets max Hp and increases yours. If they are killed you get a permanent boost to your stats. (Health points, movement speed, attack speed, armor, life regen)
 * Dissolution Wave: Under (-25?). AOE damage around you that reduces armor and slows targets that are hit.
 * Hellblaze Blast: (Under -40?). Evil Kamehameha!. Causes an explosion in the target area that spawns hellfire.

Strategies
Evil Psion - Usually it is best to start out aggressive with lightning/psi push/telekinesis and to carry a shotgun and some other weapon near you. Thermal shields are a must for an evil psion since psion takes bonus damage from subzero which is a thermal weapon. Lightning and telekinesis both slow down the person that you're trying to kill and deal decent damage. Lightning gives you negative alignment while telekinesis doesn't and telekinesis takes hellblaze's slot. It is still decent to go for telekinesis. It is especially good for an evil psion to start as a security officer or chief weapons officer due to the advanced weaponry and damage boosts they start with.

Good Psion - A good psion's day could be either boring or harsh since it depends on your teammates and host's skill at the same time. Focusing on good abilities, psionic push and getting psionic potency are all your priorities.

Neutral Psion - There isn't much to be said about neutral psion for now, It's just keeping yourself balanced to not kill too many of either side. The neutral psion will win with the humans.

Android
For a more new and in depth article, see Android.

Basics:

 * You don't need oxygen.
 * You are immune to vent gas.
 * After gathering 6000 credits you can buy a form for yourself from the core.
 * Android Does not choose their own directive, instead game randomly chooses it.
 * 50% Helping humanity. (help any protagonists)
 * 25% Eliminate everyone (eradicate EVERYONE)
 * 25% Preserve alien specimen. (keep the alien host alive and help them infest the crew)
 * ??% Assist Syndicate. (gains a syndicate stash and essentially becomes a 4th syndicate)
 * ??% Infiltrate Syndicate. (must kill 1 syndicate member before gaining a stash and essentially becoming a 4th syndicate member)
 * Android has Passive 12% Damage Resistance.

Synthetic Upgrades:

 * Armor - +2 armor +5% damage resistence.
 * Speed - Speed set to 3,4 from 3 and sprint's cooldown is lowered.
 * Shields - +200 shields (that's really it)
 * Vision Gives Detection, vision range is set to 17 and you get +1 range for sniper
 * Battery - You get +50 energy and +2 energy regen

Advanced Upgrades:

 * Synthetic form - +125 HP +1 armor, synthetic sleeper upgrades carry over to this form.
 * T-800 Eliminator - 800 hp 250 energy, rapid life regeneration out of combat, does not have an inventory, uses miniguns as weapon. Dmg 4.34+- Can heal 10% of It's hp after 7 seconds of cast time.
 * X-6 Supersonic - 550 hp 250 energy, rapid life regeneration out of combat, does not have an inventory, uses Rockets as weapons 44 Dmg +- Can heal itself for 10% of It's hp after 7 seconds of cast time. Counts as an air unit which can only be hit by weapons or units that attack air.

Items
Items are stored in your inventory, and can be used by clicking on them and/or clicking an area. All items can be bought from shops or found in crates.

There are four different shops that can be found on the station and moon.

 * General Shop
 * Medical Supplies
 * Gadget Shop
 * Explosives Depot

Disarm Kit
When directly above a bomb, click to disable the bomb and drop the corresponding bomb item on the floor. Can be used on bombs that are about to be set off (e.g. an activated remote mine). Can also be used on turrets to obtain them. Will instantly destroy barricades instead of dropping them.

Power Cell
Use to power up a mech by 50 energy (Major gets 100 energy instead).

Gold Fusion Power Cell
Use to power up a mech by 250 energy (Major gets 500 energy instead).

Repair kits
Use to repair any mechanical unit. Repair kits are twice as effective for Chief Engineering Officer.

Barricades
Can be used to erect walls that deny access or funnel movement through a particular spot. Click the barricade to lower it.

Thermal Red Flare
Click to light up the surrounding area with a flare and give a ping on the mini map at your location for everyone to see. Reveals burrowed and invisible units for everyone, including the user, other crew members, and even security turrets.

Energy pack
Restores 75% energy instantly.

Restoration kit
Fully restore health over ~10 seconds. Cancelled if you get attacked. (Can cast on others)

Med-kit
Restore 40% of your health over ~8 seconds. Does not cancel if you get attacked. (Casts on self upon use)

Oxygen Tank
Restores 40% of the user's oxygen. Oxygen is displayed in the top left corner of the screen (only when you are losing oxygen will it be shown).

Portable Auto-Doc
Use it to clear infestations on yourself or life support systems. Activated when the auto-doc is researched. Can also be used to remove bite of bat, mental invasion, and addictions.

Portable Blood tester
Activated when the blood tester is researched. Can be used to test crew mates if they are alien. It turns blue if human, or purple if alien. Will only have a 25% accuracy rate, 50% for the doctor.

Drugs
There are 4 types of drugs which increase attack speed, movement speed, or reduce damage for a period of time. Beware though, as an excessive use of these drugs can lead you to addiction. Addictions are the following: Upon using any of the drugs, you have 7% chance to be addicted after It's bonus effect wears off. 5% for security guards. Android is immune to addiction. To cure addiction you need to use auto-doc on yourself, portable auto-doc works as well.
 * 1) Stimpack - Gives 10% attack speed boost, 20% movement speed boost, 10% damage reduction boost. ((?) not accurate, needs some tweaking)
 * 2) Adrenaline - Gives a 25% attack speed boost.
 * 3) Oxygen Shot - Gives a 30% movement speed boost.
 * 4) Morphine - Gives a 25% damage reduction boost.
 * 1) Stimpack addiction - Reduced speed, hp, attack speed
 * 2) Oxygen Shot addiction - Highly Reduced speed and you take damage over time
 * 3) Adrenaline addiction - Highly Reduced attack speed.
 * 4) Morphine addiction - 50 less hp and you take bonus damage from everything.

Sentry Turret
Attacks anything that moves. Rotates while active. Left click to deactivate, it then won't rotate or attack. Gives vision range for the player at all times. Requires weapons 2 to be bought to be purchasable.

Exterminator Turret
Uses flame attacks but only on aliens. Cannot be deactivated. Will not attack known aliens who are in human form. Gives a vision range for the player at all times. Requires weapons 2 to be bought to be purchasable.

Tesla Turret
Uses arc weapon attacks but only on aliens. Attacks bounce off to the nearby aliens. Can't be deactivated. Will not attack known aliens who are in human form. Gives a vision range for the player at all times. Requires weapons 3 to be bought to be purchasable. Has a permanent energy regeneration of 0.05 if weapons 5 are obtained.

Janitor Kit
Unlimited uses. Cleans up fire, debris, creep, and corpses with enough uses. Essential for silent host.

Thermal Shield
Click to activate, while activated gives immunity to explosives and thermal weapons (incinerator and subzero). It also gives you immunity to explosions. Will be disabled if the user is hit by a pulse grenade.

Thermite Bomb
Small explosion good for destroying rocks/doors/turrets. Explodes 3 seconds after placed.

Can be used to blow up gas tanks in hallways of station for a massive explosion.

Proximity Mine
A small explosion triggered by any biological entity walking over it.

Remote Mine
A larger explosion than thermite. Once placed, left click to trigger. Remote mines remain invisible on the ground unless revealed by detectors or effects.

A.IED
A massive walking bomb that can be controlled for ~5 seconds. However, you can also simply kill it to make it instantly detonate.

Grenades

 * Pulse Grenade drains 100 energy from any units, stuns mechanical units for 3 seconds, and removes Thermal Shields.
 * Basic Grenade deals 50 damage, deals 2x damage to burrowed units.
 * Flash bang reduces vision to 3. (does not affect massive targets)
 * Molotov Grenade creates fire at the target spot for 30 seconds.
 * Smoke Grenade creates a big passable area which reduces sight radius to ~1,5 for anything inside of it.

Weapon Rack
Weapon Racks are found on every floor and allows you to purchase weapons. All weapons are upgradable up to lvl 5 from the weapons upgrade bench found on floor 5 or moon. Only the Tier 1 weapons are unlocked at the start of the game. The CWO/CIO must upgrade the station weapons to unlock more powerful weapons and as a bonus makes these weapons cheaper to buy.

Since a contributor is constantly doing nothing but deleting the recipes they are going to stay down here,

M4AE: Minigun + Gauss rifle + Frag Grenade

Ol'smokey: White key + Shotgun + Incinerator

Wonderwaffle: Arc welder + Tesla armor + Fusion Railgun + 1 Solarite + warp pad online

These recipes need to be known to new players due to the fact they are technically endgame weaponry.

Tier 1 weapons (Weapons 1)
Conventional

SI Gauss Rifle
Starting weapon. Has good range but limited damage, and deals bonus damage to "light" targets. Cheap to upgrade. Effective against unarmored targets OR against the Xenobat alien. With modification, applied a passive 20% movespeed bonus when equipped.

Plasma Cutter
Starting weapon for DSMs and Engineer. Fires faster the longer its firing, with the lowest speed being 0.42. Short-Medium range. Cheap to upgrade. 25% bonus damage to Armored, 50% bonus damage to Buildings, 100% bonus damage to rocks. With modification, equipping the weapon grants: passive movespeed bonus, +4 damage, and greater armor penetration.

Shotgun
Does massive damage at point blank range. Highly effective against armored targets. Good for kiting enemies: attack, run, attack, run. Can be upgraded to increase damage multiplier based on range. With modification, damage multipliers based on distance are increased.

Incinerator
Short range, 100% extra damage vs biological and Ice alien units, good for AoE on alien minions. Sets units and the ground underneath on fire. It's easily countered by thermal shield. 50% less damage to targets with shields. With modification, intensity of the fire effect is increased.

Energy

Laser Rifle
High DPS against single/multiple targets. Strong against armored foes. Ignores armor. Good vs tanks and beetles/roaches. With modification, the Laser Rifle has a 20% chance to deal double damage on any given shot.

Tier 2 weapons (Weapons 2)
Conventional

Reconnaissance Sniper
Does good damage at massive range. does 25% increased damage to Armored units. Only weapon that can fire while using a stealth kit. With modification, range is increased.

Arc Welder
Shoots arcs of lightning bolts that are powerful against mechanical foes. It is also extremely good at performing acts of sabotage or knocking down doors and security modules. Sucks energy out of attacked enemy units. Extremely good weapon against android. With modification, the Arc Welder will drain 2x as much energy from before.

Sub-Zero
Similar to the Incinerator except that it is cold based. Highly effective as AoE against minions. Slows targets down. Deals additional damage to Psionic units. Rendered useless if target uses a thermal shield. With modification, cold and slowness effect is doubled.

Energy

Gamma Ray Gun
Shoots blasts of gamma rays that do AoE damage and apply 2 stacks of radiation per hit. Fast attack speed. 30% extra damage to biological targets but -40% damage to mechanical targets. With modification, damage to biological is increased and radiation intensity is increased.

Tier 3 weapons (Weapons 3)
Energy

Pulse Destabiliser
A fast firing weapon that gives a a 50% chance to stun the target on hit for 0.5 seconds. Stun is upgraded to 2 seconds with the gun modification.

Particle Phaser
A fast firing weapon ideal for taking down shields. Extremely effective versus mind aliens. With modification, half of the shield damage dealt to a target will add onto the user's shields (if any).

Tier 4 weapons (Weapons 4)
Conventional

M134 Minigun
A fast firing powerful chain gun, good at shredding apart alien minions and powerful alien hosts alike. Occasionally fires explosive rounds that ignore armor. It comes with the drawback of reducing movement speed by 20%. With modification, damage is increased by 20%.

Energy

EC-13 Plasma rifle
A high damage, fast, single-target weapon. Very good against unarmored foes but does 50% less damage to targets with shields and does reduced damage against armored targets as well. With modification, the Plasma Rifle loses 3 damage per point of armor on the target rather than 6.

Tier 5 weapon (Weapons 5)
Conventional

DSR-55 Anti-Material Rifle
Very long range and will deal damage in a straight line. Deals the most damage at close AND long range, with less damage done at mid range. 50% increased damage to armored units. Increases sight range by 2 but slows user by 10%. With modification, damage based on range is increased.

Energy

Fusion Railgun
A badass railgun with a slow attack speed that will deal damage in a long line and increase the damage done by 20% with each successive attack. The closer a target is, the lower damage the weapon does. Depending on the target's distance, it can deal around 20%-120% damage. Comes with a movement speed penalty. With modification, lessens the damage reduction with close range.

Lightsaber
A close range melee weapon. Does a whole lot of damage, has AOE effect, gives bonus movement speed and can basically obliterate anyone in its path. Most expensive weapon at 3200 credits. Increases movement speed by 20% and reduces damage taken by 7%. It can also block the following weapons attacks, reducing damage output of the weapons by a whole lot: The lightsaber has no weapon modification.
 * 1) All energy weapons
 * 2) M4AE (Legendary gauss rifle, can't block the grenade from it)
 * 3) Gauss Rifle
 * 4) Other lightsabers
 * 5) Plasma Cutter
 * 6) Some Alien attacks

Hammer of Thor
Upon the research of weapons 5 or station's destruction after 5-20 minutes have passed, the Thor appears in space. Thor is very powerful capable of destroying behemoth ship. Thor can be controlled from inside using a wheel much like the station's. If weapons 3 are researched, Thor can use planetary bombardment, if weapons 5 are researched Thor can be used to nuke planet (2 nukes only).

On the Hammer of Thor's sublevel, there is a powerful monster that, when killed, will drop the Mk4 Ion Rifle, a powerful energy weapon with a 20% to apply a critical hit with each shot. There is also the White Key stowed away on the sublevel guarded by sunken colonies. The White Key can be used to craft the legendary shotgun Ol' Smokey.

Space Station
The Space Station is the pinnacle of every game, it is where most of the game's events and action will occur and where every upgrade can be purchased (except for the planet's infestation research). The Space Station has different abilities depending on where you control it from. If you control it from floor 7, it has the special EMP (weapons 3), tractor beam (weapons 2), bombard ability (weapons 3), if control from reactor it has fusion cannon (reactor 2) which deals 750 damage and will explode on impact with any object in space. Both wheels are able to use the nuke. Little known fact is with reactor 3 using weapon overload it also boosts station's weapon damage at the cost of rapid energy drain.

Unknown Alien Vessel
This unknown alien vessel comes at a random time starting from 7 minute mark. It is a dangerous threat to station and if ignored can take it down easily. It deals ~100 damage with each shot. Easiest way to take it down is using Fusion cannon which comes with reactor 2 as an ability for station. Upon It's death it grants the killer ~3000 minerals and summons a pylon on the station which periodically summons protoss units. If taken care of, the pylon grants ~1000 minerals and summons alien plasma blaster.

Youtube
TTorTsldTdlo: https://www.youtube.com/channel/UC0bqPzlbGyF4_qwOVOeDcdQ

OhGrandma: https://www.youtube.com/channel/UC8-ri149tQgRblZucUx8W6Q

Shaneman: https://www.youtube.com/channel/UC8Fm4FXORyFUtUQonGVu2WQ

FlameArrow57: https://www.youtube.com/channel/UC7XtsTLD0ZujPE3QSZbxEhA

5ceonware: https://www.youtube.com/channel/UCAPZolKS4S4GTUFbAfBQ4UQ

LoganationYT: https://www.youtube.com/channel/UCQRQ-3ZyI5nOEzrUmkiYPaA

chunkybaby: https://www.youtube.com/channel/UCGN9u2UnHcXX9CITumYJI-w

Discord Server
The Parasite Discord

This is the official discord, joining the discord server has a few benefits listed below:
 * You can register yourself and others into the game.
 * You can report bugs and suggest suggestions that could be implemented.
 * You can look and be notified about #youtube and #streams channel to watch some players play parasite.
 * You can report people for trolling so that they don't troll no more.
 * You can get some guides/help from the community.
 * You can ask some questions to the developers in #dev-q-a channel.

History
The map name was P A R A S I T E - Test while it was still in development. Now it's P A R A S I T E - Zeta.

See battle.net threads 1 through 6: https://us.battle.net/forums/en/sc2/topic/20757496707

Old wiki: http://p-a-r-a-s-i-t-e.wikia.com/wiki/P_A_R_A_S_I_T_E_Wiki

Contributors to the Wiki
Fahr

Arrow

chunkybaby