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Revision as of 22:35, 18 October 2020
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, service bots, and scary exosuits.
Exosuit Fabricators
These are the main machines used in Robotics, with them you can create various exosuit and cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
Keeping these intact and upgrading is your bread and butter of robotics, so make sure to always bug science to keep them nice and fed with parts, or just go and do it yourself if you're not too lazy.
Cyborgs
Requires |
---|
1 x each Cyborg part (made with the Exosuit Fabricator) 2 x (Exosuit Fabricator) |
The Cyborg is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists. In the event that no AI exists for the Cyborg to be slaved to, they are instead given the default 'Crewsimov' Lawset
Assuming you already have the necessary components:
- Insert a charged power cell into the cyborg's chest
- Insert a coil of wire into the cyborg's chest
- Insert two flashes in the cyborg's head (one for each eye socket)
- For final assembly, take each component and apply it to the cyborg endoskeleton
- Once it's complete, it's time for the brain. See here how to remove your volunteer's brain. (If the brain has been removed from the head without surgery, you will need to pour mannitol on it to fix it)
- Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue (or throw it down the disposals chute because you have things to do). If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
- Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
- Use an ID Card, Emag it or just ask the Cyborg to unlock its panel
- Use a Crowbar to open the cover.
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
- Use a Crowbar to close the cover.
- Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
For brute damage:
- Weld them to fix the dents.
For burn damage:
- Unlock and open the Cyborg's cover.
- Use an Empty Hand to remove the battery.
- Screwdriver to expose wiring.
- Rewire the damaged circuits. You may have to do this step more than once.
- Screwdriver to hide wiring.
- Re-insert the old battery or insert a new one.
- Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
- Unlock and open the Cyborg's cover.
- With an Empty Hand, remove the old battery.
- Insert a New Battery.
- Close the cover and lock the Cyborg.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
- Unlock and open the Cyborg's cover.
- Insert a New Encryption Key (or Screwdriver to remove the current Key).
- Close the cover and lock the Cyborg.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
- Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
- Repair the Cyborg with a welder and/or replace wires.
- Unlock and open the Cyborg's cover.
- Insert the Emergency Restart Module.
- Close the cover and lock the Cyborg.
Upgrading Cyborgs
- Unlock and open the Cyborg's cover.
- Insert the Upgrade Module (or emag to subvert).
- Close the cover and lock the Cyborg.
Resetting Cyborg models
For info on how to reset a cyborg's model, check out the Guide to Hacking.
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI and get their parts back.
- Unlock and open the Cyborg's cover.
- Use an Empty Hand to remove battery.
- Screwdriver to open wiring.
- Cut every wire until the lockdown light turns on.
- Wrench to disassemble.
(Alternatively, for steps 4 and 5, you can use a Robotics console)
Upgrades
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
Name | Description | Materials to produce (unupgraded fabricator) |
---|---|---|
Cyborg Reclassification Module | Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg. | 35000 Metal |
Cyborg Emergency Restart Module | Used to force a restart of a disabled-but-repaired borg, bringing it back online. An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. |
60000 Metal, 5000 Glass |
Borg Expander | A cyborg resizer, it makes a cyborg huge. Can be used multiple times | 200000 metal, 5000 titanium |
Borg Shrinker | A cyborg resizer, it makes a cyborg teensy. Can be used multiple times | 200000 metal, 5000 titanium |
Cyborg Ion Thrusters Module | An ion-powered thruster system that works like a jetpack for movement in no gravity. | 80000 Metal, 6000 Glass, 6000 Uranium |
Cyborg Self-Repair Module | Allows the cyborg to slowly repair iteself over time, increasing power consumption. | 15000 Metal, 15000 Glass |
Illegal Equipment Modules | Enables illegal modules, the same that are enabled when cyborgs are emagged. Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct Syndicate Items!!) |
10000 Metal, 15000 Glass, 10000 Diamond |
Circuit Manipulation Apparatus | An engineering cyborg upgrade allowing for manipulation of circuit boards. | 2000 Metal, 500 Titanium |
Engineering Cyborg RPED | A rapid part exchange device for the engineering cyborg. | 10000 Metal, 5000 Glass |
Cyborg Diamond Drill | Upgrades a mining cyborg's drill to be faster. | 10000 Metal, 2000 Diamond |
Cyborg Ore Satchel of Holding | Upgrades a mining cyborg's satchel to hold infinite minerals. | 10000 Metal, 250 Gold, 500 Uranium |
Cyborg Lava-proof Tracks | Allows a mining cyborg to walk over lava undamaged. | 8000 Metal, 10000 Plasma |
Medical Cyborg Crew Pinpointer | A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor. | 15000 Metal, 500 Glass |
Cyborg Piercing Hypospray | Allows cyborg hyposprays to pierce through thick clothing and hardsuits. | 15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond |
Medical Cyborg Defibrillator | Gives a Medical Cyborg a defibrillator. You can also insert an ordinary defibrillator instead, for the same upgrade. | 15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond |
Beaker Storage Apparatus | A supplementary beaker storage apparatus for medical cyborgs. | 2000 Metal, 2250 Glass |
Medical Cyborg Surgical Processor | Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere. | 5000 Metal, 4000 Glass, 4000 Silver |
Medical Cyborg Expanded Hypospray | Adds new chemicals to a Medical Cyborg's hypospray. | 15000 Metal, 15000 Glass, 5000 Plasma |
Rapid Disabler Cooling Module | Increases the recharge rate of security cyborg disablers. (Secborgs are no longer in game. Instead there are peacekeeper cyborgs.) | 80000 metal, 6000 glass, 2000 gold, 500 diamond |
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Remember: All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!
Medibot
Injects a small amount of healing chemicals to whoever stands near it for long enough, depending on the type of damage done.
When emagged it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.
These are incredible to deploy around the station, as they can keep a person from dying from in critical condition, or massively ease the workloads on doctors while they're eating eachother out in the back room.
To manufacture:
1 x Borg Right Arm1 x (EMPTY, any color)
1 x
1 x
Requires |
---|
- Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
- You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
- Add a Medical Analyzer.
- Insert the Proximity Sensor and your Medibot is ready!
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
To make:
Requires |
---|
1 x |
- Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
- Use a Pen to name it if you wish.
- Attach a Borg Arm and your Cleanbot is ready!
Floorbot
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
To manufacture:
Requires |
---|
1 x Any toolbox |
- Attach a Floor tile to the Mechanical Toolbox.
- Add the Proximity Sensor.
- Insert a Borg Right Arm and your Floorbot is ready!
Firebot
This lil guy will scoot around and try his best to extinguish burning people and gases around him. If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire.
To manufacture:
Requires |
---|
1 x |
- Attach a Borg Arm (left or right) to the Fire Extinguisher.
- Add a Fire Helmet.
- Add a Proximity Sensor and your Firebot is ready.
Honkbot
It's annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.
To manufacture:
Requires |
---|
1 x |
- Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)
- Insert a Borg Arm
- Add a Proximity Sensor.
- Add a Bike Horn
Securitron
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
To manufacture:
Requires |
---|
1 x |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Toss in a Stun Baton and your Securitron is ready!
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
General Beepsky
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
Has a toy sword version.
To manufacture:
Requires |
---|
1 x |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Use a Wrench to adjust the arm slots for extra weapons.
- Attach 4 Energy Swords and your death machine is ready to maim.
ED-209
PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To manufacture:
Requires |
---|
1 x Cyborg Endoskeleton |
- Build a Cyborg Endoskeleton from the Exosuit Fabricator.
- Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs
- Add a Body Armor
- Weld everything together
- Add in a security Helmet
- Attach a Proximity Sensor to the assembly
- Insert wires
- Add a Disabler and attach it with a Screwdriver
- Insert a Power Cell. Your own exosuit is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
Drone
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round if no one wants to bite on the Positronic Brains
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
Exosuits
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
With all Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
List of Exosuits
The current list of exosuits is as follows.
Ripley APLU
Equipment slots: 6
Movement speed: Fast.
Special abilities: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
*The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.
Requires |
---|
Minerals: 100.000 7.500
10 x Metal rods |
Construction steps:
- Build all of the Ripley parts using the Exosuit Fabricator.
- Attach all of the parts to the Ripley chassis
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley Central Control Module
- Screwdriver
- Ripley Peripherals Control Module
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- 10 metal Rods
- Welding Tool
Clarke
Equipment slots: 7
Movement speed: Fast.
Special abilities: Completely storm, fire and lavaproof. Displays an advanced diagnostic HUD to the pilot. Has an unremovable internal ore box (empty the ore box with the "view stats" menu).
Armor: 20 melee, 10 bullet, 20 laser, 10 energy, 60 bomb, 70 rad, 100 fire, 100 acid. 65.000°K max temperature.
Integrity: 200
Description: A fast moving, fireproof exosuit with lavaproof treads and ash storm protection. Suitable for exploring Lavaland. Cannot strafe. Like with most exosuits it needs some research to unlock. Replaced the Firefighter APLU.
Requires |
---|
* Minerals: 76.000 17.500
|
Construction steps:
- Create an Exosuit Chassis ("Clarke") using the Exosuit Fabricator.
- Create the torso, head, left arm and right arm of the Clarke using the Exosuit Fabricator.
- Assemble all of the Clarke parts to the Exosuit Chassis ("Clarke").
- Add 4x conveyor belts
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Clarke Central Control Module (from circuit imprinter)
- Screwdriver
- Clarke Peripherals Control Module (from circuit imprinter)
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- 5 pieces of Titanium
- Wrench
- Welding Tool
Buzz
Equipment slots: 4
Movement speed: Fast (In space)
Special abilities: Totally space-proof, comes with a hydraulic clamp designed for picking up space gear, and an energy lance that destroys things in a vaccum.
Armor: 55 melee, 15 bullet, 30 laser, 30 energy, 15 bomb, 20 rad, 20 fire, 90 acid.
Integrity: 250
Description: A fast, space-proof Exosuit built for civilian exploration into deep space, the Buzz comes with Ion Thrusters, and an internal storage system perfect for the exploration of ancient ruins in deep space.
Requires |
---|
* Minerals: 98.000 32.5 25
|
Construction steps:
- Create all of the required parts for the mech through the Exosuit Fabricator
- Assemble all of the Mecha parts onto the Chasis
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Buzz Central Control Module (from circuit imprinter)
- Screwdriver
- Buzz Peripherals Control Module (from circuit imprinter)
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- Matter bin
- Screwdriver
- Oxygen Tank x2
- Titanium x5
- Wrench
- Welding Tool
- Titanium Glass x5
- Welding Tool
- Titanium x5
- Wrench
- Welding Tool
Odysseus
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.
Armor: 20 melee, 10 bullet. 25.000°K max temperature.
Integrity: 120
Description: A fast, lightly armored exosuit that can use unique medical equipment.
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.
Construction steps:
- Create all of the Odysseus parts using the Exosuit Fabricator.
- Assemble all of the Odysseus parts to the chassis (excluding Carapace)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Odysseus Main Board (from R&D or QM)
- Screwdriver
- Odysseus Peripherals Board (from R&D or QM)
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- 5 pieces of Plasteel
- Wrench
- Welding Tool
Gygax
Equipment slots: 3
Movement speed: Average.
Special abilities: Its punches can smash through walls, knock people down for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption.
Armor: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.
Integrity: 250
Description: While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.
Construction steps:
- Create all of the Gygax parts using the Exosuit Fabricator.
- Assemble all of the Gygax parts to the chassis (except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gygax Central Control module
- Screwdriver
- Gygax Peripherals Control module
- Screwdriver
- Gygax Weapon Control and Targeting module
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Gygax Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
Durand
Equipment slots: 3
Movement speed: Slow.
Special abilities: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP.
Armor: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.
Integrity: 400
Description: A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!
Construction steps:
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Durand Main Circuitboard
- Screwdriver
- Durand Peripherals Circuitboard
- Screwdriver
- Durand Targeting Circuitboard
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Durand Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
Durand Shield
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from.
This is what the shield looks like in the dark:
Phazon
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.
Armor: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.
Integrity: 200
Description: Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize a bluespace anomaly, you won't be able to build one of these.
Construction steps:
- Create all of the Phazon parts using the exosuit fabricator.
- Assemble all of the Phazon parts to the chassis (except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Phazon Main Circuitboard
- Screwdriver
- Phazon Peripherals Circuitboard
- Screwdriver
- Phazon Targeting Circuitboard
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Add a Bluespace Crystal
- Cable Coil
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- Add Phazon Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
- Add the Anomaly Core (NOTE: This specifically needs to be a Bluespace anomaly core. The other types will not work.)
H.O.N.K.
Equipment slots: 3
Movement speed: Average.
Special abilities: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
Armor: -20 melee, 25.000°K max temperature. Yikes.
Integrity: 140
Description: What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
Construction steps::
- Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
- Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
- HONK at the exosuit with a bike horn.
- Add the main circuit board.
- HONK at the exosuit again.
- Add the peripherals circuit board.
- HONK
- Add the targeting circuit board.
- HONK
- Add a Scanning Module
- HONK
- Add a Capacitor
- HONK
- Power Cell
- HONK
- Add the clown's mask to the exosuit.
- HENK
- Add clown shoes to it.
- I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.