|This article may require cleanup to meet Baystation 12's quality standards. The specific problem is: Needs lore and roleplay notes. Possibly contact Chorus creator about intelligence level and how Chorus responds to humans.|
|Duties||Grow the chorus, put flesh all over everything|
|Access||Anything you can smash down or crawl into|
|Baystation 12 Game Modes|
Maybe it broke down a bulkhead, slinking into the dark and leaving behind a hull breach that looked like just another meteor impact. Maybe it was introduced by a hostile party for sabotage, unsanctioned research, or other nefarious purposes. Or maybe the damn Engineers just left an airlock uncycled! Whatever the case, the Torch is now home to a Chorus - a space-faring alien with a freakish ability to regenerate and spread its own body to cover everything around it. Its sole goal: to grow large enough to gestate offspring, spreading them into the vacuum of space to start the cycle anew.
It Came From Outer Space
Whether it be through deliberate sabotage, a test gone awry, or just the plain good luck of smacking into the Torch in deep space, you've made your way inside of the ship while evading the notice of its crew and systems. Most likely, you will be in a low-trafficked area of the ship, typically the maintenance tunnels. You may also be in a secluded room, or if you're unlucky, at the end of a main hallway.
Before you do anything, your top priority should be to secure your own safety. You're a horrible fleshy monster, and if anyone from the crew sees you, they're going to report it. Know that you can crawl through vents by alt-clicking on them, and smash down walls with enough attacks. If you're in an area that might not be safe from notice, you should immediately crawl into a vent, or find a place to hide if you're not able to. As a Chorus, you're immune to vacuum and all the bad stuff associated with it, so don't hesitate to jump into scrubbers, too. From there, you can either start locating a cozy place to hunker down, or sit in the vents for a while while you think about what to do next.
The body you'll be controlling is simple. It doesn't have hands, it can't speak with normal people, and it moves quite slowly. It's also quite fragile, and a few shots from a laser carbine will put a quick end to your re-enactment of The Thing. In spite of this, you can also see perfectly in darkness, and if you're cornered, your attacks are vicious against unarmored targets, fully capable of dismembering hands and feet, breaking bones, and generally causing a very bad day.
The Very Basics
Your goal on the Torch is to spread your meaty goodness wherever you can. To that end, you have three resources:
- Nutrients. These are your single most important resource, as they're used for everything else.
- Meat. The basic building blocks of your beautiful infestation, used for several core buildings.
- Bone. Bone is the least important of your resources, but you'll need to have it for anything structural, like walls or doors.
Playing as a Chorus revolves around planting organic buildings that fill different functions. You can do this in any way you like - whether it be many small pockets around the ship, or a big centralized nerve-center. Placing a building anywhere will spread visible flesh onto the ground around it. This is just cosmetic, but it'll usually be the first sign of warning to the crew that something's wrong. With a single exception, all Chorus structures need to be placed near other Chorus structures. Most organs won't activate automatically unless something makes them do so - instead, you activate them manually by left clicking on them.
You can read the section below for information on how to actually build these structures. If you're new and don't know how to start off, one good route is to place five nutrient syphons in a semicircle, with a sinoatrial node in the center, so that every syphon is adjacent to the node. Nutrient syphons are your most important structure - every time they're activated, they will produce one unit of nutrients. They're also that exception from above - they're the only structure you can place without any other structures near it. Sinoatrial nodes automatically activate structures adjacent to them every few seconds. Going this route will use up your starting nutrients and meat, but you'll quickly make the nutrients back within thirty seconds or so. You'll be able to get the meat back by building a gastrointestinal tract, which consumes 2 nutrients every pulse to create 1 meat.
For a full list of buildings, check out the section dedicated to them.
As a Chorus, you have a lot of things to keep track of, and the interface can feel overwhelming at first. But, fear not! It's actually quite readable once you know what everything means. You'll see the following elements on your HUD as a chorus:
- A health readout, which you should be familiar with.
- A box for showing and changing your interaction intents, which you'll also recognize.
- On the bottom right is a box showing how many resources you have of each type, as well as the total amount of Chorus structures present on the ship and the total amount of living Chorus, including yourself.
- The bottom left is where the magic happens. There's three icons here: a blueprint menu, a build button, and a cancel button. The blueprint menu will show all of the structures you're capable of building, and the build button will let you create them in front of you (or you can also ctrl-click on the tile you wish to place a structure.) Finally, the cancel button will deselect whatever blueprint you have active.
Building Your Dream Infestation
Most buildings in Chorus have one purpose. Nutrient syphons create nutrients when activated, sinoatrial nodes automatically pulse other structures next to them every few seconds, gastrointestinal tracts create meat from nutrients, and so on. Planning your layouts to make the best use of available space and keep your structures protected is vital to be a happy and healthy flesh-beast.
A list of all Chorus structures, their costs, and their functions is as follows. Each cost is formatted like so:
- X N, Y M, Z B
Where N is short for Nutrients, M is short for Meat, and B is short for Bone.
Structures that can be activated by a sinotrial node are marked with an asterisk in their Activation section. All structures have a build cost, but others may have an activation cost that's required to use them, no matter how they're activated. Make sure you aren't using more resources than you can make!
Finally, some structures can't be built unless other structures of a different type already exist in the Chorus. These costs will be listed in building descriptions.
These structures are critical to your spread.
These buildings block movement or sight, or allow you to expand through floors.
These organs hurt nearby intruders in various horrible ways.
These buildings are specialized, or don't fit into any other category.