As the Chef, it's your job to provide quality food for the crew and keep them fed. Pretty easy to know what you are doing.
Note: Whilst the gibber accepts humans, serving them is frowned upon. You might leave it up to the Coroner.
The chef is outfitted with plenty of kitchen related utilities, and hardware.
- A Dinnerware Vendor that dispenses trays, plates, cups, and knives.
- Privacy shutters, for privacy or other things.
- Eggs, Meat, Flour, Sugar, Soy Milk, and Milk.
- One Cow, one Chicken, and one Pig.
- A Rolling Pin and a Knife.
- An apron and a Chef's Hat.
- 2 Meat Spikes
- A Gibber.
- A Bottle of Universal Enzyme.
- A Deep Fryer.
- A Candy Maker.
- An Oven.
- A Grill.
- A Food Cart.
- A CondiMaster.
- 2 Microwaves.
- A Smart Fridge.
- A Blender/Juicer.
- A Food Processor.
Cooking and You
Experimentation in the kitchen is unfortunately not rewarded when cooking, any deviations from a recipe will end up with a burned mess that is mildly toxic. If the microwave gets dirty, you'll need to find some space cleaner to clean it. If a microwave is broken, you'll need a wrench and a screwdriver to repair it.
The processor and the blender are much more forgiving and will never break. The Food Processor will only take a small list of things that it recognizes, and the All-In-One Grinder will juice or grind anything you put into it so long as you use the correct setting. You also have a CondiMaster to separate and identify anything you produce with your blender. Extra Universal Enzyme can be ordered from food crates available at Cargo.
Main Article: Guide to Food and Drinks.
Botanists can grow a variety of crops and are important for providing many of the ingredients you will need to cook, harvest plants are generally placed in the Smart Fridge. Most plants can be used as either as ingredients in recipes or processed into a variety of sauces. It's always a good idea to work closely with the Botanist and let them know what plants you need.
Monkeys, Wolpin, Farwa and other simple mobs can be harvested for meat by placing them on the meat hooks in the freezer, or by using the gibber. To use the gibber, grab a mob, and drag them to it. Once they have been placed inside, turn the gibber on. Many mobs, however, must be butchered by hand. A much messier process. To do so, hold a knife on harm intent, click on a dead mob, and wait. Mobs can also be placed onto the meathook by grabbing the mob via grab intent, and clicking the hooks. Helpful for keeping them in place. Extra cows can be ordered from the Quartermaster and can be butchered. They can also be milked with a bucket, but require feeding in order to do so. Chickens will also produce eggs when fed, which if left alone for long enough will hatch into new chickens.
To feed an animal, simply click on them with wheat in your active hand.
Most foods contain a basic element known Nutriment. Nutriment is what nourishes you and heals your injuries when you eat. Though food might not heal you as quickly as the doctor can - or from the more exotic dangers of the station - it can often take care of minor injuries. Blending and grinding is an important part of your work, and is vital for the kitchen to function throughout the duration of the shift.
Some foods may also contain plant-matter or protein, which work similarly to nutriment but can't be used as a replacement in recipes.
Practically any food can be placed into the fryer and deep fried, even some things that aren't regularly edible can be made edible by putting them into the deep fryer. Deep Frying provides a mild bonus to the nutriment provided by foods, but can cause crew members to put on weight.
While located in the bar, kitchen, or cold room, the Chef has access to an area restricted version of 'CQC' a martial art that utilizes combos to keep those pesky greytiders out of your kitchen. This functions exactly like the Syndicate version of CQC, but rather than 'Close Quarters Combat' It is, in fact, 'Close Quarters Cooking'.
- Slam: Grab Harm. Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
- CQC Kick: Harm Harm. If the opponent was paralyzed they'll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they'll be knocked away and take 10 brute.
- Restrain: Grab Grab. Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep).
- Pressure: Disarm Grab. Deals 60 stamina damage.
- Consecutive CQC: Disarm Disarm Harm. Mainly damaging move (25 brute and 50 stamina damage).
As a traitor Chef you have many opportunities available to you that a regular crew member does not. You can take syringes full of nasty chemicals and inject them into food items in order to poison people. If you have a compatriot in Hydroponics, they can grow poisonous shrooms which you can then refine with the Blender and ChemMaster. Your knife and rolling pin are also potentially useful tools in a pinch, the rolling pin causes partial blindness, and the knife has better damage than most items available to regular crew members. You can also stuff bodies into the gibber in order to dispose of any evidence. With your CQC your kitchen is your fortress, and you'll have a distinct advantage in unarmed combat when located there.