Difference between revisions of "Traitor"

From /tg/station 13 Wiki
Jump to navigation Jump to search
(Added a section of advice on ditching the body)
(→‎Hijacking: More details about neo-hijacking.)
(44 intermediate revisions by 17 users not shown)
Line 1: Line 1:
 
{{JobPageHeader
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerbgcolor = black
|headerfontcolor = white
+
|headerfontcolor = red
|stafftype = Syndicate
+
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|imagebgcolor = #BB0000
 
|img_generic =  
 
|img_generic =  
|img = Assistant.png
+
|img = Traitor.png
 
|jobtitle = Traitor
 
|jobtitle = Traitor
 
|access = Wherever your job has access to
 
|access = Wherever your job has access to
 
|additional = Wherever you can gain [[illicit access]] to
 
|additional = Wherever you can gain [[illicit access]] to
|difficulty = Hard
+
|difficulty = Medium
 
|superior = [[The Syndicate]]
 
|superior = [[The Syndicate]]
 
|duties = Kill people, steal shit, fuck school
 
|duties = Kill people, steal shit, fuck school
 
|guides = This is the guide
 
|guides = This is the guide
 +
|quote = Ok, time to be a productive member of- oh cool I'm a bad guy time to kill people!
 
}}
 
}}
  
 
[[File:Sword.gif]] The following is a tutorial on the basics of treachery -- for the game mode, click [[Game_Mode#Traitor|here]]. For information on the Syndicate organization, see [[The Syndicate]].
 
[[File:Sword.gif]] The following is a tutorial on the basics of treachery -- for the game mode, click [[Game_Mode#Traitor|here]]. For information on the Syndicate organization, see [[The Syndicate]].
  
Alright, you forgot to switch off Be Traitor and now you are stuck as the traitor and have no idea what you're doing. This is a problem because a bad traitor means a bad round for everybody. But!, you plea, I had the option off and I'm still the traitor!  For some reason if everyone has the option off or the game just hates you, becoming the traitor is possible. Just adminhelp it, admins hate shit rounds as much as everyone else and you won't get banned for it unless you are an insufferable cunt.
+
An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, [[the Syndicate]] has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you're not the one calling the shots here, ''friend''. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don't. It's up to you.
  
 
==The Basics==
 
==The Basics==
After you've familiarized yourself with [[robust|robusting]], it’s time to start sowing discord and chaos. The first thing to note as the traitor are your objectives. They are always kept in the Notes command, and it’s a good idea to check that when a round starts because some early game spam can push your objectives off of the chat!
+
As a Traitor, you spawn normally as whatever job you would have been given otherwise, with a set of Syndicate-given objectives and an uplink to purchase Syndicate items to help you in your work. By default, your uplink is your PDA; using the messenger app, change your ringtone to the given code to open the store, but remember to lock it when you're done!
  
==Your Objectives==
+
Depending on the job you start with, your objectives might be easier or harder; it's a lot more freeing to be an all-access Head than a lowly [[Assistant]], after all. If you're particularly robust and start as a job with the right tools, you might not even need to buy Syndicate items.
For whatever reason you've decided to sell out the people you live and work with, most likely for personal gain. You will be given a number of dangerous goals by your new [[Syndicate]] employer which you must complete.
 
  
===[[High-risk items|Grand Theft]]===
+
Note that when the AI is selected as a traitor, it gets its own unique tools and mechanics. Read up on [[Malfunction]] if you're looking to become the next Skynet.
Congratulations, you have one of the most varied in difficulty objectives! Time to loot shit! You're going to be asked to steal things like the Medal of Captaincy, Captain's Antique Laser Pistol, an RCD or even the goddamned [[AI]]. Generally your best bet is breaking into wherever the item is or [[robust]]ing whoever has the access for his ID.
 
  
See the list of [[High-risk items]] for things you might be tasked to steal.
+
Your objectives give you a loose outline of what the Syndicate expects of you, and if you complete all of them by the end of the round, you'll earn your greentext (that is, a green "Success" message). Note that there's no penalty or punishment for failing your objectives, other than other players roasting you for it, and no reward other than the satisfaction of winning, so if you've got a zany scheme you want to pull off, you're technically free to ignore your mission to kill the [[Clown]] in favor of building a station-wide fusion distribution system. Remember that you can use the Notes button, under the IC tab, to check your objectives and memories at any time.
  
===Exchange===
+
As an antagonist, you're exempt from most non-OOC server rules (things like OOC in IC, ERP, and metacomms will still get you banned). Want to murder the entire crew in the hallways, delaminate the supermatter, and send the station careening into a hellscape of blood and terror? You have a license to grief! Just keep in mind that rushing to end the round instead of taking the time to enjoy the opportunity will probably get you yelled at by most of the other players, and other traitors might not appreciate you getting in their way.
You're going to be asked to retrieve a set of secret documents held by another agent on station, and that agent will be asked the same for the documents in your own bag. If all things go well, both of you will meet up and exchange your documents. If they do, you could find yourself with a traitor buddy to work with! However...
 
  
There is a small chance that either one of you could get a secret objective asking one to cheat the other guy and run off with both sets of documents. Because of this, you should think about how you want to approach the other guy. Your life could very well be in danger.  
+
After you've familiarized yourself with [[robust|robusting]], it’s time to start sowing discord and chaos.
  
Don't forget that meeting in public is just as viable as meeting in maintenance. Provided you cover the documents in something inconspicuous like a box, being surrounded by the public eye would make a good deterrent against any funny business.
+
=== Code Words ===
 +
To help their field agents conspire against Nanotrasen, the Syndicate issues all traitors aboard a station a set of code words, including phrases and responses. Any time somebody speaks a code word over the radio or in person, the words will be highlighted for all other traitors. If you see somebody say a code word and want to try finding an ally, say something using a response phrase to subtly tell them whose side you're on.
  
Whatever you do, make sure you '''CHECK THAT YOU ACTUALLY HAVE THE DOCUMENTS''' before you walk away. It's possible that he could have swapped out the documents in the folder with blank papers, or the box he just gave you was stuffed with a bomb.
+
Try to make your phrase usage sound natural! Instead of just shouting them out, find a way to naturally work them into a sentence, such as asking a bartender over public radio to prepare you a drink whose name is a code word. If you're using a response phrase, you don't need to word it such that it's a response to a code word; simply saying it in any context will get the message across.
  
===Assassination===
+
Unlike blood brothers, solo antags using code words are NOT obligated to assist each other. Trying to find an ally is always a risk; your fellow traitors might genuinely be looking for partners, or they might just want to backstab you for your telecrystals and Syndicate loot. However, the payoff can be rich, as one traitor can remove solid telecrystals from their uplink and give them to another to purchase rare and dangerous tools that cost more than 20TC. If you find a reliable partner in crime, you can unleash true chaos onto the station!
This isn't as hard as it seems at first glance. Nine times out of ten, if you act like a good little crew member and hide when the carnage inevitably starts, chances are someone in a fit of panic/rage/boredom probably already killed your target for you. That isn't very sporting though, not to mention extremely boring and unreliable.
 
  
You don't need to destroy the body after it's dead. Space Station 13 is one of the few stations installed with experimental genetics technology, so as long as the target is dead when the station is evacuated, you've done your job.
+
Unlike with blood brothers, you're completely allowed to betray and kill other solo antags, even if they think you're working with them. It's a dick move, but being a dick is what the Syndicate is all about.
  
See [[#Murder_101|below]] for tips on how to take our your target.
+
=== Blood Brothers ===
 +
It's like traitor, but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together. At roundstart, you'll be told the identities of your brothers, and given a place where you can meet up in person. Remember that the AI can read PDA messages, so meeting in person is the safest way to plot; don't say anything that might give you away over communications channels!
  
====Maroon====
+
The main caveat is that you don't receive any telecrystals to purchase traitor items, so you'll have to make do with your own robustness. That said, simply having a friend or two can go a long way; if you're in different departments, you can share access, and many jobs can work together to create truly diabolical schemes. The more people on your team, the more likely at least one of your allies will be competent enough to take charge. If one of your brothers is a Head of Staff, their authority can get you out of trouble, and if all else fails it's easier to gank targets in a two-on-one brawl.
A variation of Assassination where simply preventing them from escaping will also count as a success. Gives you a little more freedom in how you want to approach it.
 
  
====Destroy====
+
In rounds with multiple teams of blood brothers, one team can have another as their assassinate objectives and vice-versa. If you kill somebody you suspect is a traitor, it's worth checking their PDA messages to see if they have any brothers of their own to lure in and finish off.
Another variation of Assassination, except your target will always be an [[AI]]. A little tougher than your typical target, as the AI is usually installed in a well-fortified location. It's also not as straight-forward as simply uploading a law to have it kill itself, as someone can easily just walk into the AI core and restore it back to full health.
 
  
===Extraction===
+
Remember that the antagonist 'license to grief' does NOT mean you can kill your allies! Griefing your partners as a team antag will get you bwoinked or banned.  
Good job, you dirty traitor you!  Whatever your other objectives were, you have now successfully completed them!  Now, the difficult part, getting off of the station in either the [[Escape Shuttle]] or an [[Escape pod]].  There are two main ways to go about this task, dynamic and stealth.  Dynamic players are going to want to cause the damage to get the shuttle called and kill everyone that crosses their path to minimize the chances of others reaching the shuttle.  Stealthy players are going to want to hang back and seal off the shuttle arm and make sure that they are the only ones getting on the shuttle.  Most players will need to combine these two ways to succeed, regardless of the escape alone modifier on the escape objective. The more people on the shuttle, the greater chance some MAD BOMBER will kill you or some dude will robust you for no reason or some horrible admin related fatality will occur.  How you do this is up to you, but remember that one [[emag]] or 3 different [[Heads of Staff]] IDs will reduce the timer to 10 seconds until departure.
 
  
Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will fail this objective if you are inside when the shuttle docks at Centcom.
+
===Double Agents===
 +
So you're a double agent. This mode functions a bit differently from normal Traitor in that <s>it's an absolute clusterfuck</s> you are assigned another double agent to kill! However, this means that there's also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode. You, of course, won't be *told* it's a Double Agent round <s>but you can easily meta it from the number of objectives you have</s>.
  
===Hijacking===
+
=== Contractors ===
The Syndicate wants you to hijack the [[Escape Shuttle]] by escaping alone. This is going to be much more difficult. There are two common strategies: robust the shit out of everyone, or seal off the escape shuttle and [[emag]] the console.  Note you may have to combine both of these strategies to escape alone. You will also have to deal with crew attempting to break into and/or hide on the shuttle once they figure out what you're up to. NOTE: The [[escape pod]]s can be ignored for this objective. To win you have to be the only person alive on the [[Escape Shuttle]] when it docks at Centcom.
+
Feel like taking on a challenge? Want to test your skills with the potential of greater rewards? By spending all of your starting telecrystals on a Contractor Kit in your uplink, you can take on bounties for the Syndicate and potentially earn more items and telecrystals than you otherwise would have access to alone.
  
If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that. Escaping alone can be nearly impossible depending on the crew and station's condition and theft can be just as difficult if you are a lowly assistant going after the Hand Teleporter the Captain is carrying around. Sometimes it was not meant to be, but regardless, the only way to keep better is continue practicing!
+
The Contractor Kit includes a special Contractor Baton to disable targets, a tablet computer for taking on contracts, some useful stealth gear, and some random trinkets. To fulfill a contract, bring a target crewmember dead or alive to a certain location on the station, and the Syndicate will extract them, rewarding you with telecrystals. You'll get more TC for live targets, and they'll be returned to the station after a delay, meaning the crew will know there's a contractor lurking about before too long.
  
===Martyrdom===
+
Successfully pull off enough hits, and you'll be able to earn far more telecrystals than the 20 you began with. Are you up to the task?
Exactly what the objective says. Die a glorious death. The key word is "glorious" -- technically you can just off yourself, you disgrace to the Syndicate, but that's no fun.
 
  
==[[Syndicate Items|Your Tools]]==
+
==Your Objectives==
Alright, you know your objective!  Time to accomplish that goal!  The Syndicate treats you much better than Centcom. You have 20 Telecrystals built into your PDA itching to be spent on traitory goods.  Check [[Syndicate Items]], for a more detailed description on the goods. But don't go racing off to order those items ASAP; people are more clustered in the beginning of rounds and the AI is probably wondering how it switches cameras and the Captain is off huffing paint somewhere.  Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just killed.
 
  
If you think you're at the risk of being searched by security, and you don't think you can outrun or outfight them, a good idea is to hide your traitor items in a backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar. If the item is small (such as an emag), and you'd rather hold onto it, you can hollow out a book with a pair of wirecutters and place the item inside. To recover it, just click the item in your hand. The object will fall out.
+
===[[High-risk items|Grand Theft]]===
 +
Time to loot shit! You're tasked with stealing things like the Medal of Captaincy, Captain's Antique Laser Pistol, a tank of plasma or even the goddamned [[AI]]. Generally your best bet is breaking into wherever the item is or [[robust]]ing whoever has the access for his ID.
  
Another good hiding spot for small items is in the cistern of a toilet in the locker room or the dorms. Crowbar the toilet to remove the cistern lid, click the toilet with the item you wish to hide, then crowbar the toilet again to replace the lid. Be warned that this creates a unique sound that can be heard in nearby rooms, so players who hear this and know about the trick may check the toilets to see what loot they can find.
+
This objective is either incredibly easy or impossibly difficult, depending on your target and your job. A [[Botanist]] trying to steal the nuclear authentication disk is going to be facing an uphill fight, but a [[Scientist]] tasked with stealing a tank of plasma can simply walk in and take it.
  
You can also hide items in a shitty smuggler's satchel underneath a floor tile, but these only hold four small items and as such are a waste of telecrystals.
+
See the list of [[High-risk items]] for things you might be ordered to steal.
  
==[[Illicit Access]]==
+
===Download Research Nodes===
Gaining entry to areas above your clearance is an important skill. Sometimes you're looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found [[Illicit Access|here]].
+
To do this, first enter the [[Research_Division|research division]]. You want to reach the room visible from the public hallways that has a [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|<s>Core</s> R&D Console]], [[Guide_to_Research_and_Development#Deconstruction|destructive analyzer]], [[Guide_to_Research_and_Development#Protolathe|department protolathe]] , and a [[Guide_to_Research_and_Development#Circuit_Imprinter|department circuit imprinter]]. Then follow these steps:
 +
# Click the [[Guide_to_Research_and_Development#Protolathe|department protolathe]] [[File:Proto.png]].
 +
# Search "disk". Print a Technology Data Storage Disk.  
 +
# Put the disk into the [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|R&D Console]] [[File:RnD_Console.gif]].
 +
# Click the Core R&D Console. Click "Main Menu" -> "Tech Disk".
 +
# Click "Load Technology to Disk". Then "Eject Disk".
 +
# Put that disk into your inventory, and it will count as stealing research nodes.  
  
==Murder 101==
+
Note that you can only steal nodes that have been researched. You may want to wait until later in the round before doing this to make sure there are enough research nodes unlocked to be enough for your objective.
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.
 
  
====General Tips & Advice====
+
===Assassination===
* Always finish the job.
+
''-'cause at the end of the day, long as there's two people left on the planet, someone is gonna want someone dead.''
* Aiming for the head generally causes more stuns and knock-downs than the torso.
 
* Armor can be circumvented by aiming for areas not covered by the armor. If somebody is wearing a helmet, aim for the torso. For body armor, aim for the legs.
 
* Know your enemy. If your target is part of the Security team or one of the Heads, expect to be fighting a heavily armed and armored opponent. If you know the target is a good fighter, it might be a good idea to use one of the less physical methods.
 
* If you think you can kill somebody with an item, chances are you can. Even when you're sure there's no way this will kill anyone, ''it still might manage to.'' Experiment with different items and tools so that you're always a threat.
 
* When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.
 
* Keep in mind that the best methods of killing are combinations of the ones listed below.
 
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon and/or clean them if you have the supplies or can get to a sink and/or shower. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.
 
* Having the element of surprise on your side ALWAYS makes for an easier murder. Don't give your opponents a chance to run away or defend themselves if you can.
 
* If you act suspiciously, you'll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You'll be surprised at what you can get away with when people like and trust you.
 
  
===Beating===
+
Assassination objectives simply require you to murder a specific crewmember. If you're lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos.  
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, toolboxes, stun batons or almost any other item in the game.
 
  
''Pros:''
+
Don't feel lucky? Wanna tip the scales in your favor? Good on ya. There's a whole smorgasbord of ways to murder someone. You can read up on that [[#Murder_101|below]].
Easy to do, weapons are readily available across the station.
 
  
''Cons:''
+
Your target MUST still be dead when the shuttle docks at Centcom. If you want to be absolutely sure, the only way is to do the deed yourself and make sure nobody finds the body or head. Obviously, you'll still succeed if your target's player rejoins the round as a midround antag or other new creature.
Leaves a bloody mess, armor exists, often gives them time to cry for help.
 
  
''Notes:''
+
====Maroon====
Unless you're a robust fighter, beating is not always a viable option because it's somewhat easy to defend against. A few objects, like batons, will require harm intent.
+
A variation of Assassination where simply preventing your target from escaping on any shuttle or escape pod will also count as a success. This gives you a little more freedom in how you want to approach it. Nine times outta ten this still means killing them, but you don't have to! Be creative!
  
===Strangulation===  
+
====Destroy AI====
Another simple option. Anybody who's not handcuffed can strangle somebody.
+
Another variation of Assassination, except your target will always be an [[AI]]. A little tougher than your typical target, as the AI is usually installed in a well-fortified location, and a dead AI can be revived if [[Research Director|somebody]] with the right tools investigates. You're going to have to find a way to physically reach the AI core, bludgeon it to death, and make sure nobody comes to save it.
  
''Pros:''
+
Often times, the best way to do this is to subvert the AI's laws to make you the only human, so it has to let you in, but things aren't always that simple...
Always available option, after you have it locked in it's GAME OVER, doesn't leave any blood
 
  
''Cons:''
+
====Protect====
Unless they're stunned or handcuffed, it's very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.
+
A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don't commit suicide or get lost on lavaland forever. In other words, haha good luck.
  
''Notes:''
+
===Escape alive and without being in custody===
Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.
+
Now, the difficult part, getting off of the station in either the [[Escape Shuttle]] or an [[Escape pod]]. Some players are going to want to cause the damage to get the shuttle called. Other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such.
  
==Advanced Methods of Murder==
+
How you escape is up to you, but remember that one [[emag]] or three different [[Heads of Staff]] IDs will reduce the departure timer to 10 seconds. Emagging the shuttle is a clear sign that someone on board is a traitor, though, so be ready for a fight. It's often simpler to just lay low, board the shuttle normally, and hope nobody randomly shivs you.
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.
 
  
===Suffocation===
+
Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being "in custody" if you stand on this red flooring when the shuttle docks at Centcom.  
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.
 
  
''Pros;''
+
====Delta Alert====
Leaves no physical evidence besides the tank/canister, reasonably fast!
+
A Delta Alert means the station will likely explode or worse within 90 seconds or so; this is typically caused by a successful [[Blob]], or a malfunctioning [[AI]] deciding to purge the filthy humans from its station with fire.
  
''Cons:''
+
During Red and Delta alert levels, the [[escape pod]] control computers will have the option unlocked to "send to [[Lavaland]]". Sending your escape pod to Lavaland will count as you escaping alive without being in custody only IF the station does end up exploding from the Delta crisis, AND you stay in the pod until the round ends. It does NOT count if the Delta alert crisis is resolved, or if the round ends normally from escape shuttle arriving at Centcom.
Toxic gases can be difficult to acquire depending on your job; trapping your target presents a problem in and of itself; the area becomes contaminated until somebody comes to clean it up, and the AI will also receive an atmospheric alarm for the area and can immediately jump to a camera there making escape difficult unless you can hide in a locker or something
 
  
''Notes:''
+
===Hijacking===
Suffocation is not a good option for many parts of the station, but it's feasible to use in areas like the Engine, Toxins and the Atmos lab.
+
'''FUCK.''' The Syndicate wants you to hijack the [[Escape Shuttle]].  
  
===Intoxication/Overdose===
+
Since Oct, 2020, hijacking is done by '''alt-clicking the shuttle console 5 times'''. Each successful hack attempt will push the hijack stage one step, up to 5. Time needed per attempt depends on antag role and whether or not you have the hijack objective. Each hack alerts entire station. After five successful hack attempts, the shuttle will be redirected, even if crew are still on board.  
Killing aided by medical supplies such as toxins, morphine and rejuvenators and medication like epilepsy pills. Some of these will merely incapacitate the enemy, some will do significant damage, and enough of them can be deadly.
 
  
''Pros:''
+
There are a few methods to accomplish this. The first is to simply [[robust]] anyone who boarded. It seems easy at first, but once you're dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Another option is to seal off either the escape shuttle (best) or just the shuttle bridge (riskier). Build walls in front of the windows, [[guide_to_hacking|hack]] the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. Typically you will either want to [[Emag|emag]] the shuttle's console, or swipe it with three different [[Heads of Staff]] IDs to force the shuttle to early launch after a quick 10 second countdown. This way you minimize the number of crew coming onboard. Then you must find a way to alt-click the shuttle console uninterrupted.
Readily available in the Medbay or from your uplink, leaves little physical evidence
 
  
''Cons:''
+
If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that.  Escaping alone can be nearly impossible depending on the crew and station's condition. Sometimes it was not meant to be, but regardless, the only way to get better is to continue practicing!
Takes some time to work, is most likely not deadly unless extreme doses are administered
 
  
''Notes:''
+
===Martyrdom===
This method is effective to incapacitate people you've already caught if you don't have any means of handcuffing them, but unless you're a chemist what you've got is probably not effective enough to kill outright.
+
What the objective says: die a glorious death. To succeed you must be dead by the end of the round. Dying and then getting [[Guide_to_medicine#Revival_methods|revived]] does not count as having died.
  
===Weapons===
+
Ever wanted to pull off some crazy, awesome stunt that would most likely leave you dead as a result? Now's the perfect opportunity! Or you could just provoke [[Security]] into gunning you down by pretending to be a [[changeling]].
Simple to use and are most effective when you're directly attacking the enemy. This includes swords, axes and revolvers.
 
  
''Pros:''
+
'''Using the "suicide" command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.'''
Almost a one-hit-kill, can be concealed
 
  
''Cons:''
+
==[[Syndicate Items|Your Tools]]==
Only available to the traitor, makes a bloody mess, anybody who sees you with them will assume you are the traitor, revolvers can be heard from adjacent rooms
+
Alright, you know your objective!  Time to accomplish that goal! The Syndicate treats you much better than Centcom: on your person, you will have an uplink containing 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your [[PDA]], [[Radio Headset]] or in a [[pen]]. With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees.
  
''Notes:''
+
Check [[Syndicate Items]] for a more detailed description on the goods, but don't go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors; other items are role-specific, like the Clown Car.
Very effective and efficient means to kill, but these weapons are not available to the general public so if you're caught with them it's usually game over.
 
  
===Spacing===
+
Each round, a small number of traitor items will be discounted. Always make sure to check the discounts first; you never know what fun toys you'll be able to get on the cheap! It's also a great excuse to try out new items you've never played with before.
The act of forcing somebody out of an external airlock. The ones in the [[Escape Shuttle Hallway]] and [[Arrivals]] are all-access, meaning anyone can open these.
 
  
''Pros:''
+
Feeling overwhelmed? Here are some gear suggestions for a beginning traitor! Keep in mind this list doesn't include role-specific items, so make sure you check what unique options you have.
Airlocks are available across the station, guaranteed kill, leaves no physical evidence
 
  
''Cons:''
+
Melee Weapons:
External airlock access isn't granted to everybody, smart opponents might be able to dodge out of the way or pull you out with them, they will probably be able to scream for help, you'll need internal equipment
 
  
''Notes:''
+
* Energy Sword (8TC): Loud, flashy and lethal, the esword is the gold standard of Syndicate melee weapons. When turned off, it fits in your pocket, but when turned on it can bring victims to critical health in a few swings and passively reflect some projectiles. Its distinct sound and bright colors mean anybody who sees you wielding it will know what's up. If you can't afford a full esword, the Energy Dagger (2TC) is its baby brother.
Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.
+
* Double Energy Sword (16TC): Twice the energy sword, twice the murder. One of the most deadly weapons out there, double eswords are perfect for when you don't care about stealth and just want to shred a hallway of assistants while doing sick flips like Darth Maul. Also makes you almost immune to energy projectiles!
 +
* Sleepy Pen (4TC): A wonderful, cheap, stealthy tool. Jab somebody with the pen, and you'll instantly inject them with its contents. By default, it comes with a cocktail that mutes your target and puts them to sleep after a few seconds, and it can even be refilled afterwards with any chemicals you can get your hands on.
  
===Fire===
+
Ranged Weapons:
Very dangerous and should only be used if a dramatic death is desired.
 
  
''Pros:''
+
* Stetchkin (7TC) and Revolver (13TC): The standard Syndicate guns. The Stetchkin is cheaper and smaller, fitting into pockets, but the Revolver is more reliable and easier to get more ammo for (hack an autolathe to print more bullets).
Very intimidating and dramatic, high chance of death, destroys the station (if that's a good thing), and leaves no physical evidence except a charred body and burnt floors.
+
* Mini Energy Crossbow (10TC): A small crossbow that fires very, very quietly, and recharges its own ammo. Doesn't do a ton of damage on its own, but stuns and causes vision damage.
 +
* C4 (1TC): Slap it on something you want to blow up, wait a bit, and kaboom. Perfect for loudly breaking through walls and doors, though less effective as a weapon unless you can attach it to somebody.
 +
* Syndicate Minibomb (6TC): The standard Syndicate grenade. Prime the fuse, throw it at something you don't like, and enjoy.
  
''Cons:''
+
Gear and Implants:
The equipment required to start a fire is only available in certain rooms such as the atmospheric lab, toxins lab and the engine. It's also very dangerous to the attacker.
 
  
''Notes:''
+
* Storage Implant (8TC): Inject it into your body, and it lets you open a secret pocket to store up to two small items. A great place to hide your emag and energy sword, as well as somewhere safe to stash stolen loot. Make sure to dispose of the box and empty implant!
Fire has high style points but it can be permanently damaging to the station and may interfere with your objective.
+
* Freedom Implant (5TC): After injecting it, you gain four uses of the ability to instantly break free of handcuffs and restraints. Useful if you're worried about Security, but once they know you can escape cuffs, they might just pull out their guns instead.
 +
* Syndicate Space Suit (8TC): A red spacesuit. Unlike most spacesuits, it can fit in your backpack, and grants armor. Use it if you really need to be in space and can't get your hands on anything else. Red spacesuits are usually a huge red flag for the crew, though.
 +
* Chameleon Kit (2TC): A full set of clothes. When you're wearing them, you can instantly change their appearance to match any other outfit. Switch from a Scientist to an Engineer instantly! The gas mask also disguises your voice to match whatever ID you're wearing, making it perfect to use with an Agent ID Card.
  
The '''singularity engine''' can also be used as an effective murder weapon and shares many of the pros and cons stated above, but the danger is increased tenfold.
+
Tools:
  
===Genetic Murder===
+
* Cryptographic Sequencer (6TC): Aka the Emag. Use it on doors and lockers to break them open, use it on cyborgs to make them loyal to you, use it on certain machines to unlock deadly functions. One of the most versatile tools in your arsenal, the only downside is that once you've emagged something, everybody can tell it's been hacked.
Makes up a fraction of murders on SS13, but it has its advantages.
+
* Agent ID Card (2TC): A special ID card that works wonderfully for stealth. Clicking on it lets you change its appearance and name, and using it on any other ID card adds the target's access to the Agent card. As a bonus, the AI can't track you when you wear it. For best results, cover your face so you appear to others as the name on the card.
 +
* Binary Translator Key (5TC): Put it in your headset, and you'll be able to hear and talk on the AI's private channel. Listening in on the silicons can be a huge benefit to a sneaky traitor, and if you manage to subvert the AI, it's a great way to silently chat with it.
 +
* Syndicate Encryption Key (2TC): Put it in your headset, and you'll be able to hear and talk on every normal channel, from Security to Command to Medical. Again, eavesdropping can be wonderful to know when you're being hunted down.
 +
* Hacked AI Upload Module (9TC): Laws uploaded using this upgraded Freeform Module are considered Law 0, take precedence over all other laws, and won't reveal to the AI who uploaded the law. Useful if you're positive that hacking the AI is your primary tactic.
  
''Pros:''
+
For Fun:
You can change the person's identity completely, you can mask your murder as an attempt to help give them powers or do research or backup DNA, and once they're in the pod you can lock it where they have no chance to call for help or fight back.
 
  
''Cons:''
+
* Briefcase Full Of Cash (1TC): Contains a ton of space money. Money doesn't have any real use as of this writing, but it's a fun roleplay tool.
It's hard and generally suspicious to access the genetics lab unless you're cleared to enter.
+
* Syndicate Bundles (20TC): Comes in two varieties, Tactical and Special. Each box contains more than 20TC worth of items, picked randomly from a pool.
 +
* Syndicate Surplus Crate (20TC): Spawns a crate at your feet containing 50TC of random items. When you just want to have fun, or want to let the RNG decide your strategy. If you're lucky, you can even get items that normally cost more than 20TC or are limited to Nuclear Operatives!
 +
* Syndicate Balloon (20TC): Does absolutely nothing other than tell the crew you have the balls to spend all your TC on a balloon and still kick their asses.
  
''Notes:''
+
Useful Combos:
This method can be risky and it is generally not easy to accomplish unless you're the researcher.
 
  
===Polytrinic Acid===
+
* Energy Sword + Energy Crossbow (18TC): The classic one-two combo. Shoot someone with the bow to down them, then murder them.
Can be made using the chemistry system and is deadly if used correctly.
+
* Chameleon Kit + Agent ID Card + Cryptographic Sequencer + Storage Implant + Syndicate Encryption Key (20TC): A great stealth setup. The Chameleon Kit and Agent ID let you disguise as anybody, the Encryption Key lets you listen to and talk on any channel, the Emag lets you get into anywhere, and the Storage Implant gives you an almost unopenable place to hide your Emag and stolen goods.
 +
* Binary Translator Key + Cryptographic Sequencer + Hacked AI Upload Module (20TC): The ideal setup for subverting the silicons. Emag a Cyborg to have it help you subvert the AI, then chat with your new robotic friends. Even better for Roboticists.
  
''Pros:''
 
Like medicine, acid can be injected into a person using a syringe or shot out of a gun. It can also be splashed from a beaker. If it's splashed it has a chance of removing the person's identity, which can only be restored in the genetics lab under unlikely circumstances.
 
Poly acid smoke grenades are extremely deadly.
 
  
''Cons:''
+
==[[Illicit Access]]==
Hard to make unless you're the chemist. Acids are not very effective when injected.
+
Gaining entry to areas above your clearance is an important skill. Sometimes you're looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found [[Illicit Access|here]].
  
''Notes:''
+
==Murder 101==
This method suffers the same fate as the genetics option and is not plausible to the people who are not researchers.
+
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.
  
===Baiting===
+
If you're inexperienced when it comes to slaughter, read the [[Combat]] page for the basics on becoming robust.
A fairly advanced tactic, if only because it doesn't always work and is difficult to pull off correctly. Basically, you talk Security into attacking somebody for committing some kind of crime. The crime ostensibly committed can range from breaking windows to breaking faces - it doesn't matter, they'll die for it. This can be especially useful when the Security team have proven themselves incompetent and are unlikely to challenge your accusations.
 
  
''Pros:''
+
===Getting Rid of the Body===
Relieves suspicion of you (if it exists), a very good way of getting the station's legitimate members to do your dirty work, distracts Security, makes for nice RP
+
Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection aren't important the requirements of these methods are.
  
''Cons:''
+
* Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. However, if [[Medbay]] knows what they're doing, they can often patch up and repair a corpse to the point where defibrillation is possible.
Unpredictable, occasionally backfires, not always easy to pull off.
+
* Botany using Replica Pods to rebirth dead crew is probably the most difficult to prevent but the least likely to happen. Fortunately they need a blood sample from the body.
 +
* Robotics doesn't actually bring the dead back (they still count as dead even if borged) but most cyborgs that aren't one-humaned to you are going to rat you out the moment they can speak. Fortunately, the brain is once again required to borg somebody.
  
''Notes:''
+
Cutting someone's brain out or beheading them stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. A quick disposals ride should be enough to prevent your location from being identified. Make sure to wear gloves to avoid leaving fingerprints!
It is great when it works, but it is also hard to pull off and risky. Make sure you always wear gloves, and try to use people's ignorance to your advantage; asking some random Assistant to hold something like a fire extinguisher for you at the start of the round, then leave it near the victim's body, for example.
 
  
Another tip-Have a good weapon on you, DON'T MAKE THINGS UP ON THE GO, have something your target can get knocked out by.
+
If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get stopped several times by assholes opening the bag and make sure it looks like your heading for Medbay.
 +
Toss people out of the airlock at an angle, as most of the places where people check for bodies are in straight lines.
 +
Strip people of their jumpsuit if you can't dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatever your victim's access was.
 +
If all else fails, dropping a mini-bomb on the body will prevent it from coming back.
  
===Gibbing===  
+
===Getting Caught===
Using the chef's gibber for killing personnel. Probably the best if you're the chef, but if the corpse is knocked out, the chef won't give a shit about killing them.
+
Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important, and the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you.  Agree to any searches that won't get you busted for corpses or traitor items. Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed.
  
''Pros:''
+
Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first [[emag]] or revolver is spotted, you're getting a face full of a harm baton and then the embrace of hard vacuum.
Leaves no evidence, and you can eat him to get your health back.
 
  
''Cons:''
+
==Additional Notes==
Target has to be nonresponsive to gib them. Access to the kitchen is needed, or you will end up having at least one person who knows that you killed someone. Body has to be dragged to the kitchen.
 
  
''Notes:''
+
Over the years, the Syndicate has had plenty of time to practice and share the best ways to deal with those pesky Nanotrasen crews. Below is a bevy of information to help you on your way.
This is probably the best as chef, as it doesn't appear as traitorous.
 
  
===Cremation===
+
===Having Fun===
Using the crematorium is a must as a Chaplain traitor. You can also mass drive people if you don't want to cook them (obvious to anyone going to derelict).
 
  
''Pros:''
+
Being a traitor is more than an obligation: it's a unique chance to have fun, cause chaos, and be the villain the station needs! A good traitor can kill his targets, break into secure areas and get out scot free, but the best traitors can create rounds worthy of being retold well after they conclude.
No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.
 
  
''Cons:''
+
* Is your objective to kill somebody? Challenge them to a duel, try to murder them with unlikely objects, build elaborate death traps, try to convince Security they're the traitor - the options are limitless.
You can get spotted, need to make sure the person is out cold / dead. Crematorium destroys items completely, and doesn't leave anything behind if you don't strip them. Obvious if you mass drived them (and people going to the derelict will notice this). Careful of blood trails! Finally, only people with the crematorium's access can use the crematory devices. Remember, the crematorium also destroys items! Nothing is worse than broiling the Captain and realizing that all that remains of your objective is now a scorched piece of jumpsuit.
+
* Coming up with a gimmick can spice up your traitoring. Become the legendary Emag Man, determined to break open every single door on the station, or try to convince a doctor to surgically replace your arm with a chainsaw. Build conveyor traps that launch people into space, hide mousetrap bombs all over the station, or give the AI a silly law to keep the crew guessing whose side it's on.
 +
* Remember that simply murderboning (killing everybody) will probably make ghostchat mad at you. You're perfectly within your rights to do it, of course, but everybody loves a traitor that does more than just drag people into maintenance and grind them up.
  
''Notes:''
+
===Space Gods, Give Me Laser Eyes===
The mini-crossbow helps here, as does the sleepy pen. You can knock people out constantly, and pelt them with arrows until they pass out and are at your mercy.
 
  
== Where to Commit Murder ==
+
Despite popular opinion, the admins are not just here to ban people and press buttons. They're here to help make the round interesting – just like you! If you have a compelling and fun gimmick in mind, you can use the *pray command to ask the space gods for help making them reality. If you offer up your telecrystals, many admins will happily give you boons such as changing your species, spawning specific items for you, making Centcom announcements, and sometimes even letting you respawn as a differen minor antag. Just remember that the admins aren't under any obligation to give you 'TC trades'; for best results, come up with something unique, be polite, don't ask for blatantly overpowered things, and don't ask to become a [[nightmare]] every second round.
Now that you've picked your method of slaying, you will need to pick somewhere to do this. Several obvious factors play into this decision;
 
  
* Are the facilities available in this area? You obviously won't be able to push somebody into the engine from the Chapel.
+
Another thing – if your objectives are boring, easy, or you've already completed them, you can pray for more. It's a good alternative to simply killing everything in sight if you can't think of something to do. For maximum realism, do this by emagging a command console; doing so lets you "send a message to the Syndicate", an in-universe way to send the admins a message.
  
* How frequently does the subject access this area? Waiting in the Medbay for your target won't result to anything if he never leaves his office.
+
===Stealth and Access===
  
* How heavily populated is the area? You won't want to kill somebody in an area like the Medbay because there is almost always somebody there.
+
* Having a spare ID always helps. Assistants are a dime a dozen, so it's not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Wearing a mask will cause others to see your name as the one on your ID, but unless you have a voice changing mask, speaking will reveal who you are. If you can get your hands on a wallet from the dormitories or from Botany's biogenerator (leather), it can hold up to 4 IDS.
 +
* Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. X-ray cameras see through walls; you can differentiate the curved protrusion on the side. You can disable cameras by opening them with a screwdriver and using wirecutters, though they can be fixed easily and the AI is likely to notice you doing it.
 +
* When you take something from your bag, or put something in it, it creates a message that everyone around you can see. If the item is small enough to be placed in a normal box, only those adjacent to you will see the message. Don't get caught stuffing things into your bag!
 +
* Fake Mustaches conceal your identity as well as a gas mask or helmet.
 +
* There's an ID console near arrivals, in the security checkpoint. If you get all-access when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID. If you pass by and see the outpost broken open, check to see if anybody else used it and left it logged in for you.
 +
* Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else, or make him say he's committing suicide! If you find a dead body, take their name and claim to have seen xenomorphs or changelings to throw the station for a loop.
 +
* The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what's in your hand however.
 +
* Know your maintenance. There are plenty of places where nobody looks, and you can easily make secret chambers by [[construction|constructing fake walls].
 +
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.
 +
* Latex gloves don't stop you from leaving your fingerprints everywhere; they leave partial prints. Black gloves confer fire and burn resistance, and insulated gloves are usually the most desireable of all.
 +
* Good places to hide corpses include the Toxins Test Site, the far side of the AI Satellite, the various nooks and crannies around the station exterior, inside hidden chambers in Maintenance, and inside EVA suit storage units.
 +
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.
  
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;
+
===Murder and Sabotage===
  
* How hard is the area to access?
+
* If you inject a power cell with plasma, it'll explode when it is used for anything. Likewise, injecting plasma into lightbulbs causes them to explode when turned on. Consider sabotaging lights when they aren't turned on, for your sake.
* How secluded is the area?
+
* Every time you throw a glass shard at a wall, it has a chance to become 'sharpened', increasing its damage from 4 to 15. There's no way to tell besides testing it on yourself, and throwing a sharpened shard will un-sharpen it again.
* How much camera coverage is there?
+
* The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.
* Is the area your primary post?
+
* Putting a tracking beacon in space can make the hand teleporter a instantly lethal weapon instead of a convenience.
 
+
* Never underestimate the power of banana peels and soap. Many haughty crewmembers have met their end at the hands of a Clown dragging around a peel behind him, only to be bludgeoned into unconsciousness while down and thrown into space.
It would be unwise to kill somebody in the Toxins Lab if you're the only toxins researcher. On the other hand, it would be incredibly wise to kill somebody in the Toxins Lab if you're not the toxins researcher.
+
* When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.
 
+
* You can uncuff yourself while in a disposal unit.
===Getting Rid of the Body===
+
* If you gain [[Head of Personnel]] access, you can use the HoP console to close any remaining Security positions to stop new officers from showing up.
Most of the methods of killing people leave behind a body (potentially)covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection arn't important the requirements of these methods are.  
+
* You can dip a cigar in anything. Dip a cigar in plasma, and the person who lights it will be gibbed if you can convince someone to smoke it.
*Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. The easiest method of rendering it impossible to defib someone is to smash their skull in a bit more thoroughly. Just keep beating/shooting them while they're dying.  
+
* Armed mousetraps go off when somebody opens a container holding them. Attach a grenade to one, and the next person to reach into the bag gets a fun surprise.
*Cloning requires the brain and a body to put it in. note that it might not be the same body or they might get their identity hidden so its especaly important to prevent this. All you need to keep is the brain so cutting that out should suffice. Be aware cloning can have saved scans so ensure you check
+
* Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.
*Botany is probably the most difficult to prevent but the least likely to happen. So long as Genetics is intact Botany is unlikely to start planting clone pods. Fortunately they need a blood sample from the body and RP rules(usually) protect you from blood taken from before your attack.
+
* Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it's actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.
*Robotics doesn't actually bring the dead back(they still count as dead even if borged) but most Borgs that aren't one-humaned to you are going to rat you out the moment they can speak. Fortunately they need the brain.
+
* Bullets pass through windows, but not Grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles. Clicking on a window directly with a laser lets you shoot it.
So on to how to actually stop this:
+
* Spraying someone smoking a cigarette or holding a lit welder or energy sword, with welder fuel or alcohol, will set them on fire. Unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray.
Most of the methods of killing people without leaving a body work on those who are already dead
+
* Canisters can be physically destroyed with enough brute force to instantly release their contents.
Cutting someones brain out stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. a quick disposals ride should be enough to prevent your location from being identified. You were wearing gloves right?
+
* Diamond drills can break through r-walls in record time.
If you have access to body bags you should use them. People ask a lot fewer questions about people using body bags in public. expect to get stoped several times by assholes opening the bag and make sure it looks like your heading for Medbay.
+
* A suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
Toss people out of the airlock at an angle as most of the places where people check are in straight lines. By the way the proper way to space someone is to aggressive grab and throw them while they are under or in-front of the airlock.
+
* EMP effects disable headsets, and can scramble or interfere with many other machines, such as APC's.  
Strip people of their jumpsuit if you can't dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatevert your victems access was.
+
* It's risky, but you can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough.
If all else fail droping a minibomb on the body will prevent it from coming back.
+
* Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
 
+
* You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.
==Getting Caught==
+
Things never go that smoothly.  Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important. And the best way to do that is to lie so much you believe yourself.  Lie to everyone and everything that talks to you. Agree to any searches that won't get you busted for corpses or traitor items.  Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed. Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first [[emag]] or revolver is spotted, you're getting a face full of a harm baton and then the embrace of hard vacuum.
+
===Emags And Other Traitor Items===
 
 
==Additional Notes==
 
  
===Tip 1: GET CREATIVE===
+
* Emagging welded/bolted doors causes them to close permanently; afterwards, they can never be opened, only destroyed. Use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
Alright, here's the situation. Let's say that your objectives are to kill someone, and to escape alive. Very simple, and they give you a lot of leeway in terms of the method of assassination. This means you could kill your target in a multitude of interesting and different ways! Here's a few examples:
+
* All Cyborgs gain additional tools when emagged, in addition to having their laws rewritten to serve you. Engineering borgs can powerful stun arms, Medical borgs can fill people with toxins, Janitor borgs can spray lube everywhere, and more.
 +
* Simple bots can also be emagged. Medibots will kill, Floorbots will rip up floors, Cleanbots will squirt acid on people, Security bots will arrest everybody, and more.
 +
* The chameleon projector can be used to dodge projectiles by disguising as something small. You can also disguise as 'temporary' items like those in the Holodeck. While disguised, you can move freely in space for some reason, but still take exposure damage.
 +
* You can change the timer on C4 to be extremely high; it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the crap out of someone by planting irremovable C4 that will probably never detonate, or hang a live explosive on your wall for a stylish conversation piece.
 +
* Every PDA holds a pen by default. Remove it and store your sleepy pen/energy dagger there.
  
* Challenge your target to a duel.
+
===Misc.===
* Kill them in an incredibly silly way, or using unlikely objects.
 
* Be like Jigsaw, and give them a challenge in which failure ends in death.
 
* Frame them as a traitor, by putting traitor items in plain sight and switching your fingerprints for theirs in the security database.
 
  
And many more! Please note that even if you have things like steal or escape alone objectives, you can still make things fun! Try holding a hostage, or buying the escape shuttle.
+
* If you want the round to end and the shuttle to arrive. you have a few options. Delaminating and sabotaging the [[supermatter]] is almost always shuttle-worthy, as is bombing enough of the station. Using an EMP effect near the AI has a 15% chance to force a shuttle call, although this is difficult and risky. If you can access Atmospherics, pumping deadly gas into the air supply can amp up the pressure.
 
+
* If your objective is to steal the station blueprints, you can simply take a photo of them with a camera and escape with the photo.
===Tip 1-A: Use a gimmick===
 
Gimmicks can be the most fun you will have as an antagonist. Everything from tying your victims to a conveyor belt leading into the crusher and donning a Snidely Whiplash costume, to putting on a suit and tie, getting the admins to turn you into a skeleton, and building a disposals coaster into space (THE RIDE NEVER ENDS), to playing a murderer who hatches murder plots based on the victim's job (roboticist killed by a rogue cyborg, engineer thrown into the singularity, assistant toolboxed to death, etc.) can be fun for all parties involved.
 
 
 
===Tip 2: Try to avoid murderboners===
 
''WARNING! WARNING! OPINION AND RANT AHEAD!''
 
 
 
Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you've got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It's a fun game!” You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, unless the body is recovered you die permanently. So please, think of who you're killing before you go on a thermal/noslip/esword frenzy.
 
 
 
===Tip 3: Ask the admins, they're here to help you===
 
Despite popular opinion, the admins are not just here to ban people and press buttons. They're here to help make the round interesting – just like you! Therefore, if you want to do a gimmick that you cannot pull off with the tools available, feel free to ask the admins if you can buy something using leftover TC. Some ideas: Centcom announcements, identity changes, surgery tools, and building materials. Another thing – if your objectives are boring, easy, or you've already completed them, you can ask for more. It's a good alternative to simply killing everything in sight if you can't think of something to do.
 
 
 
===More Tips===
 
* Having a spare ID always helps.  Assistants are a dime a dozen, so it's not a bad idea to pin one on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don't have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others and should be a priority.
 
* Emagging welded doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
 
* There may be other traitors on the shuttle and you may be their objective to kill.  Trust nobody.  Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun.
 
* As a traitor, unless you haven't engaged in any traitorous deeds, you lack [[rules|Rule 1]] protection.  However, you are not under the jurisdiction of Rule 1 either.  Short of rape, or intentionally crashing the server, you can do whatever you please.
 
 
 
===Even More Tips===
 
* Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you the AI Upload board and a module of your choice from the Upload Chamber, etc.
 
* Apparently you can force the AI to call the shuttle by throwing an EMP grenade near it's core; it has a 15% chance to do so though.
 
* Store dead bodies on the Toxins Test Site. Nobody will ever find them.
 
* Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. X-ray cameras see through walls. You can differentiate them from normal cameras by the name, and the curved protrusion on the side.
 
* Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.
 
* If you inject a good power cell with plasma, it'll explode and create a hole in space when it is used for anything.
 
* Lightswitches can be used to sabotage a room if you inject plasma into the lightbulbs. Also works if there is a power outage.
 
* Also an emagged Medibot will flat out murder anyone who stands still. Good combo with emagged Beepsky.
 
* When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here's a cheat sheet:
 
**If the item can't be placed into a box, then when you put it in your bag it'll show to everyone that can see you.
 
**If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you.
 
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
 
* Fake Mustaches conceal your identity as well as a gas mask or helmet.
 
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID's you just find laying around.
 
* If you grab someone and use them on a open toilet, you give them a swirly that drowns them. If it is closed, it slams the affected person into the toilet seat.
 
* The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.
 
**A hilariously effective use of the cham projector is something slippery, like the clown's PDA or a banana peel. WILD CLOWN MATERIALIZES.
 
**You can't drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
 
**Floorbots won't try to collect people disguised as floor tiles or metal
 
**While pretending to be an item you can move out of closets without opening them. This is useful if you've accidentally been locked in a closet while guised
 
**Pretending to be an item in space gives you perfect movement, but you'll still die of exposure if you're not prepared
 
**If you ghost your catatonic body will remain cloaked
 
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.
 
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.
 
**Item cloaked people are immune to the mass driver
 
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.
 
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they'll probably assume there's a cult about due to the lack of evidence of any escape route besides a straight up teleport.
 
* Glass shards can be “prepared” to be 15 damage pocket-fitting weapons:
 
**Throw them against the wall. Each time you do it, there is a 20% chance the force will change to 15. Otherwise it will change to 4
 
**Test it on yourself with a health analyzer until you notice yourself taking 15 damage.
 
**Melee damage on the shard will not change if you don’t throw it.
 
* No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.
 
* You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.
 
* The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.
 
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead of a convenience.
 
* A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they'll be down for the count unless someone assists them.
 
* Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don't have access to a flash and have someone to assist you in beating them to death.
 
* Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
 
* When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.
 
* There's an ID console near arrivals. If you get all-access when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID.
 
* Shoving a corpse into a locker or body bag or buckling to a chair/roller bed then dragging that object about leaves no blood trail.
 
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
 
* Diamond drills can break through r-walls in record time.
 
* Already named your agent ID? Out of points? Your voice changer is still useful! Make that guy you murdered blame somebody else! Make him say he's committing suicide! If you have access to an ID modification console and/or spare IDs, it's EVEN MORE FUN. HoP traitor (or equivalent) with a voice changer can impersonate anyone he wants, including entirely new people, from the comfort of his own office or his escape pod.
 
* You should hide off cameras when impersonating someone with a normal ID, as the AI can track you.
 
* You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....
 
* If you ever need a place to hide something make a false wall to the balloons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wanting a balloon and finds a ton of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don't mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.
 
* NOBODY expects freedom implants.
 
* You can delete your fingerprints from the security records.
 
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID (I can do it with all-access) to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.
 
* How to quickly and easily disable tcomms permanently (99% of the time) as a traitor, at the cost of four telecrystals: from in front of the Incinerator door, go 4 tiles south and slap a block of C4 to your right. Equip internals while you wait for it to go off. This will destroy the telecomms APC, which will depower comms. Nobody will be able to use headsets. With your internals on obviously, slap a second block of C4 on the hub in the middle of the room. If you didn't get tased and then lasered and dragged out onto a solar by an engineer who's packing, you will be able to enjoy your disabled comms and everyone walking around with constantly broadcasting station bounced radios in their pockets. ADDED: Destroying the hub does stop communication through headsets on the station.
 
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it's free and click flip. With a bit of luck, it'll be facing the opposite way. Wrench and weld it. Any disposal "upstream" from that pipe will now take objects and people to the HoP's office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain's office and the previous one we flipped. To get into the Captain's office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal "upstream" from there will take you to the captain's office. The rest will take you to the HoP's. The only question is, if there's no ID and no hand tele, how do you get out before security gets there?
 
* Emagging a comms console with captain access allows you to contact the syndicate. Use this to demand new objectives, which they will often give you more telecrystals to help you do this.
 
* E-swords and plasma cutters can be used to make sawn-offs. Eswords can also cut cakes and pizzas, disable bolts on doors, and light cigars.
 
* You can't get out of package wrapped lockers. I don't even know if you can resist out of them.
 
* Spaced bodies can husk, but it's pretty slow. Burned bodies husk much better.
 
* You can free people from perma without using space. ADDED: If you go through brig maint, get through the window and grill near where they keep Sec's atmospheric canisters. Walk up near evidence, cut down the evidence R-wall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!
 
* The AI cannot examine anything except things it can see in its chamber.
 
* Can uncuff while in a disposal unit.
 
* You can strip someone's pockets without a message appearing, if they don't move during it, otherwise they'll get a message that says their pockets are being touched. The item will still drop on the floor so you'll have to be quick about picking it up.
 
* Instead of putting ignited lighter near your plasma tank bomb so it ignites the plasma ,you can wield your plasma tank bomb with wielding tool so you would not need to make such a complicated scheme. (???)
 
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.
 
* PDA holds a pen by default. Remove it and store your sleepy pen there if you take it. No one carries pens in their bag.
 
* Are you a traitorous sort lucky enough to have HoP-level access? Don't want security on your dick? CLOSE THE POSITIONS. An understaffed security team is a shit security team.
 
* Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
 
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.
 
 
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
 
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
+
* Dropping reinforced tables in the airlocks leading to the escape shuttle can be a vaible way to keep people from getting on board.
* Borgs are always stunned by flashes, but the amount of time they're stunned varies.
+
* If you emag an arcade machine, you can play Outbomb Cuban Pete. Winning grants you a powerful bomb, but losing kills you. If you want to risk it, here's a strategy:
* Grenades can be activated from backpack with mousetraps.
 
* Suit Storage Units can hold any type of space suit, even hardsuits. You can hide hardsuits in them and nobody will ever think of checking there. Well, unless the power goes out and the SSU forcibly ejects its contents, of course.
 
* The nuke blocks projectiles.
 
* Black gloves are fireproof. That means you can take whatever lights you want without getting burned.
 
* Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks.
 
* You can accomplish most non-murder objectives by asking nicely.
 
* EMP can silence headsets.
 
* You can dip a cig in anything. Dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won't do as much damage).
 
* Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it's actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.
 
* You can make an improvised explosive (IED) with basic materials. What you'll need:
 
**Soft drink bottle (I'll use Space Cola), Igniter, a Welding fuel tank, and a cable coil.
 
**Igniter ---> Space Cola ---> improvised explosive assembly --> click on a welding fuel tank --> cables ---> improvised explosive assembly (filled)
 
**Should be all set. Oh, and it can gib dead people, if exploded on their body, and the explosion doesn't expose blown tiles to space. It also destroys dead borg's bodies so you can get the MMI.
 
* One very important note about IED's blast radius is that it can destroy an APC one tile away. Meaning an IED in the windoor square in front of the AI can destroy its apc and render it incapable of shunting or really doing anything at all.
 
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.
 
* Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.
 
* You don't need to steal the blueprints to complete your objective, you can instead take a picture of it and it will count as successfully stealing it.
 
* "Steal plasma" is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it's empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.
 
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you've got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.
 
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.
 
* A strategy to win Cuban Pete:
 
 
** If your magic is less than 5, charge.
 
** If your magic is less than 5, charge.
 
** If your health is less than Pete's, and your turtle value is less than 3, heal.
 
** If your health is less than Pete's, and your turtle value is less than 3, heal.
Line 407: Line 288:
 
** This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).
 
** This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).
 
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.
 
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.
 
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don't forget radiation suit, huh.
 
* If you're looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent & risky.
 
* Tip: Bullets pass through windows, but not Grilles. Lasers pass through windows and grilles. Electrodes are blocked by both windows and grilles.
 
* You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.
 
* You can steal flashes from mounted flashers by using a wirecutter. This will disable the flasher until a replacement flash is installed.
 
* You can destroy canisters by attacking them. Usually I'll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It's stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn't destroy then release the plasma. It'll actually explode like a small bomb. So if you're trying to make an inferno, let the can empty THEN light it, so you don't put your own fire out with vacuum.
 
* Bombing the engineering SMESes will cause the server to lag intolerably for five minutes. ADDED: It's also almost always an instant shuttle call. The solars can't support the whole station on wired power for long, and almost no one knows you can make SMES. ADDED x2: And hardly anyone makes use of the Backup SMES in Electrical Maint.
 
* Spraying with welder fuel someone who's smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. ADDED: It also works with a active esword, as a poor antag found out once.
 
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe rewrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I've seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.
 
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.
 
 
===Double Agents?===
 
So you're a double agent. This mode functions a bit differently from normal Traitor in that <s>it's an absolute clusterfuck</s> you are assigned another double agent to kill! However, this means that there's also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode.
 
  
  
 
{{Jobs}}
 
{{Jobs}}
 +
{{Game modes}}
  
 
[[Category:Jobs]]
 
[[Category:Jobs]]
 
[[Category:Game Modes]]
 
[[Category:Game Modes]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 13:13, 15 October 2020

SYNDICATE STAFF
Traitor.png
Traitor
Access: Wherever your job has access to
Additional Access: Wherever you can gain illicit access to
Difficulty: Medium
Supervisors: The Syndicate
Duties: Kill people, steal shit, fuck school
Guides: This is the guide
Quote: Ok, time to be a productive member of- oh cool I'm a bad guy time to kill people!


Sword.gif The following is a tutorial on the basics of treachery -- for the game mode, click here. For information on the Syndicate organization, see The Syndicate.

An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, the Syndicate has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you're not the one calling the shots here, friend. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don't. It's up to you.

The Basics

As a Traitor, you spawn normally as whatever job you would have been given otherwise, with a set of Syndicate-given objectives and an uplink to purchase Syndicate items to help you in your work. By default, your uplink is your PDA; using the messenger app, change your ringtone to the given code to open the store, but remember to lock it when you're done!

Depending on the job you start with, your objectives might be easier or harder; it's a lot more freeing to be an all-access Head than a lowly Assistant, after all. If you're particularly robust and start as a job with the right tools, you might not even need to buy Syndicate items.

Note that when the AI is selected as a traitor, it gets its own unique tools and mechanics. Read up on Malfunction if you're looking to become the next Skynet.

Your objectives give you a loose outline of what the Syndicate expects of you, and if you complete all of them by the end of the round, you'll earn your greentext (that is, a green "Success" message). Note that there's no penalty or punishment for failing your objectives, other than other players roasting you for it, and no reward other than the satisfaction of winning, so if you've got a zany scheme you want to pull off, you're technically free to ignore your mission to kill the Clown in favor of building a station-wide fusion distribution system. Remember that you can use the Notes button, under the IC tab, to check your objectives and memories at any time.

As an antagonist, you're exempt from most non-OOC server rules (things like OOC in IC, ERP, and metacomms will still get you banned). Want to murder the entire crew in the hallways, delaminate the supermatter, and send the station careening into a hellscape of blood and terror? You have a license to grief! Just keep in mind that rushing to end the round instead of taking the time to enjoy the opportunity will probably get you yelled at by most of the other players, and other traitors might not appreciate you getting in their way.

After you've familiarized yourself with robusting, it’s time to start sowing discord and chaos.

Code Words

To help their field agents conspire against Nanotrasen, the Syndicate issues all traitors aboard a station a set of code words, including phrases and responses. Any time somebody speaks a code word over the radio or in person, the words will be highlighted for all other traitors. If you see somebody say a code word and want to try finding an ally, say something using a response phrase to subtly tell them whose side you're on.

Try to make your phrase usage sound natural! Instead of just shouting them out, find a way to naturally work them into a sentence, such as asking a bartender over public radio to prepare you a drink whose name is a code word. If you're using a response phrase, you don't need to word it such that it's a response to a code word; simply saying it in any context will get the message across.

Unlike blood brothers, solo antags using code words are NOT obligated to assist each other. Trying to find an ally is always a risk; your fellow traitors might genuinely be looking for partners, or they might just want to backstab you for your telecrystals and Syndicate loot. However, the payoff can be rich, as one traitor can remove solid telecrystals from their uplink and give them to another to purchase rare and dangerous tools that cost more than 20TC. If you find a reliable partner in crime, you can unleash true chaos onto the station!

Unlike with blood brothers, you're completely allowed to betray and kill other solo antags, even if they think you're working with them. It's a dick move, but being a dick is what the Syndicate is all about.

Blood Brothers

It's like traitor, but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together. At roundstart, you'll be told the identities of your brothers, and given a place where you can meet up in person. Remember that the AI can read PDA messages, so meeting in person is the safest way to plot; don't say anything that might give you away over communications channels!

The main caveat is that you don't receive any telecrystals to purchase traitor items, so you'll have to make do with your own robustness. That said, simply having a friend or two can go a long way; if you're in different departments, you can share access, and many jobs can work together to create truly diabolical schemes. The more people on your team, the more likely at least one of your allies will be competent enough to take charge. If one of your brothers is a Head of Staff, their authority can get you out of trouble, and if all else fails it's easier to gank targets in a two-on-one brawl.

In rounds with multiple teams of blood brothers, one team can have another as their assassinate objectives and vice-versa. If you kill somebody you suspect is a traitor, it's worth checking their PDA messages to see if they have any brothers of their own to lure in and finish off.

Remember that the antagonist 'license to grief' does NOT mean you can kill your allies! Griefing your partners as a team antag will get you bwoinked or banned.

Double Agents

So you're a double agent. This mode functions a bit differently from normal Traitor in that it's an absolute clusterfuck you are assigned another double agent to kill! However, this means that there's also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode. You, of course, won't be *told* it's a Double Agent round but you can easily meta it from the number of objectives you have.

Contractors

Feel like taking on a challenge? Want to test your skills with the potential of greater rewards? By spending all of your starting telecrystals on a Contractor Kit in your uplink, you can take on bounties for the Syndicate and potentially earn more items and telecrystals than you otherwise would have access to alone.

The Contractor Kit includes a special Contractor Baton to disable targets, a tablet computer for taking on contracts, some useful stealth gear, and some random trinkets. To fulfill a contract, bring a target crewmember dead or alive to a certain location on the station, and the Syndicate will extract them, rewarding you with telecrystals. You'll get more TC for live targets, and they'll be returned to the station after a delay, meaning the crew will know there's a contractor lurking about before too long.

Successfully pull off enough hits, and you'll be able to earn far more telecrystals than the 20 you began with. Are you up to the task?

Your Objectives

Grand Theft

Time to loot shit! You're tasked with stealing things like the Medal of Captaincy, Captain's Antique Laser Pistol, a tank of plasma or even the goddamned AI. Generally your best bet is breaking into wherever the item is or robusting whoever has the access for his ID.

This objective is either incredibly easy or impossibly difficult, depending on your target and your job. A Botanist trying to steal the nuclear authentication disk is going to be facing an uphill fight, but a Scientist tasked with stealing a tank of plasma can simply walk in and take it.

See the list of High-risk items for things you might be ordered to steal.

Download Research Nodes

To do this, first enter the research division. You want to reach the room visible from the public hallways that has a Core R&D Console, destructive analyzer, department protolathe , and a department circuit imprinter. Then follow these steps:

  1. Click the department protolathe Proto.png.
  2. Search "disk". Print a Technology Data Storage Disk.
  3. Put the disk into the R&D Console RnD Console.gif.
  4. Click the Core R&D Console. Click "Main Menu" -> "Tech Disk".
  5. Click "Load Technology to Disk". Then "Eject Disk".
  6. Put that disk into your inventory, and it will count as stealing research nodes.

Note that you can only steal nodes that have been researched. You may want to wait until later in the round before doing this to make sure there are enough research nodes unlocked to be enough for your objective.

Assassination

-'cause at the end of the day, long as there's two people left on the planet, someone is gonna want someone dead.

Assassination objectives simply require you to murder a specific crewmember. If you're lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos.

Don't feel lucky? Wanna tip the scales in your favor? Good on ya. There's a whole smorgasbord of ways to murder someone. You can read up on that below.

Your target MUST still be dead when the shuttle docks at Centcom. If you want to be absolutely sure, the only way is to do the deed yourself and make sure nobody finds the body or head. Obviously, you'll still succeed if your target's player rejoins the round as a midround antag or other new creature.

Maroon

A variation of Assassination where simply preventing your target from escaping on any shuttle or escape pod will also count as a success. This gives you a little more freedom in how you want to approach it. Nine times outta ten this still means killing them, but you don't have to! Be creative!

Destroy AI

Another variation of Assassination, except your target will always be an AI. A little tougher than your typical target, as the AI is usually installed in a well-fortified location, and a dead AI can be revived if somebody with the right tools investigates. You're going to have to find a way to physically reach the AI core, bludgeon it to death, and make sure nobody comes to save it.

Often times, the best way to do this is to subvert the AI's laws to make you the only human, so it has to let you in, but things aren't always that simple...

Protect

A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don't commit suicide or get lost on lavaland forever. In other words, haha good luck.

Escape alive and without being in custody

Now, the difficult part, getting off of the station in either the Escape Shuttle or an Escape pod. Some players are going to want to cause the damage to get the shuttle called. Other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such.

How you escape is up to you, but remember that one emag or three different Heads of Staff IDs will reduce the departure timer to 10 seconds. Emagging the shuttle is a clear sign that someone on board is a traitor, though, so be ready for a fight. It's often simpler to just lay low, board the shuttle normally, and hope nobody randomly shivs you.

Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being "in custody" if you stand on this red flooring when the shuttle docks at Centcom.

Delta Alert

A Delta Alert means the station will likely explode or worse within 90 seconds or so; this is typically caused by a successful Blob, or a malfunctioning AI deciding to purge the filthy humans from its station with fire.

During Red and Delta alert levels, the escape pod control computers will have the option unlocked to "send to Lavaland". Sending your escape pod to Lavaland will count as you escaping alive without being in custody only IF the station does end up exploding from the Delta crisis, AND you stay in the pod until the round ends. It does NOT count if the Delta alert crisis is resolved, or if the round ends normally from escape shuttle arriving at Centcom.

Hijacking

FUCK. The Syndicate wants you to hijack the Escape Shuttle.

Since Oct, 2020, hijacking is done by alt-clicking the shuttle console 5 times. Each successful hack attempt will push the hijack stage one step, up to 5. Time needed per attempt depends on antag role and whether or not you have the hijack objective. Each hack alerts entire station. After five successful hack attempts, the shuttle will be redirected, even if crew are still on board.

There are a few methods to accomplish this. The first is to simply robust anyone who boarded. It seems easy at first, but once you're dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Another option is to seal off either the escape shuttle (best) or just the shuttle bridge (riskier). Build walls in front of the windows, hack the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. Typically you will either want to emag the shuttle's console, or swipe it with three different Heads of Staff IDs to force the shuttle to early launch after a quick 10 second countdown. This way you minimize the number of crew coming onboard. Then you must find a way to alt-click the shuttle console uninterrupted.

If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that. Escaping alone can be nearly impossible depending on the crew and station's condition. Sometimes it was not meant to be, but regardless, the only way to get better is to continue practicing!

Martyrdom

What the objective says: die a glorious death. To succeed you must be dead by the end of the round. Dying and then getting revived does not count as having died.

Ever wanted to pull off some crazy, awesome stunt that would most likely leave you dead as a result? Now's the perfect opportunity! Or you could just provoke Security into gunning you down by pretending to be a changeling.

Using the "suicide" command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.

Your Tools

Alright, you know your objective! Time to accomplish that goal! The Syndicate treats you much better than Centcom: on your person, you will have an uplink containing 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your PDA, Radio Headset or in a pen. With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees.

Check Syndicate Items for a more detailed description on the goods, but don't go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors; other items are role-specific, like the Clown Car.

Each round, a small number of traitor items will be discounted. Always make sure to check the discounts first; you never know what fun toys you'll be able to get on the cheap! It's also a great excuse to try out new items you've never played with before.

Feeling overwhelmed? Here are some gear suggestions for a beginning traitor! Keep in mind this list doesn't include role-specific items, so make sure you check what unique options you have.

Melee Weapons:

  • Energy Sword (8TC): Loud, flashy and lethal, the esword is the gold standard of Syndicate melee weapons. When turned off, it fits in your pocket, but when turned on it can bring victims to critical health in a few swings and passively reflect some projectiles. Its distinct sound and bright colors mean anybody who sees you wielding it will know what's up. If you can't afford a full esword, the Energy Dagger (2TC) is its baby brother.
  • Double Energy Sword (16TC): Twice the energy sword, twice the murder. One of the most deadly weapons out there, double eswords are perfect for when you don't care about stealth and just want to shred a hallway of assistants while doing sick flips like Darth Maul. Also makes you almost immune to energy projectiles!
  • Sleepy Pen (4TC): A wonderful, cheap, stealthy tool. Jab somebody with the pen, and you'll instantly inject them with its contents. By default, it comes with a cocktail that mutes your target and puts them to sleep after a few seconds, and it can even be refilled afterwards with any chemicals you can get your hands on.

Ranged Weapons:

  • Stetchkin (7TC) and Revolver (13TC): The standard Syndicate guns. The Stetchkin is cheaper and smaller, fitting into pockets, but the Revolver is more reliable and easier to get more ammo for (hack an autolathe to print more bullets).
  • Mini Energy Crossbow (10TC): A small crossbow that fires very, very quietly, and recharges its own ammo. Doesn't do a ton of damage on its own, but stuns and causes vision damage.
  • C4 (1TC): Slap it on something you want to blow up, wait a bit, and kaboom. Perfect for loudly breaking through walls and doors, though less effective as a weapon unless you can attach it to somebody.
  • Syndicate Minibomb (6TC): The standard Syndicate grenade. Prime the fuse, throw it at something you don't like, and enjoy.

Gear and Implants:

  • Storage Implant (8TC): Inject it into your body, and it lets you open a secret pocket to store up to two small items. A great place to hide your emag and energy sword, as well as somewhere safe to stash stolen loot. Make sure to dispose of the box and empty implant!
  • Freedom Implant (5TC): After injecting it, you gain four uses of the ability to instantly break free of handcuffs and restraints. Useful if you're worried about Security, but once they know you can escape cuffs, they might just pull out their guns instead.
  • Syndicate Space Suit (8TC): A red spacesuit. Unlike most spacesuits, it can fit in your backpack, and grants armor. Use it if you really need to be in space and can't get your hands on anything else. Red spacesuits are usually a huge red flag for the crew, though.
  • Chameleon Kit (2TC): A full set of clothes. When you're wearing them, you can instantly change their appearance to match any other outfit. Switch from a Scientist to an Engineer instantly! The gas mask also disguises your voice to match whatever ID you're wearing, making it perfect to use with an Agent ID Card.

Tools:

  • Cryptographic Sequencer (6TC): Aka the Emag. Use it on doors and lockers to break them open, use it on cyborgs to make them loyal to you, use it on certain machines to unlock deadly functions. One of the most versatile tools in your arsenal, the only downside is that once you've emagged something, everybody can tell it's been hacked.
  • Agent ID Card (2TC): A special ID card that works wonderfully for stealth. Clicking on it lets you change its appearance and name, and using it on any other ID card adds the target's access to the Agent card. As a bonus, the AI can't track you when you wear it. For best results, cover your face so you appear to others as the name on the card.
  • Binary Translator Key (5TC): Put it in your headset, and you'll be able to hear and talk on the AI's private channel. Listening in on the silicons can be a huge benefit to a sneaky traitor, and if you manage to subvert the AI, it's a great way to silently chat with it.
  • Syndicate Encryption Key (2TC): Put it in your headset, and you'll be able to hear and talk on every normal channel, from Security to Command to Medical. Again, eavesdropping can be wonderful to know when you're being hunted down.
  • Hacked AI Upload Module (9TC): Laws uploaded using this upgraded Freeform Module are considered Law 0, take precedence over all other laws, and won't reveal to the AI who uploaded the law. Useful if you're positive that hacking the AI is your primary tactic.

For Fun:

  • Briefcase Full Of Cash (1TC): Contains a ton of space money. Money doesn't have any real use as of this writing, but it's a fun roleplay tool.
  • Syndicate Bundles (20TC): Comes in two varieties, Tactical and Special. Each box contains more than 20TC worth of items, picked randomly from a pool.
  • Syndicate Surplus Crate (20TC): Spawns a crate at your feet containing 50TC of random items. When you just want to have fun, or want to let the RNG decide your strategy. If you're lucky, you can even get items that normally cost more than 20TC or are limited to Nuclear Operatives!
  • Syndicate Balloon (20TC): Does absolutely nothing other than tell the crew you have the balls to spend all your TC on a balloon and still kick their asses.

Useful Combos:

  • Energy Sword + Energy Crossbow (18TC): The classic one-two combo. Shoot someone with the bow to down them, then murder them.
  • Chameleon Kit + Agent ID Card + Cryptographic Sequencer + Storage Implant + Syndicate Encryption Key (20TC): A great stealth setup. The Chameleon Kit and Agent ID let you disguise as anybody, the Encryption Key lets you listen to and talk on any channel, the Emag lets you get into anywhere, and the Storage Implant gives you an almost unopenable place to hide your Emag and stolen goods.
  • Binary Translator Key + Cryptographic Sequencer + Hacked AI Upload Module (20TC): The ideal setup for subverting the silicons. Emag a Cyborg to have it help you subvert the AI, then chat with your new robotic friends. Even better for Roboticists.


Illicit Access

Gaining entry to areas above your clearance is an important skill. Sometimes you're looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found here.

Murder 101

Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.

If you're inexperienced when it comes to slaughter, read the Combat page for the basics on becoming robust.

Getting Rid of the Body

Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection aren't important the requirements of these methods are.

  • Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. However, if Medbay knows what they're doing, they can often patch up and repair a corpse to the point where defibrillation is possible.
  • Botany using Replica Pods to rebirth dead crew is probably the most difficult to prevent but the least likely to happen. Fortunately they need a blood sample from the body.
  • Robotics doesn't actually bring the dead back (they still count as dead even if borged) but most cyborgs that aren't one-humaned to you are going to rat you out the moment they can speak. Fortunately, the brain is once again required to borg somebody.

Cutting someone's brain out or beheading them stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. A quick disposals ride should be enough to prevent your location from being identified. Make sure to wear gloves to avoid leaving fingerprints!

If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get stopped several times by assholes opening the bag and make sure it looks like your heading for Medbay. Toss people out of the airlock at an angle, as most of the places where people check for bodies are in straight lines. Strip people of their jumpsuit if you can't dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatever your victim's access was. If all else fails, dropping a mini-bomb on the body will prevent it from coming back.

Getting Caught

Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important, and the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you. Agree to any searches that won't get you busted for corpses or traitor items. Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed.

Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first emag or revolver is spotted, you're getting a face full of a harm baton and then the embrace of hard vacuum.

Additional Notes

Over the years, the Syndicate has had plenty of time to practice and share the best ways to deal with those pesky Nanotrasen crews. Below is a bevy of information to help you on your way.

Having Fun

Being a traitor is more than an obligation: it's a unique chance to have fun, cause chaos, and be the villain the station needs! A good traitor can kill his targets, break into secure areas and get out scot free, but the best traitors can create rounds worthy of being retold well after they conclude.

  • Is your objective to kill somebody? Challenge them to a duel, try to murder them with unlikely objects, build elaborate death traps, try to convince Security they're the traitor - the options are limitless.
  • Coming up with a gimmick can spice up your traitoring. Become the legendary Emag Man, determined to break open every single door on the station, or try to convince a doctor to surgically replace your arm with a chainsaw. Build conveyor traps that launch people into space, hide mousetrap bombs all over the station, or give the AI a silly law to keep the crew guessing whose side it's on.
  • Remember that simply murderboning (killing everybody) will probably make ghostchat mad at you. You're perfectly within your rights to do it, of course, but everybody loves a traitor that does more than just drag people into maintenance and grind them up.

Space Gods, Give Me Laser Eyes

Despite popular opinion, the admins are not just here to ban people and press buttons. They're here to help make the round interesting – just like you! If you have a compelling and fun gimmick in mind, you can use the *pray command to ask the space gods for help making them reality. If you offer up your telecrystals, many admins will happily give you boons such as changing your species, spawning specific items for you, making Centcom announcements, and sometimes even letting you respawn as a differen minor antag. Just remember that the admins aren't under any obligation to give you 'TC trades'; for best results, come up with something unique, be polite, don't ask for blatantly overpowered things, and don't ask to become a nightmare every second round.

Another thing – if your objectives are boring, easy, or you've already completed them, you can pray for more. It's a good alternative to simply killing everything in sight if you can't think of something to do. For maximum realism, do this by emagging a command console; doing so lets you "send a message to the Syndicate", an in-universe way to send the admins a message.

Stealth and Access

  • Having a spare ID always helps. Assistants are a dime a dozen, so it's not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Wearing a mask will cause others to see your name as the one on your ID, but unless you have a voice changing mask, speaking will reveal who you are. If you can get your hands on a wallet from the dormitories or from Botany's biogenerator (leather), it can hold up to 4 IDS.
  • Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. X-ray cameras see through walls; you can differentiate the curved protrusion on the side. You can disable cameras by opening them with a screwdriver and using wirecutters, though they can be fixed easily and the AI is likely to notice you doing it.
  • When you take something from your bag, or put something in it, it creates a message that everyone around you can see. If the item is small enough to be placed in a normal box, only those adjacent to you will see the message. Don't get caught stuffing things into your bag!
  • Fake Mustaches conceal your identity as well as a gas mask or helmet.
  • There's an ID console near arrivals, in the security checkpoint. If you get all-access when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID. If you pass by and see the outpost broken open, check to see if anybody else used it and left it logged in for you.
  • Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else, or make him say he's committing suicide! If you find a dead body, take their name and claim to have seen xenomorphs or changelings to throw the station for a loop.
  • The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what's in your hand however.
  • Know your maintenance. There are plenty of places where nobody looks, and you can easily make secret chambers by [[construction|constructing fake walls].
  • Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.
  • Latex gloves don't stop you from leaving your fingerprints everywhere; they leave partial prints. Black gloves confer fire and burn resistance, and insulated gloves are usually the most desireable of all.
  • Good places to hide corpses include the Toxins Test Site, the far side of the AI Satellite, the various nooks and crannies around the station exterior, inside hidden chambers in Maintenance, and inside EVA suit storage units.
  • You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.

Murder and Sabotage

  • If you inject a power cell with plasma, it'll explode when it is used for anything. Likewise, injecting plasma into lightbulbs causes them to explode when turned on. Consider sabotaging lights when they aren't turned on, for your sake.
  • Every time you throw a glass shard at a wall, it has a chance to become 'sharpened', increasing its damage from 4 to 15. There's no way to tell besides testing it on yourself, and throwing a sharpened shard will un-sharpen it again.
  • The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.
  • Putting a tracking beacon in space can make the hand teleporter a instantly lethal weapon instead of a convenience.
  • Never underestimate the power of banana peels and soap. Many haughty crewmembers have met their end at the hands of a Clown dragging around a peel behind him, only to be bludgeoned into unconsciousness while down and thrown into space.
  • When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.
  • You can uncuff yourself while in a disposal unit.
  • If you gain Head of Personnel access, you can use the HoP console to close any remaining Security positions to stop new officers from showing up.
  • You can dip a cigar in anything. Dip a cigar in plasma, and the person who lights it will be gibbed if you can convince someone to smoke it.
  • Armed mousetraps go off when somebody opens a container holding them. Attach a grenade to one, and the next person to reach into the bag gets a fun surprise.
  • Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.
  • Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it's actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.
  • Bullets pass through windows, but not Grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles. Clicking on a window directly with a laser lets you shoot it.
  • Spraying someone smoking a cigarette or holding a lit welder or energy sword, with welder fuel or alcohol, will set them on fire. Unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray.
  • Canisters can be physically destroyed with enough brute force to instantly release their contents.
  • Diamond drills can break through r-walls in record time.
  • A suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
  • EMP effects disable headsets, and can scramble or interfere with many other machines, such as APC's.
  • It's risky, but you can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough.
  • Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
  • You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.

Emags And Other Traitor Items

  • Emagging welded/bolted doors causes them to close permanently; afterwards, they can never be opened, only destroyed. Use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
  • All Cyborgs gain additional tools when emagged, in addition to having their laws rewritten to serve you. Engineering borgs can powerful stun arms, Medical borgs can fill people with toxins, Janitor borgs can spray lube everywhere, and more.
  • Simple bots can also be emagged. Medibots will kill, Floorbots will rip up floors, Cleanbots will squirt acid on people, Security bots will arrest everybody, and more.
  • The chameleon projector can be used to dodge projectiles by disguising as something small. You can also disguise as 'temporary' items like those in the Holodeck. While disguised, you can move freely in space for some reason, but still take exposure damage.
  • You can change the timer on C4 to be extremely high; it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the crap out of someone by planting irremovable C4 that will probably never detonate, or hang a live explosive on your wall for a stylish conversation piece.
  • Every PDA holds a pen by default. Remove it and store your sleepy pen/energy dagger there.

Misc.

  • If you want the round to end and the shuttle to arrive. you have a few options. Delaminating and sabotaging the supermatter is almost always shuttle-worthy, as is bombing enough of the station. Using an EMP effect near the AI has a 15% chance to force a shuttle call, although this is difficult and risky. If you can access Atmospherics, pumping deadly gas into the air supply can amp up the pressure.
  • If your objective is to steal the station blueprints, you can simply take a photo of them with a camera and escape with the photo.
  • If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
  • Dropping reinforced tables in the airlocks leading to the escape shuttle can be a vaible way to keep people from getting on board.
  • If you emag an arcade machine, you can play Outbomb Cuban Pete. Winning grants you a powerful bomb, but losing kills you. If you want to risk it, here's a strategy:
    • If your magic is less than 5, charge.
    • If your health is less than Pete's, and your turtle value is less than 3, heal.
    • Otherwise, attack.
    • Healing increases your turtle value by 1.
    • Attacking or charging your magic reduces your turtle value by 1.
    • Pete will attack you for more damage if your turtle value is greater than 3.
    • This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).
    • Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.


Jobs on /tg/station

Jobstemp.png

Command Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster, Bridge Assistant
Security Head of Security, Security Officer, Warden, Detective, Veteran Security Advisor, Prisoner
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Virologist, Coroner
Supply Quartermaster, Cargo Technician, Shaft Miner, Bitrunner, Cargorilla
Service Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Spy, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern
Antagtemp.png Game Modes on /tg/station
Syndicateforce.png

Traitor

Changeling.gif

Changeling

Nuke.gif

Nuclear Emergency

Rev2.png

Revolution

Cult.png

Blood Cult

Wizhat.PNG

Wizard

Heretic forbidden book.png

Heretic

Nt display.png

Other Modes