Difference between revisions of "Traitor"

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{{JobPageHeader
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerbgcolor = black
|headerfontcolor = white
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|headerfontcolor = red
|stafftype = Syndicate
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|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|imagebgcolor = #BB0000
 
|img_generic =  
 
|img_generic =  
|img = Assistant.png
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|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
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|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
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|guides = [[Syndicate Items]]
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|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.
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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 objectives is whatever the hell they tell you to do, but at the end, you're the one calling the shots here, it's not like they'll send over a strike team if you cause enough chaos...  ....right? 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. There's also a chance you are a traitor operating on your own agenda, not beholden to any syndicate supervisors.
  
 
==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!
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As a Traitor, you spawn normally as whatever job you would have been given otherwise, with an [[Syndicate_Items#Your_Uplink|uplink]] that contains your objectives and is used to teleport in mission-critical equipment (bugs, tools and so forth) and to purchase [[Syndicate_Items|Syndicate items]] to help you in your work. By default, your [[Syndicate_Items#Your_Uplink|uplink]] is your PDA; using the messenger app, change your ringtone to the given code to open the store and objective selection, but remember to lock it when you're done, or don't, if you want to summon a revolver in your hand while being questioned for being soaked in blood.
  
==Your Objectives==
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You select your objectives yourself using your uplink from a small selection with '''up to two being active at the same time''', meaning you can't have 3 high-risk items marinating in your bag with bugs on them and you can miss your chance to get easy telecrystals for killing the captain's fox if someone does it, while the objective isn't one of your two active ones.
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]]===
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Your objectives reward you with '''bonus telecrystals''' and '''threat level''' (you also gain threat level passively, over time). Objectives get progressively (haha get it) harder and more rewarding (both in terms of threat level and telecrystals) the more of them you complete.
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.
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Telecrystals are used as currency when buying gear and your threat level works somewhat like a level requirement, so you aren't able to buy a syndicate bomb and destroy medbay 2 minutes into the shift, even if you have the telecrystals for it to purchase it.
  
===Exchange===
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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.
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.  
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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.
  
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.
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If you complete enough objectives (counted with the amount of threat level you receive from them), you'll earn your [[Greentext|greentext]] (that is, a green "Success" message). Note that there is a small tc penalty for failing your objectives, next other players roasting you for it, and no reward other than the satisfaction of winning if you get your greentext, 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]] for extra telecrystals and threat level in favor of building a station-wide fusion distribution system.
  
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.
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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.
  
===Assassination===
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After you've familiarized yourself with [[robust|robusting]], it’s time to start sowing discord and chaos.
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.
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=== Code Words ===
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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.
  
See [[#Murder_101|below]] for tips on how to take our your target.
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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.
  
====Maroon====
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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 [[Syndicate_Items#Your_Uplink|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!
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====
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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.
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===
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=== Blood Brothers ===
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.
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It's like traitor, but with brotherly love! You will obtain a [[flash]] that can convert one other person to your partner in crime. Be careful not to give yourself away--don't flash anyone with [[sunglasses]] or that could have a mindshield implant. If you're lucky, your new partner might get a flash of their own to bring in a third!
  
===Hijacking===
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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.
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.
 
  
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!
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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.
  
===Martyrdom===
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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.
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]]==
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===Double Agents===
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.
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'''(currently disabled)'''
  
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.
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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 [[Syndicate_Items#Your_Uplink|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>.
  
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.
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=== Contractors ===
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'''(completely removed from [https://github.com/tgstation/tgstation/pull/63588 the codebase] as of January 2022)'''
  
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.
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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 [[Syndicate_Items#Contract_Kit|Contractor Kit]] in your [[Syndicate_Items#Your_Uplink|uplink]], you can take on bounties for the Syndicate and potentially earn more items and telecrystals than you otherwise would have access to alone.
  
==[[Illicit Access]]==
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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.
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]].
 
  
==Murder 101==
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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?
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====
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== Your Objectives and threat level==
* Always finish the job.
 
* 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===
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===The Threat Level System===
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.
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As an agent of the Syndicate, what items you can or cannot buy are bound to your threat level. Some gear won't be available for purchase until you have enough. Though threat level increases over time, that's rather slow.
  
''Pros:''
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Fortunately, you can complete certain tasks to increase it more quickly. These can be found in the "secondary objectives" tab on your uplink.
Easy to do, weapons are readily available across the station.
 
  
''Cons:''
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Reaching high enough threat level will even make your mission succeed regardless of your completion of primary objectives.
Leaves a bloody mess, armor exists, often gives them time to cry for help.
 
  
''Notes:''
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=== Standard objectives ===
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.
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These will be the ones you'll be doing to increase some threat level and get some extra telecrystals for your uplink. Some objectives can only be obtained in a certain range of threat level, being impossible to roll before a certain threshold has been reached and automatically removed (unless it's one of your selected objectives) if a different threshold is exceeded.
  
===Strangulation===
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Failing or rejecting any picked objective will always result in the loss of one telecrystal and no threat level.
Another simple option. Anybody who's not handcuffed can strangle somebody.
 
  
''Pros:''
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The current standard objectives are the following:
Always available option, after you have it locked in it's GAME OVER, doesn't leave any blood
 
  
''Cons:''
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*'''Demoralize crew (0-300 threat):''' An objective that comes in two flavors. You can be tasked to either place three propaganda posters or to spraypaint a slippery 3x3 syndicate logo, and then wait for enough people to see it. You'll be rewarded with 40 to 80 threat level and 0 or 1 telecrystal.
Unless they're stunned or handcuffed, it's very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.
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*'''Destroy a heirloom (0-300 threat):''' Some people spawn with heirlooms in their inventory. You are tasked with stealing and destroying one. Keep in mind the owner will probably be rather defensive about it, considering its destruction will net them a mood debuff, so preparation is advised. You'll be rewarded with 80 to 120 threat level and 1 or 2 telecrystals.
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*'''Destroy an item (100-350 threat):''' Pretty straightforward. The Syndicate wants a specific item on the station destroyed. The current list includes the bartender shotgun, a fireaxe (doesn't matter if it's the bridge or atmospherics one), a nullrod (doesn't matter if it's transformed into something else) or the mech removal tool found in robotics. You'll be rewarded with 50 to 100 threat level and 1 telecrystal.
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*'''Destroy the Blackbox (>400 threat):''' You need to go to the telecomms room, take the blackbox from the recorder, and destroy it. Keep in mind the blackbox is extremely hard to get rid of, but the supermatter and crematorium still destroy it, so it might be in your interest to make sure you have access to either before stealing it. Aditionally, this might conflict with other traitors, who want to steal it as a primary objective, so keep an eye open. You'll be rewarded with 150 threat level and 6 to 9 telecrystals.
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*'''Steal someone's eyes (>100 threat):''' This can be done through surgery or with a specialized device you can teleport to your hand with a button under the objective. You'll be rewarded with 40 to 80 threat level and 1 or 2 telecrystals, or with 60 to 120 threat level and 2 or 3 telecrystals if the target is a head of staff.
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*'''Hack the communications console (>600 threat):''' You'll be tasked with heading towards a communications console and calling another threat to the station. Be advised that whatever you call isn't necessarily your ally, and the AI will be alerted as soon as you begin hacking it, so cutting the cameras or building your own console is advisable. You'll be rewarded with 300 to 400 threat level and 7 to 12 telecrystals.
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*'''Infect someone with EHMS (>300 threat):''' By using a button right under the objective, you can spawn an EHMS autoinjector in your hand. Using it on someone and standing still for a couple seconds will infect them with Hereditary Manifold Sickness, an incurable disease that can be extremely deadly if they don't know how to keep it at bay. As with sleepypens and other stealth injectors, the target will just feel a tiny prick. You'll be rewarded with 80 to 140 threat level and 1 telecrystal.
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*'''Kidnap someone in an area (0-300 threat):''' Under the objective you can find a button to call down a syndicate extraction pod, though it won't work unless you are in the designated area. Once it falls, place your target inside and it'll automatically close and go flying. A small amount of money will be taken from the station to pay for their rescue, while the target in question spends some time in a Spider Clan hideout. You'll be rewarded with 20 to 40 threat level and 1 or 2 telecrystals.
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*'''Kill the pet of a Head of Staff (0 threat):''' Self explanatory. Most heads of staff have pets in their offices, and you're tasked with heading over there and killing them. This category includes any pet that's not part of the Security department, but it does include Captain's fox, Renault. You'll be rewarded with 30 to 60 threat level and 1 or 2 telecrystals.
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*'''Kill a Security pet (>250 threat):''' Just as the previous objective. However, you're tasked with killing either the Warden's dog McGriff, or the HoS's pet, which depends on the map and is either a space carp or a tarantula. In any case, you'll probably have to break into Security, so be prepared. You'll be rewarded with 140 to 180 threat level and 2 or 3 telecrystals.
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*'''Locate the station's weakpoint and bomb it (>450 threat):''' You'll be provided with a weakpoint locator, that needs to be used in two specific areas, alerting the AI whenever you're using it, and a high power explosive, only obtainable after finding the weakpoint, and only usable there. The hole will be pretty significant, so don't stay around for too long if you don't have proper spacewear. You'll be rewarded with 150 to 200 threat level and 3 to 5 telecrystals.
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*'''Destroy a departmental machine (0-100 threat):''' This will usually mean deconstructing a department protolathe/techfab or the Ore Redemption Machine. All of these machines will be unlinked from the silo if rebuilt, so if you want to cover your tracks, it would be a good idea to bring a multitool with the ore silo stored in the buffer. Alternatively, you can plant an explosive trap that will detonate the machine in the face of the next user and get some extra threat level and telecrystals, at the risk of the device being deactivated if someone notices the beeping. You'll be rewarded with 20 to 40 threat level and no telecrystals, and with 50 more threat level and 2 extra telecrystals if you manage to destroy it with the explosive trap.
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*'''Destroy a core machine (150-300 threat):''' These machines are the telecomms hub and the secondary R&D servers. While destroying a secondary R&D server has no effect as of now, getting rid of the telecommunications hub will shutdown all crew sided radio frequencies until it's repaired. You will be rewarded with 50 to 100 threat level and 3 or 4 telecrystals.
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*'''Perform the sleeper surgery (>0 threat):''' You'll be able to teleport a surgery disk to your hand with a button under the objective that, when inserted into a surgery computer, will allow you to perform the sleeper agent surgery on a living, sentient crewmember. Think of it as a much weaker version of the brainwashing that implants a predetermined objective from a list. Though only members of the medical department and roboticist can get this at 0 threat level, normal crew is eligible after 300 threat level has been obtained. You'll be rewarded with 80 to 150 threat level and 1 telecrystal regardless of your job.
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*'''Steal an item (varies):''' To complete this objective you'll need to steal a certain object and place a schematics analyzer obtained by a button under the objective. You may keep the bugged item on you for extra rewards. Both the threat level requirement and the rewards provided depend on the risk involved in obtaining the item, with low-risk items requiring 100-350 threat and rewarding 50-100 threat and no telecrystals, somewhat risky items requiring 200-500 threat and rewarding 100 threat and 2TC, very risky items requiring >300 threat and rewarding 150 threat and 3TC, and the most risky items (mainly captain's items) requiring >500 threat and rewarding 200 threat and 5TC.
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*'''Asassinate a target (>300 threat):''' Another objective with two flavors. You'll be either tasked with beheading the target and holding their head to succeed, or to plant a calling card on their corpse. You'll be rewarded 20 threat level and 1 or 2 telecrystals for both of them, or 40 threat level and 2 or 3 telecrystals if the target is a Head of Staff.
  
''Notes:''
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===Final objectives ===
Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.
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So. You've done it. You've done enough of the syndicates dirty work to get a greentext. Now onto the fun part. A final objective can be obtained when you're at least at 1400 threat level, ensures you're successful regardlesss of primary objectives, and locks you out of all remaining standard ones. Its effects, however, are much more significant than almost every other task you may have completed until now, sometimes being a round end condition all by themselves.
  
==Advanced Methods of Murder==
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In order to complete a final objective, you will need certain tools, provided via delivery pod in a particular area of the station. You can call the pod with a button right under the objective.
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.
 
  
===Suffocation===
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Current final objectives are:
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.
 
  
''Pros;''
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*'''Calling a Syndicate Battlecruiser to destroy the station:''' You will obtain a specialized emag and will need to use it on a communications console to transmit the station coordinates to a Syndicate Battlecruiser. This will prompt ghosts to become part of its crew, with unclaimed spots being available as sleepers after the battlecruiser has generated. The crew in question consists of a captain and a team of operatives with access to the station's self destruct codes, uplinks, and a fully stocked syndicate armory that even contains a free Mauler mech. Your objective is to, with their help, obtain the authentication disk, turn on the self destruct, and go back with them to the battlecruiser. This will, of course, completely destroy the station. A syndicate access key is recommended if you want them to bring you any guns or tools from their armory, or want to plan ahead with them.
Leaves no physical evidence besides the tank/canister, reasonably fast!
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*'''Infect the station AI with an experimental virus:''' The pod will give you a specialized AI upload card that, when used on an upload computer, will grant the targeted AI combat modules and a special lawset forcing it to obey your every order. Effectively, this can create malfunctional AIs bound to your will, giving you a massive tool against the rest of the station.
 +
*'''Attract a dark matter singularity towards the station:''' The pod will deliver supplies to build several anti-meteor satellites and a specialized emag. After building them in space, you can start emagging with the given card to eventually summon a dark matter singularity that will chase and hunt all living things in the station, including you. Keep in mind there's a 30 second cooldown between emagging satellites, and that after 7 of them have been recalibrated (you'll need to emag 2 more) the station will be alerted of your antics via public announcement.
 +
*'''Infect the crew with the bioweapon Romerol:''' A bottle with 20u of romerol, the same one Nuclear Operatives get, will be provided with the delivery pod. From then, you'll just have to put ''any'' amount of the solution inside a crewmember in order to infect them and succeed the objective. Infected people will take a bit of damage over time, and return as hostile zombies if they die. Though you can just use the hypospray or a sleepy pen to easily complete this, there are many ways to spread the reagent if you know your chemistry.
 +
*'''Destroy the station by causing a resonance cascade:''' The pod will drop a special destabilizing crystal you'll need to place on the supermatter. Once that's done, ensure the supermatter delaminates, and a resonance cascade will begin. This will cause rapid crystal growth from the original location of the supermatter all around the station, instantly destroying anyone who comes into contact with it. Fleeing the station on time or jumping into the bluespace rift that will open soon after the resonance has begun will both ensure your survival.
  
''Cons:''
+
==[[Syndicate Items|Your Tools]]==
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
+
Alright, you know your objectives!  Time to accomplish those goals to get even more cool toys! The Syndicate treats you much better than Centcom: on your person, you will have an [[Syndicate_Items#Your_Uplink|uplink]] containing a starting 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your [[PDA]], [[Radio Headset]], [[pen]] or a pre-installed [[Syndicate_Items#Uplink_Implant|uplink implant]] [[file:Implant_Case.png]](-4 starting TC). 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 two times, like a safe.
  
''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 doorjack 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.
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.
 
  
===Intoxication/Overdose===
+
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.
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:''
+
Useful Combos:
Readily available in the Medbay or from your uplink, leaves little physical evidence
 
  
''Cons:''
+
*Energy Sword + Energy Crossbow (18TC): The classic one-two combo. Shoot someone with the bow to down them, then murder them.
Takes some time to work, is most likely not deadly unless extreme doses are administered
+
* Chameleon Kit + Agent ID Card + Airlock Authentication Override Card + 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 doorjack lets you get into anywhere, and the Storage Implant gives you an almost unopen able place to hide your doorjack 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.
  
''Notes:''
+
==[[Illicit Access]]==
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.
+
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]].
  
===Weapons===  
+
==Murder 101 ==
Simple to use and are most effective when you're directly attacking the enemy. This includes swords, axes and revolvers.
+
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.
  
''Pros:''
+
If you're inexperienced when it comes to slaughter, read the [[Combat]] page for the basics on becoming robust.
Almost a one-hit-kill, can be concealed
 
  
''Cons:''
+
===Getting Rid of the Body===
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
+
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.
  
''Notes:''
+
* 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.
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.
+
*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.
  
===Spacing===
+
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!
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:''
+
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.
Airlocks are available across the station, guaranteed kill, leaves no physical evidence
+
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.
  
''Cons:''
+
===Getting Caught===
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
+
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.
  
''Notes:''
+
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.
Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.
 
  
===Fire===  
+
==Having Fun==
Very dangerous and should only be used if a dramatic death is desired.
+
Being a a Traitor is not always about getting that [[greentext]], [[Murderbone|murderboning]] entire station, or acknowledging the best combinations of the uplink items to be the metagaming god. Sometimes its all about the fun.
  
''Pros:''
+
Being a Traitor means having possibilities, with less strict rules bound to you and a entire arsenal of items you can do almost any gimmick you want! One interesting gimmick is better then thousand rounds where you robusted everyone. Remmeber that your objectives and flavour text are not the celling!
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.
 
  
''Cons:''
+
Here is a few gimmicks you can do:
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:''
+
*'''Hitman,''' who uses middleman to get targets for profit
Fire has high style points but it can be permanently damaging to the station and may interfere with your objective.
+
*'''Arms dealer,''' who sells pistols and bombs to crew in the maintenance tunnels
 +
*'''Crime boss,''' who decided to expand his criminal organization influence on the station by recruiting people
 +
*'''Serial killer,''' who bounds with and then kills people in the most particular ways, leaving subtle hints to play with [[Detective]]
 +
*'''Anything else you would want!''' This is all about imagination, you can make ''almost'' any gimmick you want!
  
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.
+
And if you do decide to just do your objectives, do them fun! Turn your theft objective into a spy movie, call your assasinations targets to duel or build crazy contraptions to murder them. Possibilities are endless!
  
===Genetic Murder===
+
'''Remember that this is a game, and we all are here to just have fun.'''
Makes up a fraction of murders on SS13, but it has its advantages.
 
  
''Pros:''
+
==Additional Notes ==
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:''
+
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.
It's hard and generally suspicious to access the genetics lab unless you're cleared to enter.
 
  
''Notes:''
+
===Space Gods, Give Me Laser Eyes===
This method can be risky and it is generally not easy to accomplish unless you're the researcher.
 
  
===Polytrinic Acid===
+
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 different 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.
Can be made using the chemistry system and is deadly if used correctly.
 
  
''Pros:''
+
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.
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:''
+
===Stealth and Access===
Hard to make unless you're the chemist. Acids are not very effective when injected.
 
  
''Notes:''
+
*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.
This method suffers the same fate as the genetics option and is not plausible to the people who are not researchers.
+
*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.
 +
* 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 desirable 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. Remember to strip off their jumpsuits or otherwise disable the suit sensors, or they'll give the location away.
 +
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.
 +
*A bar of soap is your best friend when you need to remove fingerprints, acquire soap through maints or the dormitory showers.
 +
*Use a PAI (Personal AI device) from either dorms, the bar, or the library. This device can grant you access to virtually any door you please as the PAI will be able to stealthily jack open doors, without permanent effect.
  
===Baiting===  
+
===Murder and Sabotage===
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:''
+
*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.
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
+
*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.
''Cons:''
+
*Putting a tracking beacon in space can make the hand teleporter a instantly lethal weapon instead of a convenience.
Unpredictable, occasionally backfires, not always easy to pull off.
+
*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, guns 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.
''Notes:''
+
*You can uncuff yourself while in a disposal unit.
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.
+
*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.
 +
*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.
  
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.
+
===Emags And Other Traitor Items===
  
===Gibbing===
+
*Doorjacking 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.
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.
+
* All Cyborgs gain additional tools when emagged, in addition to having their laws rewritten to serve you. Engineering and Mining borgs get a powerful stun arm, Medical borgs can fill people with toxins, Janitor borgs can spray lube everywhere, Security (not currently available to select but exist in code) gets lethal laser gun, Peacekeeper borg gets an hyperspray with deadly toxins, Service borgs get cyborg shaker making drinks that make people pass out and take toxins damage and Clown borgs get a flower that sets target on fire and a super laughter ejector that deals stamina damage.
 +
*Simple bots can also be emagged. Medibots will inject poison, Floorbots will rip up floors, Cleanbots will squirt acid on people from time to time, Security bots will arrest everybody, ED-209 will start firing lethal lasers instead of disabling, Hygienebots will give you VERY hot shower (fire) instead of water, Firebots will occasionally surround themselves with fireball and Honkbots will become more slippery.
 +
*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.
  
''Pros:''
+
===Misc.===
Leaves no evidence, and you can eat him to get your health back.
 
 
 
''Cons:''
 
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:''
 
This is probably the best as chef, as it doesn't appear as traitorous.
 
 
 
===Cremation===
 
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:''
 
No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.
 
 
 
''Cons:''
 
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.
 
 
 
''Notes:''
 
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 ==
 
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.
 
 
 
* 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.
 
 
 
* 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.
 
 
 
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;
 
 
 
* How hard is the area to access?
 
* How secluded is the area?
 
* How much camera coverage is there?
 
* Is the area your primary post?
 
 
 
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.
 
 
 
===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 arn'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. 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.
 
*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
 
*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.
 
*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.
 
So on to how to actually stop this:
 
Most of the methods of killing people without leaving a body work on those who are already dead
 
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?
 
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.
 
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.
 
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 victims access was.
 
If all else fail 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==
 
 
 
===Tip 1: GET CREATIVE===
 
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:
 
 
 
* Challenge your target to a duel.
 
* 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.
 
 
 
===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.
 
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
 
* Borgs are always stunned by flashes, but the amount of time they're stunned varies.
 
* 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 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.
 
* 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?===
+
*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.
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.
+
*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 viable 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.
  
  
 
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[[Category:Jobs]]
 
[[Category:Jobs]]
 
[[Category:Game Modes]]
 
[[Category:Game Modes]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 14:16, 8 May 2024

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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: Syndicate Items
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 objectives is whatever the hell they tell you to do, but at the end, you're the one calling the shots here, it's not like they'll send over a strike team if you cause enough chaos... ....right? 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. There's also a chance you are a traitor operating on your own agenda, not beholden to any syndicate supervisors.

The Basics

As a Traitor, you spawn normally as whatever job you would have been given otherwise, with an uplink that contains your objectives and is used to teleport in mission-critical equipment (bugs, tools and so forth) and 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 and objective selection, but remember to lock it when you're done, or don't, if you want to summon a revolver in your hand while being questioned for being soaked in blood.

You select your objectives yourself using your uplink from a small selection with up to two being active at the same time, meaning you can't have 3 high-risk items marinating in your bag with bugs on them and you can miss your chance to get easy telecrystals for killing the captain's fox if someone does it, while the objective isn't one of your two active ones.

Your objectives reward you with bonus telecrystals and threat level (you also gain threat level passively, over time). Objectives get progressively (haha get it) harder and more rewarding (both in terms of threat level and telecrystals) the more of them you complete.

Telecrystals are used as currency when buying gear and your threat level works somewhat like a level requirement, so you aren't able to buy a syndicate bomb and destroy medbay 2 minutes into the shift, even if you have the telecrystals for it to purchase it.

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.

If you complete enough objectives (counted with the amount of threat level you receive from them), you'll earn your greentext (that is, a green "Success" message). Note that there is a small tc penalty for failing your objectives, next other players roasting you for it, and no reward other than the satisfaction of winning if you get your greentext, 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 for extra telecrystals and threat level in favor of building a station-wide fusion distribution system.

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 will obtain a flash that can convert one other person to your partner in crime. Be careful not to give yourself away--don't flash anyone with sunglasses or that could have a mindshield implant. If you're lucky, your new partner might get a flash of their own to bring in a third!

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

(currently disabled)

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

(completely removed from the codebase as of January 2022)

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 and threat level

The Threat Level System

As an agent of the Syndicate, what items you can or cannot buy are bound to your threat level. Some gear won't be available for purchase until you have enough. Though threat level increases over time, that's rather slow.

Fortunately, you can complete certain tasks to increase it more quickly. These can be found in the "secondary objectives" tab on your uplink.

Reaching high enough threat level will even make your mission succeed regardless of your completion of primary objectives.

Standard objectives

These will be the ones you'll be doing to increase some threat level and get some extra telecrystals for your uplink. Some objectives can only be obtained in a certain range of threat level, being impossible to roll before a certain threshold has been reached and automatically removed (unless it's one of your selected objectives) if a different threshold is exceeded.

Failing or rejecting any picked objective will always result in the loss of one telecrystal and no threat level.

The current standard objectives are the following:

  • Demoralize crew (0-300 threat): An objective that comes in two flavors. You can be tasked to either place three propaganda posters or to spraypaint a slippery 3x3 syndicate logo, and then wait for enough people to see it. You'll be rewarded with 40 to 80 threat level and 0 or 1 telecrystal.
  • Destroy a heirloom (0-300 threat): Some people spawn with heirlooms in their inventory. You are tasked with stealing and destroying one. Keep in mind the owner will probably be rather defensive about it, considering its destruction will net them a mood debuff, so preparation is advised. You'll be rewarded with 80 to 120 threat level and 1 or 2 telecrystals.
  • Destroy an item (100-350 threat): Pretty straightforward. The Syndicate wants a specific item on the station destroyed. The current list includes the bartender shotgun, a fireaxe (doesn't matter if it's the bridge or atmospherics one), a nullrod (doesn't matter if it's transformed into something else) or the mech removal tool found in robotics. You'll be rewarded with 50 to 100 threat level and 1 telecrystal.
  • Destroy the Blackbox (>400 threat): You need to go to the telecomms room, take the blackbox from the recorder, and destroy it. Keep in mind the blackbox is extremely hard to get rid of, but the supermatter and crematorium still destroy it, so it might be in your interest to make sure you have access to either before stealing it. Aditionally, this might conflict with other traitors, who want to steal it as a primary objective, so keep an eye open. You'll be rewarded with 150 threat level and 6 to 9 telecrystals.
  • Steal someone's eyes (>100 threat): This can be done through surgery or with a specialized device you can teleport to your hand with a button under the objective. You'll be rewarded with 40 to 80 threat level and 1 or 2 telecrystals, or with 60 to 120 threat level and 2 or 3 telecrystals if the target is a head of staff.
  • Hack the communications console (>600 threat): You'll be tasked with heading towards a communications console and calling another threat to the station. Be advised that whatever you call isn't necessarily your ally, and the AI will be alerted as soon as you begin hacking it, so cutting the cameras or building your own console is advisable. You'll be rewarded with 300 to 400 threat level and 7 to 12 telecrystals.
  • Infect someone with EHMS (>300 threat): By using a button right under the objective, you can spawn an EHMS autoinjector in your hand. Using it on someone and standing still for a couple seconds will infect them with Hereditary Manifold Sickness, an incurable disease that can be extremely deadly if they don't know how to keep it at bay. As with sleepypens and other stealth injectors, the target will just feel a tiny prick. You'll be rewarded with 80 to 140 threat level and 1 telecrystal.
  • Kidnap someone in an area (0-300 threat): Under the objective you can find a button to call down a syndicate extraction pod, though it won't work unless you are in the designated area. Once it falls, place your target inside and it'll automatically close and go flying. A small amount of money will be taken from the station to pay for their rescue, while the target in question spends some time in a Spider Clan hideout. You'll be rewarded with 20 to 40 threat level and 1 or 2 telecrystals.
  • Kill the pet of a Head of Staff (0 threat): Self explanatory. Most heads of staff have pets in their offices, and you're tasked with heading over there and killing them. This category includes any pet that's not part of the Security department, but it does include Captain's fox, Renault. You'll be rewarded with 30 to 60 threat level and 1 or 2 telecrystals.
  • Kill a Security pet (>250 threat): Just as the previous objective. However, you're tasked with killing either the Warden's dog McGriff, or the HoS's pet, which depends on the map and is either a space carp or a tarantula. In any case, you'll probably have to break into Security, so be prepared. You'll be rewarded with 140 to 180 threat level and 2 or 3 telecrystals.
  • Locate the station's weakpoint and bomb it (>450 threat): You'll be provided with a weakpoint locator, that needs to be used in two specific areas, alerting the AI whenever you're using it, and a high power explosive, only obtainable after finding the weakpoint, and only usable there. The hole will be pretty significant, so don't stay around for too long if you don't have proper spacewear. You'll be rewarded with 150 to 200 threat level and 3 to 5 telecrystals.
  • Destroy a departmental machine (0-100 threat): This will usually mean deconstructing a department protolathe/techfab or the Ore Redemption Machine. All of these machines will be unlinked from the silo if rebuilt, so if you want to cover your tracks, it would be a good idea to bring a multitool with the ore silo stored in the buffer. Alternatively, you can plant an explosive trap that will detonate the machine in the face of the next user and get some extra threat level and telecrystals, at the risk of the device being deactivated if someone notices the beeping. You'll be rewarded with 20 to 40 threat level and no telecrystals, and with 50 more threat level and 2 extra telecrystals if you manage to destroy it with the explosive trap.
  • Destroy a core machine (150-300 threat): These machines are the telecomms hub and the secondary R&D servers. While destroying a secondary R&D server has no effect as of now, getting rid of the telecommunications hub will shutdown all crew sided radio frequencies until it's repaired. You will be rewarded with 50 to 100 threat level and 3 or 4 telecrystals.
  • Perform the sleeper surgery (>0 threat): You'll be able to teleport a surgery disk to your hand with a button under the objective that, when inserted into a surgery computer, will allow you to perform the sleeper agent surgery on a living, sentient crewmember. Think of it as a much weaker version of the brainwashing that implants a predetermined objective from a list. Though only members of the medical department and roboticist can get this at 0 threat level, normal crew is eligible after 300 threat level has been obtained. You'll be rewarded with 80 to 150 threat level and 1 telecrystal regardless of your job.
  • Steal an item (varies): To complete this objective you'll need to steal a certain object and place a schematics analyzer obtained by a button under the objective. You may keep the bugged item on you for extra rewards. Both the threat level requirement and the rewards provided depend on the risk involved in obtaining the item, with low-risk items requiring 100-350 threat and rewarding 50-100 threat and no telecrystals, somewhat risky items requiring 200-500 threat and rewarding 100 threat and 2TC, very risky items requiring >300 threat and rewarding 150 threat and 3TC, and the most risky items (mainly captain's items) requiring >500 threat and rewarding 200 threat and 5TC.
  • Asassinate a target (>300 threat): Another objective with two flavors. You'll be either tasked with beheading the target and holding their head to succeed, or to plant a calling card on their corpse. You'll be rewarded 20 threat level and 1 or 2 telecrystals for both of them, or 40 threat level and 2 or 3 telecrystals if the target is a Head of Staff.

Final objectives

So. You've done it. You've done enough of the syndicates dirty work to get a greentext. Now onto the fun part. A final objective can be obtained when you're at least at 1400 threat level, ensures you're successful regardlesss of primary objectives, and locks you out of all remaining standard ones. Its effects, however, are much more significant than almost every other task you may have completed until now, sometimes being a round end condition all by themselves.

In order to complete a final objective, you will need certain tools, provided via delivery pod in a particular area of the station. You can call the pod with a button right under the objective.

Current final objectives are:

  • Calling a Syndicate Battlecruiser to destroy the station: You will obtain a specialized emag and will need to use it on a communications console to transmit the station coordinates to a Syndicate Battlecruiser. This will prompt ghosts to become part of its crew, with unclaimed spots being available as sleepers after the battlecruiser has generated. The crew in question consists of a captain and a team of operatives with access to the station's self destruct codes, uplinks, and a fully stocked syndicate armory that even contains a free Mauler mech. Your objective is to, with their help, obtain the authentication disk, turn on the self destruct, and go back with them to the battlecruiser. This will, of course, completely destroy the station. A syndicate access key is recommended if you want them to bring you any guns or tools from their armory, or want to plan ahead with them.
  • Infect the station AI with an experimental virus: The pod will give you a specialized AI upload card that, when used on an upload computer, will grant the targeted AI combat modules and a special lawset forcing it to obey your every order. Effectively, this can create malfunctional AIs bound to your will, giving you a massive tool against the rest of the station.
  • Attract a dark matter singularity towards the station: The pod will deliver supplies to build several anti-meteor satellites and a specialized emag. After building them in space, you can start emagging with the given card to eventually summon a dark matter singularity that will chase and hunt all living things in the station, including you. Keep in mind there's a 30 second cooldown between emagging satellites, and that after 7 of them have been recalibrated (you'll need to emag 2 more) the station will be alerted of your antics via public announcement.
  • Infect the crew with the bioweapon Romerol: A bottle with 20u of romerol, the same one Nuclear Operatives get, will be provided with the delivery pod. From then, you'll just have to put any amount of the solution inside a crewmember in order to infect them and succeed the objective. Infected people will take a bit of damage over time, and return as hostile zombies if they die. Though you can just use the hypospray or a sleepy pen to easily complete this, there are many ways to spread the reagent if you know your chemistry.
  • Destroy the station by causing a resonance cascade: The pod will drop a special destabilizing crystal you'll need to place on the supermatter. Once that's done, ensure the supermatter delaminates, and a resonance cascade will begin. This will cause rapid crystal growth from the original location of the supermatter all around the station, instantly destroying anyone who comes into contact with it. Fleeing the station on time or jumping into the bluespace rift that will open soon after the resonance has begun will both ensure your survival.

Your Tools

Alright, you know your objectives! Time to accomplish those goals to get even more cool toys! The Syndicate treats you much better than Centcom: on your person, you will have an uplink containing a starting 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your PDA, Radio Headset, pen or a pre-installed uplink implant Implant Case.png(-4 starting TC). 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 two times, like a safe.

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 doorjack 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.

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 + Airlock Authentication Override Card + 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 doorjack lets you get into anywhere, and the Storage Implant gives you an almost unopen able place to hide your doorjack 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.

Having Fun

Being a a Traitor is not always about getting that greentext, murderboning entire station, or acknowledging the best combinations of the uplink items to be the metagaming god. Sometimes its all about the fun.

Being a Traitor means having possibilities, with less strict rules bound to you and a entire arsenal of items you can do almost any gimmick you want! One interesting gimmick is better then thousand rounds where you robusted everyone. Remmeber that your objectives and flavour text are not the celling!

Here is a few gimmicks you can do:

  • Hitman, who uses middleman to get targets for profit
  • Arms dealer, who sells pistols and bombs to crew in the maintenance tunnels
  • Crime boss, who decided to expand his criminal organization influence on the station by recruiting people
  • Serial killer, who bounds with and then kills people in the most particular ways, leaving subtle hints to play with Detective
  • Anything else you would want! This is all about imagination, you can make almost any gimmick you want!

And if you do decide to just do your objectives, do them fun! Turn your theft objective into a spy movie, call your assasinations targets to duel or build crazy contraptions to murder them. Possibilities are endless!

Remember that this is a game, and we all are here to just have fun.

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.

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 different 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.
  • 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 desirable 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. Remember to strip off their jumpsuits or otherwise disable the suit sensors, or they'll give the location away.
  • You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.
  • A bar of soap is your best friend when you need to remove fingerprints, acquire soap through maints or the dormitory showers.
  • Use a PAI (Personal AI device) from either dorms, the bar, or the library. This device can grant you access to virtually any door you please as the PAI will be able to stealthily jack open doors, without permanent effect.

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, guns 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.
  • 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

  • Doorjacking 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 and Mining borgs get a powerful stun arm, Medical borgs can fill people with toxins, Janitor borgs can spray lube everywhere, Security (not currently available to select but exist in code) gets lethal laser gun, Peacekeeper borg gets an hyperspray with deadly toxins, Service borgs get cyborg shaker making drinks that make people pass out and take toxins damage and Clown borgs get a flower that sets target on fire and a super laughter ejector that deals stamina damage.
  • Simple bots can also be emagged. Medibots will inject poison, Floorbots will rip up floors, Cleanbots will squirt acid on people from time to time, Security bots will arrest everybody, ED-209 will start firing lethal lasers instead of disabling, Hygienebots will give you VERY hot shower (fire) instead of water, Firebots will occasionally surround themselves with fireball and Honkbots will become more slippery.
  • 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 viable 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, 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, 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
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Traitor

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Changeling

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Nuclear Emergency

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Revolution

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Blood Cult

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Wizard

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Heretic

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Other Modes