Difference between revisions of "Traitor"

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|reason = Missing several final objective, objectives has changed and need to be fixed
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{{JobPageHeader
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|headerbgcolor = black
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|headerfontcolor = red
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|stafftype = SYNDICATE
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|imagebgcolor = #BB0000
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|img_generic =
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|img = Traitor.png
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|jobtitle = Traitor
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|access = Wherever your job has access to
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|additional = Wherever you can gain [[illicit access]] to
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|difficulty = Medium
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|superior = [[The Syndicate]]
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|duties = Kill people, steal shit, fuck school
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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!
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}}
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[[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. 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.
  
==[[Syndicate Items|Your Tools]]==
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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.
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 3 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just spaced.
 
  
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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===Double Agents===
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'''(currently disabled)'''
  
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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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>.
  
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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=== Contractors ===
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'''(completely removed from [https://github.com/tgstation/tgstation/pull/63588 the codebase] as of January 2022)'''
  
==Illicit Access==
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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.
Gaining entry to areas above your clearance is an important skill. Sometimes you're a traitor looking to loot stuff. Sometimes another traitor is chasing you and you don't have time to ask for clearance to loot guns. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. In any case, a collection of ways to break into places can be found [[Illicit Access|here]].
 
  
==Murder 101==
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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.
Most traitors 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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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?
* 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. The classic beating-to-strangulation method is one of the most widely used because it's simple and effective.
 
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon, or clean them if you have the supplies or can get to the sink. 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.
 
  
===Beating===
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== Your Objectives and threat level==
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, guns, stun batons or almost any other item in the game.
 
  
''Pros:''
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===The Threat Level System===
Easy to do, weapons are readily available across the station.
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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.
  
''Cons:''
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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.
Leaves a bloody mess, armor exists, sometimes gives them time to cry for help.
 
  
''Notes:''
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Reaching high enough threat level will even make your mission succeed regardless of your completion of primary objectives.
Unless you're a robust fighter, beating is not always a viable option because it's somewhat easy to defend against.
 
  
===Strangulation===  
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=== Standard objectives ===
Another simple option. Anybody who's not handcuffed can strangle somebody.
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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.
  
''Pros:''
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Failing or rejecting any picked objective will always result in the loss of one telecrystal and no threat level.
Always available option, after you have it locked in it's GAME OVER, doesn't leave any blood
 
  
''Cons:''
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The current standard objectives are the following:
Unless they're stunned or handcuffed, it's very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.
 
  
''Notes:''
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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.
Strangulation is most useful against downed opponents.
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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.
  
==Advanced Methods of Murder==
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===Final objectives ===
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.
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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.
  
===Suffocation===
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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.
Simple enough; while wearing internal gear, release toxic gasses into a room with your opponent.
 
  
''Pros;''
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Current final objectives are:
Leaves no physical evidence, reasonably fast!
 
  
''Cons:''
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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.
Internal gear may be difficult to obtain later on in the round, the area becomes contaminated until somebody comes to clean it up, 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
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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.
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*'''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.
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*'''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.
 +
*'''Scan a space carp's DNA and become a Space Dragon:''' Whenever you pick this objective, even if you haven't called down the pod yet, a carp migration event will automatically begin. The pod will provide you with a special DNA scanner and a carp space suit, making them non hostile. You'll need to approach one and take a sample of the DNA, then use the scanner on yourself to combine its sequence with yours and become a Space Dragon.
 +
*'''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.
  
''Notes:''
+
==[[Syndicate Items|Your Tools]]==
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.
+
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.  
 
 
===Intoxication/Overdose===  
 
Killing aided by medical supplies such as toxins, sleep toxins and rejuvenators and medication like epilepsy pills. Generally, these options will only incapacitate the enemy, but in the case of the toxins and rejuvenators, enough of them can be deadly.
 
 
 
''Pros:''
 
Readily available in the Medbay, leaves little physical evidence
 
 
 
''Cons:''
 
Takes some time to work, is most likely not deadly (sans the items mentioned above) unless extreme doses are administered
 
 
 
''Notes:''
 
This method is effective to incapacitate people you've already caught if you don't have any means of handcuffing them, but it's not effective enough to kill outright.
 
 
 
===Weapons===
 
Simple to use and are most effective when you're directly attacking the enemy. This includes swords, axes and revolvers.
 
 
 
''Pros:''
 
Almost a one-hit-kill, can be concealed
 
 
 
''Cons:''
 
Only available to the traitor, make a bloody mess, anybody who sees you with them will assume you are the traitor, revolvers can be heard from adjacent rooms
 
 
 
''Notes:''
 
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 a game over for you.
 
 
 
===Spacing===
 
The act of forcing somebody out of an external airlock. Note that the ones in the [[Escape Shuttle Hallway]] and [[Arrivals]] are all-access, meaning anyone can open these.
 
 
 
''Pros:''
 
Airlocks are available across the station, guaranteed kill, leaves no physical evidence
 
 
 
''Cons:''
 
External airlock access isn't granted to everybody, smart opponents might be able to dodge out of the way or pull you out with them, they will probably be able to scream for help, you'll need internal equipment
 
 
 
''Notes:''
 
Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.
 
 
 
===Fire===
 
Very dangerous and should only be used if a dramatic death is desired.
 
 
 
''Pros:''
 
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:''
 
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:''
 
Fire has high style points but it can be permanently damaging to the station and may interfere with your objective.
 
 
 
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.
 
 
 
===Genetic Murder===
 
Makes up the smallest fraction of murders on SS13, but it has its advantages.
 
 
 
''Pros:''
 
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:''
 
It's hard and generally suspicious to access the genetics lab unless you're cleared to enter.
 
 
 
''Notes:''
 
This method can be risky and it is generally not easy to accomplish unless you're the researcher.
 
  
===Polytrinic Acid===
+
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.
Can be made using the chemistry system and is deadly if used correctly.
 
  
''Pros:''
+
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.
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:''
+
Useful Combos:
Hard to make unless you're the chemist. Acids are not very effective when injected.
 
  
''Notes:''
+
*Energy Sword + Energy Crossbow (18TC): The classic one-two combo. Shoot someone with the bow to down them, then murder them.
This method suffers the same fate as the genetics option and is not plausible to the people who are not researchers.
+
* 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.
  
===Baiting===  
+
==[[Illicit Access]]==
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.
+
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]].
  
''Pros:''
+
==Murder 101 ==
Relieves suspicion of you (if it exists), a very good way of getting the station's legitimate members to do your dirty work, distracts Security, makes for nice RP
+
Most 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.
  
''Cons:''
+
If you're inexperienced when it comes to slaughter, read the [[Combat]] page for the basics on becoming robust.
Unpredictable, occasionally backfires, not always easy to pull off.
 
  
''Notes:''
+
===Getting Rid of the Body===
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.
+
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.  
  
Another tip-Have a good weapon on you, DONT MAKE THINGS UP ON THE GO, have something your target can get knocked out by.
+
* 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.
  
===Gibbing===
+
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!
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.
 
  
''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.
Leaves no evidence, and you can eat him to get your health back.
+
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===
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.
+
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.
This is probably the best as chef, as it doesn't appear as traitorous.
 
  
===Cremation===
+
==Having Fun==
Using the crematorium is a must as a Chaplain traitor. You can also mass drive people if you don't want to cook them (obvious to anyone going to derelict).
+
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!
No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.
 
  
''Cons:''
+
Here is a few gimmicks you can do:
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:''
+
*'''Hitman,''' who uses middleman to get targets for profit
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.
+
*'''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!
  
== Where to Commit Murder ==
+
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!
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.
+
'''Remember that this is a game, and we all are here to just have fun.'''
  
* 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.
+
==Additional Notes ==
  
* 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.
+
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.
  
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;
+
===Space Gods, Give Me Laser Eyes===
  
* How hard is the area to access?
+
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.
* How secluded is the area?
 
* 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.
+
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.
  
==Getting Caught==
+
===Stealth and Access===
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==
+
*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.
  
===Tip 1: GET CREATIVE===
+
===Murder and Sabotage===
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.
+
*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.
* Kill them in an incredibly silly way, or using unlikely objects.
+
*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.
* Be like Jigsaw, and give them a challenge in which failure ends in death.
+
* 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.
* Frame them as a traitor, by putting traitor items in plain sight and switching your fingerprints for theirs in the security database.
+
*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.
  
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.
+
===Emags And Other Traitor Items===
  
===Tip 1-A: Use a gimmick===
+
*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.
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.
+
* 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.
  
===Tip 2: Try to avoid murderboners===
+
===Misc.===
'''WARNING! WARNING! OPINION ON OPINION AHEAD!'''<br>
 
''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, you die permanently. If your body is not found, you are out of the game for an hour or more. So please, think of who you're killing before you go on a thermal/noslip/esword frenzy.
+
*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.
  
===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===
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{{Jobs}}
* Having a spare ID always helps.  Assistants are a dime a dozen so its 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.
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{{Game modes}}
* 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 indeed 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 to do.
 
* 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.
 
  
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[[Category:Jobs]]
 
[[Category:Game Modes]]
 
[[Category:Game Modes]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 18:58, 15 February 2024

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The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.
The revision reason is: "Missing several final objective, objectives has changed and need to be fixed"


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.
  • Scan a space carp's DNA and become a Space Dragon: Whenever you pick this objective, even if you haven't called down the pod yet, a carp migration event will automatically begin. The pod will provide you with a special DNA scanner and a carp space suit, making them non hostile. You'll need to approach one and take a sample of the DNA, then use the scanner on yourself to combine its sequence with yours and become a Space Dragon.
  • 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

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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