This wiki is neglected. It needs a layer of polish that represents the dedication that goes into SS13.
This is how I plan to make the wiki better.With your help!
THIS IS AN ATTEMPT TO REWORK THE TRAITOR JOB PAGE. IT IS A WORK IN PROGRESS.
|Access: Wherever your job has access to|
Additional Access: Wherever you can gain illicit access to
Supervisors: The Syndicate
Duties: Kill people, steal shit, fuck school
Guides: This is the guide
Quote: Ok, time to be a productive member of- oh cool I'm a bad guy time to kill people!
An unpaid debt, a score to be settled, maybe you were just in the wrong place at the wrong time. Whatever the reasons, the Syndicate has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you're not the one calling the shots here, friend. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don't. It's up to you!
After you've familiarized yourself with 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 it every time you want a refresher on what your purpose is on the station.
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.
Congratulations, this objective is either incredibly easy or impossibly difficult. Time to loot shit! You're tasked with stealing things like the Medal of Captaincy, Captain's Antique Laser Pistol, a tank of plasma or even the AI itself. The most explicit methods are breaking into wherever the item is or robusting whoever has the access for his ID. There are other methods, more clandestine or more loud, depending on your tastes or choice of equipment.
See the list of High-risk items for things you might be tasked to steal.
Download Research Nodes
To do this, first enter the research division. You want to reach the room visible from the public hallways that has a Core R&D Console, destructive analyzer, department protolathe , and a department circuit imprinter. Then follow these steps:
- Click the department protolathe .
- Search "disk". Print a Technology Data Storage Disk.
- Put the disk into the Core R&D Console.
- Click the Core R&D Console. Click "Main Menu" -> "Tech Disk".
- Click "Load Technology to Disk". Then "Eject Disk".
- Put that disk into your inventory, and it will count as stealing research nodes.
You may want to wait until later in the round before doing this, to make sure there are enough research nodes unlocked to be enough for your objective.
-'cause at the end of the day, long as there's two people left on the planet, someone is gonna want someone dead.
If you're lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos.
Don't feel lucky? Wanna tip the scales in your favor? Good on ya. There's a whole smorgasbord of ways to murder someone. You can read up on that below.
Your target MUST still be dead when the shuttle docks at Centcom. Don't forget that your station has experimental cloning technology that may or may not be working.
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. Nine times outta ten this means killing them, but you don't have to! Be creative!
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 straightforward 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.
A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don't commit suicide or get lost on lavaland forever.
Escape alive and without being in custody
The most common exit objective, getting off of the station in either the Escape Shuttle or an Escape pod. Some players are going to want to cause the damage to get the shuttle called, other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such. How you escape is up to you, but remember that one emag or three different Heads of Staff IDs will reduce the departure timer to 10 seconds.
Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being "in custody" if you stand on this red flooring when the shuttle docks at Centcom, so getting cocky on the shuttle might lead to you getting brigged in the shuttle, or tossed out mid-transit.
If the station goes delta it means the station will likely explode or worse within 90 seconds or so. If this happens you can still escape alive. During red and delta alert levels, the escape pod control computers will have the option unlocked to "Send to lavaland". Sending your escape pod to lavaland will count as you escaping alive without being in custody only IF the station does explode from the delta crisis, AND you stay in the pod until the round ends. It does NOT count if the delta alert crisis is resolved, and the round ends normally from escape shuttle arriving to Centcom.
The Syndicate wants you to hijack the Escape Shuttle by overriding the navigation protocols using the shuttle computer. This is going to be so much more difficult. There are two basic ways to approach this problem. The first is to simply robust anyone who tries to board the shuttle. It seems easy at first, but once you're dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Your second option is to seal off the escape shuttle or its bridge. Build walls in front of the windows, hack the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. A combination of both of these approaches can be sufficient 90% of the time. Don't forget that you can emag the shuttle's console (or swipe it with three different Heads of Staff IDs) to force the shuttle to launch after a quick 10 second countdown.
If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that. Escaping alone can be nearly impossible depending on the crew and station's condition. Sometimes it was not meant to be, but regardless, the only way to keep better is to have fun and continue practicing!
What the objective says. Hell is full, Die a glorious, violent death. To succeed you must be dead by the end of the round, dying and then getting cloned does not count as having died.
You may also be granted exemption from R8.4 Murderboning rule. Adminhelp first before doing something that will result heavy bystander casualties. If the administrator gives the go ahead, you are free to killing anyone you see through any means up to and including Tesloose, singuloose and plasmaflooding.
Using the "suicide" command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.
Alright, you know your objective! Time to accomplish that goal! The Syndicate treats you much better than Central Command, On your person, you will have an uplink containing 20 telecrystals itching to be spent on traitorous goods. The uplink will either be hidden in your PDA, Radio Headset or in a pen, depending on your choice. With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees.
Check Syndicate Items, for a more detailed description on the goods. But don't go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors. Other items are role-specific.
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 somewhere. A few options:
- A backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar.
- For small items like emags, 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.
- 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.
- shitty smuggler's satchel underneath a floor tile, but these only hold four small items and as such are a waste of telecrystals.
- Various lockers, boxes, linen bins and the like around the station.
- Always experiment to find more!
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.
It's like traitor but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together! You get a private radio implant where you can plot your dastardly plans. The main caveat is that you don't recieve TC!
Incursion is a version of traitors where the traitors are in a small team. As a member of the incursion, you will spawn with a radio uplink in your backpack and a radio implant that can listen in on all channels and talk on the syndicate one. This implant cannot be implanted into non-antagonists or else it will explode, gibbing the receiver if they do not get it removed in time.
The station-bounced radio uplink you spawn with only has 15 TC, and certain items have been blacklisted.
- Contractor Kit - Sleeping Carp - Syndicate Lootbox - Syndicate Encryption Key - Internal Syndicate Radio Implant - Clown Car
Stolen Shuttle Creation Kit
Syndicate Medical Bundle
Assasinate Excommunicated Traitor
Description: Assassinate an excommunicated traitor. The person you are tasked with killing will know you are coming and is a standard traitor with a standard uplink and standard objectives of their own.
Strategy: Get together as a group and quickly take them out, or frame them for a crime and get them searched and executed by security.
Assasinate Head of Staff
Description: Assassinate a head of staff. Often pretty difficult, since they will be checked on a lot more than a regular crew, but as long as nobody sees you and your team do it, nobody will ever know.
Strategy: Kill them while they are alone.
Escape / Hijack
Description: Like normal escape or hijack, except only 1 team member needs to complete this objective for it to count.
Difficulty: Easy (Escape) / Hard (Hijack)
Strategy: Complete them like you normally would.
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.
General Tips & Advice
- Always finish the job.
- Armor can be circumvented by aiming for areas not covered by the armor. If somebody is wearing a helmet, aim for the torso. For body armor, aim for the legs.
- Know your enemy. If your target is part of the Security team or one of the Heads, expect to be fighting a heavily armed and armored opponent. If you know the target is a good fighter, it might be a good idea to use one of the less physical methods.
- If you think you can kill somebody with an item, chances are you can. Even when you're sure there's no way this will kill anyone, it still might manage to. Experiment with different items and tools so that you're always a threat.
- When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.
- Keep in mind that the best methods of killing are combinations of the ones listed below.
- Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon and/or clean them if you have the supplies or can get to a sink and/or shower. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.
- Having the element of surprise on your side ALWAYS makes for an easier murder. Don't give your opponents a chance to run away or defend themselves if you can.
- If you act suspiciously, you'll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You'll be surprised at what you can get away with when people like and trust you.
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, toolboxes, stun batons or almost any other item in the game.
- Easy to do, weapons are readily available across the station.
- Leaves a bloody mess, armor exists, often gives them time to cry for help.
- Unless you're a robust fighter, beating is not always a viable option because it's somewhat easy to defend against. A few objects, like batons, will require harm intent.
Another simple option. Anybody who's not handcuffed can strangle somebody.
- Always available option, after you have it locked in it's GAME OVER, doesn't leave any blood
- Unless they're stunned or handcuffed, it's very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.
Takes ages to actually kill someone
- Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.
Advanced Methods of Murder
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.
- Leaves no physical evidence besides the tank/canister, reasonably fast!
- Toxic gases can be difficult to acquire depending on your job
- Trapping your target presents a problem in and of itself
- They may have internals
- 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
- 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.
Killing aided by medical supplies such as toxins, morphine and rejuvenators and medication like epilepsy pills. Some of these will merely incapacitate the enemy, some will do significant damage, and enough of them can be deadly.
- Readily available in the Medbay or from your uplink, leaves little physical evidence
- Takes some time to work
- Is most likely not deadly unless extreme doses are administered
- This method is effective to incapacitate people you've already caught if you don't have any means of handcuffing them, but unless you're a chemist or buy the poison kit, what you've got is probably not effective enough to kill outright.
Simple to use and most effective in direct melee. This includes swords, axes and revolvers.
- Almost a one-hit-kill, can be concealed
- Only available to the traitor, makes a bloody mess, anybody who sees you with them will assume you are the traitor, unsuppressed weapons can be heard from adjacent rooms
- Very effective and efficient means to kill, but these weapons are not available to the general public, so if you're caught with them it's usually game over.
The act of forcing somebody out of an external airlock. The ones in the Escape Shuttle Hallway and Arrivals are all-access, meaning anyone can open these. Aggressive grab and throw them while they are under or in front of the airlock.
- Airlocks are available across the station, guaranteed kill, usually leaves no physical evidence
- 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
- The body can land back on the station
- Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.
Very dangerous and should only be used if a dramatic death is desired.
- 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.
- The equipment required to start a fire is only available in certain rooms such as atmospherics, toxins lab or the engine. It's also very dangerous to the attacker.
- 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.
Makes up a fraction of murders on SS13, but it has its advantages.
- 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.
- It's hard and generally suspicious to access the genetics lab unless you're cleared to enter.
- This method can be risky and it is generally not easy to accomplish unless you're the researcher.
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.
- 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
- Unpredictable, occasionally backfires, not always easy to pull off.
- It is great when it works, but it is also hard to pull off and risky. Make sure you always wear gloves, and try to use people's ignorance to your advantage; asking some random Assistant to hold something like a fire extinguisher for you at the start of the round, then leave it near the victim's body, for example.
- Another tip-Have a good weapon on you, DON'T MAKE THINGS UP ON THE GO, have something your target can get knocked out by.
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.
- Leaves no evidence, and you can eat him to get your health back.
- 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, most likely in front of people.
- This is probably the best as chef, as it doesn't appear as traitorous.
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).
- No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.
- 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!
- 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.
- The mini-crossbow helps here, as does the sleepy pen. You can knock people out constantly, and pelt them with arrows until they pass out and are at your mercy.
Where to Commit Murder
Now that you've picked your method of slaying, you will need to pick somewhere to do this. Several obvious factors play into this decision;
- Are the facilities available in this area? You obviously won't be able to push somebody into the engine from the Chapel.
- How frequently does the subject access this area? Waiting in the Medbay for your target won't result to anything if he never leaves his office.
- How heavily populated is the area? You won't want to kill somebody in an area like the Medbay because there is almost always somebody there.
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;
- How hard is the area to access?
- How secluded is the area?
- How much camera coverage is there?
- Is the area your primary post?
It would be unwise to kill somebody in the Toxins Lab if you're the only toxins researcher. On the other hand, it would be incredibly wise to kill somebody in the Toxins Lab if you're not the toxins researcher.
Getting Rid of the Body
Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection 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. The easiest method of rendering it impossible to defib someone is to smash their skull in a bit more thoroughly. Just keep beating/shooting them while they're dying.
- Cloning requires the brain. All you need to keep is the brain so cutting that out and keeping/spacing should suffice. Be aware cloning can have saved scans so ensure you check
- Botany is probably the most difficult to prevent but the least likely to happen. So long as Genetics is intact Botany is unlikely to start planting clone pods. Fortunately they need a blood sample from the body and RP rules(usually) protect you from blood taken from before your attack.
- Robotics doesn't actually bring the dead back(they still count as dead even if borged) but most Borgs that aren't one-humaned to you are going to rat you out the moment they can speak. Fortunately they need the brain.
So how do you actually prevent this? Most of the methods of killing people without leaving a body work on those who are already dead. 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. You were wearing gloves, right? If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get 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.
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.
Tip 1: GET CREATIVE
Alright, here's the situation. Let's say that your objectives are to kill someone, and to escape alive. Very simple, and they give you a lot of leeway in terms of the method of assassination. This means you could kill your target in a multitude of interesting and different ways! Here's a few examples:
- Challenge your target to a duel.
- Kill them in an incredibly silly way, or using unlikely objects.
- Be like Jigsaw, and give them a challenge in which failure ends in death.
- Frame them as a traitor, by putting traitor items in plain sight and switching your fingerprints for theirs in the security database.
And many more! Please note that even if you have things like steal or escape alone objectives, you can still make things fun! Try holding a hostage, or buying the escape shuttle.
Tip 1-A: Use a gimmick
Gimmicks can be the most fun you will have as an antagonist. Everything from tying your victims to a conveyor belt leading into the crusher and donning a Snidely Whiplash costume, to putting on a suit and tie, getting the admins to turn you into a skeleton, and building a disposals coaster into space (THE RIDE NEVER ENDS), to playing a murderer who hatches murder plots based on the victim's job (roboticist killed by a rogue cyborg, engineer thrown into the supermatter, assistant toolboxed to death, etc.) can be fun for all parties involved.
Tip 2: Try to avoid murderboners
WARNING! WARNING! OPINION AND RANT AHEAD!
Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you've got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It's a fun game!” You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, unless the body is recovered you die permanently. So please, think of who you're killing before you go on a thermal/noslip/esword frenzy.
!!MURDERBONING IS NORMALLY AGAINST THE RULES!!
DO NOT MURDERBONE UNLESS IT IS SPECIFICALLY WRITTEN THAT YOU CAN
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, being changed into a whole new antag (note: the admins will quickly get frustrated if you ask for this every time)
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. For maximum realism, do this by emagging a command console. However, IF NO ADMINS ARE ONLINE, DO NOT AHELP FOR EXTRA MISSIONS, this only bothers admins as they are forced to get their attention to you, when they could be monitoring the server for rulebreakers.
- 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. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don't have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others and should be a priority.
- Emagging welded/bolted doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
- There may be other traitors on the shuttle and you may be their objective to kill, and vice versa. 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.
Even More Tips
- Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you the AI Upload board and a module of your choice from the Upload Chamber, etc.
- Actually, just emag all the borgs you come across. And then make more borgs with tthe bodies your minions have created. Then inadvertently complete the "escape alone" after you turned half the crew into mechanical slaves.
- You can force the AI to call the shuttle by throwing an EMP grenade near it's core; it has a 15% chance to do so. Alternatively, release the tesla which usually makes a bee-line for the AI (if you haven't given it prior prompting via a beacon...)
- 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.
- If you inject a good power cell with plasma, it'll explode and create a hole in space when it is used for anything. This goes for nearly anything that's electrified, or lit on fire. Cigars and Cigarettes, E-Cigs too!
- When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here's a cheat sheet:
- If the item can't be placed into a box, then when you put it in your bag it'll show to everyone that can see you.
- If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you.
- This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
- Fake Mustaches conceal your identity as well as a gas mask or helmet.
- An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a diluted captains ID with a few low level ID's you just find laying around.
- If you grab someone and use them on a open toilet, drowning them via swirly will take creativity. However, if it is closed, it slams the affected person into the toilet seat.
- The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.
- A hilariously effective use of the cham projector is something slippery, like the clown's PDA or a banana peel. WILD CLOWN MATERIALIZES.
- You can't drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
- Pretending to be an item in space gives you perfect movement, but you'll still die of exposure if you're not prepared.
- You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.
- You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.
- Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.
- You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.
- The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.
- Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead of a convenience.
- A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they'll be down for the count unless someone assists them.
- Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don't have access to a flash and have someone to assist you in beating them to death.
- Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
- When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.
- There's an ID console near arrivals. If you get all-access when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID.
- Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
- Diamond drills can break through reinforced walls in record time.
- You should hide off cameras when impersonating someone with a non-Agent ID, as the AI can track you.
- If you ever need a place to hide something, make a false wall into a bolted room in maints. The worst case scenario is that a cargo tech that's scouring the tunnels for bounties or cheap powerful gear (or the costume machine) comes across your stash.
- You can delete your fingerprints from the security records. It's better to re-forge them or swap them with someone else's however.
- When you own a personal cabinet or locker in the locker room or dorms, it takes a high level of clearance to bypass it, and a lot of effort to break it open otherwise.
- E-magging a comms console with captain access allows you to contact the syndicate. If the Gods are feeling kind, you can Use this to demand new objectives, which they will often give you more telecrystals to help you do this.
- E-swords and circular saws can be used to make sawn-off shotguns. Eswords can also cut cakes, pizzas and light cigars. Got a light?
- Spaced bodies can husk, but it's not terribly quick. Burned bodies husk much better. Husked bodies can only be cloned.
- 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.
- You can uncuff yourself while in a disposal unit.
- You can strip someone's pockets without a message appearing, if they don't move during it, otherwise they'll get a message that says their pockets are being touched.
- In the face of a well automated work force - EMPs are your friend. Even a chem grenade of uranium and iron can make things worse for everyone around you.
- Every PDA holds a pen by default. Remove it and store your sleepy pen/e-daggers there if you take it. No one carries pens in their bag.
- Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
- If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
- Borgs are always stunned by flashes.
- Grenades can be activated from a backpack with mousetraps.
- Suit Storage Units can hold any type of space suit, even hardsuits. You can hide bodies in them and nobody will ever think of checking there. You can even hack SSUs to burn somebody to a crisp.
- The nuke blocks projectiles.
- Black gloves are fireproof. That means you can take whatever lights you want without getting burned. They also half the damage you take from electric shocks.
- Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks. But if you have a pulse rifle, chances are airlocks won't matter for you.
- Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails).
- One very important note about the IED's blast radius is that it can destroy an APC from one tile away.
- You can use an IED on a reinforced wall to skip most of the steps of disassembling it.
- Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.
- "Steal plasma" is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it's empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, and done.
- EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. If it's imperative that the person mid-clone be not cloned, this is your best bet.
- RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.
- Tip: Bullets pass through grilles, but not windows. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles.
- You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.
- You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.
- Spraying someone with welder fuel or alcohol on someone who's smoking a cigarette/cigar will set them on fire, the same applies to lit welders and E-swords.
- You only need maintenance access to make single tank bombs, on any map. Get a large air tank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe re-wrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb.
- A damp rag works as a 5u hypospray to mouth on harm intent.
|Jobs on Beestation|
|Command||Captain, Head of Personnel|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Science||Research Director, Scientist, Roboticist, Geneticist, Exploration Crew|
|Medical||Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist|
|Service||Janitor, Bartender, Cook, Botanist, Clown, Mime|
|Civilian||Assistant, Lawyer, Chaplain, Curator, Gimmick|
|Cargo||Quartermaster, Cargo Technician, Shaft Miner|
|Non-human||AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost|
|Antagonists||Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon|
|Special||CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role|
|Game Modes on beestation|