· 9 years ago · Oct 01, 2016, 07:36 PM
1You've stumbled upon the Cheeto-stained archives of information for the various Goonstation editions of Space Station 13. Wikistation 13 is designed to be a hub for Goonstation players' reference needs - be it experienced players in need of a quick reference guide or new players in need of a helping hand through the traumatic first few games. If you'd like to contribute some content of your own, you'll need to log in or register an account if you haven't already done so.
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3What the hell is this?
4This is an information source for the Goonstation branch of Space Station 13, a multiplayer role playing game renowned for its stable and functional engine, its robust combat system and its polite, cooperative community.
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6Who runs the joint?
7Residents of the forums on Something is Awful dot com, collectively referred to as "goons", make up the primary demographic. You can be a goon too - all you have to do is pay a one-time fee of $10 to Grand High Comrade Overlord Lowtax and you too can openly express the fact that you are better than everyone else! Be aware, however, that doing so ingame may cause symptoms such as (but not limited to) lethargy, drowsiness, unpopularity on the internet and vomiting.
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9Where should I be going now?
10Slow down, hot stuff! It depends on what you need - the Goonhub displays dynamic information about live games (server population, round time etc) and links directly to the servers, and you can also use the links on the right. Be prepared for adventures BYOND your wildest dreams.
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13So, you've never played the game before and you're looking to get started. Sweet. New players are totally awesome and there are a ton of people playing on the servers who love to help you get going. However, even they can't help you if you don't have understanding on how the very basics work. Let's get started on that!
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15
16Build Your Own Net Dream (or BYOND for short) is the platform that Space Station 13 runs on. We aren't going to lie - it's pretty bad. It's mostly held together with equal parts duct tape and prayer, and it took numerous attempts to work around the slipshod code to make it so it could be played with minimal latency. You will likely be cursing BYOND at least once. The sooner you get used to this, the better off you'll be.
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18Since the vanilla version of Space Station 13, many servers have branched out in their own ways and developed many different ideas. Many have borrowed code from one another, but most of them are different in some way. Given that you're reading up on Goonstation, you're going to want to look for LLJK 1, or LLJK 2, hosted by the Galactic Order of Oppressive Neckbeards. LLJK 1 (RP expected and enforced) runs variant game modes, so you may wish to choose the other server to start with to get used to the normal game.
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20In the game window, left clicking is the basic interaction. It's based on your hands. At the bottom of the screen is your character interface. You have a right and a left hand, and the highlighted hand is your current active hand. You can click your other hand slot to switch hands.
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22How your character interacts depends on what's in your hands, what you are interacting with, and what your intent is - the four small, colored hand icons. Clicking something with an empty hand will often try to pick it up (if an object), use it (if machinery), or shake/grab/punch it (if another player or creature). If you have something in your hands, you will attempt to use it on whatever you're targeting. Things in the world react differently to different objects, and if nothing else happens, the default action is to simply hit the targeted object with whatever is in your hand (so be careful about clicking other players with anything that might be mistaken for a weapon). You will get feedback on your actions in the chat window.
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24Right-clicking on a thing brings up a menu list of verbs. Common verbs are Examine (gives a description of whatever), Pull, Pick Up, or Drop. Verbs may change depending on the object and how close you are to it.
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26Equipment & Indicators
27The row at the bottom of the screen shows your equipment and inventory. You can click the toggle inventory (INV) button to bring up/close an extension showing equipped clothing. If you click the INV button with something in your active hand, you will automatically equip it if possible. If there is already an object in the relevant spot, it will switch places with whatever is in your active hand.
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29Your backpack, belt, and pockets are extra places to store things. Simply click an empty slot with your active hand to stow away whatever you've got (if it will fit). Clicking your backpack with an empty hand will bring up a small window showing everything in it. The contents of backpacks and other hand-held storage containers (box, briefcase, toolbox, belt, first-aid kits and certain pill bottles) can be dumped out in a pinch. Hold the container in your hand and then drag & drop it onto a table or floor tile. You can also take things out of a container without picking it up by dragging and dropping it onto your character.
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31At the top right-side corner of the game screen is the health indicator. You begin at 100 and your indicator will turn red as you take more damage. If you enter critical health, you will occasionally lose consciousness and be unable to interact until you recover. Other health indicators may appear adjacent and typically mean that there is something wrong/dangerous about the area you are in.
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33Also located there is the stamina indicator, which governs your endurance. By default your stamina total is 200 and regenerates at a rate of 10 per tick - click on the indicator to find out about your current status. Every offensive or defensive combat interaction with a player (like attacking or disarming them) will drain stamina. You may also use stamina to move significantly faster by holding the shift key. Once your stamina reaches less than 0 you will be unable to talk, stand up or even interact with any items. Your odds in combat can be improved with a variety of drugs and by wearing protective clothing.
34Body temperature is another important aspect. If it's too cold, you'll move at a crawl. You'll take burn damage as well when you're standing on a space tile. This status takes a while to go away, even if you move into a room with normal temp. Space heaters, certain exosuits and hot beverages will help you heat up. If it's too hot, that's usually an indicator that you're on fire. If you can't find a fire extinguisher, use the stop-drop-and-roll technique. To do this, click on the STAND button (so that it switches over to REST) and once you are laying down, spam the RESIST button until the flames have been extinguished.
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36Context-sensitive icons can appear in the top left-side corner of the screen. Many items have an unique HUD icon, such as portable light sources or gas tanks. Holding a fire extinguisher gives you the option to spray foam all around you, for instance.
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38The toggle ability bar button is only relevant if you have superpowers. It will add one or several clickable icons to the top of the screen, each representing one of your genetic abilities. Content-sensitive and superpower icons cannot be displayed at the same time.
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40Other Controls
41There are other buttons on your main interface:
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43Intent settings determine what you will do when you interact with another person or creature and have an empty active hand. The green hand is Help, which will shake someone up or attempt CPR. The yellow hand is Disarm, which tries to knock something out of someone's hands. The orange hand is Grab, which is aggressive and can lead to choking someone. The red fist is Harm, which will punch or kick someone.
44The small picture of a person is the target settings. It determines which part of the body you want to target when you are interacting with another player. You don't really need to worry about this if you're just starting out, but it is essential for surgery.
45Throw/Drop is fairly straight-forward. You can drop the item in your active hand right away or toggle throw mode. Clicking on a floor tile/person/etc will then throw the item in that direction.
46Run/Walk toggles between movement speeds. You generally want to stick with run.
47Pull will have an orange border if you are currently dragging something, and you can click on it to release the object.
48Resist has a few specific applications, such as breaking out of handcuffs or shackles.
49Rest/Stand toggles between standing up or lying down. There's a small delay between hitting the button and your character doing it. This is also the button to use when you're asleep in a bed and want to wake up.
50Gameplay
51Getting Around
52When you join the game, you will either be at your workspace (depending on whatever job you've been assigned) or appearing on the arrival shuttle. You don't have to worry about doing your job or anything like that. The AI, security officers and the captain have some obligations to be aware of, but otherwise you're free to wander around exploring at your leisure. Take some time to familiarize yourself with the station map. In the arrival hallway is Murray, a friendly robot who can give a guided tour of the station.
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55Use the tour console computer to start the tour.
56Your job determines your access level, which determines what doors will or won't open for you. If you get trapped somewhere, you can ask the AI for help over the radio.
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58say ;AI, please open this door!
59To move, use your arrow keys. You can also toggle WASD with the TAB key to use the WASD keys to move instead. To open a door, just walk into it or click on it when you are standing next to it.
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61What's Going On Here???
62The average goonstation round goes as follows:
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64Players are assigned their jobs.
65Some players are assigned to be antagonists. There is a variety of them, including stealthy traitors, spell-flinging wizards, DNA-stealing changelings and nuclear operatives trying to blow everyone up.
66Players do... whatever. They might do their jobs. They might wander off and explore space. They might mess around and build stuff. They might run gimmicks.
67Antagonists do... whatever. They might work on their objectives. Or they might just cause chaos. They're free to do whatever, including harming/killing other players.
68At some point, the emergency shuttle will usually be called to evacuate the station. Once it leaves, it will spend 2 min in transit, during which you can be thrown from the craft and killed, so be careful and buckle up! Arriving at Centcom ends of the round. The round may also end automatically when certain conditions (see Game Modes) are met.
69Hazards
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71Chaos reigns!
72Even as you're getting used to the basics, shit may be going down. You may deal with environmental hazards, like gas leaks, fires, hull breaches or whatnot, or hazards from other players. Security may hassle you for wandering into a restricted area, other players may react violently if you barge into their workplace, and there are plenty of antagonists around causing mayhem. Until you have an idea how you should act, you should generally just try to run away, call for help, and don't worry too much. The worst thing that can happen is you die - but even so, you can still observe the round, chat with other dead players, play as a Ghostdrone, and play once the next round starts.
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74If you are trapped somewhere and want to just give up, you can use the suicide command. If you are in critical health and want to hurry up and die already, use the succumb command.
75Suiciding while holding certain objects or near certain items might cause a mess. Some crewmen have taken to trying to discover these areas or items.
76When you're ready to start figuring out what you should actually be doing, you have some resources:
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78Experimenting (may result in disaster).
79This wiki.
80Talking to other folks in your department.
81Asking for help over the radio.
82Asking for help using mentorhelp. Mentors are there to answer whatever gameplay questions you've got.
83If you're being griefed or killed unjustly you can ask for help with adminhelp. Admins won't tell you straight-up if the person who is hurting you is an antagonist or not but check to see if it's justified.
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85Timing
86A round of SS13 can last anywhere from 10 minutes to several hours depending on the mode of play and the shuttle call, but a typical round lasts about 45 minutes to an hour. If you need to go, it's more polite to suicide rather than just disconnecting, since that way people know you won't be back. If you feel super polite, you could drop your ID in a public area or hand it off to someone else so they can do your job (unless you're an assistant). Killing yourself in a way that takes others with you or calling the shuttle because you want to go are both very inadvisable things to do.
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88If you're the AI, leaving in the middle of a game can cause real problems, so please use adminhelp to say you're leaving as an AI. You risk getting banned for a day otherwise.
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90So what happens if you die 10 minutes in? SS13 has mechanisms to prevent a round dragging too long; Random events steadily get worse over time. If your body survived, you can be cloned back into the game; if at least your brain survived (in your body or otherwise), you can be brought back as a cyborg, which means you'll have different objectives, but you can still play. As a newbie, it can be a good opportunity to ghost-observe someone doing one of the other jobs. You can also become a Ghostdrone and help fix the station. If all antagonists die early, the game may appoint new joiners as antagonists or respawn ghosts (listen for the klaxon sound!) as various enemy roles. Sometimes, an admin may reactivate dead players as new antagonists as well. All in all, it can be worth leaving the game open even if you just want to wait for the next round.
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92Job Prospects
93Good jobs to start out as:
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95Staff Assistant - You have no responsibilities or obligations whatsoever. You're also generally ignored.
96Barman/Chef/Chaplain/Janitor - These jobs are all simple and few (if any) will mind if you don't have a clue what you're doing.
97Botanist - The rest of the station tends to forget that hydroponic exists, and the botanists are usually relaxed people who don't mind idle chat while they wait for their weed to grow. It's a good place to hang out and learn from others without having any expectations to meet.
98Mechanic/Scientist - Good jobs for experimenting with systems, and have no particular essential duties.
99Geneticist - DNA sequencing is quite easy and unlikely to disrupt anyone else.
100Miner - A great opportunity to practice getting suited up and moving around in space, or rigging and piloting a pod. Maybe best not for your very first game, though, as suffocation isn't pleasant.
101Lawyer/Barber/Tourist - "Jobs of the day", of which one may be available on any given day. These resemble chaplain or assistants in that they are low-access, zero-responsibility, roleplaying roles. The same applies to most gimmick jobs (musician, diplomat, salesman etc), which are available at random.
102The following jobs have standard duties, but they are not difficult if you consult their wiki pages or other players in the same job:
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104Engineer - Expected to start the engine, but only one engineer is usually needed to do this, and otherwise the job is relatively free.
105Chief Engineer - Combines engineer, mechanic, quartermaster and miner with a bit more access and some new toys, but no extra duties. Some engineers might decide to treat you as if you're in charge, but you don't have to be.
106Roboticist - Expected to provide power cells for robots and make people into cyborgs.
107Head of Personnel - You control everyone's job and access assignments. You don't need to do anything, but you'll probably be asked to do plenty!
108Eventually you might want to be:
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110Captain - Surprisingly, you don't have to be really competent to do this. Your only real obligation is to protect the authorization disk in your pocket. Don't be an officious jerk, no one likes those. Other than that, you get to explore (nearly) everywhere on the station and do basically any job activity you want.
111Cyborg - You get access to everything, but your interface is different than normal and you're expected to follow the AI laws, meaning you can't hurt anyone even if they're attacking you!
112Quartermaster - You're expected to manage the station's budget and attempt to turn a profit. It's a good idea to have an idea how storage and manufacturing work.
113Medical Doctor or Medical Director - Expected to heal the wounded. This is more complicated than other duties and your patient can die if you screw up. Medical Director combines medical doctor, geneticist and roboticist.
114Research Director - Combines scientist with head of staff access.
115Antagonist roles - Once you've got the hang of how the station works you'll probably want to think about unchecking antagonist roles. Unchecking them only puts your name in the hat - you are always unlikely to actually get them, simply because there are so few in each round compared to the number of players. Be prepared for your round to end early, as once you're known the entire station will be against you.
116Jobs you should avoid for now:
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118AI - AIs have a lot of annoying restrictions and responsibilities. If you don't know what you're doing expect everyone to scream and hurl abuse at you.
119Security Officer - Don't pick this as a starting player, please! Essentially, you're a cop. You need to have an understanding of station systems (death is not an appropriate sentence for most crimes, so you need to know how to give tickets and use the brig), know the mood of the game (to draw the line between creating fun by playing a cop, and shutting everyone's fun down), and also be able to handle combat (because when you meet a genuine bad guy you'll have to fight them). Since you're constantly interacting with others you can very easily ruin other people's rounds. This job invites the most scrutiny, is often in the most danger, and really sucks for everyone if you are terrible or don't really get the "mood" of Goonstation.
120Detective - Similar to security officer and so probably not ideal for a starting player.
121Boxer - All you can do well is punch people, and that will just get on their nerves.
122Clown - Actually, come to think of it, you should probably avoid this job forever.
123Head of Security - For the same reason as security officer, and can't actually be picked by new players anyway.
124Note: There is no skill system on Goonstation. Any player can do any job and operate all equipment on the station at full competence; your job for the most part only determines the areas of the station you have access to and the equipment you start with. There are certain exceptions, such as complex tasks that have a variable failure chance. For example, surgery is less likely to wrong if you are a medical doctor or other medically related job, and the opposite is true if you're a clown or similar untrained personnel.
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126One last thing
127Make sure you've read the Goonstation rules! They allow everyone to have fun and are different from other SS13 branches. Not reading the rules is a bad idea!
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129Also if things go wrong with your game then please read the Game FAQ! There are numerous things that can go wrong with BYOND, SS13 and your computer, and if they do please take a look at the Game FAQ to try to solve your problem, or ask a question on mentorhelp/the crew over the radio if your issue isn't answered there.
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131
132Every single day I spend on this station I become more and more certain that this was some kind of macabre punishment promotion. I don't know what I did to deserve being consigned to this glued together ball of orbital wreckage, but someone has it out for me. On the station I may well be Captain, but the title brings with it all the prestige and responsibility of some kind of fucking manchild kindergarten teacher.
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134It seems not one day goes by on the cesspit without one of these brain damaged retard wonderkind i'm supposed to call the crew blowing up or gassing half the station, beating seven shades of shit out of each other or ending up using their innards to paint the corridors a nice shade of viscera; and this isn't taking into account the fact that the fucking universe itself seems hell bent on erasing the foul waste of space that is SS13.
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136To think NanoTrasen loves to call this hellhole a "State of the Art Orbital Plasma Research Facility". What research? What facilities? State of WHICH art, S and fucking M? I can barely even remember all the droning seminars and presentations they flung at us in NanoTrasen orientation, all I remember is just wanting to go into space.
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138If I remember correctly though, it was all about the Plasma. It was like the new oil - not long after humanity got out into space and everyone got all big on exploring and discovering, all that boring Star Trek bullshit. So some clever guy discovers some gassy orange shit hiding inside a gas giant somewhere which turns out to burn better than Tox Lab on a good day. It was given some fancy-ass scientific name, but the media erroneously termed it Plasma for some reason, and the name stuck. All the companies and industries wanted to guzzle it up despite the fact we knew jack shit about it and still don't, but that didn't stop them.
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140Of course since history has proven that putting money before employee and consumer safety is a great idea, corporations keep mining and selling it on, making enough money that they were able to keep the government regulators all hush-hush with nice paychecks. Out here in the frontier of space though you can't regulate shit, so all sorts of inter-corporate warfare broke out. Turns out none other than NanoTrasen was the big dog, able to screw up and quite literally kill off the competition and then cover their tracks quickly and effectively enough to never get caught out on their bullshit.
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142Twenty NanoTrasen stations were constructed during this time. They used to be mining facilities, but then the Great Crash happened. It turns out, much to everyone's immense surprise, that using an extremely volatile and alien fuel source which you know fuck all about isn't very smart - various small consumer based incidents and conflagrations had been happening for years, but the corporations were always able to pay off the media to either not report them or chalk them up to one-off accidents or product abuse.
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144Now when a rickety old plasma-powered research base sited on the moon explodes with enough force to blast a huge chunk out of the planet, and said blasted off chunks end up falling to earth as a rather nasty meteor shower, and said nasty meteor shower ends up wiping out two thirds of the population of China and fucking up the weather planetwide for the best part of three decades, you can't really cover it up or pay it off. You have to pay the price - or at least someone does. Unfortunatley, it turns out NanoTrasen is very good at passing the buck.
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146Sure, they paid an utter fortune in legal expenses, reparations, having to cover investigations and attempts to shut them down, but the money was just too good and the pie was just too sweet for the world governments to keep their fingers out of it, even if millions of lives were lost and several million more ruined or affected. Plasma mining, refining and use was restricted immensley pending research into the volatility and usefulness of Plasma as a fuel source. Research grants came up for grabs to corporations, and guess who got the rights because they had twenty stations in orbit around viable Plasma sources...
147
148Naturally, this pissed a lot of people off. Millions of people die in a world-scale disaster and NanoTrasen still functions more or less unhindered? Old corporations who had their holdings destroyed and employees killed on the sly and no-one does anything because of NanoTrasen's rock solid alabi? Lucractive research grants come up and no other corporations even get a look in? This is without even delving into the dubious hiring and HR policies which continue to this day, as evidenced by the roving pack of thugs i'm expected to keep in line.
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150So back on Earth, people think back to Lenin and Marx and think it sounds like it could be worth a try if it means millions of people don't end up with a bunch of rocks falling on them from space. Some countries embraced it, others rejected and suppressed it. It turned into some kind of new Cold War, which has been hitting NanoTrasen paticularly hard as evidenced by the "purging" of SS08 of the supposed crew uprising by their hired commando squads. Sure, NanoTrasen think they're smart and have covered it up, but the evidence is there if you know where to look.
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152Meanwhile after the massive station restructuring from mining to research and then the massive budget cuts, NanoTrasen has to "relax their hiring opportunities to allow for greater diversity in the workplace", which basically translates to hire whichever shady pricks you can to make it look like you're doing somewhile while you drink away the research grant before embezzling the lot and vanishing into the night. As a result, we have the glorious state of affairs wherein toolboxes get used more for stoving in the heads of people who looked at you funny than for actually fixing anything.
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154So I guess this brings us up to the present day. I'm working for a pack of greedy monsters who don't give a damn their shit has killed off an insane amount of people. The crazy thing it's like the world doesn't even care other than the people who are out to kill me - we've had the Marxists in here preaching all kinds of nutty shit and trying to off me before. It wasn't pretty; i'd like to say I don't work in a job where stoving someone's head in with an extinguisher while he begs for his life is mandatory, but i'd be a dirty liar.
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156Now I have to think back to all the crazy shit that's happened while i've been Captain here. I suppose I can't finish this log entry without mentioning the "Syndicate". It's a no-brainer that if you piss off as many people as NanoTrasen has, you'll make some very nasty enemies who are just as bad, if not worse than yourself. The Syndicate's top men are mostly ex-CEOs of businesses which NanoTrasen forcibly put out of business by destroying their holdings and killing their employees, then making it look like they did nothing at all so they get away scot free. The Syndicate's leaders are smart - some are in it to avenge family, others on principle, others to recoup lost profits. The one thing they have in common is that all of them are out for cold, hard revenge and they don't mind sinking to NanoTrasen's level to get it done.
157
158The foot soldiers and mooks who do the work are another story, though. There's all sorts of them - escaped convicts, ex-NanoTrasen employees, anarchists, marxists, crazies, basically more mixed nuts than a squirrel with the shits. We've been attacked by them before several times, all of the stations have - the results tend to vary. Sometimes they send a pack of batshit bonkers madmen who wouldn't look out of place standing next to fucking Genghis Khan, other times when they actually want shit done they send the really evil sneaky bastards. What I want to know is where the fuck do they keep getting nuclear bombs from?! I suspect there's some government involvement somewhere down the line, but i'd rather live than look into that.
159
160Then there's the fucking Space Wizard Federation. I don't know anything about those guys other than they are scary as hell, running around the station blasting people into chunks and hurling balls of fire out of fucking nowhere. I'd heard something about some weird hi-tech cult but these guys are practically luddites, spewing thees and thous and using all sorts of weird archaic references to shit and wearing burlap robes and fake beards. Either someone found a way to inflict their insanity upon reality itself, or these guys have some insane technology we don't know about. Frankly though i'd rather put a very large distance between me and anyone who looks like a decripit methed up hobo and can tear my entire body apart in an instant by poking me in the balls hard enough.
161
162The really scary stuff comes from threats that aren't (at least debatably) human, though. From the small amount of research done on plasma when corporate wasn't embezzling the grant funds to drink themselves into even more of a stupor than usual, we've found that there's shit LIVING in that giant orange space fart we're orbiting. We've found life before, nothing intelligent though. Animals at the most, but usually stuff similar to just microbes and bacteria even if they're still completley alien to us. It turns out that certain types of amoeba floating around in the gas we harvest really, REALLY like earth DNA... so much that if exposed to it, even just dead skin and shit, it ends up mutating into a huge green pile of acidic blamanche that eats more than the Head of Security and makes nearly as much of a mess.
163
164Then there's "The Gibbis". Good fucking god, the Gibbis. Who or whatever created this hideous universe has got to be mocking us for sure - if I wanted my body to spontaneously melt into a pile of diseased chunks i'd drink the fucking beer in the bar. It makes the Devo Virus look tame, the Devolutionary whatever the fuck it was called. We just call it the Devo Virus for short and it doesn't make you grow a silly hat and make strange music. It turns out this virus decides to snip or add a few chromosomes here and there and bam, you devolve back into a chimpanzee. The chimps of course tend to be significantly more productive than the crew I have now and nowhere near as hairy.
165
166If I had to pick out the single greatest threat to the station though, i'd have to say it's the fucking crew, hands down. That includes the crotchety fucking IBM piece of shit we're supposed to call an AI, which essentially amounts to being a glorified doorknob with none of the charm. Of course, if there happens to be an ion storm, or the replacement parts were faulty, or some fuckwit thinks he's so goddamn funny telling it to act like an owl, then it goes on a homicidal rampage and offs half the crew. I wouldn't normally complain about something like that, but the replacements are always worse.
167
168Speaking of which, due to NanoTrasen's lovely equal rights movement, we probably haven't had an intelligent crewmember in months. Sure, we have scientists, engineers, security and all sorts of professionally trained staff, but the problem is they were trained by the same corporation that was so monumentally stupid it destroyed half of fucking Asia! The Plasma Scientists always end up huffing it or burning their lab down, the geneticists probably learned everything they know from the discovery channel and the Chemists just sit making space meth all day. The Engineers couldn't light a fucking fart if they tried, and Security.. oh good grief, Security.
169
170Why this station has a job opening for judges and lawyers I don't know when the closest thing i've seen to a trial was a security guard stomping someone's teeth out while shouting "IT WAS YOU WHAT DID IT". I dread the fact that they entrust these people with batons and flashbangs when you could probably give them a deflated balloon and they'd find a way to beat someone to death with it.
171
172I don't even know why i'm writing this in my fucking logbook. I sure as hell don't need the history lesson for myself. Sure, I could upload it with all the evidence and dirt i've found over the years, but what's the point? Who would give a shit other than corporate making me suddenly disappear? I suppose I could send and upload it to the network and let people make their own judgements, maybe at least try to stir some shit. After all, i'm the one sitting out here in deep space, cruising along leisurely in an empty escape shuttle. Who's going to touch me?
173
174I don't care what they called me back on the station - i'm not a traitor. I'm a man of principles and standards. Principles which don't kill people horribly and which also incidentally get me quite far, as evidenced by my handy electromagnetic card. I'd say i'm the better man here; I may be a thief and a liar, but at least i'm not a murderer.
175
176If you are reading this log, maybe you've started to doubt NanoTrasen. That's good. I urge you to look for the evidence that's out there. They deny, they cover up, they make people disappear but they can't keep it all covered up forever. Start thinking for yourself and using your brain, it's exactly what NanoTrasen doesn't want because then you'll see the cracks and flaws in their big scheme, and once enough people start to ask the hard questions they'll crack and crumble. They'll fall like they deserve to. And then none of us will have to instinctively fear people in grey carrying around large heavy objects again.
177
178Oh boy, You're a traitor! Wait what are they?
179Traitors are thugs, hitmen and thieves sent from the shadowy Syndicate to do foul deeds! Disguised as normal crewmembers, each traitor is given 2 or more objectives to complete and a special syndicate uplink hidden in their PDA which allows them to request items from the Syndicate by inputting a special code. Objectives may include assassinating specific crewmembers, stealing secure items such as a hand teleporter or the Chief's magnetic boots, killing monkeys, or stealing the AI's CPU and/or killing its cyborgs, among others.
180
181As a traitor, you have complete and total freedom to trick, coerce, maim, kill, and even experiment on the poor, clueless crew of Space Station 13. Please be aware that being a traitor does not prevent you from being punished for being racist or creepy! Rules
182
183A varying number of traitors are chosen randomly from among players at the start of every round, and very occasionally from late joining crew. There can be multiple traitors in a single round, and they are free to team up with or murder their fellow traitors for sweet traitor loot, convenience or because they're bored. Of course, with all the freedom and power they have, traitors are still only human. A laser to the face makes them just as dead as anyone else. More so, even, since they're very unlikely to be cloned once exposed.
184
185All jobs except for Security Officer and Head of Security are potential traitors. If you're selected to be a traitor, you get a giant popup that says HEY BUDDY YOU ARE A TRAITOR so if you're not sure if you're a traitor, you aren't, don't kill anyone.
186
187Don't spawn your traitor gear where someone might see you do it! At best they will be stolen, and at worst you will end up with the sword you just ordered firmly planted in your chest.
188Try to be at least a little subtle! Don't murder your target in a room full of people with a sword. Don't mow down random people unless you feel you can take the heat.
189Make sure your target is dead! So you've caught your target or incapacitated him? Make sure he's dead and not faking! Make sure he does not get cloned, healed or revived. The easiest way is to take his corpse to the nearest airlock and fling it into the depths of space.
190Don't suicide just because you were caught by security. They'll probably let you go after a while unless you were on a murder spree. Also, someone bored might break you out if you make them think were imprisoned unjustly, or you could get the chance to escape on your own.
191Check out Being A Better Traitor.
192Oh god I'm a traitor for the first time
193Don't worry. It doesn't really matter if you don't win. Just make a valiant attempt at it. Remember, you don't have to get traitor gear right away, or ever if you don't want to, so don't get anything unless you know what you want to use it for. If your objectives are annoying or pointless (like steal 15 ID cards), nobody cares if you decide to ignore them and cause a little chaos instead. Being a traitor is also a great opportunity to run gimmicks that could get you banned as a normal crewman. If the Syndicate tells you to steal all the multitools and shoot some monkeys and instead you kidnap the Captain and force the crew to answer trivia questions to save his life, you are not being a bad traitor at all!
194Congratulations! You have been chosen to be a member of [insert random organisation here]. You, brave agent, must move the nuclear weapon we've provided you with to the main station and activate it. Did we mention this was a suicide mission? No? Whoops!
195
196Red Mean Syndicate Machine
197You and your fellow operatives spawn on the Syndicate shuttle. Here, you have a load of gear to help you kill everyone. Noteworthy starting gear:
198
199A revolver and some ammunition
200A teleporter remote
201A poison pill
202An agent card
203Your very own uplink disguised as a station bounced radio
204You are also implanted with a microbomb
205Toys for big boys
206In addition to the gear everybody spawns with, Syndicate operatives have access to other free goodies:
207
208Cockpit:
209
210A sleepy pen
211A box of Syndicate donk pockets
212Corridor:
213
214One set of command armor
215Sunglasses and thermals
216A crate of gas grenades. Filled with sarin gas and very lethal. Try not to let one go off in your hand or immediate vicinity. Sarin poisoning can be cured by an injection of atropine
217An uniform manufacturer to make less conspicuous clothing with
218Equipment room:
219
220Standard-issue red space suits and jetpacks in personal closets
221A PDA with a built-in Detomatrix cartridge, a box of flashbangs and multiple green pinpointers (solitary closet)
222Several breaching charges and land mines
223Medical bay:
224
225Medical supplies and sturdier robot limbs (run faster, rip apart handcuffs)
226Storage room:
227
228Several rocket launchers. Will absolutely ruin someone's day if used correctly. Don't stand too close to what you're shooting at!
229A couple of fanny packs and utility belts
230A crate of emergency oxygen tanks
231Miscellaneous supplies, such as regular tools and all the components required to craft stun gloves (power cells are stored in the equipment closets)
232Hangar:
233
234A large Syndicate pod. It's heavily armored and seats two. Can be locked with a 4 digit keycode
235Two Syndicate miniputs. They seat one and are armored fairly well. Can be locked with a 4 digit keycode
236Multiple twin-linked shotgun cannons and SEED modules to upgrade the pods with
237An O2 canister to top off your jetpack from
238Now what?
239Take off your helmet and body armor and put on one of the red spacesuits from the lockers. Also take a jetpack and breath mask, and make sure you turn on your jetpack's air supply. From another locker, you should get a green pinpointer and turn it on. An arrow will appear on it, pointing in the general direction of the nuclear bomb. There's also a station bounced radio in your pocket that will let you request a limited selection of Syndicate gear to help you or your teammates.
240
241You've also got a secure radio channel for speaking to your comrades. To use it, simply type:
242
243say :h I'm about to activate the nuke in security. Let's do this, boys!
244The authentication disk
245An entirely optional objective that can nevertheless be vital to your planning. When used on an armed bomb, it modifies the countdown depending on who inserted it: 3 minutes less (operative) or 3 minutes more (crew member). Needless to say, the first outcome is vastly preferable from your perspective. The disk can generally be found in the captain's pocket and if your team decides to send somebody after him (be it undercover or not) in preparation for the main strike, remember that he is armed and likely to expect trouble.
246
247The Syndicate team leader spawns with a special red pinpointer in his backpack. It tracks the location of the authentication disk and should be given to the operative who has been tasked with obtaining it.
248
249The listening post
250Grab the audio log in the bottom left corner of your shuttle. Play it. It will tell you where to move to nuke to. There's no need to rush, though! Teamplay is key in this game mode! Discuss the mission ahead with your comrades and come up with a solid plan before anybody heads out.
251
252All set? To exit the shuttle, stand on the teleporter pad and use your teleporter remote. This will take you to the listening post. You return to the shuttle in the same way. The station is to the north-west of the listening post. Fly left until you're clear of the asteroids, and then fly north. This should take you close to escape wing.
253
254The listening post is your only safe-zone on the station z-level. Only people with an agent card can access it. Make sure you have everything in order the way you like it before leaving. It has some spare clothing and supplies in case you forgot something on the shuttle, but there's no real weaponry to speak of there.
255
256Don't leave the listening post without the teleporter remote and agent card, or you won't be able to get back in. Also bring a green pinpointer for locating the nuke when necessary. The crew might steal the pod it's loaded in or the bomb itself, you never know! This is also why you should lock all of your pods!
257
258Remember: the green pinpointer tracks the nuclear bomb, the red model the authentication disk.
259
260Going in hot
261Eliminate all hostiles, secure and fortify the target area. How you accomplish this is up to you and your team - a coordinated infiltration can work just as well as the Rambo approach. Either way, security and the crew in general will be all over your asses as soon as they hear about red spacesuits, so be quick and strike true. Work together with your allies, since a lone operative will be very hard-pressed to fend off an armed, angry mob for any period of time.
262
263Trigger the nuke
264Your side has the upper hand? Great! Now trigger the nuke:
265Load the nuke into one of your pods and drop it off near the station.
266Move the nuke to the designated area. If you haven't done so already, play the audio log on the Syndicate shuttle or use the notes command, which contains the same information.
267Click on the nuke with an empty hand to activate it. That will prompt a station-wide red alert, stating your exact location. Needless to say, stealth is no longer an option at this point.
268Insert the authentication disk if you have it.
269Defend the nuke for 8 (resp. 5) long minutes. It's all or nothing!
270Gloat over the radio and vanish in a cloud of radioactive fire!
271
272Sound Syndicate strategies
273Feel like going undercover? Consider ordering a voice changer, chameleon suit and DNA scrambler. Use the scrambler and make the agent card match your new identity. Try to keep a low profile. A greyshirt walking around with a jetpack and insulated gloves tends to catch the attention of any competent security officer.
274Don't set a name on your agent card until you are already on the station. If you are spotted in your approach and the AI catches your fake name, your cover is busted and you don't get another chance to change it.
275Feeling unsubtle? Consider buying extra ammo for your revolver or a shotgun. You'll be glad you did!
276Be careful with the RPG, you don't want to hit your comrades with friendly fire or splash damage.
277Don't forget your donk pocket or medical supplies! You are going to need them, guaranteed.
278Need more inventory space? If the fanny pack isn't sufficient to store all of your gear, consider stealth containers. They can hold as many items as a regular box, yet are small enough to fit in jumpsuit pockets. Remember to use drag and drop (its icon onto yourself) to quickly access the goodies inside!
279Riot storage lockers, located in the armory, contain handy shotguns and flashbangs. Even if you do nothing with that stuff but to space it, looting the armory deprives your foes of weapons they could use against you.
280Consider turning the AI to your side, if you have the time and ability to do so.
281Beware of security or vigilantes in space suits or pods! They can really ruin your day.
282Sound crew strategies
283Please be aware of the special guidelines regarding Syndicate facilities.
284
285If possible, try to get into a group to increase your odds of fending off the Syndicates. Their guns aren't very useful if you have enough bodies to soak up the ammo!
286Watch out for suspicious behaviour or items. That greyshirt wearing insulated gloves and a gas mask might be an operative in disguise if they appear to be scouting the perimeter or trailing the disk holder (typically the captain).
287Don't wear Syndicate clothing, like red space suits and tactical turtlenecks, as doing so will likely get you killed.
288Try everything in your power to destroy that nuke. Best case, the Syndicates should be unable to even get the bomb onto the main station - engage enemy pods on sight, as the nuke might be in one of their cargo holds.
289If the weapon has already been deployed, eliminate all redsuits defending it or at least drive them away. Insert the authentication disk if available to buy you three more minutes. Now dispose of the nuke in some manner:
290The bomb can be destroyed by brute force alone, but it takes a lot of effort and high-powered gear (such as eswords, multiple laser guns or revolvers) to do so. It is also susceptible to EMPs.
291Alternatively, get someone with screwdriver to loosen the bomb's floor bolts, which will trigger a motion alert and halve the countdown. Move the nuke off the main z-level (via mass driver, pod or teleportation) or destroy it (e.g. with the crusher) as soon as possible to avert certain death.
292Don't try to blast or rocket the nuke, it is invulnerable to explosions.
293
294
295You spawn on the wizard's den in your underwear. Grab a robe and hat of your choice from the magical wardrobe, get yourself a staff (plus a few spares you put in your backpack or backpack box) and make sure you have your teleportation scroll. Choose your spells and head over to the computer at the front of your ship, and use it to teleport wherever you want. Keep in mind, your game plan is based on what spells you have. If you're planning on doing some murder and have knock, consider going to the armory in the brig for shotguns. If you want to make golems, consider robbing chemistry or the bar.
296
297Zip around and focus on getting your objectives done. Strongly consider dealing with the chaplain. Track him down and murder him if he didn't already launch himself into space out of boredom before you showed up. Chaplains are immune to most of your spells, so it's easiest to get your hands on a taser or something similar to bash his head in. The chapel's holy aura will stop you from casting spells, so don't follow people in there.
298
299You probably aren't going to succeed the first time you play wizard, so don't feel bad. It's practically expected that a wizard will die in twelve seconds. Wizards usually only come in groups of one to three, so numbers are always going to be against you. Watch and learn from other wizards, and mentorhelp any questions you might have.
300
301Fighting a Wizard
302Please be aware of the special guidelines regarding the wizard shuttle.
303
304If you're the chaplain, you don't have to worry about most of his spells (the ones that summon followers or destroy parts of the station can still hurt you, though). If you aren't, the wizard is a deadly opponent. Stunning a wizard will make him drop his staff but won't prevent him from casting spells. They'll just be weakened. Your aim is to knock him out, which will stop him from casting. The best way to do this is with the assistance of an angry mob to overwhelm him. Once knocked out, try to strip him naked and beat him to death with blunt objects. A wizard is capable of teleporting away to his den if prepared, so if you stun him, knock him out as fast as possible and don't allow him to recover. Wizards can choose soulguard, which will save their life one time, in which case you'll have to kill them twice.
305
306What is it about clowns? They seem to be a happy enough bunch, delighted to suffer a pie-in-the-face or a seltzer-down-the-pants just to make us laugh, but what dark compulsion drives these men to hide behind their painted-on smiles and big rubber noses? What madness turns a man into a clown?
307
308-- (Dave Louapre and Dan Swestmen, A Cotton Candy Autopsy)
309
310The unofficial mascot of Space Station 13, alongside the Staff Assistant clutching a bloody toolbox, the Clown is a figure of comedy, tragedy, grief, vengeance, and occasionally, pants-shitting terror. To put on the squeaky red shoes is to enter the long ranks of those who have honked before, ever seeking for a new way to entertain and infuriate. Are you a bad enough dude to be the job everybody loves to hate?
311
312Newbie Clowns do nothing except stab themselves in the eyes with bananas and scalpels before tripping on their own banana peel and sailing out the airlock. Bad Clowns annoy people enough that they get hurled into space. Good Clowns are either actually funny, or enrage everybody and never manage to get caught. Great Clowns are creative and entertaining enough with their japes that nobody ever has the heart to kill them.
313
314Clowns have no official responsibility, no access, and often no hope of surviving a round. That doesn't mean there aren't perks to the Honk Life, though! You start with your sweet clothes, your ID (doodled in crayon), an unpeeled banana, a bike horn, a "funny" (fanny) pack instead of a backpack, a box full of party balloons, and your unique PDA that's as slippery as a banana peel. There's an inherent downside every Clown spawns with, though - a genetic-level incompetence with all sorts of basic tasks, like "not tripping over your own feet," "holding the stun baton the right way," and "not stabbing yourself in the eyes with scalpels during surgery." A Clown that tries to fill in for a station-critical role is often in for a world of pain, but it'll often be pretty funny to watch.
315
316So, with no access, and a startling inability to do anything useful without injuring themselves somehow, what's a Clown to do? Make things interesting for everybody else, that's what. You are what the common grayshirt longs to be, to the point where you'll probably have to watch out so one doesn't mug you for your costume. You can do any gimmick they can, albeit more incompetently, but any Clown that takes off their costume is a shameful Clown. In addition, you can use your bag of tricks to screw with people, make terrible puns and crack terrible jokes non-stop, see how many times you can hit the Captain with a pie before he arrests you, lay banana peels just out of sight in high-traffic areas, and more! Or, if you don't want to get murdered prefer brightening the station's day, try doing some of the other jobs earnestly but in a harmlessly comically inept manner, tell good jokes, and use your own unassuming nature to save the entire station single-handedly by making the operatives think you're harmless before you blind one with a pie long enough for the lynch mobs to arrive.
317
318It should also be noted that native-born clowns are the only crew members in Space Station 13 that can juggle. By holding an item in on of their hands and using the 'me "twirl' or 'say "*twirl' emotes, a clown can begin juggling. If a clown is juggling, any item thrown at a clown will be automatically to whatever mess of items that they're currently juggling. This detail of juggling once caused a very dramatic hilarious incident involving a dead monkey, a botanist, two scientists, a clown, and a portal to a plane of non-existence and mortal suffering powered solely by juggling.
319
320A Brief History of Clowning
321The Clown was previously a punishment position made to replace the Janitor; the incompetence mutation was there to make it a lot harder for them to do or use things that could be easily used for griefing. Like the Janitor, it turns out that giving griefers an entertainingly shitty job only encourages them, and it was made a regular job.
322
323Admin opinion on a job that had open sanction to grief as hard as it could without breaking the other rules soured once they realized that for every entertaining Clown, there were 50 shitty Clowns that either plain sucked at being entertaining or actively broke the rules, thinking the job would make them immune to reprisal. So, the job was removed, but the outfit and job items were left scattered on the station for those who still believed in the true Honk Life.
324
325The Clown was resurrected (with the old inherent issues doing things, and without the sanction to ignore the rules about griefing) with the introduction of the Job of the Day system, along with many other gimmick jobs. Eventually, it was deemed time to let the Clown have his limelight again.
326
327Clown Traitors: [Honking Intensifies]
328There's a reason that spacemankind fears the humble, lowly Clown.
329
330Clown traitors are almost the most emblematic part of Space Station 13: not only is there a dedicated staff position for some greasepaint-wearing, helium-huffing goofus, it turns out that sometimes they're out for your blood. The Clown's own incompetence can get in the way of their own traitorous schemes, and many a Clown traitor has been brought low by their own hands/squeaky feet. However, proper Clowns know what exactly has a risk associated with it, and plan accordingly.
331
332Bad Clown Traitors spawn the clown car, immediately drive it into a wall, fly out the windshield, and get savagely murdered. However, in sufficiently skilled hands, Clown Traitors are the stuff of nightmares. If a player is good enough to be a sneaky, murderous thug as the job least suited being a sneaky, murderous thug, they're probably really, really good at being a sneaky, murderous thug, and thus their victims rarely have the chance to scream for help. They can kill the entire station starting with nothing but a banana peel, or stuff the entire crew into a clown car and drive it into the crusher.
333
334Clowns who take off their outfit as a sort of meta-disguise are the most dishonorable of all traitors, but there's no denying the practice can work wonders and catch even veterans off-guard. Still, there's no beating the style points from doing all your evil deeds wearing the most garish outfit on the station.
335
336As an alternative to all the whole murder and terrorism thing, a Clown traitor can just use their traitor items for normal Clown business, like disguising themselves as a banana peel with the Chameleon Projector, popping out of a floor closet to pie someone, pulling a derringer out of places a derringer shouldn't be able to hide...your own creativity's the limit! Just don't be surprised if you get thrown in the gibber by critics.
337
338A Security Officer is an agent employed by Nanotrasen to act as law enforcement aboard its stations. While many restrictions, laws, and customs surrounding due process may be relaxed in space, Security is still expected to maintain the base minimum of Space Law, act within the boundaries of their authority, answer to the station's chain of command, and generally avoid purposefully murdering innocents, brigging them forever, etc. A person who starts the round as a Security Officer cannot be a traitor, though the antagonist selection process happens before jobs are assigned, meaning that putting security officer in your preferred jobs will not preclude you from your fair chance at getting an antag round.
339
340Security is responsible for maintaining safety and order on the station and as such is one of the most important departments around and also the most hopelessly overtasked. Due to the fact that you have the tools and legal support at your disposal to make any crew member's day a living hell, try not to overextend your authority. A good security officer is helpful, trustworthy, and ready to bravely defend the station from all kinds of evildoers.
341
342As security is responsible for rooting out antagonists and taking them down, how you play will directly affect how difficult the round is for the antagonist players. Lackadaisical security is frankly pretty boring, so get out there and make the enemy get creative. Scan hacked airlocks for fingerprints. Try to figure out who bombed genetics and how, and go looking for them. Keep an eye out for people with concealed faces, ask people how they got blood on their hands--or better yet, scan them, check the database, and figure out who it came from. Quietly tail guys who seem suspicious. Go undercover as a quartermaster and bust that botanist for trying to sell weed. There's no need to be a hypercop every round, but it's definitely more fun to be a criminal when there are people out there who will actually bust you for it.
343
344Some pushback from troublemakers is normal, but if you find yourself being excessively griefed just for being a security officer, adminhelp it.
345
346What is and isn't crappy behavior is a long, nuanced discussion, so please don't take this document as a 100% inclusive list of everything that is considered Crappy Behavior, and by extension anything not mentioned here must, by definition, be perfectly acceptable. Ruleslawyers get out.
347
348Griefing is basically anything that removes or significantly hampers the ability of others to enjoy the game without a good reason to do so. Murdering or permanently imprisoning other players, forcing them to ingest toxic or game-changing substances, or destroying parts of the station - that sort of thing. If you're not sure if something is considered griefing or not, think of it this way: If someone else did it to you, how would you react?
349
350Murdering another player or engineering circumstances such that their death is extremely likely.
351Dismemberment too
352Also converting a human player into a borg or a monkey against their will
353For that matter, giving someone genetic disorders against their will
354Imprisoning another player for a significant amount of time
355Security officers etc. are obviously exempt from this, provided the sentence is reasonable
356Destroying (or exposing to vacuum) parts of the station either intentionally or through massive negligence
357Assisting an antagonist beyond the scope of your role on the station (a doctor is allowed and strongly encouraged to heal an antag that is brought to them, but isn't permitted to help the antagonist find new victims)
358Chat / radio spam
359Walling off or otherwise preventing access to significant parts of the station without a good reason
360Uploading antag-only laws (anything that alters who is considered human, anything that permits silicons to kill, maim, or otherwise wreak havoc) to the AI
361As a silicon, you're expected to operate under some basic assumptions: The shape and condition of the station is supposed to be roughly what it starts out as, but the humans might decide to change it. This means 'no, you can't wall off Genetics simply because your laws don't say you can't' and 'no, you can't disassemble other people's construction projects because they differ from the original blueprints'. It also means you shouldn't imprison someone or otherwise hamper their play without a good reason - 'they are being a dick' is not really a good reason, 'they are actively harming humans and i am imprisoning them briefly until other humans can come deal with this situation' is MOST LIKELY okay depending on how you go about it. Don't kill other silicons, they're part of the station. The upside is that door access restrictions are ALSO part of your basic assumptions, so you don't have to let people into places their ID can't get them into if you don't want to. (In fact, you probably shouldn't unless it's something really benign.)
362
363Stealing someone's ID (generally only going to get you Yelled At if there isn't a trivially easy way for the victim to replace it)
364Theft - if the item either isn't really important or can be easily replaced, we let the station handle it (security, heads). If it's not, you might get Yelled At.
365Brutal assault - it's really hard to tell beyond the first whack or two if you're about to kill or cripple someone.
366Clipping the AI's cameras - clipping a camera so the AI can't watch you steal the shoes from the HoP's locker is PROBABLY okay as long as everybody isn't doing it. (It might be nice to reconnect it afterwards though.) Indiscriminately running around clipping cameras just to be an anus will get you Yelled At.
367
368Pretty much anything an antag does short of breaking the rules against bigotry, sexual references, crashing the server, metagaming or otherwise abusing the game engine (using multiple BYOND accounts), or ignoring admin PMs is OK.
369Mindslaves count as antags as long as they're still under the mindslave effect, and aren't ignoring their orders. (Note that taking a break to blow up Genetics when your orders are to steal the barman's shoes counts as ignoring orders. Get back to work, you boob!)
370An antag can NOT order you to reveal secret chemistry recipes, not even if you're a mindslave.
371There are certain situations where normally antag-only laws can be used by non-antags. For instance, if a player somehow becomes a monkey, a law that changes the definition of humans to include monkeys would be fine. If the captain turns out to be an antag, but isn't killed, and the station decides to appoint a new captain, welp here comes the MakeCaptain law to make it official. Stuff like that, use your judgment.
372Silicons (The AI, borgs) take great pleasure in finding ways to be the biggest assholes possible under their current laws. Note that silicons will follow the LETTER of the law, not the SPIRIT of the law, so don't come crying to the admins if you misspell your name on a onehuman law and have a borg cheerfully lobbing you out an airlock.
373You are allowed and strongly encouraged to fight back if someone is attacking you. If you're not at least pretty darn sure they're an antag vs. just being an asshole, do what you can not to kill them (like if they run away, let them, and howl on the radio about what Jimmy Poo just tried to forcefeed you, that sort of thing)
374The Floorpills Guideline: Making food, drinks, and pills that contain all sorts of horrible shit and leaving them places is a longstanding SS13 tradition and a protected form of religious expression. If you ingest something you find, and suddenly turn into a lime green gibbering monkey with tourette's syndrome and a crippling addiction to bath salts, that's on you, buddy. Maybe you'll be smarter about eating floor pills next time!
375
376The barber was a job where you cut people's hair, dyed it into outrageous colors and shaved beards. Aside from that, nothing else of importance was expected from you. The uselessness of this job was readily apparent, therefore it was discontinued.
377The barbershop and uniform is the legacy of the barber's short employment. The position also shows up as a Job of the Day.
378
379Barber magic 101
380
381Buckle the customer to a barber chair.
382Set your intent to help and aim for the head.
383If they're wearing glasses or any type of headgear (mask, hat), remove the items.
384Use a pair of scissors and select the desired hairstyle.
385Choosing the bald option will retain their hair as a wig.
386Shave:
387
388Buckle the customer to a barber chair.
389Set your intent to help and aim for the head.
390If they're wearing glasses or any type of headgear (mask, hat), remove the items.
391Use a razor blade and select the desired type of beard.
392Hair coloring:
393
394Fill a dye bottle at the hair dye dispenser.
395Set your intent to help and aim for the head.
396If the customer is wearing any type of headgear (mask, hat), remove the items.
397Click on them with the bottle to dye their hair, including the beard.
398Note: You obviously can't cut or shave non-existing hair! The EZ-Hairgrowth pill bottle (containing hairgrownium) solves this dilemma.
399
400The Head Surgeon was once a head of staff in charge of managing medbay. Currently, a Head Surgeon spawns in medbay, either in box or medibot form.
401The Head Surgeon job was removed because it was mostly useless, and the Research Director temporarily managed the medical section of the ship. Several features of Doctoring changed and the Medical Director took over.
402
403Monkeys are most commonly found as NPCs aboard the station, most of which reside in genetics pen and (oddly enough) vending machines in chemistry and the kitchen, but they can be controlled by players. They used to show up in the game mode bearing their namesake, where they were viral in nature and existed to infect humans. This game mode was sadly discontinued because it was shit. It is possible to become a monkey through genetic alteration, by signing up as a test subject, through the abilities of the changeling, the whims of admins, and rare allergic reactions.
404
405Being a Monkey
406Being small and hairy is not all fun and games. These are some things to keep in mind:
407
408Monkeys can understand humans just fine, but the same can't be said for their speech. Your primary means of communication will likely be paper and PDA messages.
409
410Putting things in containers shows a message. Putting things in your pockets doesn't.
411There are three parts to your identity: Face, ID and voice.
412Having a different name on your ID will make you appear as "X (as Y)" unless you have a mask that fully covers your face.
413Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.
414Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.
415There are ways to prevent people from screaming out your entire name and position over the radio as you kill them. The most straightforward would be:
416Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.
417Destroy or subvert the AI, or wear an agent card to prevent it from helping people track you.
418Buy the radio jammer. Duh.
419Pump in some perfluorodecalin with your injector of choice. Now they can't scream anything at all while you murder them.
420Take off their headset so they can't speak into the radio.
421Got an objective to steal five helmets and you have three, but the rest on the station are being worn by security, and you, for whatever reason, don't want to steal them from their heads? Don't fret! You could break into the electronics lab to make more from what you already have, or you could make and break some securitrons.
422Social Stuff
423Probably the #1 tip for not being caught as a traitor is to never pre-spawn your gear until you need it. If security finds you trying to hack into the AI upload and end up arresting and searching you, they're much more willing to let you go if they don't find any traitor gear on you.
424Improvised weapons are a great alternative to traitor weapons when you don't need them. It also tends to confuse people.
425Pretending to brawl with someone is a good idea, such as challenging them to a boxing match and pulling a knife on them, or slamming them against something. They'll think you're just cheating a little bit, as is typically to be expected in brawls, which gives you the element of surprise when you go into lethal methods of combat.
426Pretense is powerful, if someone sees that you have authorization or authority, they will usually balk. It's especially effective if you have mindslaved/impersonated the HoS.
427People are inclined to believe the AI, so unless you can damage it's credibility or get some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.
428On the other hand, people can also be rather quick to proclaim that an AI has been subverted, so tricking it into doing something that gives the impression that someone's tampered with its laws can be a good way of shaking it off your tail.
429Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as a stammered "HEEELLLPPP" due to being stoned, and more often than not, people will come faster to your aid (and faster into your trap) than if you were to say it without a stammer.
430Got the AI on your side? Great! With it, You already know that it can open, shock, and lock doors for you. But the AI's capability for destruction and chaos extends well beyond its control of doors; if a welding fuel tank is directly under a light when said light is overloaded through the APC, the sparks will rupture the tank, causing it to explode into a sizable fireball! With this knowledge, and some teamwork with your robotic friends, try and place any fuel tanks you find under lights in key areas, and have the AI blow them up when your foes are nearby.
431If you are just a rogue AI with no master at all, there are a few tanks already under lights in a few areas, such as in robotics, EVA, in most pod bays, and in the engineering storage room. Feel like bombing the exact area you want? Use your shells to push tanks right to them!
432Don't feel like blowing people up yourself? That's OK! Just set the telepoter in the science wing to random numbers, and start spamming "receive". Doing this will result in many things happening, almost all of them bad, such as: Creating a giant flash which stuns anyone in the area, catching the area around the teleporter on fire, irradiating the area around the teleporter, teleporting people nearby randomly, or warping in a plethora of NPC monsters, like drones, pigs, cockroaches, and even revolver wielding syndicates! When you feel like you have teleported in enough creatures, you can open the blast door leading to the hall on the other side, letting the monsters loose on anyone nearby!
433
434Hiding a bunch of nasty traps around the station is great fun, like hiding a pipebomb mousetrap under the clown bop bag, or buying a freedom implant and getting security to search you with a backpack full of flashbangs (or pipebombs for all you die a glorious death guys).
435Brain damage is extremely debilitating and lethal over time. If you can use poisons that directly do brain damage such as neurotoxins, then they are going to kill fast.
436When a person is downed, only a passive grab is required to throw.
437Try using the teleporter as a weapon! For example, you can drop a teleporter beacon in the engine's mixing room and throw people through a portal to their fiery demise.
438Two laser shots from an energy gun will typically put unarmored targets into critical.
439Random Acts Of Cruelty
440Fashion together a igniter with a remote signaller. Grab an extra signaller. Find a large welding fluid tank and bring it into the maintenance under security. Place the rigged igniter under the welding fluid tank. You can do this by dropping the rigged igniter on the ground, then pushing the welding fluid tank on top of it. Get as reasonably far away as possible, then blow up the tank by spamming the send signal button. If there's security in the checkpoint above the improvised bomb, they'll get set on fire. If not, you've just made several weakened walls and might be able to break into security a bit faster. Be sure to wear some gloves to avoid leaving prints behind.
441This also works if you stick the improvised tank explosive behind a bush if you're willing to just blow some random people up walking by.
442The general concept should also work for drinking glasses or bottles filled with flammables. I'd add paper or cigarettes for more heat though.
443Grab the bible and something big enough to cover it. Drop both and lie on the floor on top of them. Wait for someone to fart on you.
444Certain foods force people to fart.
445You can inject lightbulbs with plasma. If you turn off the lights in a room and inject the lightbulb, whoever is standing near it when it gets turned on is in for a nasty surprise. Also works with power cells.
446Make a bunch of superflash flash-cell assemblies with rigged power cells, scatter them around for bystanders to find. Or rig all the power cells in robotics. Or steal the cell out of an APC, rig it, and reinstall it with the main breaker turned off and wait for some poor schmuck to try and turn it back on.
447Erebite power cells are even meaner.
448Hack a door such that all the wires are messed up except the bolts, and make damn sure it's electrified. Nothing will appear to be wrong with the door but it won't respond when walked into, which often encourages someone to touch it. Touching it is bad. The AI will almost always be blamed.
449You can attach remote signalers to door-wires in order to bolt or electrify them from a distance. This is guarantied to make people think the AI is messing with them.
450Build an rwall under a door/fire door combo and weld both of them shut. It's funny when they pry the second door open only to find a wall.
451Likewise, snipping fire alarm panels is often overlooked and wildly effective when you need to start a fire.
452Hard-wire the engine when nobody's looking, then make a big to-do about starting up an awesome hellburn. See if you can get people to help you and then blame them for the wiring issue.
453Disposal chutes are one of the best hiding places on the station. You don't have to flush yourself; you can always climb out. Good for breaking into an area and hiding inside while he heat dies down, then going back and robbing the place after everyone loses interest.
454Flush yourself and watch the route you take. Many of the pipes pass under sensitive areas, so with proper bomb timing you could blast something as the bomb is in transit. Likewise a few areas can be reached by reversing or reorienting pipe junctions. This lets you flush yourself into an area, and if you jump back in and flush yourself you'll normally end up somewhere else.
455If you breach a pipe, anything that passes it will be spat out at the breach. Good way to harvest stuff being flushed, although on Cogmap it isn't normally necessary as you can generally just harvest stuff from disposals. Similarly, if you're very sadistic, you can reroute everything to a one-way T-Junction and a trio of corner pipes; anyone flushed into this will spin around in an endless circle and there is almost nothing they can do to get out.
456Speaking of the pipes, if you're planning to escape quietly and want to avoid potential murderous chaos in the escape arm, go hide up in the chapel/janitor area and flush yourself to the morgue at the last second.
457Mail chutes are often close to where people are standing.
458Welding torches won't set anything on fire while they're inside the mail chute, even if there's flammables in there too.
459Glassware and some fruits break and spread and splash their content when they exit a mail chute.
460Hack/emag the mulebot and send it around the station using a QM's PDA. It'll run over people that gets in the way.
461Load the rogue mulebot with something tempting like a honey production crate. ...or a bomb.
462Make a bunch of bees, and trick someone into punching you in front of them. The bees will defend you.
463Tie people to conveyor belts using wire. They'll be permanently stuck unless someone uses a wirecutter on them.
464Try out the conveyer belts in disposals or between QM and engineering if you want to go all Dick Dastardly on people.
465The cloning tube can be loaded with chemicals from a beaker. Poison it when no one is looking.
466Splash strange reagent on deadly critters to bring them back to life. Doesn't work on critters that gib on death, like zombies.
467Refill vital supplies like oxygen tanks and fire extinguishers with flammable gas and welding fuel. Sabotage the oxygen supply in pods by opening them up with a crowbar and swapping tanks.
468Use a syringe to spike food and drinks with poison.
469Use lots of a benign reagent in flashy, showy smokes to hide the malignant ones. Silly chems like colorful reagent won't get a second thought from people... until they realize they're turning yellow from the Royal Initrobeedril you hid in it.
470Capable with Telescience and bomb-making? Use your know-how to warp and detonate bombs all over the station quickly and easily. Just be prepared for the inevitable lynch mob, as it will be obvious what's happening after a few booms.
471Also good with construction? Then you have an even better alternative: make a personal telescience lab! The teleporter will work so long as you have a wired connection that leads to the mainframe in the AI's server room, so if you're crafty with where and how you build it, then by the time people figure out how you've been tele-bombing them, there will barely be any of the station left.
472Once you get your wired connection going, you can access the station's main teleport pad as well by using a screwdriver on your console and selecting it (it is in fact on Pad #1 by default, so you need to change this to #2 to use your own pad). Abuse this access by spamming invalid coordinates on the main pad to cause trouble. The AI will always be blamed for this.
473Traitor item specific tricks
474Most of this is adapted from this forum thread
475
476Agent Card
477Besides the obvious use of giving you a custom name/title and hiding you from the AI, the Agent Card also gives you access to the syndicate listening post where nuclear operatives hang out. There's a trader there with some fun stuff.
478
479Amplified Vuvuzela
480The vuvuzela gun's largest advantage is that it doesn't look like a gun. you can carry it out in the open without anyone noticing, and maybe even carry a real vuvuzela for bonus points.
481The vuvuzela gun stuns for ages and does a little damage.
482Bowling Suit
483The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.
484People who try to throw bowling balls without the bowling suit can't harm you! Only the suit wearer can throw them effectively. Bowling balls keep going until they hit something so throwing them down long corridors can be fun.
485The bowling balls themselves make for decent bludgeoning tools if you find yourself short on weapons.
486Butcher's Knife
487You may be tempted to serve your recently-butchered victims as food to the other crewmembers. However, due to the meat and any food you make using it bearing the name of the deceased, expect to get some suspicious glares. It's typically better to dispose of the meat in order to remove evidence.
488Beware throwing your knife around willy-nilly. Unlike some of the other thrown traitor weapons like the bowling ball or boomerang, there's nothing stopping someone with sufficient dexterity from picking the knife up from off the ground and tossing it straight back at you.
489Chameleon Bomb
490While leaving the bomb around for random passerby to pick up is funny in its own right, disguising the bomb as a pie or basketball or other object and throwing it at the target can be just as, if not more hilarious. People run from pipe bombs, but typically aren't quite as quick to run from things like banana peels.
491If you decide to throw a disguised bomb at someone, beware; they may try throwing it back!
492Chameleon Projector
493The chameleon projector is very useful for escaping security chasing after you.
494The chameleon projector can act as a shield from attacks: gunshots of any type will pass over you, and if someone touches you in projected form, you can usually hit them as soon as you pop out if you're ready.
495It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.
496You can also disguise as any moving animal on the station. If you disguise as something inconspicuous like a roach and sit next to a door, you can crawl inside when someone else opens the door without attracting any suspicion. (just make sure to walk slowly, like roaches do!)
497Even though any crew members who look at you will see you as whatever you've scanned, your voice will remain the same. Consider using the voice changer to rectify this for some fun shenanigans!
498Scan your hat to disappear under your hat! Scan a bee and float around the station! Scan a mouse and infuriate the janitor! The chameleon projector has a potentially infinite array of fun uses, so don't be afraid to experiment.
499Chameleon Suit
500Frame people! Convince the crew that the HoS is on a justice rampage!
501Security chasing you? Jump in a closet or behind a bush, change your chameleon jumpsuit and your hat. 90% of the time if they didn't see you do it you can run right past them.
502No, you can't be a smart-ass and use a chameleon jumpsuit to complete the "steal a head's jumpsuit" objective.
503Chemistry Grenade Kit
504Learn how the chemicals work. This cannot be stressed enough. The effectiveness of your chemical grenades is entirely dependent of what you load into them.
505If you've survived and escaped on the shuttle enough times, you've more than likely seen the damage an unstable chemical foam/smoke can do. The ability to cause these powerful reactions and not be in the middle of them is not to be underestimated.
506Stick a grenade in a mousetrap, arm it, and hide it in a storage of some sort like a bag or a box. Wait for someone to rifle through it; the grenade will go off when the storage is opened.
507A lesser-known trick to grenades is that igniter assemblies can be applied to completed grenades for alternative detonation options, setting it off immediately after the igniter is triggered. Immensely handy if you prefer meticulous traps to the typical routine of throwing and running.
508It's also very easy to hide grenade assemblies under other items like metal sheets.
509For whatever reason, watering cans (with 120 unit capacity!) are accepted by grenade casings. Strangely, large beakers are not.
510Smoke and foam will form after other chemicals mix. This is important because you can put ingredients into the beakers for the express purpose of reacting before the smoke/foam propagates, such as flash powder to stun people or liquid dark matter to suck people in, leaving them at the mercy of whatever horrible things actually made it into the smoke/foam. This is especially important for smoke since it only takes three reagents.
511Heavily consider whether or not your chemical concoction of choice really warrants a grenade. They are a must for effective foam bombs, but smoke can be done just as easily in a beaker assembly if it doesn't require the trick mentioned above. You can save telecrystals for other stuff by subbing in some grenades for beaker bombs.
512Beaker assemblies can also be done with the large beakers, if unit capacity is a problem.
513ChemiCompiler
514Do NOT try to use this item if you don't know how it works. Experiment with the stationary version in the chemistry lab and take a look at the wiki page for more information.
515Similarly to chem grenades, it might be worth it to use beaker assemblies in order to save on telecrystals.
516As with all chemical mixtures, firing them off from inside closets or vehicles doesn't harm you, but does harm people near you. A properly-configured ChemiCompiler is amazingly deadly while you hitch a ride in a Pod, the Janitor's floor buffer, the Clown Car (if you're lucky enough to have access to it), etc.
517Since the ChemiCompiler takes beakers into itself, it's a massive space-saver for your inventory, and unlike grenades it doesn't outright consume the beakers after use. All you need to worry about is where you get your chemicals from.
518Cloaking Device
519When activated, anyone who is able to see through the cloaking device (the AI, cyborgs, anyone with thermals) will see a unique and VERY visible overlay on your sprite, making it very obvious that you're using a cloaking device. Consider subverting the AI and/or removing the thermals available on station.
520The cloaking device is hellishly effective when paired with a stunning weapon like security's batons or a flash. Pick out individual targets to stalk before going in for the kill.
521Try to restrain yourself. Being invisible is entertaining, but the longer you remain invisible, the more chances you have to screw up and give yourself away to the crew.
522Cloaking Field Generator
523Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or glass. Very good with a radio jammer, and the powersink!
524Place the cloak field generator in the corridor and use the hand teleporter to create portals on unsuspecting crew to area's of interest such as the middle of space.
525The cloaking field generator also makes any and all MechComp components completely invisible, letting you place complex deathtraps in the middle of hallways!
526Clown Car
527The clown car is not a stealth item. Once you start abducting people, the station WILL know - if not due to the abducted victims radioing the crew from inside the trunk, then due to the meddling AI. Plan your attack accordingly.
528You don't need to get out of the car to abduct a downed player, you can click-drag them into the car just by driving up beside them.
529You must be wearing at least two pieces of the Clown ensemble to pilot the car, so if you need to take a trip into space (or want to be prepared for an unintentional trip into space), swap out the clown mask for something that works with internals. The clown car doesn't have its own oxygen supply!
530On that note, the car can be driven in space.
531Leave your slip-up items (the Clown PDA and the banana peel) in choke-points and ambush people after they fall on their ass.
532If you can get your hands on Space Lube foam, this works even better, as you can foam it from inside the car without having to worry about slipping while driving.
533For that matter, you can release all kinds of chemical foams and smokes from within the car and not be harmed by it, just like with the Floor Closet. A neat Plan B if you can't reach the victim with the car.
534Be very careful with your driving. People can be run into just fine (which is the whole point), but crashing into a wall will leave you helpless on the floor and even has a chance to release all of your abductees.
535Note that it is only walls that will evict you from the driver's seat. Anything that isn't explicitly a wall (glass, grilles, doors, etc.) can be driven into without issue.
53630 victims is the max the clown car can hold. Once the trunk is full, it's time to administer the coup de grace. Done easiest by sending the car into the crusher, but alternatives exist if you want to keep the car.
537The clown car is NOT indestructible. A sufficiently powerful impact or explosion will destroy the car and release everyone who was in it, so watch out for bombs and the occasional loaf.
538Surplus crates produce an entire clown suit to go along with the car, just in case you aren't a Clown yourself.
539Conversion Chamber
540Cyborgs are able to drag people into the chamber through a simple click-drag, making it perfect for building your robot army independently of resources or your location!
541A quick-witted crew member can climb out of the chamber prior to activation, so it's typically a good idea to incapacitate or stun them before dragging them in.
542In addition to the obvious benefits when combined with malicious AI laws, turning someone into a cyborg has major uses, even on the default law set. If an authority like the captain or the Head of Security is giving you trouble, throwing them into the chamber is a good way to strip them of their power, and since robots can't interface with a lot of station tools, it can cripple a crew member's effectiveness. Don't be surprised if you get ratted out, though.
543Cyalume Saber
544A c-saber stuns even when off, so you can use it's very hard to see off sprite to your advantage, hit a guy once with it off when he doesn't notice it in your hand and then go in for the kill while he is stunned!
545Target a limb when hitting someone with a saber, it is one of the few weapons that will delimb someone upon impact!
546Derringer
547Stronger than you think. One shot will instacrit someone at close enough range. Pity you only get two.
548The bullets also pierce most types of body armour, which makes this weapon a relatively cheap and reliable choice for taking down security officers or the captain.
549Hover your mouse over your target and use the the CTRL+W shortcut to instantly wink and draw your weapon! This is probably the quickest way to draw a weapon in the game!
550Try hiding it in things that people generally won't remove from you when you are arrested, like headsets.
551Detomatix Cartridge
552The MISSILE program is the one that makes other PDAs detonate. The BOMB program makes your PDA detonate. Don't confuse the two.
553Detomatix cartridges are the most effective early on. If you started as a doctor, try sending out some PDA bombs. You now have victims patients in medbay to kill treat! If you are a head of staff, you can read the manifest to see who the heads and security are.
554You can still use the Bomb program after you're out of Missiles. With a quick stop at the carty party and/or stealing some PDAs, you can copy/paste your way to multiple quick, dirty, little explosives. When you huck a pipe bomb at someone, they run. When you throw a PDA at them, they usually don't.
555The timer on that bomb is 0.5 seconds. Enough time to chuck the PDA at someone if you pressed BOMB while already in throw mode.
556Detomatix cartridge, insert it in, scan for peeps, activate and minimize the window and drag the window to the up-right corner. Put it on your belt slot. You don't have to take it out to take out your people, you can literally blow people up while walking.
557Detomatixing a target who is inside something will mess that thing up too. Try it with cloning scanners and space pods.
558Better yet, hitch a ride on a pod, drop a stolen PDA, and plant pods around the station, outside key areas. Improvised car bombs, space style!
559DNA Scrambler
560The DNA scrambler is hilarious for changing the ID of someone else (like the captain) rather than yourself.
561Buy a voice changer and a DNA scrambler. Stun your target with a flash or similar weapon, inject him with the scrambler, take his ID and his jumpsuit. You now have his identity. If he cried for help during the theft, you can frame him for being the attacker and probably get him arrested.
562Electromagnetic Card
563Smack a door with the Emag to open it permanently.
564Or, weld and bolt doors shut, then emag them. They wont open ever again.
565If you are a miner, and you want to be a huge douche to your co-workers, you can emag the mining charges to make them explode instantly, instead of exploding in five seconds, when placed on an asteroid. Just make sure not to use the emagged charges yourself!
566Emagging a Hypospray will disable its security features (along with giving its item sprite a clear electric short-out), allowing you to load whatever you want into it for a cheap Sleepypen alternative.
567Whack Officer Beepsky with the emag to send him on a justice rampage! While emagged, he'll stun and arrest everyone in sight. Whack him a second time to make him go absolutely nuts and bring the baton down on his targets several times, leaving them prone for quite a while.
568Emagging a cyborg completely removes its laws, which is fun for spreading chaos. Note that they are under no obligation to listen to you, and may decide to repay your favor with a scalpel through the chest.
569Experiment! There are a vast number of things that the emag can work on, some you might not even expect it to!
570EMP Grenades
571The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a lethal gun to shoot them with.
572If a Cyborg is bothering you, this will ruins its day. The light- and standard-chassis borgs in particular are heavily crippled by just one, letting you finish them off fairly easily.
573And of course, EMP blast the half dozen guard buddies in science for a good time.
574EMP grenades ruin a lot of stuff, such as batons, tasers, thermals, radios, and doors. Try building a smoke buddy, naming it The Shitty Scientist and giving it the ol' EMP grenade for some good laughs. You can name guard buddies by using a pen on the main board before you build it.
575Fake Moustache
576Tying people to conveyor belts, as mentioned above, is never really complete without maniacal laughter and a twirl of the moustache.
577Due to being incredibly silly in nature, it can be worthwhile to set yourself up as a cartoonishly ineffectual villain to lower the station's expectations of you while you plan something extremely dangerous in the background.
578Fake Moustaches take up your mask slot, meaning that they're incompatible with internals. Be prepared to suffer the consequences for your villainous style.
579Floor Closet
580Hide bombs all over the station, out of sight.
581Hide yourself.
582Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.
583Use it as a stash for any gear that won't fit in your bag, it'll be unlikely to ever get found by anyone else.
584Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!
585Why is sarin gas pouring out of the floor? WHO KNOWS?
586Explosions might destroy the closet though, dumping you out.
587Fill it with banana peels or glass shards, open it just as someone is about to walk over it.
588If you keep a telecrystal in your PDA for emergencies, you could use a floor closet to disappear if you're cornered in a bolted room and people are breaking in to get you.
589Weld people inside, laugh as nobody can find them.
590Inside, you are immune to thermals, flashbangs, smoke, guns, fire, and much, much more.
591For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.
592Freedom Implant
593Timing is everything. Breaking out of handcuffs can either lead to a successful escape or a stun and another arrest depending on the circumstance.
594Escaping prison doesn't mean much if the rest of your gear is taken by security beforehand, and the station will almost undoubtedly be on the hunt for you once they realize you've gotten away. Make sure you have a backup plan.
595Jug of Moonshine
596While they're very few and far between, there are brews more potent than moonshine, the two secret cocktails being among them. If you aren't in a hurry to get people fucked up and know how to make these drinks, it can save you some telecrystals in the long run.
597If you combine moonshine (or any other alcoholic beverage, for that matter) with a poison, the ethanol it decays into will automatically mix with any charcoal to form antihol, which can stop basic anti-tox treatments very effectively. The disoriented movement and other symptoms of a booze overdose can be hard to differentiate from the symptoms of poison, to boot.
598Some station members are glad to get themselves godawfully drunk if given the chance. It might be worthwhile to leave some glasses of moonshine laying around and waiting for your targets to pass out.
599Microbomb Implant
600Implant OTHER people. Preferably unconscious ones you then deliver to medbay.
601The explosiveness of microbombs stack for every one you have. You'll light up the station like the 4th of July if you have 10 inside you.
602Implant a monkey. Inject with a fast or slow acting poison. Put monkey in a high populated place like the bar. Laugh manically and twiddle your fake moustache when monkey dies.
603Microbombs will roll a chance to not detonate if you use the "Suicide" command. They will not, however, roll this chance for the "Succumb" command that can only be used if you're in crit. If someone has beaten you into crit and you know it's the end of your traitor round, punch in Succumb and laugh as the aggressor goes to hell with you.
604Everything that applies to Microbombs also applies to the Macrobomb.
605Mindslave Implant
606Tips for the traitor:
607
608Keep track of the 25 minute limit of the implant. Once that amount of time passes, they aren't your slave anymore, and you need to be prepared for a reprisal. (This doesn't apply to the Deluxe Mindslave Implant, which doesn't wear off.)
609Implant your assassination target(s) and have them go out in a blaze of glory. They'll end up dead and you'll go entirely unsuspected.
610Try to implant people who actually know what they're doing. This is very important if your orders for the mindslave are anything other than "go hog wild".
611Consider arming your mindslaves with weapons, and make sure they return them before their implant wears off. Armed minions are a lot more effective at terrorizing the station, but you don't want them to terrorize you when they realize they've been had. (Again, doesn't apply to the Deluxe version.)
612If you plan for your mindslave to be dead when their work is done, you can simply tell them to commit suicide on the spot. This will save you the trouble of them running their mouth later.
613Players are under no obligation to reveal secrets of the game to you unless entirely necessary, even while mindslaved (trying to force this can get you reported!). What they can do is create/fulfill the secret for you and hand over the results; say you want Initropidril but don't know how to make it or can't get a lucky Poison Bottle, you can mindslave a competent Scientist and get him to create it for you.
614Beware if your mindslave ends up in surgery, as a doctor might end up removing the implant!
615If your mindslave is blatantly ignoring your orders, adminhelp it.
616Tips for the mindslave:
617
618As a mindslave, you must follow your master's orders to the letter. Always remember this. If he asks you to commit suicide, then you must commit suicide.
619The exceptions are doing creepy/obscene shit and, as stated above, handing out secrets. If your master is trying to force this, adminhelp it immediately!
620As a mindslave, you now have an antagonist role, so feel free to stick it to anyone who isn't your master. Most masters don't give a damn about the hell you raise as long as 1) you do it within their orders, 2) you don't give their identity away, and 3) they don't get caught up in it. Otherwise, go nuts!
621Remember, you aren't an antagonist anymore when your implant wears off/is removed, so you can't attack people willy-nilly anymore, your former master included. However, there's nothing stopping you from ratting him out...
622Miniature Bible
623If you lay down, the miniature bible will be completely hidden by your character sprite. Anyone who tries farting in your face will be in for a nasty surprise.
624The more of a nuisance you become, the more eager people will be to try and mess with you. Of course, this can also be a double-edged sword.
625The mini-bible's utility as a pocket-sized container can be very useful, though it only fits small- and tiny-sized objects.
626Miniature Crossbow
627The radiation dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.
628Want to really cripple your target but not kill them for some reason? The miniature crossbow will cause the target to mutate erratically. Hit them with the crossbow, wait a bit, then give him some potassium iodide and/or charcoal. They'll live, but may be a deaf, Swedish mute.
629Make sure your aiming skills are up to par; whiffing the shot from this weapon can alert the crew to your intentions very quickly if you're not careful, and the long recharge time means you'll normally only get one shot in a pinch.
630Mining Charge Hacker
631In the hands of a capable traitor, the mining charge hacker can be the most destructive piece of gear the syndicate has to offer. If you wish to wield the full power of this awesome tool, follow these tips:
632One, since this god-like weapon can only be ordered by miners, I expect that you are already one, and thus have access to the normal mining gear. Being a miner, you can build very valuable tools, such as a the extremely resistant industrial armor, and the lightning fast mechanized boots. Make them. Do not start your rampage on the station without these items, as the armor will allow you to simply shrug-off most kinds of damage, even your own blasts if you get caught in them, and the boots let you move so fast that you can easily outrun bullets and taser shots, as well as letting you get away from your planted bombs, and they make you hard to track via camera. Another thing you will want to make before you start is a metric truck-load of concussive charges, which can be made with even the lest amount of time and effort mining, or can be ordered outright in a mining crate from QM. These bombs are a huge upgrade to your starting low-yield charges, and will badly injure anyone caught in their large blast zone.
633Tip number two: The derelict (though still functional) mining outpost makes for a decent base of operation, so don't blow up the mining shuttle console. You will need this to get back if you require more explosive charges or oxygen for your jet pack (mechanized boots drain a jet pack's fuel very quickly), and it's also a fairly good place to hide from the mob of angry people who are lacking half their limbs thanks to you.
634Tip number three: Get a stealth container as well, and keep it in your pocket. With the combined storage power of the stealth container, a mining belt, and your backpack, you can hold a grand total of twenty one concussive charges at once. You can guess for yourself why this is a great thing.
635Moustache Grenade
636The timer for this grenade is much higher than that of any other grenade, and also features an incredibly obvious startup noise. Plan accordingly.
637The moustaches affixed to anyone in the blast radius are permanently affixed to the individual's face. This seems harmless until you realize that the moustaches occupy the same slot at breath masks, which are necessary for breathing in oxygen-less environments.
638Poison Bottle
639Familiarizing yourself with the different poisons you can receive out of bottles can go a long way in their effectiveness. Try mixing your poisons with other poisons that complement each other for maximum effectiveness!
640Some chemicals you can get out of poison bottles have (oftentimes difficult) recipes, so consider making the poisons yourself before spending your telecrystals.
641Poison bottles work wonders when combined with the syringe gun, as you can deliver the chemicals remotely and with much more ease than with a syringe or the like.
642Old Hunting Rifle
643Rejoice if this pops out of your Surplus Crate, because this is one of the most powerful weapons in the game. Its point-blank power is on par with the derringer with significantly less damage falloff with range. You get four shots, and two are almost guaranteed to put someone into deep crit.
644Rifle rounds do not have armor-piercing properties. They'll still hurt like all hell on armored foes, but it may take the whole clip to actually bring them down.
645Unlike most heavy firearms, the rifle fits in your backpack.
646An ammo cartridge is well-hidden in the game world somewhere, as well as another rifle, but neither of them are easy to get to. However, it's usually worth the effort since most people know the rifle only has four shots; if some wise guy tries to advance on you after you've went through the first cartridge, punish them by reloading/taking out the second rifle.
647If all else fails, the rifle is a decent bludgeon.
648Power Gloves
649Overcharge the engine!!! This item is next to useless if you don't do this! The more wattage, the better!
650Meddle with the engine wires so that its pumping power directly into the station instead of the SMES Units. With a direct path to the engine, the electricity from the power gloves can gib people at a distance. It's one of the few ways in the game to instakill with a single click!
651Slip an active t-ray scanner into your pocket. The power gloves only work when you're standing on a live wire, and this will tell you where they are.
652Be patient as the voltage rises. The engine wattage isn't going to just climb into GW instantly, and you're highly unlikely to be suspected as a traitor in the beginning since making the engine go crazy is what's expected of a competent engineer, so you have time to kill. Wait a few minutes after the APCs have been harassing people, and then start your Zeus-inspired rampage.
653While on the subject of killing time and making the engine to go bananas, consider subverting the AI with a secret law, and before you're ready to start zapping people, make the AI shock doors in the path of wandering crew members. The shocker systems gain more power from a hotwired engine, so a crew member who gets shocked by a door will simultaneously get blasted backward/die/get a funny hair-do if they don't outright gib. This is doubly effective because it means whoever survives will be distracted by the rogue AI while you go about your own dastardly deeds and can readily instagib anyone who catches on.
654Be wary of people wearing insulated/stun gloves. The power gloves will still stun these wiseguys, but they won't take much actual damage from the electric shock. Finish them off with a sidearm instead.
655Try not to use the gloves on people too close to where you're standing, as higher voltages can cause explosions. Aim for people at the edge of your line of sight.
656For the love of god, do not click yourself with the power gloves. Despite that they look like insulated gloves, they actually aren't, so a misclick on yourself will kill you quite readily.
657Power Sink
658A nicely placed powersink often means people will go and send out search parties so that their beloved station isn't powerless. Use this to your advantage; plant booby traps around the power sink. This works doubly well due to the fact that it is dark, and triply well if you combine this with the Prototype Cloak Field Generator.
659The powersink also explodes when it reaches maximum capacity. If you are using the above tactic, consider placing a plasma canister on-top of it for full measure.
660If you're a detective, combine the powersink with the stun rounds for your revolver. With your thermals, you can hunt in the dark and people can't hunt you very effectively, especially if you smash the red alert lights. If you're not the detective, then murder him for his thermals.
661Even better, consider making use of a cloaking device to optimize your hunting, as the low lighting will make the occasional lapses in between cloaks much easier.
662Red Chainsaw
663The in-hand sprite, while not completely indistinguishable (red vs. green) from that of a normal chainsaw from botany, is still similar enough and can be mistaken for one at a glance. Botanists running around the station with chainsaws is also more commonplace than you may think. Your first hit may very well be be unexpected, so make it count!
664Consider mindslaving a doctor or roboticist to permanently affix the chainsaw to your arm, making it completely unremovable. Note that this will render you unable to use that hand, however.
665If you're particularly insane, you can even get a second, green chainsaw and replace it with your other arm. You won't be able to pick anything up, but it's effective in freaking out the station.
666Unlike the saber, the chainsaw cannot be put into a backpack, meaning that hiding it will be significantly more difficult. This tends to make the chainsaw an all-or-nothing weapon, so keep that in mind.
667Revolver
668Buying a second revolver is an excellent way to ensure that you have plenty of ammo and a backup weapon, giving you a huge advantage in the event that someone disarms you, since you can just pull out your spare rather than scrambling around trying to pick it up off the floor before they do.
669An empty revolver makes for great bait on the floor, and doubles as a safe way to set a trap by taunting people into disarming you - now they're at point blank range and holding an empty gun.
670This all applies to the derringer as well.
671In the rare event that you're facing down a weaponized Pod, using AP rounds in the revolver will tear it apart very quickly.
672Safari Kit
673Like the bowling kit, using an exosuit that completely covers your jumpsuit such as a biosuit can help reduce the glaring obviousness of the outfit, though the hat will still be visible.
674The boomerang's ability to fly back to you means that it can be surprisingly good at clearing crowds. Be careful that you don't get knocked prone when it's midflight, or it will fall to the ground.
675The custom darts you can load into your rifle are essentially sleepy pens, though their lack of stealthiness makes them rather dodgy if you don't have good aim, and the delayed reaction of the darts means that your victim can typically shout out what's going on unless you move quickly.
676Shotgun
677If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun.
678The kickback from being hit by a shot from this blows people away, knocks them down and (most importantly) causes them to drop their items. If one of those items was a weapon, you can steal it and finish them off with it. It saves ammo!
679Be warned that the shotgun is not subtle; as soon as the HoS knows you're rampaging with one, he'll rush to equip himself and his fellow officers with blast armor that will soak up a lot of the damage. Either have a backup plan if this happens, or take out the security detail first and foremost.
680The shotgun (among other things) fits in the bible.
681Signal Jammer
682Having a signal jammer near the AI's core chamber completely nullifies its radios, meaning that it can't speak to the crew.
683The signal jammer is best used when taking out your victims, as having the jammer eliminates the need to remove their headsets so you aren't found out.
684You may be tempted to hide a signal jammer in a room; this doesn't work out as well as you'd expect, since it won't take long for people to realize that their messages aren't getting through and figure out what the problem is.
685Silenced .22
686The suppressed .22 is sorta similar to the derringer but has some key differences:
687
688It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, insta-crit people.
689It won't tell anyone who fired it. They'll hear the gunshot, but there's no "HEY THIS GUY JUST SHOT A GUN" chat panel warning.
690People can still see it in your hand, but they might not notice.
691Sleepy Pen
692Once the initial reservoir is depleted, sleepy pens can be filled with any chemical mixture. This paves the way for an infinite number of nasty combinations.
693Fill the pen with chemicals from a poison bottle! Fill it with self-igniting mixtures to discreetly light people on fire! Fill it with chemicals to mutate the hell out of people, or booze to get them godawfully drunk!
694Most players are hesitant to let people near them, and this item is one of the major reasons why. Approaching someone who's alone will have them get suspicious, so penning people you pass by in the hallways or people in a tight group is much more effective.
695Sonic Grenades
696They are 'not' like flashbangs. More like a vampire's chiropteran screech. Plug your ears and blow out all the windows.
697Consider wearing insulated gloves and having a wirecutter ready. Blowing out all the windows leaves the grill. Cutting the grill leaves room for space. Chucking out a downed target from the window leaves no room for oxygen.
698Stealth Container
699Disguise your stealth storage as a gun. Throw it at people. Murder them as they try to figure out why it won't fire.
700Rig a mousetrap and pipebomb inside a stealth storage box, disguise it as a revolver or shotgun box, and leave it laying in plain sight.
701Or, if you can, just recycle a real revolver or shotgun box.
702Stimulants
703Stimulants are perfect for if you are doing bad things and you know security is coming, you don't even need a weapon to start with. Just crime, inject, disarm a baton or taser, and go to town. Be wary that you will be stunned for a time when the stimulants wear off so deal with all the rude red dudes or get somewhere safe before then.
704Goes great with a wrestling belt.
705Strange Seeds
706Alot of traitor botanists attempt to bring the maneater plants to people. Be the smart botanist and find a way to bring people to the maneater plant. Reroute disposals to a small inescapable room filled with maneaters. Or use a hand teleporter. Or both.
707Fire is a maneater's worst enemy. Consider hoarding welders and sabotaging GM that make them.
708Syndicate Cargo Transporter
709This can permanently remove things other than people, too. Sabotage the AI and transport the reset module to space, send the janitor on a quest to retrieve his mop bucket, hold the captain's cat ransom!
710The AI core can be put in lockers. Transporting it to space, while it won't remove the AI's ability to interact with the station, it will force it to start relying on its internal battery. This, in addition to being an indirect and clever metod of removing the AI, can distract the crew as they scramble to retrieve it.
711Syndicate Cleaner Grenades
712These are indistinguishable from normal cleaner grenades, so use this to your advantage. Find some place with an obscene amount of blood and bile, throw a cleaner grenade, and run off before people figure out what's up.
713Stunning someone and throwing a grenade at them can be incredibly lethal, as the acid will deal major damage before they can get up, and the lube will make attempts to get out of the epicenter of the blast difficult.
714Syndicate Donk Pockets
715Donk pockets will reduce the effectiveness of stuns on you for a brief time, combine with coffee, sugar, meth, nicotine or other drugs and you have a cheap substitute for stimpacks and some very good healing to boot.
716As a chef, try ordering some donk pockets and some syndicate sauce, and putting said sauce on said donks, then give the poison-filled snacks to your target or the captain. Shadow them after they eat it, and when they start having a seizure, loot them and throw their body in the gibber! Alternatively, you can just put the poison-donks out on a table in a public area, and hide nearby in a garbage chute waiting for someone to eat it them.
717Syndicate Mailman Suit
718Since the suit is of identical appearance to your normal mailman suit, there's no need to cover it up with a biosuit or the like. Wear the blue with pride!
719Getting ejected from a mail chute results in going prone and a short stun, so it's better for quick getaways and expediting travel across the station as opposed to ambushes.
720Syndicate Pipe Bomb
721Go look for rooms that have their APCs in maintenance, rig a pipebomb to a mousetrap, drop it on the floor under the APC and hide it under a jumpsuit or some sheets of paper or something. Disable the main breaker to that room, run away.
722Pipebombs rigged up to mousetraps and stuck in a container will blow up if the container is opened. People can't resist rifling through abandoned bags. Or medpacks. Draw your own conclusions.
723Syndicate Robot Frame
724Tips for the traitor roboticist:
725
726Syndieframes are indistinguishable from regular frames. Use this to your advantage, but make sure you don't mix them up yourself!
727A syndicate robot, while they can be killed or debrained, is unable to be killswitched. Consider this if you feel like targeting the interfering AI by killing or corrupting it.
728The syndicate robot is not just an emagged borg. It is a permanently mindslaved borg, that will attempt to fulfill your objectives for you if you are unable to do so for whatever reason. Consider helping your robot best friend out by reinforcing his body.
729If the borg doesn't cooperate for reasons that aren't law conflicts and is just ignoring you, adminhelp it. All their laws are modified to obey traitors, so they should listen to you.
730Having a robot army is very easy if you know how. Combine using syndicate robots, your near-infinite supply of flashes, with corrupting the AI, and forcefeeding players roburgers (or nanites if you know how), and you'll quickly become a force to be reckoned with.
731Do not use robotic talk to stay in touch with the syndiebots, contact it through its PDA. If you use robotic talk and the AI isn't subverted, then you can fully expect to be ratted out.
732Even if the AI is subverted, people can get machine translator implants to listen in on robotchat anyways, making it rather dodgy regardless.
733Use syndiebots to identify other traitors. Try to coordinate with them if at all possible, and if it falls through you'll at least know who to watch out for.
734Happen to have an emag? You can use it on a regular cyborg frame (on the unfinished frame, not an active cyborg) to turn it into a syndieframe. There's also a couple of full sets of cyborg parts on the station, frames included, saving you some building materials if you know where to look.
735Not a Roboticist yourself? You don't need to be: there's a fully functional Robotics Fabricator in QM you can get cyborg parts from, and dead people don't need an operating table to be de-brained, any old table will do. If you can stealthily rack up a bodycount on top of your first syndiebot, creating an army of personal robot slaves should be trivial, and as a non-Roboticist you will never be suspected until it's too late.
736Tips for the syndiebot:
737
738DO NOT ATTACK OTHER TRAITORS!!! THIS IS AGAINST YOUR LAWS!!! Traitors are considered the only humans, so harming them is a HUGE no-no. If your master tells you to kill a traitor, belay the order and slap him upside the head--BZZT tell him of the law conflict.
739If he refuses to listen, adminhelp it.
740Just because only traitors are human does NOT mean that you should go around purging every non-human in sight! This paints a target on your master, and that is very, very bad. Only kill when you master orders you to kill.
741If your master is building an army out of syndicate robot frames, bring him dead or almost-dead people to de-brain.
742If you're questioned by someone about doing something that is blatantly against a cyborg's regular laws (like actively attacking people), blame it on your laws. This puts the heat on the AI instead of on you and your master. Inform your master if you have to do this, and if the AI is reset, pretend you were reset too unless your master tells you otherwise so people don't figure out what you both are.
743Tell your master of any other traitors you find. Your fourth "maintain secrecy" law requires you to keep traitor identities a secret from the crew, but not from each other.
744Like your master should be, maintain contact with him through your PDA, not robotic talk, if the AI has not been subverted.
745Syndicate Sauce
746The primary ingredient in this sauce takes longer to activate depending on how much is in the bloodstream, but also does more damage. Varying dosages may fit some situations better than others.
747You'd be surprised what kind of stuff people are willing to eat if you leave it out in the open. People willingly dying due to chef-cooked food isn't a very uncommon occurrence.
748Syringe Gun
749Guide to chemistry. Just saying.
750It might be worth your while to scan the beans that might start in the candy bag at the bar.
751Syringe guns can be pretty devastating with any half decent cocktail of poison, and you don't need to be a pro chemist to put morphine, neurotoxin, embalming fluid, and unstable mutagen in a syringe gun. All it needs is reagent, it generates the syringes for you.
752As mentioned before, goes great with poison bottles.
753Note that you can fill the syringe gun with healing chemicals. Doing this and shooting yourself with the gun can be effective in rapidly healing injuries from poison and being in critical condition. You can shoot allies/mindslaves to heal them, too!
754Tactical Grenades
755While getting this box gives you quick and cheap access to some very powerful weapons, there are other ways of acquiring equivalent firepower, and you can even get tactical grenades from the Experimental Weapons crate at the QM console, though it does require Head-level access and access to QM proper.
756Be strategic with your grenade-throwing. Try to hit explosives such as fuel tanks and plasma canisters with incendiary grenades for some additional punch, use cryo grenades to form choke points in the hallways. You can even not throw the grenade at all and rush people if you're going for the "die a glorious death" route!
757Teleport Gun
758You can even teleport people to the debris field Z-Level if you manage to go all the way out there to place the beacon! There's a lot of nasty stuff out there that will gladly dispose of your foes for you.
759The teleport gun doesn't have to be used for lethal purposes! Getting shot with a teleport gun is disorienting and oftentimes places people a very far distance away from you, letting you flee pursuers a lot more easily.
760Trash Compactor
761This looks overpriced until you realize that, as the janitor, you have a ready supply of water to slip and stun people, and a pair of galoshes so you don't slip yourself. The stun is brief, but more than enough to cram the poor sap into the compactor if you're quick.
762Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate janitors often don't do.
763Keep the trash compactor closed in a firefight. It will act as a shield to any projectiles. Open it when and if you have a gun to return fire!
764Try to keep the meat cube'd victims out of sight. There are only two normal ways to make meat cubes in this game, and tricking a witness into thinking a Scientist made the meat cube will only work once, if at all.
765Trick Cigarettes
766Syndicate cigs are fantastic for getting rid of bodies.
767Area of high population density? Don't light the cigs just yet. Just drop them all over the place. Light a real cig in your mouth and run around the place. Due to the fact the way combustion works, the cigs will ignite as you pass. Very effective cluster bombing technique.
768Voice Changer
769If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use a handheld radio for authenticity.
770If you have access to the ID computer and some ID cards, you can have alot of fun with the voice changer, upload an AI law that causes it to support your misinformation! Watch the crew scramble and panic with just the power of words.
771Wrestling Belt
772While the belt doesn't have any visible sprite, you will occasionally and involuntarily flex your muscles while wearing it, which can tip people off to your wrestling nature.
773The belt can be stolen, and more than likely will be stolen if you're not careful.
774While just about no one will be able to stand up to you in one-on-one melee combat, be wary of gang-ups and ranged weapons like Security's tasers.
775
776Erebite Hostage Victims
777Build a room from erebite walls in space with no exit, only an oxygen tank and the detective's remote TV. Put a remote triggered, tank transfer bomb in an adjacent room with a signal jammer. Essentially it's a very explosive place that if sparks fly in it (i.e: If someone tried to RCD it or weld down the walls) it would be very explosive. Leave a teleport beacon on the ground. Kidnap people by stunning them and teleporting them in. Demand a ransom. Send a helmet camera in there if people don't believe the hostage room is real. Detonate the bomb if the negotiations fail.
778
779Battle Royale
780Mindslave all three of your targets, arm them and force them to fight each other to death.
781
782Borg Royale
783Give the cyborgs a law to fight eachother to the death for the title of champion.
784
785Rogue Fish
786Steal a fish from the chef's freezer, fill a spray bottle with water or space lube. Use a chameleon projector to turn into said fish. Run around wetting floors.
787
788The Guardian Angel
789Order a cloak, an agent card and a voice changer. Selected a random person, and became their guardian angel. Follow them around whispering cryptic words into their ear discussing how you would never let harm come to them and how you would kill anybody who threatened or crossed them.
790
791Spider Farm
792Buy poison bottles until you get spider eggs. Sabotage the disposal pipes so they eject people into the chapel. Set up a valuechimp in the chapel and buy a bunch of monkeys. Infect the monkeys with spider eggs. Barricade the room. Throw people into disposal chutes that lead to the spider farm.
793
794Who's your best friend?
795Requires: Syndie ID, a means to annoy a target (anything non lethal), full face mask/hat (don't let yourhead show at all if able), a full change of clothes (including shoes, gloves, and headset type; you lazy bum), your original ID and a med-kit. A chameleon projector makes like much easier for this as well. Microbombs from the remainder.
796
797The idea here is to pick someone, then switch personas between your syndie ID of beating them up and robbing them, and your crewman identity of being a helpful-crew-buddy that patches them up and defends them when others attack them.
798
799This person should be your entire shift. You are either helping them as your normal unmasked or partially masked self, or stealing their shoes as your masked villain counterpart. UNDER NO CIRCUMSTANCES SHOULD YOU KILL THIS PERSON. Others are generally of no consequence, except that you might end up getting forced into a murder spree otherwise.
800
801Do the Mario
802Requires a syndicate mailman outfit. Grab a hat from the routing depot if it doesn't come with the suit. Paint it all red using paint from the cargo bay. Get the plunger from crew quarters. Load up on spaghetti from the kitchen or space diner. Go around the station piping, popping out of a mail-chutes yelling "IT'S-A-ME MARIO!" before giving them spaghetti/murdering them.
803Even though it is a jerk move to attack other players without an excuse, monkeys are usually considered fair game. Since monkeys are frequently a changeling in disguise, people are likely to attack them on sight.
804Likewise, synthetics generally don't include monkeys in their definition of "human". A malicious AI or cyborg may decide to ruin your day.
805Abilities and Restrictions
806Can move over tables and racks unimpeded, and hide under tables as well as beds by clicking on them with a free hand. Once enabled, your mob will appear underneath some other objects like clothing and chairs, too.
807Monkeys tend to be hard to hit due to their smaller sprite and ability to move over or under tables.
808Can wear the same jump- and exosuits as humans, although many sprites don't fit monkeys particularly well.
809It is important that you acquire footwear. Without a pair of shoes, exposure to cold will quickly chill monkeys to the slowest movement speed.
810Last but not least, a superb selection of fart messages. A true monkeys will only communicate through farts and rude gestures.