Spy Thief
If you're looking for the old, unrelated Spy game mode, see Spy (discontinued game mode)
Your mission, Spy Thief, if you choose to accept it, is to disrupt the business activities of NanoTrasen by stealing items and machines vital to everyday operations. Upon successful procurement, you will be awarded with special spy gear to aid further extractions. In addition, we have entrusted you with some additional, optional side missions to facilitate future operations, to be potentially completed at your discretion. As always, should you or any of your Syndicate operatives be caught or killed, the Syndicate will disavow any knowledge of your actions. Good luck, Spy Thief.
Mission Briefing
The Bounty System
As a spy thief, you start off with a Syndicate uplink cleverly disguised as a PDA. (If you were made a Spy Thief after roundstart, or if the PDA your job spawned with isn't responding to the code, check your backpack for another PDA. Also, you'll still get a PDA if you have the Stowaway trait.) To unlock it, you must first activate it by entering the given code (accessible by the Notes command). Once you've unlocked it, this PDA uplink will show a list of item bounties and the Syndicate Items each one rewards and your current location.
The list of bounties refreshes every twenty five minutes or so. **HOT** bounties grant Syndicate Items of higher-than-usual value. Each bounty also lets you Print an photo showing what the target item looks like; for limbs, this prints the person, if they're within the station's camera network. There are up to nineteen bounties, generally in the form of:
- Four Station Item Bounties: Swipe some sort of item found on the station. What does the Syndicate need Stinkeye's and a cakehat for? Classified.
- To turn in: Go to the listed location for it and click on your PDA while holding the item.
- Five Personal Item Bounties: Snatch the target's ID Card, PDA, and/or trinket/heirloom--things your common mugger or ne'er-do-well might pilfer. The Last Seen area states where the item (and usually its owner) was when bounty page was last refreshed.
- To turn in: Same as for Station Item Bounties.
- Four Photograph Bounties: Take a photograph of certain crew member (or a monkey). If there's wiring, piping, or some random crap also in the picture, it's still fine.
- To turn in: Same as for Station Item Bounties.
- Four Limb Bounties: Become an arms dealer--by snatching the unfortunate target's arm or leg with your PDA. As with personal items, the Last Seen area is the limb's (and presumably its owner's) location when the bounty page was last refreshed.
- To turn in: Hit the target with your PDA or click-drag their sprite onto the PDA's, and after a few seconds, you'll automagically chop off the requested limb. This procedure also stuns the victim, so you can saunter out cool as ice. (Or taunt them with impunity.)
- Two Big Machine Bounties: Steal something that doesn't quite fit in a backpack. Ever wanted to steal that asshole Zoldorf? Or take the Pool's diving board? These are the bounties for you.
- To turn in: Either click on it with your PDA or drag-and-drop its sprite onto your PDA sprite, then wait a few seconds.
If you have the right item, but aren't in the right area, the Spy Thief PDA will try to draw a path to it (only you can see it). This may not necessarily be the fastest, safest, or stealthiest route to the required destination, but if you're completely unsure where a location is, this can be a real life-saver.
Bounty Rewards
Once you complete a bounty, Syndicate Item will be teleported to the tile you're on. As you turn in more items, the bounty rewards will greatly increase in value. Once you're on your fourth or fifth bounty, you reasonably expect to earn a 6 or 7-currency-unit item from turning in an item. In addition, bounty reward scales somewhat with both difficulty of obtaining the desired item and difficulty of getting to the drop-off location if applicable. For example, you'll get a better reward for the Head of Security's iconic beret than you would with a simple multitool, and a bounty where you need to turn something in at the Armory will give you a better reward than one where you need to be at one of the Crew Quarters areas.
You can complete an unlimited amount of bounties, but it has diminishing returns. After your sixth bounty, you'll have to complete two bounties to get one piece of Syndicate gear, so you won't be rewarded until you complete your eighth and tenth bounties. Then, after some point, you'll have to do three bounties to earn an item, then four, and so on.
The Spy Camera
For your mission, you also get a Bond-esque spy gadget: a camera with a secret built-in flash mode, so in addition to getting photos for photo bounties, it also briefly stuns people if you click on them with it at close range. You click on it while held to swap modes. The flash has 8 uses before the battery runs out. While you can't swap out the battery or put the camera in a recharger to refill it, it does recharge itself over time, taking around two minutes to go from empty to full.
In addition, only spy thieves can activate the flash mode. People who aren't spy thieves can still take pictures with it and such, but they can't check your camera for a hidden flash function to confirm if you're a spy.
Other Spies
Frequently, you're not the only spy thief around. These other spy thieves will have the same list of item bounties as you, and they can claim those bounties before you do, depriving you of useful spy gear. In addition, these rival agents may objectives that conflict with yours, such as by assassinating someone you must protect or stealing something you must steal too. Naturally, it is quite prudent to...handle them.
Alternatively, you can also work together; that is allowed. You could swap bounty rewards you don't really need and complete bounties together. If the other's in trouble, you can help bail them out. Of course, your partner(s) may have ulterior motives...
Other Objectives
In addition, you may be assigned some objectives, pulling from the Traitor Objectives list. These are all optional and are mostly suggestions on what you could do for your Spy Thief round. There is no punishment for not following them; the game won't take away Spacebux or whatever if you fail them, and the Admins won't ban you for not carrying them out. You can freely disregard them if you wish! If for example your objectives say to kill a Miner or whatever and then die a glorious death, it's okay to instead murder some completely different person or instead run a gimmick where you run a bizarre Ponzi scheme based on selling buttcoins and crushed soda cans.
Possible Bounty Items
This page is under construction. The following information may be incomplete. Update possible locations for each existing bounty target |
This is a mostly comprehensive list of all possible bounties. While it's certainly very huge, the in-game bounty list will only ask for items and machines that are actually on the station at the time. For example, you won't get a bounty for Popecrunch cereal if there isn't any on the map, and you won't get a bounty for it if some random Staff Assistant had already ate it. Note that this doesn't guarantee it won't go missing/be blown up in an explosion/get eaten after the bounty has started, if you can't find it in the stated area it might be in a container or someone's pocket.
Items
This page is under construction. The following information may be incomplete. Add in missing item bounties: packet sniffer, clown shoes, judge robes, fire suit, golden crayon, Port-a-Sci remote, HoS medal, RD's diploma, Medical Director's license, HoP's first bill, , piano, grand piano, organ (the kind you play), jukebox, trumpet, fiddle, tambourine, cowbell, triangle, SecHUDs, Santa suit, Security diving suit, Civilian diving suit, Command diving suit, Engineering diving suit, secure briefcase, molitz B briefcase, NT backpack, Captain's backpack, Captain's satchel, Engineering headset, Medical headset, Research headset, Shipping Headset, Mail courier's headset, Clown's headset, Auditory Headset, Radio Show Host's Headphones, NT Headset, Head of Security's Headset |
Item | Location(s) | Notes |
---|---|---|
Camera | Detective's Office Telescience Captain's Quarters Crew Quarters/Staff Assistants' Quarters Information Office (Cogmap1/Oshan) |
Not something you need to turn in, but you need it for photograph bounties. |
ID Card | On people | Go to the area listed to find the owner, stun them with the flash you started with a few times (or something better,) then nab their ID. Tip: if your own ID is a bounty, it's best to not claim it. |
PDA | On people | Like ID Cards, these can be tricky to steal if you're not an experienced mugger. If it's another Spy's though, don't turn it in! (Especially if it's almost completed.) Do their bounties and claim the prizes for yourself! |
Limbs | On people, but not for long... | Use the Last Seen: to find them. Your target does not have to be incapacitated or laying down like surgery but must be stationary for the channel time so it may be easier to stun them for three or more seconds (two uses of your flash is good enough) to keep them down. Then, as previously mentioned, attack them with your PDA to automatically snatch their limb. So simple! Unobservant or pre-occupied players might not even notice their limb is missing, for stealth use crowds to make it hard for them to identify you as the thief. If you're feeling kind, you could also attach a new limb, but nobody's going to judge you if you don't. |
Trinkets | Unpredictable | If it's a hat or glasses item, it's often on their head, or at least their backpack. If it's a rock or other useless item, it's often abandoned by the owner and left in the area where they spawned. If it's a bee egg, it will most definitely not be available, because who doesn't like bees?! |
Multitool | Tool Storage | Super-common. Can be made in any general manufacturer (found in Tool Storage, Cargo Bay, and Ore Processing) and bought from Electrical Maintenance Crates. If you really must steal something, take it from Mechanics Workshop. |
Power cell | Tool Storage Robotics |
Charge level and capacity do not matter, though type does. In general, wherever there's cell chargers, there's power cells. In particular, Tool Storage and Robotics both have plenty of them out in the open. For extra hooligan points, steal one from an APC. |
Hand teleporter | Teleporter Room Research Director's Office |
At least two spawn on a table in the Teleporter Room, another spawns in the RD's locker in their office. Both require a bit of breaking in. Very rarely, Engineers may freely distribute these as an extension of their crew objective. |
AI Law Module - 'Freeform' | AI Chamber | Zealously guarded by turrets and kept in a room lined with r-walls, electrified grilles, and IR-detectors. A Command-level ID is highly advised. |
Captain's spare ID | Captain's Quarters | The golden ticket itself. Some captains may offer it as an challenge or bounty award, other crew members may try to get a hold of it through less noble means. A smart thing to do would be to stop by Customs and give yourself captain-level access and THEN turn it in. |
Authentication Disk | Captain's Quarters | Sometimes haphazardly abandoned on the floor of the Captain's Quarters, sometimes locked the quarters' secure safe, occasionally given to a confidant, more often just found on the Captain. |
Data disk-COMMaster | Computer Core Tech Storage Bridge EVA (Cogmap2) |
Try not to confuse it with the other, similar-sized disks. |
Captain's antique gun | Captain's Quarters | Spawns in neat little glass display case in the Captain's Quarters. Go ahead, bust it open with a fire extinguisher. Take your time, the glass is surprisingly strong. It's just a display model, so you won't get locked in or trigger an alert by breaking the case. |
Energy gun | Captain's Quarters Head of Security's Office |
One spawns in the Captain's equipment locker, another in the HoS's, and both are eagerly taken by their owners. On occasion, an Engineer may freely pass these out just for kicks. |
Detective Special revolver | Detective's Office | A.k.a. the Detective's gun. It spawns in on the Detective in unique ".38 revolver box", and any Detective worth their salt will keep it on them. |
Stun baton | Security Most Security Checkpoints |
You pretty much need to take one off a Security Officer; most loadouts include a baton. Alternatively, you could break into the Armory and take the requisition tokens from the Special Equipment lockers, you could then redeem the tokens at a security weapons vendor for some sec gear, which will always include a baton. |
Taser | Security Most Security Checkpoints |
Security Officers often carry tasers but not always. If you're particularly bold, you could break into the Armory, somehow open the Special Equipment lockers for their requisition tokens, and cash them in at a security weapons vendor for the Standard loadout, which has a taser. |
Riot launcher | Security Armory |
Often found in proximity to Security equipment lockers. Sec doesn't use it often, but if it gets taken, they will notice. |
Apprentice Cap | Chapel (Cog1) Arcade (Cog2) Outside Hydroponics (Clarion) Nerd Dungeon (Oshan) |
Sparkly pink conical hat that spawns on a wooden table with dice, paper, pens, and other tabletop-gaming gear. It's the only one on the station, so raise your Rogue levels by stealing it before any other spy can! |
2k13 Vintage Santa Hat | Kitchen (Clarion/Destiny) | Spawns in the freezer/cold room portion. Do not claim, lest ye bring the curse of Christmas ruin upon ye. No really, that hat is warm enough to protect you from the cold of space, so if you need some space gear and don't mind looking like a doofus, take the hat, but don't turn it in. |
Prisoner's beret | Brig | The personal hatwear of Monsieur Stirstir himself. Getting in is easy, getting the hat off is even easier, getting out is...not. The exact means of escaping the Brig differs from map to map, but one thing stays the same: a hidden door in the bathroom made beforehand sure works wonders. |
Merchant's hat | Cargo Bay (Cog1/Cog2) | An oversized white sombrero found in a crate hidden somewhere in the Cargo Bay's conveyor belt network. Occasionally found and worn by the Quartermaster and a common "fashion" item among Merchants |
Captain's Hat | On the Captain | Since they can fight back with their energy gun, you have to ambush them first, so they don't get a chance to use it. You could, among many, many other things, steal a taser from Sec and try to fire first, slip a good ol' banana peel on them and beat them to unconsciousness, throw a beaker of cryostylane and wail on them the moment they break out of the ice, etc. The best methods and means depends on your current resources; the key here is having the knowledge and experience to utilize them. If you lack any of those, at least remember that the PDA accepts heirloom/trinket Captain's hats too. |
HoS' Hat/Beret | On the head of the Head of Security | The reddest of all redshirts, with weeks and weeks of Security experience under their belt and an energy gun they're not afraid to use right beside it. If your usual ambush tactics fail, and you can't match the equipment advantage by stealing a similar gun, fight dirty. Catch 'em while they're detaining suspects in a Port-a-Brig, jump them while they're fighting other thieves/antagonists, etc. |
Head of Security's mug | Head of Security's Office | This is a mug with a unique sprite that appears in, as one might expect, the office of the Head of Security, usually located in Security. That means you might expect some resistance! Both the regular version and its alternate blue version are eligible. |
Cakehat | Bar | The one and only. Pluck from the bar counter before some Staff Assistant puts it on. |
Blindfold | Genetics Bridge |
There's always two of these in Animal control lockers, which are usually in either the monkey pen or the actual genetics lab. The Bridge usually has one too, in conjunction with some handcuffs for...purposes. |
Sunglasses | Captain's Quarters Armory |
One pair always spawns in the Captain's equipment locker in the Captain's Quarters, and there are also pairs in each Special Equipment crate. Trinket sunglasses work as well, and you may find a pair while combing Maintenance. Stay away from the ones in the Pool, which are not true sunglasses. |
VISOR goggles | Medbay Medical Booth |
There's one in every medicine storage locker, and Medical Fabricators can manufacture one fairly cheaply. |
ProDoc Health Goggles | Medbay Medical Booth |
Every medical uniform locker has one, and there's always a few on some tables in Medbay, typically nearby some paramedic suits and/or medical dispensers. |
Spectroscopic goggles | Chemistry Hydroponics Bar |
A few of these can be found in the Chemistry Lab. Hydroponics, Bar, and Pathology also get their own pair. They can also be ordered by Cargo in the form of Chemistry Resupply Crates (Cardlocked [Research]) |
Meson Goggles | Mechanics Workshop Mining Department Engineering CE's Office Tech Storage |
Miner, Engineer, and Chief Engineer equipment lockers each have one pair. Tech Storage usually has a pair too somewhere. |
Clown suit | Clown Tent/Hole | The Clown usually keeps an extra suit in a crate in their Clown Tent/Hole. Comedy Equipment kits have clown suits too, along with other clowning essentials. Why not request a second one and put on the shoes? |
Body armor | Security Most Security Checkpoints Head of Personnel's Office Captain's Quarters. |
Every Security equipment locker has one. The Bartender spawns out wearing one, and the Head of Security, Captain, and Head of Personnel all start out with one in their lockers. |
Biosuit | Pathology Chemistry Plasma Research Custodial Closet |
Found in Level 3 Biohazard Closets, a common sight in Pathology, Chemistry, and Plasma Research. The Janitor also has their own biohazard closet in their Custodial Closet |
Paramedic suit | Medbay | Two of these spawn on a rack somewhere in Medbay, usually near Operating Theatre. Also fairly popular amongst roaming Medical Doctors, so expect to find at least one of them wearing a paramedic suit. |
Space suit | EVA | This bounty is specifically asking for the generic space suits in EVA, rather than any of the department-specific ones. While you're there, you might as well grab another one for yourself as well, alongside a space helmet and an oxygen tank from the tank dispenser. It might come in handy! |
Captain's space suit | Captain's Quarters | Spawns on a rack in the Captain's Quarters. If it's gone, there's 45% chance the Captain's wearing it, a 50% chance a Clown pretending to be the Captain for comedy is wearing it, and a 5% chance an enemy spy has made off with it. |
Engineering space suit | Mining Department Mining Outpost Engineering Emergency Storage B (Cogmap2) Emergency Storage A (Cogmap2) |
Fairly common. Can be made fairly cheaply in Mining Manufacturers, which are found in Mining Department, the Mining Outpost, and Cargo Bay. |
Overcoat and scarf | Information Office (Cogmap1/Oshan) | Spawns in a crate, along side other goodies like fanny packs. Feel free to help yourself to one of them; you'll appreciate the extra space for your gear. |
Insulated gloves | Engineering Storage Mechanics Engineering |
Engineering Storage usually has a few pairs. Mechanic lockers each have on pair, Electrical Maintenance Crates from Cargo have two, and electrical supplies lockers each have a whopping three pairs. And you'll definitely want one--they'll protect you from being electrified while door-hacking. |
Security Headset | Security Most Security Checkpoints Detective's Office |
Forensic supplies and Security equipment lockers each have one, kept away in a box with various other wardrobe items. Steal one for a bounty, then steal one for yourself so you can snoop in on the Security Officers' conversations. |
Command Headset | Bridge | Usually on a table, hidden amongst a bunch of desk clutter and junk. |
Captain's Headset | Captain's Quarters | The Captain wears on of these, obviously. They also keep a second on inside their Captain's equipment locker in their quarters, alongside many other goodies. You may want to keep it for yourself, if you want to listen in on the Security channel. |
Head of Personnel's Headset | Head of Personnel's Office | Found on the Head of Personnel's head, obviously. If you can't find them (don't worry, few of us can), check their Head of Personnel equipment locker in their office, which has a spare HoP headset (and a few other choice goodies.) |
Medical Director's Headset | Medical Director's Office | The Medical Director, as you'd expects, spawns wearing this and keeps a spare one in their office, inside the Medical Director equipment locker. |
Research Director's Headset | Research Director's Office | As you'd expect, one spawns on the RD's head, while another is kept in the Research Director equipment locker in their office in Research Wing. |
Chief Engineer's Headset | Chief Engineer's Office | The Chief Engineer wears one, obviously, and another can be found inside the Chief Engineer equipment in their office in Engineering. |
Security Belt | Equipment/Locker Room Most Security Checkpoints |
There's one in every Security equipment locker, which can only be opened with a Security Officer or Captain ID. They're fairly popular among officers, so you might have to rummage through a few lockers to find one. |
Utility belt | Tool Storage Mechanics Workshop(Cog1/Cog2/Destiny/Clarion/Oshan/Kondaru) Warehouse (Cogmap1/Cogmap2) Maintenance (Cogmap2) |
Grab one for yourself, you'll appreciate the extra inventory space later. You can find these on a table or rack out in the open somewhere in Tool Storage and in most maps' Mechanics Workshop. You can also get these from the QM through Utility Belt Crates. Engineers spawn with one on their person. |
Medical belt | Medbay Medical Booth Medical Director's Office |
Every Medical Doctor has one. Two more can be found out in the open on a rack with some paramedic suits, one appears in the Medical Director's closet, and the others can be found in cardlocked Medical uniforms lockers. It's also possible to buy one from Cargo through the Medbay kit for quite a sum. |
Jetpack (Oxygen) | EVA Mining Department Captain's Quarters |
EVA and Mining Department both have these sitting on racks alongside the space suits. The Captain gets his own personal jetpack that's on a rack in his office. |
Medic's backpack | Medbay Medical Booth |
A common sight in medical uniform lockers. |
Magnetic Boots | Engineering Storage Engineering Pod Bay (Cog1) Engine Control Room (Destiny/Clarion) Mining (Oshan) |
Most of the listed locations have multiple pairs. When activated, they slow you down but keep you from being thrown, pushed, or pulled. This can keep you from being spaced or dragged into a dark corner to be killed, unless your assilant is smart enough to take off the boots, but it can also keep you from being dragged to safety by bystanders. Consider the costs and benefits carefully. |
Flippers | Pool Engineering Storage (Oshan) Mining (Oshan) EVA (Oshan) |
The Pool usually has one pair--and one pair only. On Oshan Lab though, you can find them plenty of them in Engineering Storage, Mining, and EVA. |
Galoshes | Debris Field | You need to nab these off the Janitor. Supposedly, there's one in deep, deep space. |
Cleaner bottle | Custodial Closet Mini-Custodial Closet Morgue |
Usually found on one of the tables in these rooms, below a few other things, so you don't have to look through the access-locked custodial supplies closet. Can brought quite cheaply from Cargo in form of Janitorial Supplies Refill crates. |
Mop | Custodial Closet Mini-Custodial Closet |
Janitorial Supplies crates have these as well. You can also nab one of these off the rack when the Janitor isn't looking (which is fairly often, as their job doesn't require them to be in their office often), but why do that when you can steal it right when the Janitor's using it for extra hooligan points? |
Russian revolver | Bar | Specifically in the room where the Bartender spawns, known as Bartender's Closet/Bar Office. Ask nicely or face the barrel of a territorial Bartender's riot shotgun. |
Champagne | Bar Bridge (Destiny/Clarion/Oshan/Cog2) |
Most station's Bridges have a few bottles, ostensibly to demonstrate one of the "perks" of being a Head of Staff. The Cap'n Bubs' Booze-O-Mat behind the Bar counter also has at most four bottles. |
Stinkeye's Special Reserve | Captain's Quarters Bar |
Often well-hidden behind some bush or other potted plant. You can also ask for one from the Bartender, if they've hacked the booze vendor. |
Spaced Rum | Head of Personnel's Office | Spawns on a table/desk in the HoP's office. The HoP hardly ever uses it all, so they're hardly gonna miss it. |
2010 Vintage | Bridge (Cog2) Defendant's Chair (Cog1/Oshan) Courtroom (Destiny) Community Center (Clarion) |
The finest w(h)ine. NPC QM Merchant Pianzi may offer it under the guise of a "vintage drink", and a second bottle may be found lurking in the nooks and crannies of the station. |
Bee kibble | Research Director's Office | It's on a wooden table close to Heisenbee, but why would you steal from a cute and innocent space bee? Spare them the trauma and make your own. |
Cereal box - 'Pope Crunch' | Crew Quarters (Cog1) Crew Quarters A (Cog2/Oshan) |
On Cog1, Cog2, and Oshan, one box, and one box only, spawns in Crew Quarters (A). Snatch it before some Staff Assistant makes it their next snack. |
Meat of questionable origin | Kitchen | Spawns in a bloodied and suspicious-looking crate in one of the Kitchen's storage rooms. |
Knife | Kitchen | One can be found one of the kitchen tables. A bunch more can be found in the access-locked FoodTech. The Bartender's Cap'n Bubs' Booze-O-Mat also vends a fruit wedge kit, which comes with a knife. |
Fork | Kitchen Bar |
There's usually plenty of these on the tables in the Bar that you can swipe without much detection. The Kitchen's FoodTech vendor has ten of them, plus two more in every cutlery kit box. |
Spoon | Kitchen Bar |
Exact same deal as the fork. There's a few in cutlery kit boxes, a few more in the Bar, and even more in the Kitchen's FoodTech machine. |
Rolling pin | Kitchen | One spawns on a table in the Kitchen, and another two can be obtained from FoodTech vendors. Every Chef also spawns with one in their bag. |
Medkit | Medbay Genetics (Oshan) |
One spawns in every medkit storage locker, and they can be ordered from Cargo by the truckload via Medical: First Aid crates. Oshan Lab's Genetics Lab has one too, in case the monkeys start re-enacting an underwater version of Planet of the Apes. |
Circular saw | Operating Theatre Robotics |
Both locations usually have plenty of them. If you need more, make them at either a Robotics or Medical Fabricator. |
Staple gun | Operating Theatre Robotics Medical Booth |
Fairly uncommon. Can be manufactured in Medical or Robotics Fabricators, located in Medbay, Robotics, and Cargo Bay. |
Pharmacopia | Chemistry Lab Pharmacy Operating Theatre (Destiny/Clarion/Linemap) Public Market (Cogmap2) |
A nondescript grey book found in the Chemistry Lab of the Research Wing and Medbay's Pharmacy, which depending on the map, is usually either just a room with medkit lockers and floor health scanner machines or an actual chemistry lab. Also available from Books4u vending machines (usually found some where near the Cargo Bay) for a reasonable price. |
Defibrillator | Medbay Operating Theatre Medical Director's Office |
At least one can be found on/near one of the surgical tables. The Medical Director's locker contains one of these, and depending on the map, the medical carts may have one. |
Port-A-Medbay Remote | Medbay Medical Director's Office (Cog1) |
Usually in close proximity to the Port-A-Medbay it controls, as well as an inexplicable tendency to be next to beakers of cryoxadone and cryostylane intended for the cyrogenic healing pods. |
Tranquilizer Rifle | Medical Director's Office Armory |
The Medical Director keeps one in a blue locker in their office. The Armory has some too, kept in the appropriately named tranquilizer crate. |
Football | Crew Quarters | Despite what you'd expect, this actually just spawns in a table in Crew Quarters instead of the Gym. Occasionally, you may get one from opening eggs from amusing ducks. |
Watering can | Hydroponics | Native to Hydroponics, often found on a table or in the GardenGear vendor. There are plenty of these to go around, so the Botanists likely won't miss them. Also found in Hydroponics Starter Crates |
Barkley's basketball | Gym | One of its kind and hidden in plain sight. Logically found where Barkley is. |
Beepsky's diary | Beepsky's House | One of its kind, so it's likely you'll bump into another spy thief vying for the same item. Opening the crate it's found in is the easy part, getting past the plastic flaps, not so much, maybe |
Cap'n Bubs(TM) Extra-Manly Bubble Bath | Locker Room (Cogmap1/2, Clarion) Toilets (Destiny) |
One of a kind--snatch it before the other spy thieves do! Found next to a bathtub, as you'd expect. |
Ouija Board | Chapel | One of these always spawns in the Chapel. Sometimes, it's on a table in the public lobby, sometimes it's inside the confessional booth, sometimes it's in the chaplain's office. |
Gnome Chompski | Courtroom (Cogmap1) Security lobby (Cogmap2) |
A master of hide and seek, with a fondness for hiding out in Lost and Found bins. Snag 'im before some Staff Assistant successfully seeks him. |
Saxophone | Jazz Lounge | I'm never gonna dance again, guilty feet have got no rhythm...At least one spawns in the Jazz Lounge. You can also craft your own, given enough materials. |
Harmonica | Jazz Lounge Brig |
One spawns in a table in the Jazz Lounge; another spawns in the Brig's general population cell. You may also occasionally find them in some of the station's nooks and crannies, as a reward for explorers and phase shifters, and it's a fairly common trinket item. |
Whistle | Security Most Security Checkpoints |
There's one in every Security equipment locker. It's also a semi-popular accessory amongst Security Officers. |
Bike horn | Clown Hole/Tent | A horn for clowns, honk! The Clown keeps an extra horn inside a crate inside their Clown Tent/Hole, and every Comedy Equipment kit includes one. |
Dramatic horn | Kitchen | A seemingly-normal bike horn that plays...something besides honks. Snatch it before the Chef decides to make it into a robot version of himself. |
Vuvuzela | Derelict Quarters (Cog2) | One of these spawns inside a crate somewhere in the Derelict Quarters. You can craft one with nano-fab parts fairly easily or fabricate one at a hacked general fabricator for very little material. |
Big Objects
This page is under construction. The following information may be incomplete. Add missing big item bounties: NanoPutts , ValuChimp, SecVend, Morgue tray, cloning console, (firefighting) foamtank, watertank, water cooler, compost bin, and fueltank. Expand minisubs entry. |
Item | Location(s) | Notes |
---|---|---|
Communications Dish | Bridge Mining Outpost Listening Post CE's Quarters (Cogmap2) Above Routing Depot (Cogmap1) Below Mining (Destiny/Clarion) Arrivals (Oshan) |
A grey sphere with a weird green pulse. More often that not located in Space, so bring a space suit and internals. (Or just internals and maybe some flippers or an inner tube if you're on Oshan). |
Communications Console | Bridge Captain's Quarters Armory |
Of these, the one in the Bridge is most accessible, since it usually involves the least amount of door hacking/wall-melting/deconstruction. Unlike with other computer bounties, you can't build your own. |
ID Computer | Customs Arrivals Security Checkpoint (Cog1) Main Hangar Security Checkpoint (Cog2) |
You usually don't have to do more than disassemble a reinforced table. Most HoPs leave Customs with 15 minutes or so roundstart, so it's sometimes better to wait a bit. |
Arrivals Announcement Computer | Bridge | Often spawns alongside several other computers, though on Cog1, it has its own little side room. |
Bridge Announcement Computer | Bridge (Cog2) | The one below the camera tripod. Try not to mix it up with the identically sprited Comms Console. |
Robotics Control | AI Upload Computer Core (Cogmap1/Destiny/Clarion) |
Also typically protected by turrets. You don't need any special tools or skills to deal with them though, just a few solid objects. See Killing the AI's section on turrets for more information. |
Oven | Kitchen | Drag it onto your PDA in order to accept it, else you'll just shove the PDA into the oven. |
Gibber | Kitchen/Catering Storage | On most maps, the gibber has its own little room, sometimes called Catering Storage. It's pretty cold in there, so you might want to bundle up. |
Party button | Bar | A little red button with mildy ominous yellow and black safety stripes, located behind the bar counter. Interestingly, if you claim while it's in PARTY! mode, the annoying flashing lights stay on. |
Beer keg | Bar/Kitchen Bar Office (Oshan) |
The Bartender usually keeps one in the backdoors of the Bar, either in their own little private office or in a storage room near the Kitchen. |
Still | Bar/Kitchen Hydroponics Bar Office (Oshan) |
Hydroponics always has one, usually in some sort of storage room of varying decrepitude. The Bar usually has one as well, sometimes in the Bartender's private office or in a black-tiled storage room, sometimes called Catering Storage. Home Distilling Kits from Cargo have them too. |
Hydroponics tray | Hydroponics Public Garden (Cogmap2) Zen Garden (Oshan) |
Botany's got bushels of these, as do Hydroponics Starter Crates. |
Enzymatic Reclaimer | Cloning | As with the cloning scanner, Medbay usually notices its absence. Also tends to be surrounded with corpses and personal effects, ripe with heirlooms, IDs, PDAs, and other high-value bounty items. |
Cloning Pod | Medbay | Medbay will be mad if you make off with it. You could avoid confrontation by replicating it with the ruckingenur kit and stealing the deployed copy (which would make a good excuse/cover), but that's not what the Syndicate sent you here for. |
GeneTek Scanner | Genetics | Depending on the map, you might need to hack lots of doors or melt down several walls just to get to Genetics, and once you're finally there, you must slip it under the nose of the Geneticists. As lethally oblivious and unaware as they may appear, do not underestimate how possessive they can be. Not to mention, it's no doubt that they're positively aching to test the superpowers they've been developing all shift...on you. Are you a bad enough dude to face a wacky spinoff Incredible Hulk with superfarts and firebreating? The Syndicate hopes you are; that's why they sent you! |
GeneTek Console | Genetics | Same barriers as the GeneTek scanner, but now the Geneticists will, for various reasons, be extra pissed if some thievin', schemin' spy like you steals it. You could build your own with the circuit board in Tech Storage, and the Syndicate will reward you all the same, but where's the thrill in that? |
Cryogenic healing pod | Cryo | Often part of a much larger general-use area, though sometimes they get their own little room. Though it's rarely used, its absence is often comically jarring, considering just how huge they are. |
Operating Table | Operating Theatre Robotics |
Take the one in Robotics if you want to be a real nuisance. Clicking on it while holding your PDA will just put the PDA on the table; instead, drag-and-drop its sprite onto your PDA's to claim it. |
Port-a-Medbay | Medbay | Often found along side cyro chambers for some reason. If you ask a Medical Doctor, Medical Director, or the AI to send you a copy of the Port-A-Medbay remote PDA app, or simply buy a Med-U Cart from a CartyParty vending machine, you can then simply use the remote app to call it to your current location and claim it there. |
Port-A-NanoMed | Medbay, otherwise highly variable | As with the Port-A-Medbay, you can simply summon it to your location to claim it if you ask a Medical Doctor, Medical Director, or the AI to send you a copy of the Port-A-NanoMed remote PDA app. If neither are willing to send it, you can also buy a Med-U Cart from a CartyParty vendor. |
NanoMed Plus | Medbay Medical Booth Operating Theatre (Cog1/Cog2/Oshan) Medbay Staff Area (Oshan) Medical Storage (Oshan) |
Often found hugging a wall or corner, alongside a couple medkit lockers, medicine storage lockers, and other medical doodads. |
Dialysis Machine | Operating Theatre | Generally found inside Medbay's surgery area, or at the very least right nearby. It's not commonly used, so the medical staff may not notice its absence. |
Medical Announcement Computer | Medical Director's Office (Cog2) | Right in the right middle of the Medical Director's office. You could easily claim it if you went through Pathology and broke the window into the office. |
Chem Dispenser | Chemistry Pathology Bar |
Most jobs can access one fairly easily. The one in the Bar is especially easy, since people often break into counter area just for dispenser access. |
DWAINE Terminal | Artifact Research Toxins RD's Office Tech Storage |
Uncommon, but hardly hard to find. For extra screw-the-crew points, take the ones in Toxins and Artifact Research. |
Research Announcement Computer | RD's Office (Cog2) | Located right in the left middle, above the plant. |
GuardBuddies | Robot Depot Bar |
Most of them will probably be inactive in their chargers in Robot Depot, but you might see a few in the Bar apparently taking breaks. But why would you steal such a cute and adorable thing? |
Portable flasher | Security Office | Often found outside/near/in a side room with Security equipment lockers. Smart officers often put one near the main entrance to discourage vandals and hooligans. Better put on your sunglasses or welding helmet before claiming this, lest you get flashed. |
Port-a-Brig | Security Office (Clarion/Cog2) Interrogation Room (Cog1/Oshan) Brig (Destiny) |
If you can somehow convince the AI or a Security Officer to send you a copy of the Port-a-Brig remote PDA app, you can then simply summon it with your PDA, without having to break into anything. |
SecTech | Security Most Security Checkpoints |
Might want to hack it and take all the flashes and maybe even the flashbangs first before sending it to the Syndicate. |
Security Announcement Computer | HoS'S Office (Cog2/Cog1/Oshan) | Cog1's is near the upper left corner, Cog2's is in the lower left, though both are close to the Head of Security's Office's left entrance. If you somehow have the access (A Captain ID can't use it, so you need the HoS's), be sure to use it to gloat about how you're stealing the HoS's personal property right under their nose. |
Reactor Statistics Computer | Hot Loop (Cog1/Cog2) Maint tunnel below Cold Loop (Destiny) Engine Control Room (Clarion) |
Easy to distinguish with its distinct animation and bright red screen that stands out against a sea of yellow. Might want to have firesuit ready in case the Engineers are hellburning though. |
Engineering Announcement Computer | CE's Quarters (Cog2) | Located in the bottom right corner of the CE's Quarters, right near a window into Space that's just aching to be host to a Space Smash 'n Grab. |
QM Supply Console | Cargo Bay | All Cargo Bays have at least two consoles: one near the conveyor belts for imports and exports, the other near a table open to the central hallway, ostensibly for in-person cargo orders. |
QM Announcement Computer | Cargo Bay | Often found in proximity to a QM Supply Console. If you yourself have access to Cargo Bay, feel free to gloat that you're taking the computer right now. Or just say something really stupid, that works too. |
Cyborg charging dock | Robotics Mining Outpost |
At least one is guaranteed to be in Robotics, with another two in Mining Outpost if the map isn't Oshan Lab. Beyond those, the other ones are quite rare. |
Escape Pod E-### | Escape Arm | No one will miss these. At all. Hardly anybody bothers with them, so if you see someone checking them out, they're usually either new or an enemy spy. (Or both--it happens.) |
Springboard | Pool | Drag-and-drop its sprite onto your PDA to turn it in, unless you actually do want a last cannon ball before it's gone. |
Crusher Unit | Disposals | Might have to break a few windows or grilles to get to it. Clicking on it isn't going to crusher your PDA, so claim it as you wish. Just watch your step for any oil spills or comically-placed banana peels. |
Zoldorf | Bar | He probably couldn't see his future of getting teleported by a PDA off to who-knows-where. |
NanoTrasen recruitment poster | Security Office (Oshan) Security Office (Destiny) Hallway outside Security (Clarion) |
Specifically the one with the Head of Security saying "I want YOU for NT!" |
Vendomat | Plasma Research Tool Storage Supply Lobby (Cog1) Robotics (Cog2) West Crew Lounge (Destiny) Cargo Bay (Clarion) Central Warehouse (Oshan) |
A generically-named vending machine with a distinct red screen, showcasing its remote signallers, proximity detectors, igniters, and other bomb components. If you think bombs are the bomb, you probably shouldn't claim this. |
Robotics Fabricator | Robotics Cargo Bay |
Hate robots? This one will surely rustle the Roboticists' jimmies, and the fact the materials within will be deposited on the floor when taken won't be enough to unrustle them. |
Medical Fabricator | Medbay Medicine Room |
Often found in the general hallway area between different facilities, though on Clarion, it's in the room with all the medkits and NanoMeds. |
General Manufacturer | Tool Storage Cargo Bay Research Wing |
Might want to fabricate a few tools with it before you take it. If you want to really screw the crew and NanoTrasen over, go for the one in Tool Storage. |
Minisub | Pod Bay (Oshan) | Once again, name hints at location, only this time, it's much more straight forward, since the name tells you which department uses it. The odd ones out are Civilian minisubs, which are in the Catering Dock and Research Dock, and the generic Minisubs, which are in the public Pod Bay, Sea Diner, and Tech Outpost. |
NT Prototype Semiconductor | Engineering | The TEG's only semiconductor. It can be removed by using a screwdriver, then wirecutters, and finally crowbar. The Chief Engineer has a tracker for it in their locker. |
Tips for Bond Imitators
- Having trouble figuring out where your turn-in locations are? Our Locations page may help.
- For Router locations, please turn to the relevant QM section.
- Frequently, you won't always have access to the places where your target items are stored or the places where you're supposed to turn them in. In times like these, it's useful to know door hacking or have a little thermite mix on hand.
- You can receive ANY Syndicate Item from completing a bounty, even surplus crate-only and job-specific items. To get the best use of your items, you may want to see the Being A Better Traitor page.
- Need more Syndicate Items? Had bad luck with your bounty prizes? Steal another Spy's PDA and redeem their bounties! Surprisingly, it's not picky about who's actually turning the items in.
- Stealth is hardly top priority. Getting caught/seen but still managing to escape is often just as good as not getting caught at all. You can go far just by wearing a space helmet and generic jumpsuit and putting your ID & PDA in your backpack. In fact, you can get away with quite a lot if you simply avoid stealing limbs or personal items.
- That said, if you approach stealth as another game to play or puzzle to solve, rather than a clutch for a weakness, stealth Spy Thief can truly be an enjoyable experience. The trick is to try to be unnoticed while still getting other people involved/curious, such as by putting on disguises, creating distractions, and framing other people.
- Notice certain bounties ask for a one-of-a-kind item that hardly anyone but a Spy Thief would care about? This is because these bounties were designed to help you catch Spies early! If you witness someone nabbing such an item, like Beepsky's diary or a 2010 Vintage, there's a good chance they're another Spy Thief.
- With some shrewd trickery and cunning, you can weaponize the Spy PDA itself. Scream over the radio that you've just spotted someone (preferably another suspected Spy Thief, but any random passerby could do) spawning in a [TRAITOR ITEM] at [DROP-OFF LOCATION]. PDA message the Security Officers that someone's just broken into [LOCATION] and now [MACHINE BOUNTY] is gone; for extra authenticity, do this after you've actually completed a machine bounty. You might not get anybody arrested, but you'll still slow down and deter competing Spy Thieves.
- On the other hand, beware: a sizable number of Security Officers and Heads of Security know about these tactics and abhor Spy Thieves who try to use them as a personal hit squad. At best, they'll ignore you. At worst, you might find yourself in a cage with a French monkey.
Supplementary Video
Jobs on Space Station 13 | ||
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Command & Security |
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Medical & Research |
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Engineering | ![]() ![]() | |
Civilian |
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Silicon | ![]() ![]() | |
Jobs of the Day | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Antagonist Roles | With own mode | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Others | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Special Roles | ![]() ![]() ![]() ![]() ![]() ![]() |