Difference between revisions of "User:Studenterhue/Retired Objectives"
Studenterhue (talk | contribs) m (follow the format I just set) |
Studenterhue (talk | contribs) (Shove objectives removed as a result of PR #18222 being merged from Traitor Objectives onto here. Will have to change these (and others) to past tense at some point.) |
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;Destroy or shut down the AI | ;Destroy or shut down the AI | ||
=== | ===Debrain the AI=== | ||
;Steal the AI's neural net processor. | ;Steal the AI's neural net processor. | ||
You had to steal the [[Artificial Intelligence|AI's brain]], the [[Roboticist#BrainAI|neural net processor]], from its core. Extracting the processor from the core was same as it is today: use a | You had to steal the [[Artificial Intelligence|AI's brain]], the [[Roboticist#BrainAI|neural net processor]], from its core. Extracting the processor from the core was same as it is today: use a Head id, a crowbar, a wrench, and then an open hand on the AI's core, in that order. This of course, kills the AI, essentially making it an assassination mission phrased as a theft. The precise steps needed to actually get to the AI in the first placed varied with the map, but as with today, turrets, reinforced walls and windows, electrified grilles, and restricted access were just some of the obstacles. | ||
This objective appeared in the July 4th, 2013 update, as a replacement to the [[#Destroy AI|"Destroy AI"]] objective. This update also greatly expanded the AI's damage mechanics in general, giving the AI an internal battery, a brain to lose in the first place, sprites for the various damage states, and ability to repair damage with a welder and/or wire. At some point before 2020, but after 2016, it became an objective that could only be assigned by admins. | |||
=== | ===No Cyborgs=== | ||
;Deactivate or destroy all Cyborgs on the station. If you end up borged, you do not need to kill yourself or be un-borged to win. | |||
Pretty much exactly what it says on the tin. You had to eliminate both the [[Cyborg|cyborgs]] that spawned at roundstart and any that were created afterwards. The game didn't care if they were forced to commit suicide through a custom law, blown to smithereens, got their brains forcibly removed, or just had their head-cases bashed in with an extinguisher, they just needed to be gone. If you ended up a borg yourself though, that was okay. | |||
This objective was retired somewhere around May 2018 <!-- based on internal admin logs --> because it was pretty unpopular. You can imagine why people didn't like it: this basically encourages removing one of the main ways to get revived/bought back into the game, and that's sort of the opposite of making things fun, and things would get pretty dicey if another Traitor had [[Syndicate Items#Syndicate Robot Frame|syndicate robots]]. Unlike some of the other objectives, this is commented out in the code, so even admins can't give you this objective. They can give an objective with the exact same text, but it won't actually check if all the cyborgs are dead. | |||
===No Clones=== | |||
Make sure no [[Medical Doctor#The Cloner|cloned]] crew survive. The easiest, most surefire but rather dullest way is to disable the cloning lab by throwing a bomb into it at roundstart and making sure there [[Mechanics Workshop|Mechanics]] can't make a copy of it, but there's plenty of alternatives. Cutting off power to the lab, sabotaging the cloning pod with [[Chemicals#Poisons and Toxic Shit|nasty poisons]], making a hitlist of all clones, the sky's the limit. And yes, if they get turned into [[Cyborg|robotic]] [[AI|lifeforms]], they count as not cloned. | Make sure no [[Medical Doctor#The Cloner|cloned]] crew survive. The easiest, most surefire but rather dullest way is to disable the cloning lab by throwing a bomb into it at roundstart and making sure there [[Mechanics Workshop|Mechanics]] can't make a copy of it, but there's plenty of alternatives. Cutting off power to the lab, sabotaging the cloning pod with [[Chemicals#Poisons and Toxic Shit|nasty poisons]], making a hitlist of all clones, the sky's the limit. And yes, if they get turned into [[Cyborg|robotic]] [[AI|lifeforms]], they count as not cloned. | ||
Note: If you end up getting cloned yourself, you do not need to kill yourself to complete this objective. | Note: If you end up getting cloned yourself, you do not need to kill yourself to complete this objective. | ||
===Murder All Monkeys=== | ===Murder All Monkeys=== | ||
;Kill all [number] of the monkeys on the station | |||
<!-- Dates are based on Changelog page--> | |||
Exactly what it says on the tin. Kill all the monkeys. This tracked monkeys still alive at the end rather than monkeys killed by one's hand, so if more monkeys were created or bought in, the number stated in the objective would be wrong. | |||
This objective was added on June 16th, 2008, during the time of Revision 117. Before December 16th of the same year, this counted all monkeys on all [[Z-level|z-levels]], not just the station one. It still existed during Revision r4407, which goes back to April 2010, though not as an objective the game normally assigned to traitors, <!-- compare https://github.com/goonstation/goonstation-r4407/blob/d85bb2611048f66e101c391fc0152111add3a708/code/game/gamemodes/objective.dm vs https://github.com/goonstation/goonstation-r4407/blob/d85bb2611048f66e101c391fc0152111add3a708/code/modules/admin/admin.dm--> and it was removed completely from the code on some unknown date, before 2016. | |||
==Theft== | ==Theft== | ||
===Steal a | ===Plasma Bomb=== | ||
====[[RCD]] | ;Steal a fully armed and heated plasma bomb | ||
<!-- Source: https://github.com/Glloyd/Pre-Open-SS13-Host-Files-and-Source/blob/32ba79de7e56ec93f0849e3a4532a5b7c74b59b2/ss13-40.93.2-decomp/spacestation13/demo.dm , see if you can understand what the units are --> | |||
This specifically asked for a Radio/Igniter/Plasma Tank Assembly with the minimum concentration and temperature required for the most powerful explosion possible for the bomb. | |||
This objective goes way back to the early days of SS13, around the time between 2006 to 2008, before the arrival of SS13. By the time Goonstation r4407 rolled along in 2010, it was still in the code, though not as an objective traitors could get normally. <!--based on this page here: https://github.com/goonstation/goonstation-r4407/blob/d85bb2611048f66e101c391fc0152111add3a708/code/modules/admin/admin.dm vs https://github.com/goonstation/goonstation-r4407/blob/d85bb2611048f66e101c391fc0152111add3a708/code/game/gamemodes/objective.dm--> It is unknown when this was added to SS13 or removed from Goonstation. | |||
===500 Units of Plasma in a Flask=== | |||
;Steal a plasma flask for cryogenics (500 units of plasma) | |||
<!-- gathered from https://github.com/Glloyd/Pre-Open-SS13-Host-Files-and-Source/blob/32ba79de7e56ec93f0849e3a4532a5b7c74b59b2/ss13-40.93.2-base/ss13-40.93.2-base/Icons/help.htm and other parts of the Pre-Open-SS13 repository--> | |||
Similar to [[Medical Doctor#Using the Cryo Chambers|today's version]], setting up the cryogenic healing system requiring configuring a freezer unit. Back then, these freezers used plasma, oxygen, and a "coolant", which were kept in liquid-storage "flasks" near the Cryogenic Healing Units. Naturally, it would be a shame if someone absconded with it...While this objective required having 500 units of plasma in one flask (so having no 250 units in one flask and 250 units in another), it didn't care ''which'' flask it was, so you could conceivably pour the plasma into an emptied-out oxygen flask and carry that. | |||
<!-- Notice how the description neatly dodges explaining how the cryohealing system actually worked --> | |||
It is unknown when this objective was added, but it dates back to since January 2008, since a [https://github.com/Glloyd/Pre-Open-SS13-Host-Files-and-Source/tree/32ba79de7e56ec93f0849e3a4532a5b7c74b59b2/ss13-40.93.2-base version of SS13 from around that time] has it. Pretty much all servers have phased out this objective, though some have a somewhat similar objective to steal plasma ''gas''. It is unknown if Goonstation [[Traitor|Traitors]] could ever receive this objective, but given that it is nowhere to be found in the [https://github.com/goonstation/goonstation-r4407 r4407 release], it must have been removed before at least April 2010. | |||
===Laser Gun=== | |||
;Steal a fully loaded laser gun | |||
===Sleeping Pills=== | |||
;Steal a bottle of 30 sleeping pills | |||
===Flashbang=== | |||
;Steal a flashbang | |||
===Captain's ID=== | |||
;Steal a captain's card with universal level 5 access | |||
===All-Access ID=== | |||
;Steal an ID card with universal access | |||
===Jetpack=== | |||
;Steal a jetpack | |||
===Captain's Antique Laser Gun=== | |||
;Steal a captain's antique laser gun | |||
===[[RCD]]=== | |||
One begins in [[EVA]] and one is in the [[Chief Engineer]]'s office. | One begins in [[EVA]] and one is in the [[Chief Engineer]]'s office. | ||
===[[Hand Teleporter]]=== | |||
A hand teleporter spawns in the [[Captain]]'s personal storage, one in the [[Research Director|RD's]] closet, and two more in the [[Teleporter Room|teleporter room]]. | A hand teleporter spawns in the [[Captain]]'s personal storage, one in the [[Research Director|RD's]] closet, and two more in the [[Teleporter Room|teleporter room]]. | ||
===Head of Staff's Jumpsuit=== | |||
;Steal a [head of security's/captain's/head of personnel's jumpsuit/research director's] jumpsuit | ;Steal a [head of security's/captain's/head of personnel's jumpsuit/research director's] jumpsuit | ||
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Obviously, you could just steal the jumpsuit off the person wearing it (and then get chased around by someone half-naked), but you could also bust into the job's office and take it from their equipment locker. Said lockers (and offices) were (and still are) open-able only to their respective job, so to nab the jumpsuit, you had to either bypass the lock with an [[Syndicate Items#EMAG|EMAG]], blow it open with a [[Murder#Bomb|bomb]], [[Packets#Secure Lockers (143.1)|packet-hack]] it open, or steal the ID off either the person who owned it or the Captain, who had access to everyone's lockers. The suits could ''not'' be made, and if the pre-existing ones were destroyed, this objective cannot be completed. In addition, the game was smart enough not to count a [[Syndicate Items#Chameleon Jumpsuit|chameleon jumpsuit]] masquerading as the job's jumpsuit for the objective. | Obviously, you could just steal the jumpsuit off the person wearing it (and then get chased around by someone half-naked), but you could also bust into the job's office and take it from their equipment locker. Said lockers (and offices) were (and still are) open-able only to their respective job, so to nab the jumpsuit, you had to either bypass the lock with an [[Syndicate Items#EMAG|EMAG]], blow it open with a [[Murder#Bomb|bomb]], [[Packets#Secure Lockers (143.1)|packet-hack]] it open, or steal the ID off either the person who owned it or the Captain, who had access to everyone's lockers. The suits could ''not'' be made, and if the pre-existing ones were destroyed, this objective cannot be completed. In addition, the game was smart enough not to count a [[Syndicate Items#Chameleon Jumpsuit|chameleon jumpsuit]] masquerading as the job's jumpsuit for the objective. | ||
While the extra jumpsuits remain, unlike with other objectives, this one has been entirely removed from the game's code. The ''Examine'' description for the captain's jumpsuit still references this objective. | This objective is quite old, going as far back as the release of r4407, April 2010. Initially, it was limited to just the captain's jumpsuit, before expanding to the HoS, HoP, and RD jumpsuits at some unknown time. While the extra jumpsuits remain, unlike with other objectives, this one has been entirely removed from the game's code. The ''Examine'' description for the captain's jumpsuit still references this objective. | ||
===[[Security Objects#Optical Thermal Scanners|Optical Thermal Scanners]]=== | |||
One spawns in the [[Head of Security]]'s office, inside their equipment locker, and another spawns in the [[Detective's Office]], inside the forensic equipment locker. In addition, the [[Armory]] usually has a few pairs on one of the racks. | One spawns in the [[Head of Security]]'s office, inside their equipment locker, and another spawns in the [[Detective's Office]], inside the forensic equipment locker. In addition, the [[Armory]] usually has a few pairs on one of the racks. | ||
===Sunglasses=== | |||
[[Image:SunglassesV2-32x32.png|64px]] | |||
;Steal [3 to 10] Sunglasses. | |||
For cool dudes you don't look at explosions. To be that dumb guy that wears shades at night, you can't find them in any normal spots or on anybody, but you can usually get your hands on them if you look around the nooks and crannies of the station. | |||
===Space Helmets=== | |||
[[Image:Spacehelmet.png|56px]] | |||
;Steal [2 to 4] Space Helmets. | |||
You need this to go to space. To fulfill your dream of dying in space, you will be able to easily find Space suits in various places, near airlocks, in EVA rooms, and other places that have sets of space suits handy. | |||
==Destruction== | ==Destruction== | ||
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To be specific, this objective required at least 80% of station tiles to have power cut. While a [[Traitor]] could obviously get this objective, a [[Wizard]] could too. | To be specific, this objective required at least 80% of station tiles to have power cut. While a [[Traitor]] could obviously get this objective, a [[Wizard]] could too. | ||
This objective was the successor to the [[#Eject Engine|"eject engine" objective]], added on June 16th, 2008. | <!-- Based on Changelog page--> | ||
This objective was the successor to the [[#Eject Engine|"eject engine" objective]], added on June 16th, 2008. Less than a year later, on April 18th, 2009, it too was retired. | |||
===Destroy Plasma=== | ===Destroy Plasma=== | ||
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===Amass Cash=== | ===Amass Cash=== | ||
;Amass [10000 to 80000] space credits. | ;Amass [10000 to 80000] space credits. | ||
This objective required owning between 10k to 80k credits. You didn't need to have that amount in physical cash; just having it in your bank account or on your ID worked. It didn't matter how you got them either. You could get the money by, say, stealing the station budget or mugging loads of people, but you could also get it legitimately, such as by gambling at slots or by trading goods with merchants, and that would count too. ''Pecunia non olet'' as they say. | |||
It is still possible for an admin to assign this objective. It is unknown when this objective this added, but given that it is nowhere to be found in the April 2010 [https://github.com/goonstation/goonstation-r4407 r4407 release], and the [https://github.com/goonstation/goonstation-2016/blob/9a588eff75c22720ec6bd00852441498724932a7/code/datums/objective.dm 2016 release] also has it only available via admin assignment, it's safe to say it was added then retired within that six year timespan. | |||
===Expose Floor Cluwnes=== | |||
;Floor cluwnes are real. | |||
Unlike the other objectives on this page, this wasn't a [[Traitor]] or [[Spy Thief]] objective, but a [[Conspirator]] one. [[Conspirator]] objectives are like the [[Traitor Objectives#Gimmick|gimmick Traitor/Spy Thief objectives]]; rather than suggesting a particular task with specific criteria, they suggest a potential gimmick to roleplay, and because it's pretty difficult to quantify a RP experience, the game doesn't bother with checking if it's been "fulfilled". | |||
The "floor cluwne" is a mysterious humanoid that can suddenly pull people under the floor to who-knows-where. It's a real thing that can appear through admin shenanigans, but there's a community in-joke where people jokingly deny its existence whenever it's mentioned, even in the face of overwhelming evidence to the contrary. This objective was about defying this self-imposed silence and exposing the truth to the sheeple, once and for all. | |||
That's the idea, anyways. In practice, you often just saw people screaming "FLOOR CLUWNES ARE REAL" over the radio. A lot of people didn't really understand the in-joke the objective text referred to, and if they did, it usually didn't facilitate much in the way of interesting RP, which was the entire point of the objective. Eventually, [https://github.com/goonstation/goonstation/pull/5624 in August 2021], this objective was retired and replaced with the "Frame someone for murder" objective. | |||
===Hijack the Emergency Shuttle by Escaping Alone=== | |||
'''Note:''' You cannot get this objective on the Roleplay servers (Goonstation Roleplay 3: Morty and Goonstation Roleplay 4: Sylvester). | |||
Likely the hardest objective any traitor can face. When the shuttle arrives at Centcom, you must be the only person on it who is alive. (If there're [[Ghost Critter]]s, they're okay--you don't have to kill them). Typically accomplished through a horrific rampage that simply kills everyone on board, stockpiling on lasers and a spacesuit and murdering anyone who approaches the escape arm, a subverted AI and an army of killbots, or some combination of all three. The escape arm's access can be thoroughly sabotaged but watch out for [[miner]]s and pods that typically show up a few minutes before the shuttle departs. An [[emag]] will be very helpful as it lowers the shuttle's departure countdown and the duration of the flight itself to 10 seconds each - use the emag again once the shuttle has undocked from the station. |
Latest revision as of 06:38, 18 March 2024
Various Traitor Objectives you can no longer receive normally. For almost all these objectives, it is still possible for an Admin to assign you it because shenanigans.
Elimination
Job Genocide
Like assassination, but instead you must kill off members of a given job. This includes people are members of the targeted job at roundstart and people who late-join as a member of the targeted job, but not the people are transferred to the job. If no one is a member of the targeted job at the beginning of the round, and no one joins as one, your objective is considered complete.
Off the Heads of Staff
You must assassinate the Captain, Head of Personnel, Head of Security, Medical Director, Chief Engineer, and Research Director, essentially doing a one-man Revolution. If they get turned into silicon lifeforms, they'll count as eliminated.
Destroy AI
- Destroy or shut down the AI
Debrain the AI
- Steal the AI's neural net processor.
You had to steal the AI's brain, the neural net processor, from its core. Extracting the processor from the core was same as it is today: use a Head id, a crowbar, a wrench, and then an open hand on the AI's core, in that order. This of course, kills the AI, essentially making it an assassination mission phrased as a theft. The precise steps needed to actually get to the AI in the first placed varied with the map, but as with today, turrets, reinforced walls and windows, electrified grilles, and restricted access were just some of the obstacles.
This objective appeared in the July 4th, 2013 update, as a replacement to the "Destroy AI" objective. This update also greatly expanded the AI's damage mechanics in general, giving the AI an internal battery, a brain to lose in the first place, sprites for the various damage states, and ability to repair damage with a welder and/or wire. At some point before 2020, but after 2016, it became an objective that could only be assigned by admins.
No Cyborgs
- Deactivate or destroy all Cyborgs on the station. If you end up borged, you do not need to kill yourself or be un-borged to win.
Pretty much exactly what it says on the tin. You had to eliminate both the cyborgs that spawned at roundstart and any that were created afterwards. The game didn't care if they were forced to commit suicide through a custom law, blown to smithereens, got their brains forcibly removed, or just had their head-cases bashed in with an extinguisher, they just needed to be gone. If you ended up a borg yourself though, that was okay.
This objective was retired somewhere around May 2018 because it was pretty unpopular. You can imagine why people didn't like it: this basically encourages removing one of the main ways to get revived/bought back into the game, and that's sort of the opposite of making things fun, and things would get pretty dicey if another Traitor had syndicate robots. Unlike some of the other objectives, this is commented out in the code, so even admins can't give you this objective. They can give an objective with the exact same text, but it won't actually check if all the cyborgs are dead.
No Clones
Make sure no cloned crew survive. The easiest, most surefire but rather dullest way is to disable the cloning lab by throwing a bomb into it at roundstart and making sure there Mechanics can't make a copy of it, but there's plenty of alternatives. Cutting off power to the lab, sabotaging the cloning pod with nasty poisons, making a hitlist of all clones, the sky's the limit. And yes, if they get turned into robotic lifeforms, they count as not cloned. Note: If you end up getting cloned yourself, you do not need to kill yourself to complete this objective.
Murder All Monkeys
- Kill all [number] of the monkeys on the station
Exactly what it says on the tin. Kill all the monkeys. This tracked monkeys still alive at the end rather than monkeys killed by one's hand, so if more monkeys were created or bought in, the number stated in the objective would be wrong.
This objective was added on June 16th, 2008, during the time of Revision 117. Before December 16th of the same year, this counted all monkeys on all z-levels, not just the station one. It still existed during Revision r4407, which goes back to April 2010, though not as an objective the game normally assigned to traitors, and it was removed completely from the code on some unknown date, before 2016.
Theft
Plasma Bomb
- Steal a fully armed and heated plasma bomb
This specifically asked for a Radio/Igniter/Plasma Tank Assembly with the minimum concentration and temperature required for the most powerful explosion possible for the bomb.
This objective goes way back to the early days of SS13, around the time between 2006 to 2008, before the arrival of SS13. By the time Goonstation r4407 rolled along in 2010, it was still in the code, though not as an objective traitors could get normally. It is unknown when this was added to SS13 or removed from Goonstation.
500 Units of Plasma in a Flask
- Steal a plasma flask for cryogenics (500 units of plasma)
Similar to today's version, setting up the cryogenic healing system requiring configuring a freezer unit. Back then, these freezers used plasma, oxygen, and a "coolant", which were kept in liquid-storage "flasks" near the Cryogenic Healing Units. Naturally, it would be a shame if someone absconded with it...While this objective required having 500 units of plasma in one flask (so having no 250 units in one flask and 250 units in another), it didn't care which flask it was, so you could conceivably pour the plasma into an emptied-out oxygen flask and carry that.
It is unknown when this objective was added, but it dates back to since January 2008, since a version of SS13 from around that time has it. Pretty much all servers have phased out this objective, though some have a somewhat similar objective to steal plasma gas. It is unknown if Goonstation Traitors could ever receive this objective, but given that it is nowhere to be found in the r4407 release, it must have been removed before at least April 2010.
Laser Gun
- Steal a fully loaded laser gun
Sleeping Pills
- Steal a bottle of 30 sleeping pills
Flashbang
- Steal a flashbang
Captain's ID
- Steal a captain's card with universal level 5 access
All-Access ID
- Steal an ID card with universal access
Jetpack
- Steal a jetpack
Captain's Antique Laser Gun
- Steal a captain's antique laser gun
RCD
One begins in EVA and one is in the Chief Engineer's office.
Hand Teleporter
A hand teleporter spawns in the Captain's personal storage, one in the RD's closet, and two more in the teleporter room.
Head of Staff's Jumpsuit
- Steal a [head of security's/captain's/head of personnel's jumpsuit/research director's] jumpsuit
You had to steal the special job-specific jumpsuit from either the Captain, the Head of Personnel, the Head of Security, or the Research Director. Notice Medical Director and Chief Engineer aren't on the list, and this objective was removed before the Communications Officer came along. While these roles obviously all spawn with their respective jumpsuits, they also had (and still have) a locker in their respective offices containing a reserve uniform, as well as alt designs that counted for the objective.
Obviously, you could just steal the jumpsuit off the person wearing it (and then get chased around by someone half-naked), but you could also bust into the job's office and take it from their equipment locker. Said lockers (and offices) were (and still are) open-able only to their respective job, so to nab the jumpsuit, you had to either bypass the lock with an EMAG, blow it open with a bomb, packet-hack it open, or steal the ID off either the person who owned it or the Captain, who had access to everyone's lockers. The suits could not be made, and if the pre-existing ones were destroyed, this objective cannot be completed. In addition, the game was smart enough not to count a chameleon jumpsuit masquerading as the job's jumpsuit for the objective.
This objective is quite old, going as far back as the release of r4407, April 2010. Initially, it was limited to just the captain's jumpsuit, before expanding to the HoS, HoP, and RD jumpsuits at some unknown time. While the extra jumpsuits remain, unlike with other objectives, this one has been entirely removed from the game's code. The Examine description for the captain's jumpsuit still references this objective.
Optical Thermal Scanners
One spawns in the Head of Security's office, inside their equipment locker, and another spawns in the Detective's Office, inside the forensic equipment locker. In addition, the Armory usually has a few pairs on one of the racks.
Sunglasses
- Steal [3 to 10] Sunglasses.
For cool dudes you don't look at explosions. To be that dumb guy that wears shades at night, you can't find them in any normal spots or on anybody, but you can usually get your hands on them if you look around the nooks and crannies of the station.
Space Helmets
- Steal [2 to 4] Space Helmets.
You need this to go to space. To fulfill your dream of dying in space, you will be able to easily find Space suits in various places, near airlocks, in EVA rooms, and other places that have sets of space suits handy.
Destruction
Eject Engine
Very early on in Space Station 13's history, you could eject the core of the station's power generator as an emergency measure, just like in Star Trek. This required a certain level of access. Naturally, Traitors got an objective to eject the core intentionally.
This objective was added way back on April 24th, 2008. It was replaced by the "cut power" objective on June 16th, 2008.
Cut Power
- Cut power to at least 80% of the station.
To be specific, this objective required at least 80% of station tiles to have power cut. While a Traitor could obviously get this objective, a Wizard could too.
This objective was the successor to the "eject engine" objective, added on June 16th, 2008. Less than a year later, on April 18th, 2009, it too was retired.
Destroy Plasma
- Destroy 70% of plasma containers on the station
Release the Singularity
- Unleash the singularity
Destroy Equipment
- Destroy all [equipment] on the station.
Damage Area
- Cause significant damage to [area].
Activate Self-Destruct
- Activate the computer mainframe's self-destruct charge.
On Donut 2's off-site science outpost, Zeta Research Station, there was a nuclear charge, complete with dramatic countdown, ostensibly for blowing up Zeta to kingdom come if the area's science experiments got out of control. Naturally, there was an objective to detonate it, emergency or no. This specifically checked if the nuke successfully blew up, so simply arming it and then stopping the countdown was not enough.
The nuclear charge is still around on a few maps, such as Manta, and like it is now, you needed to use the NUKEMAN (that's "nuclear manager" not "nuclear human") and give three authorizations (or spoof them) to arm the bomb. Current maps with the charge have it start disconnected from the mainframe, requiring additional, often time-consuming setup. Donut 2's...did not, and so because the nuclear charge started connected, it was theoretically possible to have the charge activate mere minutes after roundstart.
After Mushroom Station, which did not have a nuclear charge, succeeded Donut Station 2, this objective was retired and took quite an interesting course afterwards. On December 4th, 2013, the nuclear charge and this objective were reintroduced as something for Cogmap1, specifically its Computer Core room. It started connected to the mainframe, so you can probably imagine what sort of fun times traitors had with it. Later that month, on December 25th, the nuke and its objective were retired again. The objective occasionally appeared from time to time, confusing many, before it was finally removed from the code entirely on Nov 16, 2020.
Miscellaneous
Force Evacuation
- Force the crew to evacuate the station before 45 minutes elapse.
Amass Cash
- Amass [10000 to 80000] space credits.
This objective required owning between 10k to 80k credits. You didn't need to have that amount in physical cash; just having it in your bank account or on your ID worked. It didn't matter how you got them either. You could get the money by, say, stealing the station budget or mugging loads of people, but you could also get it legitimately, such as by gambling at slots or by trading goods with merchants, and that would count too. Pecunia non olet as they say.
It is still possible for an admin to assign this objective. It is unknown when this objective this added, but given that it is nowhere to be found in the April 2010 r4407 release, and the 2016 release also has it only available via admin assignment, it's safe to say it was added then retired within that six year timespan.
Expose Floor Cluwnes
- Floor cluwnes are real.
Unlike the other objectives on this page, this wasn't a Traitor or Spy Thief objective, but a Conspirator one. Conspirator objectives are like the gimmick Traitor/Spy Thief objectives; rather than suggesting a particular task with specific criteria, they suggest a potential gimmick to roleplay, and because it's pretty difficult to quantify a RP experience, the game doesn't bother with checking if it's been "fulfilled".
The "floor cluwne" is a mysterious humanoid that can suddenly pull people under the floor to who-knows-where. It's a real thing that can appear through admin shenanigans, but there's a community in-joke where people jokingly deny its existence whenever it's mentioned, even in the face of overwhelming evidence to the contrary. This objective was about defying this self-imposed silence and exposing the truth to the sheeple, once and for all.
That's the idea, anyways. In practice, you often just saw people screaming "FLOOR CLUWNES ARE REAL" over the radio. A lot of people didn't really understand the in-joke the objective text referred to, and if they did, it usually didn't facilitate much in the way of interesting RP, which was the entire point of the objective. Eventually, in August 2021, this objective was retired and replaced with the "Frame someone for murder" objective.
Hijack the Emergency Shuttle by Escaping Alone
Note: You cannot get this objective on the Roleplay servers (Goonstation Roleplay 3: Morty and Goonstation Roleplay 4: Sylvester).
Likely the hardest objective any traitor can face. When the shuttle arrives at Centcom, you must be the only person on it who is alive. (If there're Ghost Critters, they're okay--you don't have to kill them). Typically accomplished through a horrific rampage that simply kills everyone on board, stockpiling on lasers and a spacesuit and murdering anyone who approaches the escape arm, a subverted AI and an army of killbots, or some combination of all three. The escape arm's access can be thoroughly sabotaged but watch out for miners and pods that typically show up a few minutes before the shuttle departs. An emag will be very helpful as it lowers the shuttle's departure countdown and the duration of the flight itself to 10 seconds each - use the emag again once the shuttle has undocked from the station.