Difference between revisions of "Spy Thief"
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| [[Detective's Office]] | | [[Detective's Office]] | ||
| A.k.a. the [[Detective]]'s gun. It spawns in a box in the confusingly named, Security-access-locked forensics locker. The Detective usually arms themself with it immediately, [[ | | A.k.a. the [[Detective]]'s gun. It spawns in a box in the confusingly named, Security-access-locked forensics locker. The Detective usually arms themself with it immediately, [[Antagonists|and for a good reason]]. | ||
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Revision as of 05:55, 14 September 2018
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 delivery, you will be awarded with special spy gear to aid further extractions. 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
As a spy thief, you receive a special Syndicate PDA, separate from your main one, cleverly hidden in your backpack. To unlock it, you must first activate it by swiping it with your ID, then entering the given code (accessible by the Notes command). Once you've unlocked it, this PDA uplink will show a list of item bounties you'll have to complete to earn Syndicate Items.
The list of bounties refreshes every fifteen minutes or so. **HOT** bounties grant Syndicate Items of higher-than-usual telecrystal cost. There are nine bounties, generally in the form of:
- Two Station Item Bounties: Swipe some sort of item found on the station. What does the Syndicate need spicy spaghetti and a cakehat for? Classified.
- Two 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 area listed is the area the item (and usually its owner) is currently located.
- Two Organ Bounties: Become an arms dealer--by chopping off the unfortunate target's arm or leg. As with personal items, the area listed is the limb's (and its owner's) current location.
- Two Big Machine Bounties: Steal something that doesn't quite fit in a backpack. Ever wanted to steal that asshole Zaldorf? Or take the Pool's diving board? These are the bounties for you.
- One Photograph Bounty: Take a photograph of certain crew member (or a monkey). For these, you must be careful not to include any other object in the picture, such as a firelock or a medkit or some tools or whatever. If your photo includes anything else, you won't be able to turn it in, even if the requested photography subject is in the picture!
To turn in these items, go to the listed location for it and click on your PDA while holding the item, and a random Syndicate Item will be teleported to the tile you're on. For larger objects, such as computers, all you have to do click on it with your PDA or drag-and-drop its sprite onto your PDA sprite and wait a few seconds. As you turn in more items, the chance of getting a high TC-value Syndicate item will greatly increase. Once you're on your fourth or fifth bounty, you reasonably expect to earn a 6 or 7-TC item from turning in an item.
On your completion of your final sixth bounty, in the lieu of a random Syndicate item, you'll receive target ID tracker tuned in to rival spy thieves and other dangerous agents. This brings us to the other important part of being a spy thief.
You see, very 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. The Syndicate wants the very best spies among its agents; unfortunately, there are only so few openings for so many candidates. That's why you, special agent, must prove your superiority by eliminating the other spy thieves (and occasionally other obstacles) and escaping alive on the Emergency Shuttle, as the sole Spy Thief standing.
Possible Bounty Items
This page is under construction. The following information may be incomplete. Please add in any of the many, many possible bounty items that are not yet listed here. |
Items
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, and stun them for ~4-5 seconds to 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... | The most involved, but typically the most well-paying. You have to kill them or knock them unconscious (not just stun them for a few seconds); put them on a table, roller bed or surgery table; have a surgical saw and scalpel or equivalents handy; and then use them to saw off the required limb. |
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). If you really must steal something, they can be found in the open in 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 teleporer | 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, Mechanics may freely distribute these as an extension of their crew objective. |
'Freeform' AI-module | 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. |
'Reset' AI-module | AI Chamber Computer Core Bridge (Cogmap1/Cogmap2) |
Similarly well-protected as the Freeform module. If you're not too inclined to get shot up by stun turrets and very likely discovered by the AI, try looking for the one on the Bridge if possible. |
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. |
Pinpointer (authentication disk) | Captain's Quarters | Found on the same table beneath the spare captain's ID, below a bunch of other junk. Some captains may keep the pinpointer on them, while entrusting the disk to someone else. |
Nuclear 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 aren't stealing restricted weaponry or anything. |
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, a Mechanic may freely pass these out just for kicks. |
.38 revolver | Detective's Office | A.k.a. the Detective's gun. It spawns in a box in the confusingly named, Security-access-locked forensics locker. The Detective usually arms themself with it immediately, and for a good reason. |
Stun baton | Security Most Security Checkpoints |
Typically found in Security equipment lockers, which can only be opened with a Security Officer ID (or super-packet hacking). Most Security Officers carry one on their person. |
Taser | Security Most Security Checkpoints |
Same deal as stun batons. A bit easier to get, since three of them spawn in an open-access recharger rack. |
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's 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. |
Prisoners'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 Security weapons of your own, fight dirty. Catch 'em while they're detaining suspects in a Port-a-Brig, jump them while they're fighting other thieves/antagonists, etc. |
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 | One pair always spawns in the Captain's equipment locker in the Captain's Quarters. Trinket sunglasses work as well, and you may find a pair while combing Maintenance. Stay away from the ones in the Pool, which are true pairs of sunglasses. |
Medical Eyepatch | Medbay Medical Booth |
Every medicine storage locker has one of these for some reason. If you put one on, you'd look like a real superspy. (Or maybe just a real goofball.) |
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]) |
Optical Thermal Scanner | Armory Detective's Office |
One pair spawns in the Forensics equipment locker in the Detective's Office, and a few can be found in a table or rack in the Armory. |
Meson Goggles | Mechanics Workshop Mining Department Engineering CE's Office Tech Storage |
Miner, Mechanic, Engineer, and Chief Engineer equipment lockers each have one pair. Tech Storage usually has a pair too somewhere. |
VR Goggles | Arcade Detective's Office Plasma Research |
The 'arcadevr' ones are in their own crate in the Arcade, while the 'bombtest' ones are on a table in Plasma Research, hidden under loads of other crap. The Detective spawns with the 'det-net' goggles in their backpack. |
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 Barman spawns out wearing one, and the Head of Security, Captain, and Head of Personnel all start out with one in their locker. |
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 | As general as the name is, 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. |
Industrial mining armor | Mining Department | It doesn't spawn on the station at roundstart, but can be made in a [[Making and Breaking#Mining Fabricator|Mining Fabricators] if provided the right materials and found in certain industrial shipment crates. You'd probably want one for yourself; while its melee and bullet protections are below average, it has zero movement slowdown and excellent explosion resistance. |
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 equipment each have on pair, Engineering 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. |
Unsulated gloves | Cargo Bay Dock (Cogmap1/Clarion) | Insulated gloves's sneaky identical twin, but without any electrical insulation. Some people start with a pair as a "heirloom", and NPC QM Merchant Pianzi may offer it under the guise of "yellow gloves". |
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 Engineering 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 the Mechanics Workshop and hidden away in Engineer lockers. You can also get these from the QM through Utility Belt Crates. |
Medical belt | Medbay Medical Booth Medical Director's Office |
Rather uncommon. Two can be found out in the open on a rack with some paramedic suits, the others can be found in cardlocked Medical uniforms lockers. |
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. |
Backpack & Satchels | Crew Quarters Locker Room |
There's one on right now! (Usually.) There's also one in the vast arrays of personal lockers in Crew Quarters and/or Locker Room, and Uniform Manufacturers can fabricate an extra one if you're extra lazy. |
Medic's backpack/satchel | 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. They might a liiitle bit if another spy tries to space you, but besides that, wearing them otherwise has marginal benefits. |
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 | Custodial Closet Mini-Custodial Closet (Cogmap2/Cogmap1/Oshan) |
Usually, the station has only one pair on galoshes, which Janitor usually puts on ASAP. Mini-Custodial Closets have an extra pair, but the boots are locked behind a Janitor-ID-only locker. Supposedly, there's one in deep, deep space. |
Cleaner bottle | 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 | 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 would you steal from the poor Janitor? |
Russian revolver | Bar | Specifically in the room where the Barman spawns, known as Barman's Closet/Bar Office. Ask nicely or face the barrel of a territorial Barman's riot shotgun. |
Extravagant Chocolate Gateau | Kitchen / Bar | Usually on some table very close to the general Bar area, so it's quite easy to steal. There's only one of these around on the map, so the Chef will likely notice that his precious pastry has been pilfered. |
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 Barman, 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. |
Heisenbee's birthday cupcake | Research Director's Office | Found on one of the wooden tables, close by to Heisenbee himself. Nobody will probably miss it if you take it, unless someone is attempting to make some of the secret chems, but why would you steal something from a poor bee? |
Sperghetti/Spaghetti arrabbiata | Head of Security Office | You can also cook one yourself, if you've hot sauce and spaghetti |
Knife | Kitchen | One can be found one of the kitchen tables. A bunch more can be found in the access-locked FoodVend. The Barman's BoozeVend also vends a fruit wedge kit, which comes with a knife. |
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. |
Fire Medkit | Medbay Test Chamber (Cog1/Cog2/Clarion/Oshan) |
As always, there's one in every medkit storage locker, and Medical: First Aid crates have a good chance of having one. Sometimes, the Test Chamber has one too, usually within the actual chamber but occasionally outside of it. |
Toxin Medkit | Medbay Chamber Chemistry (Oshan) |
Just like fire medkits, one in every medkit storage locker, and at least one comes with Medical: First Aid crates. The Test Chamber has one too, usually within the actual chamber but occasionally outside of it. |
Brute Medkit | Medbay | Every medkit storage locker has one, and Medical: First Aid crates often come with at least one. |
Neurological Medkit | Medbay Cloning Genetics |
A common sight in both medkit storage lockers and Medical: First Aid crates. Genetics and Cloning usually have two, ostensibly for curing mild brain damage common amongst clones. |
Oxygen deprivation first aid kit | Medbay Emergency Storage (Cogmap2) |
Every medkit storage closet has at least one of these, color-coded a lovely shade of light blue for your convenience. These can also be occasionally found in similarly colored emergency oxygen closets. |
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 cyro cells. |
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. |
Doctor's Bag | Medical Director's Office | The Medical Director owns the sole doctor's bag on the station. Occasionally, you may see them carting it around or keeping it in their backpack, but it's often left in the aptly named Medical Director's Locker. |
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. |
Oujia 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 | Sexy. 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. |
Big Objects
Item | Location(s) | Notes |
---|---|---|
Communications Dish | Bridge Mining Outpost 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 a diving suit 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. |
AI Upload | AI Upload | Guarded by at least one turret. Depending on the map, you might to be able to bypass them completely by deconstructing or melting the walls directly surrounding it. |
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. |
Alcohol dispenser | Bar | Ask nicely for access if you don't want a faceful of rubber bullets. (Or don't, if you're totally robust enough to take it from the Barman by force.) Its sprite is identical to the soda fountain, so double-check that you're claiming the right object if you're having issues. |
Soda fountain | Bar | Easy to mistake for the alcohol dispenser, so make sure you're actually clicking on the fountain rather than the dispenser before claiming it. |
Hydroponics tray | Hydroponics Public Garden (Cogmap2) Zen Garden (Oshan) |
Botany's got bushels of these, as do Hydroponics Starter Crates. |
Cloning scanner | Cloning | If it's stolen, people (usually) notice its absence. If you're tired of being a glorified greytider and want to cause a real ruckus, this is the bounty for you. |
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 Mechanics 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. |
GeneTek Console | Genetics | Same deal with the GeneTek Scanner. While it may be just another bounty item to you, to the Geneticists, it's their job, life, and, quite possibly, love. They're not going to let some thievin', schemin' spy like you take that away. If fighting an Incredible Hulk facing an existential threat is not your idea of fun, you could build your own using the console's board in Tech Storage. |
Cryo Chamber | 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. |
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. |
Port-A-Sci | Research Wing | Typically found in the corridors of the Research Wing, though it's not uncommon for it to be in Telescience. That said, you don't have to break into anything except your PDA program. If you ask the AI or Research Director to send you a copy of the Port-a-Sci remote PDA app, you can simply use your app to summon the Port-a-Sci and claim it. |
Research Announcement Computer | RD's Office (Cog2) | Located right in the left middle, above the plant. |
Large artifacts | Artifact Lab/Research Research Pod Bay Maintenance |
Large artifacts is a placeholder/collective name; the real artifacts have randomly-generated names like "quirky contraption" or "ornate brazier". Your best bet is that it's in the Artifact Lab or its attached Pod Bay, though artifacts do sometimes randomly spawn in maintenance. |
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 mask 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) | 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-300 | 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. |
Zaldorf | Bar | He probably couldn't see his future of getting teleported by a PDA off to who-knows-where. |
NanoTrasen 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. |
Utility Tractor | Cargo Bay Warehouse (Cog2) Customs (Cog2) |
Might be useful for dealing with turrets when claiming items in the Computer Core or AI Upload. |
Forklift | Cargo Bay Warehouse (Cog1) Disposals (Cog2) |
Could make an interesting getaway vehicle or even an obstacle for pursuers if you have a screwdriver and wirecutter to disable it. |
Segway | Security Medbay (Cog1) |
Potentially more useful unclaimed as a getaway vehicle. If you can somehow lessen the time you're stunned when you collide into somebody with drugs or special gear, you could even weaponize it! |
Buff-R-Matic | Custodial Closet | Ask the Janitor to clean the location you're currently in, and they will come, usually riding the Buff-R-Matic. Once they've arrived, knock them off it by attacking the Buffer while on Harm/Disarm intent, drag the Buffer to some faraway place, and claim it there. That said, though, they might not come straight away if they're busy, and in the meantime, some Clown might have stolen it and hid it somewhere. |
MiniPutts | Pod Bay EVA (Cog2) |
The name hints at where it might be. If it's a MiniPutt, check the Main Hangar/public Pod Bay or Catering Pod Bay. If it's IndiPutt, check the hangars in Engineering, Cargo Bay, and/or Mining, and if it's NanoPutt, try the Secure Dock. |
Pods | Pod Bay | Similar to MiniPutts, the pod's letter designation hints at its location. If you see C-, think the Main Hangar or Catering Pod Bay. If it's T-, investigate the Secure Dock, and if it's I-, try Engineering, Cargo Bay, and/or Mining. |
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. |
Tips for Bond Imitators
- Be mindful that for photograph bounties, your PDA will only accept photos of the requested subject alone. If there's any objects on the tile they're on, if they're in a doorway with a firelock, etc., your PDA won't accept them.
- 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.
- If you're extracting organs, do, obviously, actually know how to extract them unless you'll just pray they randomly get gibbed and rummage through their remains. Remember: it's scalpel, saw, scalpel on the target limb for arms and legs.
- 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.
- If you want to really screw other thieves over, get a few robot arms and make every film camera besides yours into a cambot. You'll be able to freely snap pictures while everyone else has to pray that their cambot doesn't snap yet another picture of the goddamn floor.
- 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 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 do other things besides hiding and waiting, like putting on disguises, creating distractions, and tampering with evidence.
Supplementary Video
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |