Spy Thief
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) | 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. |
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, and the Detective usually arms themself with it immediately, for 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. |
Cakehat | Bar | The one and only. Pluck from the bar counter before some Staff Assistant puts it on. |
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]) |
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. |
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, found in Mining Department, the Mining Outpost, and Cargo Bay. |
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. |
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. |
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. |
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. |
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. |
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. |
Big Objects
Item | Location(s) | Notes |
---|---|---|
Oven | Kitchen | Drag it onto your PDA in order to accept it, else you'll just shove the PDA into the oven. |
Zaldorf | Bar | He probably couldn't see his future of getting teleported by a PDA off to who-knows-where. |
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, who are often surprisingly territorial. |
GeneTek Console | Genetics | Same deal with the GeneTek Scanner. The Geneticists are especially possessive of their consoles; the worst don't even let the Medical Director touch it, much less a thievin' schemin' spy like you. If dealing with rabid animals isn't your idea of fun, you could try building your own. |
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. |
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. |
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. |
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. |
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 |