User:Studenterhue/Retired Objectives
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
Steal the AI's neural net processor
- 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 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 also making it an assassination mission. 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.
Destroy/Shutdown all cyborgs
See Killing the AI for some thoughts. On a given round the station may start with up to three cyborgs. Disabling the robotics lab or the roboticist will help prevent others from appearing. Getting your hands on the Roboticist's ID will also make it easier to shut down existing robots.
Note: If you end up becoming a cyborg yourself, you do not need to kill yourself or be unborged to complete this objective.
Ensure no cloned personnel survive
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
Theft
Plasma Bomb
- Steal a fully armed and heated plasma bomb
500 Units of Plasma
- Steal a plasma flask for cryogenics (500 units of plasma)
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
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.
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.
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.