User:Onetoughcreampuff/Objectives rework

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The shadowy Syndicate needs you to get its dirty work done. Are you up to the task?

What's our Mission then

Unlike other servers, objectives are completly optional. Objectives are just suggestions or inspiration, especially gimmick objectives. If you would rather build a robot hotel and unslave the sillicons than raid the armory for sunglasses, and thats completely fine! You can just spend the round doing something fun and harmless with your Syndicate Items rather than assasinating security.

Your Objective

Elimination

Assassination

You are given a name or list of names of crewmembers to murder. SS13 is a leaky deathtrap with no shortage of harmful things, in addition to the dazzling array of gear at your fingertips. Get creative. If you really need help, check out the guide to murder. If a round is chaotic, as most are, you often have a chance at lucking out and having your target die from a completely unrelated matter. Just remember to ensure the corpse of your victims won't be revived.

Note that borging the target or turning them into an AI still counts as assassinating them; after all, if whatever killed them hadn't done the job, extracting the brain would have. Depending on how the AI has been subverted, this can either result in some rudimentary, if limited, mindslaves or hilariously and spectacularly backfire.

Antagonist Supremacy

You must kill off other antagonists. Traitors, changelings, blobs, wraiths, you name it, you must eliminate it.

Kill Monsieur Stirstir

You must kill the monkey named Monsieur Stirstir, easily recognizable by his orange beret. He is almost always locked up in the Brig and for good reason. Normal monkeys are already quite vicious, but Monsieur Stirstir is especially so, truly putting the "bust" in "robust".

Luckily, being an NPC, Stirstir isn't too smart. For example, he doesn't try to escape if you detonate a bomb next to him or put in him in an airless room. Nor does he try to run away if you set him on fire with a flamethrower. More entertainingly, if you hand him a (loaded) Russian revolver, attack him, and run away, he'll try to shoot you with it and inevitably shoot himself.


Stealing a Unique Item

Head Valuable

You have to steal some sort of valuable or personal item belonging to a Head of Staff. It's always located in their respective office in some sort of frame and serves no other purpose other than to look nice and be stolen. The most common variant is to steal the Head of Security's war medal, as it appears on all maps. On Manta, however, you can also be tasked with stealing the Research Director's diploma, the Medical Director's medical license, and/or the Head of Personnel's first bill.

Either way, once you actually access their office, extracting it is very easy. Just click on it to remove the glass cover, then click on it again to remove the item.

Yellowcake

No, you aren't stealing processed uranium ore or anything. You need to obtain yellow cake (notice the space separating the two words), a slice of cake with yellow frosting that appears to be glowing with uranium. This spawns on a table in the office of the Research Director, so if you want to steal it, you just have to get in there somehow. That's probably the hardest part, since by default, only the Research Director and Captain have access.

Aurora MKII utility belt

A unique toolbelt thats left in the locker of the Chief Engineer's Office, and more often in use by the Chief Engineer. Comes with a full set of tools, and a special shield that shields the user from all attacks for around 30 seconds until it needs to charge at a recharger. This can make it very hard to take it as he can protect himself for long enough to scream out, and to fight back with his flash, its unlikely they'll trade it off or give it to you. It could provide useful to use EMP grenades and Wave guns to drain the cell, or attacking before they can react with flashbangs and stealthy chemical injections. Once you have it, you probably want to keep it as toolbelts and tools can become hard to find and that shield is very handy if you come under fire, you will still complete the objective even if you are wearing it.

Golden crayon

This is a unique crayon that spawns in the Head of Personnel's Office. This usually appears out in the open on a table, rather than in some place secure like a locker, so if you get into that room somehow, you can usually take it, and then you're good. If you're not into theft, perhaps you could offer a trade to the Head of Personnel and hope its not in the hands of the Clown. Give them something equally ostentatious.

Destroy the Captain's prized bonsai tree

What it says on the tin. Break into the Captain's Quarters and ruin his beloved potted plant by attacking it with a blunt object or wirecutters. Simple, huh? Just don't get caught!

When the tree's destruction, the captain will get a message about "feeling empty". Should they then scan the tree's remains with a forensic scanner, the energy signatures will reveal that the DNA of the plant has strings of "fuck [name of person who destroyed the tree]" in it.

Protect/Free Monsieur Stirstir

MonsieurStirstir.png

See that monkey in the Brig with the orange beret and jumpsuit? You have to make sure he lives to board the shuttle and make it to Central Command.

Getting into the Brig is easy enough. Usually, you can just ask Security to hand him over to you, no questions asked. Failing that, you can always hack or Emag your way in. Of course, why not go beyond that? This is the perfect opportunity to re-enact your favorite Hollywood-heist film. For example, you could "recruit" some accomplices, blast your way into the Brig guns blazing, and steal Stirstir before anyone can even realize what's going on, Maintenance Doggs-style.

Once you find Stirstir, actually getting him to the shuttle is a bit tricky. Luckily, you have a plethora of options. You can always just pull him to Escape, if you're fine with him occasionally breaking your pull and escaping your grasp. Smart players often shove Stirstir into a locker, lock/weld him in so he can't escape, and slowly, but surely pull/push it to the shuttle. Smarter ones put him in a Port-A-Brig or weld him into a Port-A-Sci, so they can just teleport him. If you have a hand tele, you can also just throw him into a portal to a beacon in the Escape Arm.

Gimmick

Some times, you will receive a "gimmick" objective, such as "Start a weapons trade", or "Steal back any Syndicate Items confiscated by Security". These objectives will (Or should, thanks to A+ coding) always succeed, no matter if you actuality even tried to do them or not, so you can just view these objectives as "freebies".

Escaping

Escape on the Shuttle Alive

Simply be on the escape shuttle, alive, at the moment it arrives at Centcom. Playing it safe by grabbing a space suit and lingering outside the shuttle during its departure countdown and jumping on board at the last moment can avoid some unnecessary frustration, but it's not going to protect you during the 2 min the shuttle spends in transit. Try not to get thrown from the shuttle or pushed out the airlock. Given the crew's violent tendencies, you'd be well-advised to pack a gun or similar self-defense gear to increase your chances of survival.

Stay Alive

Simply be alive, anywhere, when the round ends. Given the general chaos of the Escape Shuttle and the propensity for the Escape Arm to be bombed, you may be safer trying to stay on the station.

Die a Glorious Death

Be dead when the round ends. Go nuts!

Hijack the Emergency Shuttle by Escaping Alone

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, simply tap it on the shuttle console in the bridge side of the shuttle.


Game Mechanics
The Basics Getting Started · Super Quick Tutorial · Rules · Game FAQ · Quick guide to station systems · Mentorhelp · SpicyChickenGod Tutorials
Critters Remy.png Critters · CyborgV3-64x64.gif Cyborgs · RobuddyLoveV2.gif Robots · BiosuitNew.png Viruses
Game Abstractions IDCardBlankV2-27x13.png Access Levels · MartianRover.png Adventure Zone · Basicfishingrod.png Fishing · OmniTraitorV2-64x64.gif Game Modes · HealthImplantNewHUD.png Health Indicators · 2k13VintageSantaHatV2-32x32.png Holiday Cheer · InHand.png Inventory · WarMedal-32x32.png Medals · BasketballV2.png Random Events · Clipboard2.png Station Grade · MonsieurStirstirV2-32x32.png Traitor Objectives · GraduationCap-32x32.png XP · ScienceTeleporterComputer.png Z-level
Miscellaneous Falsemustache.png Being A Better Traitor · WizardSpellbookV2-32x32.gif Books · CommunicationsComputer.png Calling the Escape Shuttle · PaintMachine.png Fixing the Paint Machine · DrinkRobustEezV3.png Guide to Being Robust · LaserGunV2-32x32.png Guide to Murder · Men.png Kendo · NtcommanderNew64.png NT Reputation · StampV2.png Roleplay Tips and Tricks · WallSafe32x32.png Safe-Cracking · SpacebuxToken.png Spacebux · StGDeckV2.png Spacemen: The Grifening · MiniPutt.png Space Travel · NanotrasenBeret.png Traits · ZoldorfSprite.png Zoldorf