Traitor Objectives

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Revision as of 09:53, 7 June 2015 by Convair880 (talk | contribs) (The emergency shuttle now spends some time in transit.)
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The shadowy Syndicate needs you to get its dirty work done. Are you up to the task?

Your Objective

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.

Stealing a Unique Item

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 each in the RD's and MD's closets respectively, and a forth one in the teleporter room.

Jumpsuit

You have to steal the jumpsuit from either the Captain, the Head of Personnel, the Chief Engineer, the Head of Security, or the Research Director. All Heads except for the Head of Personnel have a closet in their office containing a reserve uniform. If there is no Head of Security, then the only way to get into his locker and take his jumpsuit is with an emag.
Note: The suits cannot be made, and if the pre-existing ones are destroyed in some way, this objective cannot be completed.

Steal X items

The traitor is tasked to steal a random number of certain type of item. Common examples include security gear (helmets, stun batons), multitools, IDs, headsets, and sunglasses. Many of these items can be duplicated at the Electronics lab to make your life easier. IDs can be collected en masse from the Spare ID box, one of which starts with the HoP and the other that starts in his office. Sunglasses are one of the trickiest items to collect. They can be found in various random spots known to experienced players but are often snapped up quickly in the round. The only other reliable source for them is Security lockers, but these will typically end up on Security Officers' faces, meaning some rampaging will be required.

Acquire X credits

This objective will almost always be paired with the Steal X Items objective. The money in question is several times larger than the crew's combined payroll, so a bake sale is not going to help you. Typically, the only way to accomplish this is by accessing the Banking Terminal on the Bridge, which requires Head level access (any and all heads' IDs will do). Transfer money from the station's budget into your account. To cover your tracks, you can transfer the money from your account to your card, or destroy the banking terminal, making the process irreversible. If you get greedy and steal the entire payroll, the entire crew will be notified once their paycheck doesn't arrive.

Steal the AI's neural net processor

You have to steal the AI's Neural Net Processor (its brain). The easiest way to do this is to walk in and smash a window to get to the AI, but you may have to get creative if the AI sees you coming and locks the shutters down. To actually get the processor, simply use a head id, a crowbar, a wrench, and then an open hand on the AI itself (in that order). See Killing the AI for more information.

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.

Kill 50% of the monkeys on the station

Most monkeys are housed in the pen at Genetics. Other monkeys on the station include Mr. Squiggles in the Bar, Mr. Muggles in the Telelab, Albert in EVA and a masked monkey in the Observatory. There are also monkey vending machines in Chemistry and the Kitchen, and bored Quartermasters have the options to order crates full of new monkeys.

Destroy the Captain's prized bonsai tree

What is 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!

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. 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 to 10 seconds, but it doesn't reduce the duration of the flight itself - be prepared to hold your ground for 2 very long minutes.