Traitor Objectives

From Space Station 13 Wiki
Jump to navigation Jump to search

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 by Genetics.

Stealing a Unique Item

Magnetic Boots

These begin in the Chief Engineer's locker, though will often quickly end up on the CE's feet.

RCD

One begins in EVA, but is often quickly snapped up by the Chief Engineer, Captain, or another traitor. RCDs can be made in the mining fabricator.

Hand Teleporter

There are three of these on the station. One begins in the Captain's personal storage, another in the Research Director's closet, and a third in the Teleporter Room.

Jetpack

Can be found in a variety of places but most notably EVA.

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 requires.

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. 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.

Destroy/Shutdown the AI

See Killing the AI

Destroy/Shutdown all Cyborgs

See Killing the AI for some thoughts. On a given round the station may start with 0, 1, or 2 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.

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, and Albert in EVA. There is also a monkey vending machine in Chemistry and bored Quartermasters have the options to order crates full of new monkeys.

Escaping

Escape on the Shuttle Alive

Simply be on the Escape Shuttle, alive, at the moment it leaves. If you have a Spacesuit, you can play this safe by lingering outside the shuttle during its departure countdown and jumping on board at the last moment.

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 leaves, 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.