Abductor

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EXTRATERRESTRIAL STAFF
Agent.png
Abductor
Access: None. Teleportation technology is superior anyway
Additional Access: Any place your specimens had access to
Difficulty: Hard
Supervisors: Mothership
Duties: Kidnap people, stuff them with organs of dubious origin
Guides: This is the guide
Quote: Ayy

Abductors are technologically advanced alien society set on cataloging all species in the system. Unfortunately for their subjects their methods are quite invasive. These appear on the station due to the Abductors random event.

FUCK FUCK FUCK GETMEOUT GETMEOUT GETMEOUT JUST PRESS THE FUCKING BUTTON YOU PIECE OF SHIT

1. Make sure your science tool is in MARK mode by clicking on it while it's in your active hand.

2. You can mark through the camera! Put the science tool in your inactive hand, then open the camera console, swap hands so it's in your active hand and then find your agent and click on him

3. Now whenever you press the retrieve button (the one with the arrow pointing up) your agent will be teleported back to you.

4. If all else fails use your emergency teleporter. It's the machine on the north end of the abductor ship. The button you should be pressing is pretty obvious

The Truth is out there

Firstly, it is important to note: Abductors cannot speak in the conventional sense. Instead, they share a telepathic link with other member of the expedition ship (the UFO). Talking is automatically converted to telepathy. This is important because it means that regardless of the situation, you have a link to your partner that you can communicate through. Remember to communicate!

OH SHUCKS I'M AN AYYYLIEN WHAT DO? Well, my wonderful friend, here is a detailed and thorough guide to being the best alien duo in the galaxy.

Agents are the ones that will do the majority of the actual field work. With the help of the scientist, they can put on a disguise and locate a human to catch. Their main job is to find an isolated target, successfully stun them and put them to sleep, cuff them, and take them to a secluded area where the scientist can come in and do the rest.

The scientist is the operator behind the agent. He has a camera console which he will spend most of his time at, allowing him to see most of the station from above. His science tool, when set to SCAN mode, can be used on station crew that he sees through the cameras to steal their appearance and add it to the database of disguises for the agent. It is encouraged to scan as many people as you can when the opportunity presents itself. The science tool can also be set to MARK mode, which will add whoever you marked to your buffer. Anybody in your buffer can then be manipulated via your camera console, meaning you can teleport them to your UFO, or send them to anywhere on the station that you can see through cameras. Your agent can be marked through cameras! However, with human subjects, you must manually go to the station and stand next to them, as well as wait a few seconds while the marking tool adds them to the buffer.

What this essentially means is that the agent and the scientist are a tag team. The scientist finds a human to abduct, and gets a disguise that would suit the situation for the agent. The scientist marks the agent and warps him down to an area where he will be able to access the target. The agent then has to subdue the target and get him to an isolated area. Then, through his camera console, the scientist can warp himself down to the target and mark it. The scientist has an implant (with a minor cooldown) that instantly warps him back to the UFO. Once the target is marked, he uses this implant, then uses his console to bring the target to the UFO. Then, if needed, he can mark the agent through the cameras and retrieve him, as well. Once the target is safely in the UFO, the surgery can begin (for steps to complete the surgery, see the guide to it below). Remember that you can buckle cuffed subjects to the surgery table, should they wake up and attempt to resist.

During surgery, feel free to torment the subject or steal from it. The important thing is that you get an experimental gland into it and that it does not die. Once the surgery is done and the gland is in, put the subject into the Experiment Machinery (see more on that below, under Ship Equipment). Push some buttons to complete the experiment, and bam, the subject will be taken back to the station via teleporter and you earn one experimentation point. Experimentation points are the things you must collect to complete your objective. If you lose equipment, such as the agent's baton, you can spend your points to get new ones, but this subtracts the points from the total counting towards your objective.

In point format:

  • Scientist uses science tool in SCAN mode to collect disguises
  • Scientist tells agent where he'll be warped in to and who to try to abduct/watch out for
  • Agent is teleported in by scientist and stuns, sleeps, and cuffs the target
  • If the agent fails and is in danger, the scientist (if he has already marked the agent with the science tool in MARK mode) can recall him to the UFO
  • If the agent succeeds, he takes the target to a secluded area where scientist comes in and uses the science tool in MARK mode to mark the target
  • Scientist uses his implant and returns to the ship, then uses his console to recall the target and the agent
  • Surgery is done and agent loots whatever he may need off the target. Target is placed in experimentation machine and sent back to the station.
  • The process repeats as many times as necessary.

Important things you want to do before anything else: Scientist: Mark your agent by using your science tool in MARK mode. Gather disguises through the observation console by using your science tool in SCAN mode. Agent: Sync your agent armor up with the abductor console. Discuss a plan with your scientist. Agree on a safeword to use if the agent needs urgent warping out of danger.

Other stuff you should think about doing but don't have to (tips): Consider warping into medbay stealthily to steal a medkit or two in the event that the agent gets harmed.

Goals

Your overall objective is to kidnap and experiment on given number of station inhabitants and acquire the designated number of experimentation points.

Beginning of any Operation

Step 1:   Drag or throw the patient onto the operating table by using ctrl + click

Step 2:   Place drapes & select "Organ Manipulation"

Step 3:   Switch to help mode in combat mode.

Step 4:   Target: Chest (important!).

Step 5:   Do the surgery (see the steps below!).

Experimental Dissection

Procedure Ghetto Analogues
Step 1:   Scalpel: make an incision.   (65%)   (45%)   (75%)
Step 2:   Hemostat: clamp bleeders.   (60%)   (35%)   (15%)
Step 3:   Retractor: retract the skin.   (45%)   (35%)
Step 4:   Scalpel: make an incision.   (65%)   (45%)   (75%)
Step 5:   Remove unnecessary organs / Use your hands to find the organs removed organs are garbage and can be placed wherever.
Step 6:   Gland: Insert the chosen gland from gland storage.

Ship Equipment

Name Icon Purpose
Ship Console   Use this to set teleporter destination or retrieve people marked by scientist tools. Also used for buying replacement gear and linking the agent's vest.
Experiment Machinery   This is the device that rewards you with experimentation points. Put in human with replaced organs and select one of the options to finish the experiment. Note that the subject will be sent to teleporter destination immediately if experiment succeeds.
Telepad   Stand on this if you want to be sent to the station. People that have been marked and teleported to the UFO by the scientist appear here.
Gland Storage   Contains replacement organs needed for experimental dissection. You have a limited supply of each gland, so try to pick a new one on each subject you experiment with.
Surgery Table   Perform a dissection on this. If the subject is cuffed, you can buckle him down to prevent resistance by dragging his sprite to it.
Observation Console   The scientist's main base of operations. Use this to find secluded humans, mark agents, or gather disguises. Also used for warping marked people (including the scientist) in or out of the UFO.

Abductor Agent

 

Duties

You're the strong arm of the team, you're the one who will spend more time station-side kidnapping humans. Teleport in, incapacitate a human and secure the area for scientist arrival. Keep in mind that while you are the one that will frequently be in combat, communication with your fellow scientist is still very important, as they control what disguises are available to you, the mode of your vest, and are able to warp you out of danger in a pinch. Remember to communicate!

Equipment

Name Icon Purpose
Agent Vest   The most important part of your equipment, this vest is surgically grafted to your body and works in two modes : Stealth and Combat. Remember: Modes are controlled remotely by your ship console! Communicate frequently and let the scientist know when you need to change modes.
Stealth Vest Mode   Using this vest mode will allow you to take on the form of any human your scientist teammate added to the database. Be careful however this disguise is very fragile and any damage will reveal you're true identity. Disguise is chosen using the ship-side console. This vest mode is more commonly used, as it allows you to be more stealthy, and is more useful for sneaking up to isolated targets to abduct them.
Combat Vest Mode   This mode significantly increases the armor values of the vest and allows you to use an inbuilt anti-stun injector. You can't maintain the disguise in this mode. Use it if you're ready to go loud and take down several crewmen at once!
Silencer   Use this device to silently turn off radios and headsets around the targeted human. Especially useful during abductions, in the event of the subject waking up or screaming for help before you can put them to sleep. Has to be applied to the target.
Decloner   Your self-defense sidearm deals radiation damage but needs to be recharged using station rechargers. Remember you need your specimens alive! Holds ten energy rounds. This is the last resort, meaning you should only find yourself using it if you're without any other options or tools (or if you decide to go loud).
Stunbaton & handcuffs   Use these to capture the specimens for research. Activate combat mode for full effect. It has several different modes that can be toggled through and can't be used by humans, making it very useful as your main abducting tool. It has a stun mode which acts as a regular stun baton would, a sleep mode which will cause an already stunned human to go unconscious for 30 seconds, a cuff mode which applies disposable alien handcuffs, and a probe mode, which tells you more details about subject it's used on. Remember, when abducting: Stun, Sleep, Cuff.
Agent ID Card   Use this to steal access from your abductees. Can come in handy when you're running into trouble on the station, or need to blend further in with the crowd.

Abductor Scientist

 

Duties

You're the support member of the team. The observation console is your main base of operations: Use it to gather disguises, control agent's vest, warp people in and out of the station/UFO, warp yourself to the station, and also to simply monitor station activity and look for an isolated target. You are also generally the one in charge of experimental surgeries. You will also have to go to station to mark humans secured by the agent for retrieval. Be vary careful, as you are the only link back to the UFO, and if you are caught and die while on station then your mission has failed. Remember to use your teleporter implant if danger presents itself for a quick retreat.

Equipment

Name Icon Purpose
Teleporter Implant   Using this implant will allow you to return to ship straight away. Has a minor cooldown. Mainly used for getting back to the UFO after you've warped yourself to the station to mark an abductee.
Science Tool
Science Tool : MARK mode   In this mode the tool will mark humans or agents for retrieval. You must be immediately next to a human/lizard if you're marking them for abduction, and the marking process takes a good few seconds in which you are vulnerable. With your agent, however, the marking process is instant and can be done through the observation console, meaning that you can warp your agent out of danger in a pinch without putting yourself at any risk.
Science Tool:

SCAN mode

  This mode will add the targeted person's look to disguises database. Can be done through cameras. If you scan the same person again after they've changed clothing, their appearance will update in the database. Keep in mind that if you cuff someone for abduction and then scan them, the handcuffs will appear in the disguise, which looks very suspicious.

Abductee or Insanity 101

So you were kidnapped and experimented on by aliens? Who'd have expected that! Your mind did not get through this even unscathed and you feel like there's something wrong with your body. Try to complete your objectives and maybe you'll learn what's going on here.

In other words, you have been given a ticket to make the round more fun. This is somewhat reliant on roleplay. Just go along with it and be the crazy alien-lunatic that you now are.

Possible Glands

Name True Name Effect
Healing Gland Coherency Harmonizer Heals the abductee every so often.
Spider Gland Araneae Cloister Accelerator Makes the abductee exhale spider pheromones and spawn spiderlings.
Slime Gland Gastric Animation Galvanizer Produces slimes friendly to the abductee.
Trauma Gland White Matter Randomiser Gives the abductee brain trauma.
Species Gland Anthropomorphic Transmorphosizer Makes abductee change species rapidly.
Access Gland Anagraphic Electro-Scrambler Gives the abductee free pass through any station airlock.
Stretch Gland Pliant Cartilage Enabler Allow the abductee to crawl through vents without trouble.
Mindshock Gland Neural Crosstalk Uninhibitor Makes the abductee emit a confusing psychic wave every so often.
Viral Gland Contamination Incubator Makes the abductee carrier of a serious disease - abductee is NOT affected.
Quantum Gland Quantic De-Observation Matrix Teleports the abductee to previous locations.
Egg Gland Roe/Enzymatic Synthesizer Makes the abductee lay eggs.
Blood Gland Pseudonuclear Hemo-Destabilizer Turns the abductee's blood into a random reagent.
Electric Gland Electron Accumulator/Discharger Makes the abductee accumulate and discharge electricity.
Chem Gland Intrinsic Pharma-Provider Generates a random reagent in the abductees system.
Plasma Gland Effluvium Sanguine-Synonym Emitter Makes the abductee vomit a cloud of plasma.
Antagonists on Yogstation

 

Individual Antagonists Traitor, Internal Affairs, Changeling, Vampire, Wizard
Team Antagonists Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn
Mid-Round Antagonists Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror
Rare Antagonists Devil