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(Complete Tip Overhaul/Easier to find specific tips/Better grummer/Less clutter of repeating information/Deleted Old Tips that don't apply anymore/Added information/The wall of text has been slayed.)
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Despite popular opinion, the admins are not just here to ban people and press buttons. They're here to help make the round interesting – just like you! Therefore, if you want to do a gimmick that you cannot pull off with the tools available, feel free to ask the admins if you can buy something using leftover TC. Some ideas: CentCom announcements, identity changes, surgery tools, and building materials. Another thing – if your objectives are boring, easy, or you've already completed them, you can ask for more. It's a good alternative to simply killing everything in sight if you can't think of something to do.
Despite popular opinion, the admins are not just here to ban people and press buttons. They're here to help make the round interesting – just like you! Therefore, if you want to do a gimmick that you cannot pull off with the tools available, feel free to ask the admins if you can buy something using leftover TC. Some ideas: CentCom announcements, identity changes, surgery tools, and building materials. Another thing – if your objectives are boring, easy, or you've already completed them, you can ask for more. It's a good alternative to simply killing everything in sight if you can't think of something to do.
===More Tips===
===More Tips===
*Having a spare ID always helps. Assistants are a dime a dozen, so it's not a bad idea to pin one on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don't have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others and should be a priority.
'''ID tips'''
*Emagging welded/bolted doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
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*There may be other traitors on the shuttle and you may be their objective to kill. Trust nobody. Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun.
*Having a spare ID always helps. Assistants are a dime a dozen, so it's not a bad idea to pin one on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don't have that, then just wear a mask and run around as Unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others.
*As a traitor, unless you haven't engaged in any traitorous deeds, you lack [[rules|Rule 1]] protection. However, you are not under the jurisdiction of Rule 1 either.
*There's an ID console near arrivals. If you get all-access, you can use this to make extra IDs to stash somewhere for when [[Security]] inevitably take your original ID.
*Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you the AI Upload board and a module of your choice from the Upload Chamber, etc.
*An agent card, which can be used to make you untraceable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access while the ID is placed on the table. As scanning two cards with an agent card gives the agent card the permissions of both, you can create a ghetto Captain's ID with a few low level IDs.
*You can force the AI to call the shuttle by throwing an EMP grenade near it's core; it has a 15% chance to do so though.Or alternatively, release the tesla which usually makes a bee-line for the AI (if you haven't given it prior prompting via a beacon...)
*Store dead bodies on the Toxins Test Site. Nobody will ever find them.
*Security cameras see as far as you do (7 tiles). This means that if you can't see a regular camera, it can't see you. X-ray cameras see through walls. You can differentiate the curved protrusion on the side.
*Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.
*If you inject a good power cell with plasma, it'll explode and create a hole in space when it is used for anything.
*Light switches can be used to sabotage a room if you inject plasma into the light bulbs. Also works if there is a power outage.
*An emagged Medibot will flat out murder anyone who stands still. Good combo with an emagged Beepsky.
*When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here's a cheat sheet:
**If the item can't be placed into a box, then when you put it in your bag it'll show to everyone that can see you.
**If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you.
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
*Fake Mustaches conceal your identity as well as a gas mask or helmet.
*An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP's line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID's you just find laying around.
*If you grab someone and use them on a open toilet, you can drown them via swirly, though it will take creativity. If it is closed, it slams the affected person into the toilet seat.
*The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.
**A hilariously effective use of the cham projector is something slippery, like the clown's PDA or a banana peel. WILD CLOWN MATERIALIZES.
**You can't drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
**Floorbots won't try to collect people disguised as floor tiles or metal
**While pretending to be an item you can move out of closets without opening them. This is useful if you've accidentally been locked in a closet while guised
**Pretending to be an item in space gives you perfect movement, but you'll still die of exposure if you're not prepared
**If you ghost your catatonic body will remain cloaked
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.
**Item cloaked people are immune to the mass driver
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they'll probably assume there's a cult about due to the lack of evidence of any escape route besides a straight up teleport.
*Glass shards can be “prepared” to be 15 damage pocket-fitting weapons:
**Throw them against the wall. Each time you do it, there is a 20% chance the force will change to 15. Otherwise it will change to 4
**Test it on yourself with a health analyzer until you notice yourself taking 15 damage.
**Melee damage on the shard will not change if you don’t throw it.
*No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.
*You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.
*The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.
*Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead of a convenience.
*A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they'll be down for the count unless someone assists them.
*Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don't have access to a flash and have someone to assist you in beating them to death.
*Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
*There's an ID console near arrivals. If you get all-access when you really shouldn't, you should use this to make extra ID's to stash somewhere for when Sec inevitably takes your original ID.
*Shoving a corpse into a locker or body bag or buckling to a chair/roller bed then dragging that object about leaves no blood trail.
*Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
*Diamond drills can break through r-walls in record time.
*Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else!
*Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else!
*Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that are already registered to a specific person, so no worries about Joe Schmoe Assistant running in and stealing your hand teleporter.
*You should hide off cameras when impersonating someone with a non-Agent ID, as the AI can track you.
*You should hide off cameras when impersonating someone with a non-Agent ID, as the AI can track you.
*You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....
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*If you ever need a place to hide something make a false wall to the balloons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wanting a balloon and finds a ton of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don't mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.
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*NOBODY expects freedom implants.
'''Emag tips'''
*You can delete your fingerprints from the security records. It's better to re-forge them or swap them with someone else's however.
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*Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren't already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.
*Emagging welded/bolted doors causes them to close permanently. Use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
*How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it's free and click flip. With a bit of luck, it'll be facing the opposite way. Wrench and weld it. Any disposal "upstream" from that pipe will now take objects and people to the HoP's office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain's office and the previous one we flipped. To get into the Captain's office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal "upstream" from there will take you to the captain's office. The rest will take you to the HoP's. The only question is, if there's no ID and no hand tele, how do you get out before security gets there?
*Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you an AI Upload board and a module of your choice.
*Emagging a comms console with captain access allows you to contact the syndicate. If the Gods are feeling kind, you can Use this to demand new objectives, which they will often give you more telecrystals to help you do this.
*An emagged Medibot will start to inject anyone standing close to it with Toxin. Good to combo with an emagged Beepsky who will stun anyone next to it.
*E-swords and circular saws can be used to make sawed-off shotguns. Eswords can also cut cakes, pizzas and light cigars.
*Emagging a comms console with captain access allows you to contact the syndicate. If the Gods are feeling kind you can use this to demand new objectives, and the Gods will often give you more telecrystals to help you achieve them.
*Spaced bodies can husk, but it's not terribly quick. Burned bodies husk much better.
*If you have perma access try to slip a fully loaded toolbox in the perma bathroom or hide an emag inside of the back of the toilet to escape later when you inevitably get sent there.
*You can free people from perma without using space. ADDED: If you go through brig maint, get through the window and grille near where they keep Sec's atmospheric canisters. Walk up near evidence, cut down the evidence R-wall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!
*If you're looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors.
*The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what's in your hand however.
*The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning rarely works, and subverting the AI relies on the AI being competent - inconsistent and risky.
*You can uncuff yourself while in a disposal unit.
*A strategy to win Cuban Pete, which can be played on a emagged arcade machine (note that if you die, you die for real):
*You can strip someone's pockets without a message appearing, if they don't move during it, otherwise they'll get a message that says their pockets are being touched.
*You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.
*Every PDA holds a pen by default. Remove it and store your sleepy pen/e-daggers there if you take it. No one carries pens in their bag.
*Are you a traitorous sort lucky enough to have HoP-level access? Don't want security on your dick? CLOSE THE POSITIONS. An understaffed security team is a shit security team.
*Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
*Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.
*If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
*The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
*Borgs are always stunned by flashes, but the amount of time they're stunned varies.
*Grenades can be activated from backpack with mousetraps.
*Suit Storage Units can hold any type of space suit, even hardsuits. You can hide bodies in them and nobody will ever think of checking there. You can even hack them to burn somebody to a crisp.
*The nuke blocks projectiles.
*Black gloves are fireproof. That means you can take whatever lights you want without getting burned. They also half the damage you take from electric shocks.
*Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks. But if you have a pulse rifle chances are airlocks won't matter for you.
*You can accomplish most non-murder objectives by asking nicely.
*EMPs silence headsets.
*You can dip a cig in anything. Dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won't do as much damage).
*Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it's actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.
*You can make an improvised explosive (IED) with basic materials. What you'll need:
**Soft drink can, Igniter, a Welding fuel tank, and a cable coil.
**Igniter ---> Space Cola (filled with welding fuel) ---> improvised explosive assembly --> click on a welding fuel tank --> cables ---> improvised explosive assembly (filled)
**Should be all set. Oh, and it can gib dead people, if exploded on their body, and the explosion doesn't expose blown tiles to space. It also destroys dead borg's bodies so you can get the MMI.
*One very important note about IED's blast radius is that it can destroy an APC one tile away.
*You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.
*Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.
*You don't need to steal the blueprints to complete your objective, you can instead take a picture of it and it will count as successfully stealing it.
*"Steal plasma" is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it's empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.
*EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you've got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.
*Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.
*A strategy to win Cuban Pete:
**If your magic is less than 5, charge.
**If your magic is less than 5, charge.
**If your health is less than Pete's, and your turtle value is less than 3, heal.
**If your health is less than Pete's, and your turtle value is less than 3, heal. Otherwise, attack.
**Otherwise, attack.
**Healing increases your turtle value by 1.
**Healing increases your turtle value by 1.
**Attacking or charging your magic reduces your turtle value by 1.
**Attacking or charging your magic reduces your turtle value by 1.
**Pete will attack you for more damage if your turtle value is greater than 3.
**Pete will attack you for more damage if your turtle value is greater than 3.
**This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).
**This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).
**Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.
**Once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.
*Hardsuits can carry a jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.
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*Exonuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don't forget radiation suit, huh.
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*If you're looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent & risky.
'''Bomb and IED tips'''
*Tip: Bullets pass through windows, but not Grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles.
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*You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.
*You can make an improvised explosive (IED) with basic materials (a soft drink can, igniter, a welding fuel tank, and some cable coil). It can gib dead people if exploded on their body, and the explosion doesn't expose blown tiles to space. It also destroys dead borg's bodies so you can get the MMI.
*You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.
*One very important note about IED's blast radius is that it can destroy an APC one tile away.
*You can destroy canisters by attacking them. Usually I'll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It's stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn't destroy then release the plasma. It'll actually explode like a small bomb. So if you're trying to make an inferno, let the can empty THEN light it, so you don't put your own fire out with vacuum.
*You can use an IED on a reinforced wall to skip most of the disassembling steps.
*Spraying someone, who's smoking a cigarette or cigar, with welding fuel or alcohol will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. ADDED: It also works with a active esword, as a poor antag found out once.
*You only need maint access to make single tank bombs. Get a large air tank, any igniter assembly, a wrench and a welder. Remove the air in the air tank with an air pump, then add some plasma and oxygen from the incinerator room (may need some pipe re-wrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb.
*You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe re-wrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I've seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.
*You can destroy canisters by attacking them. Using a welder also lights the plasma from canisters on fire after it escapes. Very useful for traitoring. It's stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Fire will destroy canisters the same way but, instead of releasing plasma, it'll explode like a small bomb. So if you're trying to make an inferno, let the canister empty ''then'' light it, so you don't put your own fire out with vacuum.
*Having a bomb in your backpack and setting it off while in a sleeper will blow up everything and the sleeper, but leave you perfectly unharmed.
*Reverse pickpocketing doesn't produce a message for people you try it on (unless it fails). You can reverse pickpocket mini-bombs onto people. You can start the timer on the mini-bomb after you start shoving it into their pockets.
You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate, or hang a live explosive on your wall for a stylish conversation piece.
*Light switches can be used to sabotage a room if you inject plasma into the light bulbs. Also works if there is a power outage.
*If you inject a good power cell with plasma, it'll explode and create a hole in space when it is used for anything.
*If so dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won't do as much damage).
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'''EMP tips'''
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*You can force the AI to call the shuttle by throwing an EMP grenade near it's core, which has a 15% chance to force a shuttle call. Or, if your objectives allow for it, release the tesla which usually makes a bee-line for the AI (if you haven't given it prior prompting via a beacon).
*EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. Useful if you've got access to ground iron and uranium and ''really'' need the guy getting cloned to not get cloned.
*EMPs silence headsets and turns off suit sensors until they are manually turned back on.
*EMPs knock out electricity in a wide area and messes up a lot of machinery in a lot of ways (one way being emag effects). It is a very versatile component to combat cyborgs or cybernetic enhancement users, such as Preternis, as it will automatically shut them down in a fight.
*You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can't do much. The only issue is getting close enough. If you intend to give someone else a combat mech, stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech.
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'''Security tips'''
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*You can delete your fingerprints from the security records. It's better to re-forge them or swap them with someone else's however.
*Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.
*Are you a traitorous sort lucky enough to have HoP-level access? CLOSE THE POSITIONS. An understaffed security team is a poor security team.
*If you ever need a place to hide something while sec is on your tail, make a false wall into a secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is someone with meson goggles finding your weapons or contraband.
*On Boxstation, you can free people from perma without using space by going through the interrogation room and thus emagging the doors holding your kin.
*Pulse rifles can break tables, racks, girders, and pretty much anything else besides airlocks, provided you aim at it with your mouse.
*Fake mustaches conceal your identity just as well as a gas mask.
*No security officer expects freedom implants.
*Every PDA holds a pen by default. Remove it and store your sleepy pen/e-daggers there.
*Latex gloves don't stop you from leaving your fingerprints everywhere. They leave partial prints.
*You can uncuff yourself while in a disposal unit.
*Grenades can be activated from a backpack with mousetraps. Great for when a snobby security officer ask you for a search.
*Store dead bodies on the Toxins Test Site. Nobody will ever find them. Hopefully.
*You can shoot a window with a laser (click the window), rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.
*Bullets pass through windows, but not grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles.
*Sec Borgs are always stunned by flashes, but the amount of time they're stunned varies.
*Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment. This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don't have access to a flash.
*The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what's in your hand however.
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'''Chameleon projector tips'''
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*The chameleon projector can be used to dodge shots, just run with it in your hand and spam it to have bolts go over you.
*A hilariously effective use of the chameleon projector is something slippery, like the clown's PDA or a banana peel. WILD CLOWN MATERIALIZES.
*You can't drag items that have people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.
*Floorbots won't try to collect people disguised as floor tiles or metal.
*Pretending to be an item in space gives you perfect movement, but you'll still die of exposure if you're not prepared.
*If you ghost, your catatonic body will remain cloaked.
*You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.
*You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.
*Cloaked people are immune to the mass driver.
*Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.
*Buy an uplink implant. If you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being incompetent they'll probably assume there's a cult about due to the lack of evidence of any escape route besides a straight up teleport.
*You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed. One being located at HoP-Line and Sec checkpoints.
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'''Other traitor gadgets tips'''
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*No-Slip shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.
*E-swords and circular saws can be used to make sawed-off shotguns. Eswords can also cut cakes, pizzas and light cigars.
*The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
*Spraying someone who's smoking a cigarette or cigar with welding fuel or alcohol will set them on fire. The same applies to lit welders. Especially awesome since, unlike other methods for setting someone on fire, spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. It works with an active E-sword too, as a poor antag found out.
*Hardsuits can carry a jetpack in their Suit Slot. This way you can carry it around without anyone seeing, but it still needs to be on your back to work.
*Black gloves are fireproof. That means you can take whatever lights you want without getting burnt. They also half the damage you take from electric shocks.
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<br>
'''Murder methods tips'''
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*The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of other ways. You just need to find them.
*If you grab someone and use them on a open toilet you can drown them via swirly, though it will take creativity. If it is closed, it slams the affected person into the toilet seat.
*Putting a tracking beacon in space makes the hand teleporter an instantly lethal weapon instead of a convenience.
*Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
*Shoving a corpse into a locker, body bag or buckling to a chair/roller bed then dragging that object about leaves no blood trail.
*Spaced bodies can husk, but it's not terribly quick. Burned bodies husk much better.
*Strapping a man to a chair while throwing floor tiles at him is a surprisingly quick death on his part.
*Shooting syringes of black slime juice will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.
*Suit Storage Units can hold any type of space suit, even hardsuits. You can hide bodies in them and nobody will ever think of checking there. You can even hack them to burn somebody to a crisp.
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<br>
'''Bag and pocket mechanics'''
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*When you take something from your bag or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. If the item can't be placed into a box, then when you put it in your bag it'll show to everyone that can see you. If the item can be placed into a box, then when you put it in your bag it'll only show to people who are directly next to you. This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don't show any message at all.
*You can strip someone's pockets without a message appearing if they don't move during it, otherwise they'll get a message that says their pockets are being touched.
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<br>
'''Objective tips'''
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*Some objectives can be done by just asking crew nicely instead of murdering them all.
*If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
*You don't need to steal the blueprints to complete your objective. You can instead take a picture of it and it will count as successfully stealing it.
*"Steal plasma" is the easiest objective; grab an emergency O2 tank or an air tank, stuff it in a public scrubber until it's empty. Grab 10 sheets of metal, go to incinerator, make a canister, attach the canister to the port, activate the plasma valve, stuff the tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.
*Instead of just cutting the wires for the vault, you can just grab a toolbox, mesh, and one of them budget insulated gloves and break in from the window. Only on box though.
*Instead of just cutting the wires for the vault, you can just grab a toolbox, mesh, and one of them budget insulated gloves and break in from the window. Only on box though.
 
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{{Antagonists}}
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