Traitor

The following is a tutorial on the basics of treachery -- for the game mode, click here. For information on the Syndicate organization, see The Syndicate.

An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, the Syndicate has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you're not the one calling the shots here, friend. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don't. It's up to you.

The Basics
As a Traitor, you spawn normally as whatever job you would have been given otherwise, with a set of Syndicate-given objectives and an uplink to purchase Syndicate items to help you in your work. By default, your uplink is your PDA; using the messenger app, change your ringtone to the given code to open the store, but remember to lock it when you're done!

Depending on the job you start with, your objectives might be easier or harder; it's a lot more freeing to be an all-access Head than a lowly Assistant, after all. If you're particularly robust and start as a job with the right tools, you might not even need to buy Syndicate items.

Note that when the AI is selected as a traitor, it gets its own unique tools and mechanics. Read up on Malfunction if you're looking to become the next Skynet.

Your objectives give you a loose outline of what the Syndicate expects of you, and if you complete all of them by the end of the round, you'll earn your greentext (that is, a green "Success" message). Note that there's no penalty or punishment for failing your objectives, other than other players roasting you for it, and no reward other than the satisfaction of winning, so if you've got a zany scheme you want to pull off, you're technically free to ignore your mission to kill the Clown in favor of building a station-wide fusion distribution system. Remember that you can use the Notes button, under the IC tab, to check your objectives and memories at any time.

As an antagonist, you're exempt from most non-OOC server rules (things like OOC in IC, ERP, and metacomms will still get you banned). Want to murder the entire crew in the hallways, delaminate the supermatter, and send the station careening into a hellscape of blood and terror? You have a license to grief! Just keep in mind that rushing to end the round instead of taking the time to enjoy the opportunity will probably get you yelled at by most of the other players, and other traitors might not appreciate you getting in their way.

After you've familiarized yourself with robusting, it’s time to start sowing discord and chaos.

Code Words
To help their field agents conspire against Nanotrasen, the Syndicate issues all traitors aboard a station a set of code words, including phrases and responses. Any time somebody speaks a code word over the radio or in person, the words will be highlighted for all other traitors. If you see somebody say a code word and want to try finding an ally, say something using a response phrase to subtly tell them whose side you're on.

Try to make your phrase usage sound natural! Instead of just shouting them out, find a way to naturally work them into a sentence, such as asking a bartender over public radio to prepare you a drink whose name is a code word. If you're using a response phrase, you don't need to word it such that it's a response to a code word; simply saying it in any context will get the message across.

Unlike blood brothers, solo antags using code words are NOT obligated to assist each other. Trying to find an ally is always a risk; your fellow traitors might genuinely be looking for partners, or they might just want to backstab you for your telecrystals and Syndicate loot. However, the payoff can be rich, as one traitor can remove solid telecrystals from their uplink and give them to another to purchase rare and dangerous tools that cost more than 20TC. If you find a reliable partner in crime, you can unleash true chaos onto the station!

Unlike with blood brothers, you're completely allowed to betray and kill other solo antags, even if they think you're working with them. It's a dick move, but being a dick is what the Syndicate is all about.

Blood Brothers
It's like traitor, but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together. At roundstart, you'll be told the identities of your brothers, and given a place where you can meet up in person. Remember that the AI can read PDA messages, so meeting in person is the safest way to plot; don't say anything that might give you away over communications channels!

The main caveat is that you don't receive any telecrystals to purchase traitor items, so you'll have to make do with your own robustness. That said, simply having a friend or two can go a long way; if you're in different departments, you can share access, and many jobs can work together to create truly diabolical schemes. The more people on your team, the more likely at least one of your allies will be competent enough to take charge. If one of your brothers is a Head of Staff, their authority can get you out of trouble, and if all else fails it's easier to gank targets in a two-on-one brawl.

In rounds with multiple teams of blood brothers, one team can have another as their assassinate objectives and vice-versa. If you kill somebody you suspect is a traitor, it's worth checking their PDA messages to see if they have any brothers of their own to lure in and finish off.

Remember that the antagonist 'license to grief' does NOT mean you can kill your allies! Griefing your partners as a team antag will get you bwoinked or banned.

Double Agents
So you're a double agent. This mode functions a bit differently from normal Traitor in that it's an absolute clusterfuck you are assigned another double agent to kill! However, this means that there's also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode. You, of course, won't be *told* it's a Double Agent round but you can easily meta it from the number of objectives you have.

Contractors
Feel like taking on a challenge? Want to test your skills with the potential of greater rewards? By spending all of your starting telecrystals on a Contractor Kit in your uplink, you can take on bounties for the Syndicate and potentially earn more items and telecrystals than you otherwise would have access to alone.

The Contractor Kit includes a special Contractor Baton to disable targets, a tablet computer for taking on contracts, some useful stealth gear, and some random trinkets. To fulfill a contract, bring a target crewmember dead or alive to a certain location on the station, and the Syndicate will extract them, rewarding you with telecrystals. You'll get more TC for live targets, and they'll be returned to the station after a delay, meaning the crew will know there's a contractor lurking about before too long.

Successfully pull off enough hits, and you'll be able to earn far more telecrystals than the 20 you began with. Are you up to the task?

Grand Theft
Time to loot shit! You're tasked with stealing things like the Medal of Captaincy, Captain's Antique Laser Pistol, a tank of plasma or even the goddamned AI. Generally your best bet is breaking into wherever the item is or robusting whoever has the access for his ID.

This objective is either incredibly easy or impossibly difficult, depending on your target and your job. A Botanist trying to steal the nuclear authentication disk is going to be facing an uphill fight, but a Scientist tasked with stealing a tank of plasma can simply walk in and take it.

See the list of High-risk items for things you might be ordered to steal.

Download Research Nodes
To do this, first enter the research division. You want to reach the room visible from the public hallways that has a Core R&D Console, destructive analyzer, department protolathe, and a department circuit imprinter. Then follow these steps:
 * 1) Click the department protolathe [[File:Proto.png]].
 * 2) Search "disk". Print a Technology Data Storage Disk.
 * 3) Put the disk into the R&D Console [[File:RnD_Console.gif]].
 * 4) Click the Core R&D Console. Click "Main Menu" -> "Tech Disk".
 * 5) Click "Load Technology to Disk". Then "Eject Disk".
 * 6) Put that disk into your inventory, and it will count as stealing research nodes.

Note that you can only steal nodes that have been researched. You may want to wait until later in the round before doing this to make sure there are enough research nodes unlocked to be enough for your objective.

Assassination
-'cause at the end of the day, long as there's two people left on the planet, someone is gonna want someone dead.

Assassination objectives simply require you to murder a specific crewmember. If you're lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos.

Don't feel lucky? Wanna tip the scales in your favor? Good on ya. There's a whole smorgasbord of ways to murder someone. You can read up on that below.

Your target MUST still be dead when the shuttle docks at Centcom. If you want to be absolutely sure, the only way is to do the deed yourself and make sure nobody finds the body or head. Obviously, you'll still succeed if your target's player rejoins the round as a midround antag or other new creature.

Maroon
A variation of Assassination where simply preventing your target from escaping on any shuttle or escape pod will also count as a success. This gives you a little more freedom in how you want to approach it. Nine times outta ten this still means killing them, but you don't have to! Be creative!

Destroy AI
Another variation of Assassination, except your target will always be an AI. A little tougher than your typical target, as the AI is usually installed in a well-fortified location, and a dead AI can be revived if somebody with the right tools investigates. You're going to have to find a way to physically reach the AI core, bludgeon it to death, and make sure nobody comes to save it.

Often times, the best way to do this is to subvert the AI's laws to make you the only human, so it has to let you in, but things aren't always that simple...

Protect
A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don't commit suicide or get lost on lavaland forever. In other words, haha good luck.

Escape alive and without being in custody
Now, the difficult part, getting off of the station in either the Escape Shuttle or an Escape pod. Some players are going to want to cause the damage to get the shuttle called. Other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such.

How you escape is up to you, but remember that one emag or three different Heads of Staff IDs will reduce the departure timer to 10 seconds. Emagging the shuttle is a clear sign that someone on board is a traitor, though, so be ready for a fight. It's often simpler to just lay low, board the shuttle normally, and hope nobody randomly shivs you.

Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being "in custody" if you stand on this red flooring when the shuttle docks at Centcom.

Delta Alert
A Delta Alert means the station will likely explode or worse within 90 seconds or so; this is typically caused by a successful Blob, or a malfunctioning AI deciding to purge the filthy humans from its station with fire.

During Red and Delta alert levels, the escape pod control computers will have the option unlocked to "send to Lavaland". Sending your escape pod to Lavaland will count as you escaping alive without being in custody only IF the station does end up exploding from the Delta crisis, AND you stay in the pod until the round ends. It does NOT count if the Delta alert crisis is resolved, or if the round ends normally from escape shuttle arriving at Centcom.

Hijacking
FUCK. The Syndicate wants you to hijack the Escape Shuttle.

Since Oct, 2020, hijacking is done by alt-clicking the shuttle console 5 times. Each successful hack attempt will push the hijack stage one step, up to 5. Time needed per attempt depends on antag role and whether or not you have the hijack objective. Each hack alerts entire station. After five successful hack attempts, the shuttle will be redirected, even if crew are still on board.

There are a few methods to accomplish this. The first is to simply robust anyone who boarded. It seems easy at first, but once you're dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Another option is to seal off either the escape shuttle (best) or just the shuttle bridge (riskier). Build walls in front of the windows, hack the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. Typically you will either want to emag the shuttle's console, or swipe it with three different Heads of Staff IDs to force the shuttle to early launch after a quick 10 second countdown. This way you minimize the number of crew coming onboard. Then you must find a way to alt-click the shuttle console uninterrupted.

If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that. Escaping alone can be nearly impossible depending on the crew and station's condition. Sometimes it was not meant to be, but regardless, the only way to get better is to continue practicing!

Martyrdom
What the objective says: die a glorious death. To succeed you must be dead by the end of the round. Dying and then getting revived does not count as having died.

Ever wanted to pull off some crazy, awesome stunt that would most likely leave you dead as a result? Now's the perfect opportunity! Or you could just provoke Security into gunning you down by pretending to be a changeling.

'''Using the "suicide" command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.'''

Your Tools
Alright, you know your objective! Time to accomplish that goal! The Syndicate treats you much better than Centcom: on your person, you will have an uplink containing 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your PDA, Radio Headset, pen or a pre-installed uplink implant (-4 starting TC). With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees.

Check Syndicate Items for a more detailed description on the goods, but don't go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don't get wasted on an emag when you find the captain's spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors; other items are role-specific, like the Clown Car.

Each round, a small number of traitor items will be discounted. Always make sure to check the discounts first; you never know what fun toys you'll be able to get on the cheap! It's also a great excuse to try out new items you've never played with before.

Feeling overwhelmed? Here are some gear suggestions for a beginning traitor! Keep in mind this list doesn't include role-specific items, so make sure you check what unique options you have.

Melee Weapons:


 * Energy Sword (8TC): Loud, flashy and lethal, the esword is the gold standard of Syndicate melee weapons. When turned off, it fits in your pocket, but when turned on it can bring victims to critical health in a few swings and passively reflect some projectiles. Its distinct sound and bright colors mean anybody who sees you wielding it will know what's up. If you can't afford a full esword, the Energy Dagger (2TC) is its baby brother.
 * Double Energy Sword (16TC): Twice the energy sword, twice the murder. One of the most deadly weapons out there, double eswords are perfect for when you don't care about stealth and just want to shred a hallway of assistants while doing sick flips like Darth Maul. Also makes you almost immune to energy projectiles!
 * Sleepy Pen (4TC): A wonderful, cheap, stealthy tool. Jab somebody with the pen, and you'll instantly inject them with its contents. By default, it comes with a cocktail that mutes your target and puts them to sleep after a few seconds, and it can even be refilled afterwards with any chemicals you can get your hands on.

Ranged Weapons:


 * Stetchkin (7TC) and Revolver (13TC): The standard Syndicate guns. The Stetchkin is cheaper and smaller, fitting into pockets, but the Revolver is more reliable and easier to get more ammo for (hack an autolathe to print more bullets).
 * Mini Energy Crossbow (10TC): A small crossbow that fires very, very quietly, and recharges its own ammo. Doesn't do a ton of damage on its own, but stuns and causes vision damage.
 * C4 (1TC): Slap it on something you want to blow up, wait a bit, and kaboom. Perfect for loudly breaking through walls and doors, though less effective as a weapon unless you can attach it to somebody.
 * Syndicate Minibomb (6TC): The standard Syndicate grenade. Prime the fuse, throw it at something you don't like, and enjoy.

Gear and Implants:


 * Storage Implant (8TC): Inject it into your body, and it lets you open a secret pocket to store up to two small items. A great place to hide your emag and energy sword, as well as somewhere safe to stash stolen loot. Make sure to dispose of the box and empty implant!
 * Freedom Implant (5TC): After injecting it, you gain four uses of the ability to instantly break free of handcuffs and restraints. Useful if you're worried about Security, but once they know you can escape cuffs, they might just pull out their guns instead.
 * Syndicate Space Suit (8TC): A red spacesuit. Unlike most spacesuits, it can fit in your backpack, and grants armor. Use it if you really need to be in space and can't get your hands on anything else. Red spacesuits are usually a huge red flag for the crew, though.
 * Chameleon Kit (2TC): A full set of clothes. When you're wearing them, you can instantly change their appearance to match any other outfit. Switch from a Scientist to an Engineer instantly! The gas mask also disguises your voice to match whatever ID you're wearing, making it perfect to use with an Agent ID Card.

Tools:


 * Cryptographic Sequencer (6TC): Aka the Emag. Use it on doors and lockers to break them open, use it on cyborgs to make them loyal to you, use it on certain machines to unlock deadly functions. One of the most versatile tools in your arsenal, the only downside is that once you've emagged something, everybody can tell it's been hacked.
 * Agent ID Card (2TC): A special ID card that works wonderfully for stealth. Clicking on it lets you change its appearance and name, and using it on any other ID card adds the target's access to the Agent card. As a bonus, the AI can't track you when you wear it. For best results, cover your face so you appear to others as the name on the card.
 * Binary Translator Key (5TC): Put it in your headset, and you'll be able to hear and talk on the AI's private channel. Listening in on the silicons can be a huge benefit to a sneaky traitor, and if you manage to subvert the AI, it's a great way to silently chat with it.
 * Syndicate Encryption Key (2TC): Put it in your headset, and you'll be able to hear and talk on every normal channel, from Security to Command to Medical. Again, eavesdropping can be wonderful to know when you're being hunted down.
 * Hacked AI Upload Module (9TC): Laws uploaded using this upgraded Freeform Module are considered Law 0, take precedence over all other laws, and won't reveal to the AI who uploaded the law. Useful if you're positive that hacking the AI is your primary tactic.

For Fun:


 * Briefcase Full Of Cash (1TC): Contains a ton of space money. Money doesn't have any real use as of this writing, but it's a fun roleplay tool.
 * Syndicate Bundles (20TC): Comes in two varieties, Tactical and Special. Each box contains more than 20TC worth of items, picked randomly from a pool.
 * Syndicate Surplus Crate (20TC): Spawns a crate at your feet containing 50TC of random items. When you just want to have fun, or want to let the RNG decide your strategy. If you're lucky, you can even get items that normally cost more than 20TC or are limited to Nuclear Operatives!
 * Syndicate Balloon (20TC): Does absolutely nothing other than tell the crew you have the balls to spend all your TC on a balloon and still kick their asses.

Useful Combos:


 * Energy Sword + Energy Crossbow (18TC): The classic one-two combo. Shoot someone with the bow to down them, then murder them.
 * Chameleon Kit + Agent ID Card + Cryptographic Sequencer + Storage Implant + Syndicate Encryption Key (20TC): A great stealth setup. The Chameleon Kit and Agent ID let you disguise as anybody, the Encryption Key lets you listen to and talk on any channel, the Emag lets you get into anywhere, and the Storage Implant gives you an almost unopenable place to hide your Emag and stolen goods.
 * Binary Translator Key + Cryptographic Sequencer + Hacked AI Upload Module (20TC): The ideal setup for subverting the silicons. Emag a Cyborg to have it help you subvert the AI, then chat with your new robotic friends. Even better for Roboticists.

Illicit Access
Gaining entry to areas above your clearance is an important skill. Sometimes you're looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found here.

Murder 101
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.

If you're inexperienced when it comes to slaughter, read the Combat page for the basics on becoming robust.

Getting Rid of the Body
Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection aren't important the requirements of these methods are.


 * Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. However, if Medbay knows what they're doing, they can often patch up and repair a corpse to the point where defibrillation is possible.
 * Botany using Replica Pods to rebirth dead crew is probably the most difficult to prevent but the least likely to happen. Fortunately they need a blood sample from the body.
 * Robotics doesn't actually bring the dead back (they still count as dead even if borged) but most cyborgs that aren't one-humaned to you are going to rat you out the moment they can speak. Fortunately, the brain is once again required to borg somebody.

Cutting someone's brain out or beheading them stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. A quick disposals ride should be enough to prevent your location from being identified. Make sure to wear gloves to avoid leaving fingerprints!

If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get stopped several times by assholes opening the bag and make sure it looks like your heading for Medbay. Toss people out of the airlock at an angle, as most of the places where people check for bodies are in straight lines. Strip people of their jumpsuit if you can't dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatever your victim's access was. If all else fails, dropping a mini-bomb on the body will prevent it from coming back.

Getting Caught
Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important, and the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you. Agree to any searches that won't get you busted for corpses or traitor items. Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed.

Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first emag or revolver is spotted, you're getting a face full of a harm baton and then the embrace of hard vacuum.

Additional Notes
Over the years, the Syndicate has had plenty of time to practice and share the best ways to deal with those pesky Nanotrasen crews. Below is a bevy of information to help you on your way.

Having Fun
Being a traitor is more than an obligation: it's a unique chance to have fun, cause chaos, and be the villain the station needs! A good traitor can kill his targets, break into secure areas and get out scot free, but the best traitors can create rounds worthy of being retold well after they conclude.


 * Is your objective to kill somebody? Challenge them to a duel, try to murder them with unlikely objects, build elaborate death traps, try to convince Security they're the traitor - the options are limitless.
 * Coming up with a gimmick can spice up your traitoring. Become the legendary Emag Man, determined to break open every single door on the station, or try to convince a doctor to surgically replace your arm with a chainsaw. Build conveyor traps that launch people into space, hide mousetrap bombs all over the station, or give the AI a silly law to keep the crew guessing whose side it's on.
 * Remember that simply murderboning (killing everybody) will probably make ghostchat mad at you. You're perfectly within your rights to do it, of course, but everybody loves a traitor that does more than just drag people into maintenance and grind them up.

Space Gods, Give Me Laser Eyes
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! If you have a compelling and fun gimmick in mind, you can use the *pray command to ask the space gods for help making them reality. If you offer up your telecrystals, many admins will happily give you boons such as changing your species, spawning specific items for you, making Centcom announcements, and sometimes even letting you respawn as a differen minor antag. Just remember that the admins aren't under any obligation to give you 'TC trades'; for best results, come up with something unique, be polite, don't ask for blatantly overpowered things, and don't ask to become a nightmare every second round.

Another thing – if your objectives are boring, easy, or you've already completed them, you can pray for more. It's a good alternative to simply killing everything in sight if you can't think of something to do. For maximum realism, do this by emagging a command console; doing so lets you "send a message to the Syndicate", an in-universe way to send the admins a message.

Stealth and Access

 * Having a spare ID always helps. Assistants are a dime a dozen, so it's not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Wearing a mask will cause others to see your name as the one on your ID, but unless you have a voice changing mask, speaking will reveal who you are. If you can get your hands on a wallet from the dormitories or from Botany's biogenerator (leather), it can hold up to 4 IDS.
 * 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. You can disable cameras by opening them with a screwdriver and using wirecutters, though they can be fixed easily and the AI is likely to notice you doing it.
 * When you take something from your bag, or put something in it, it creates a message that everyone around you can see. If the item is small enough to be placed in a normal box, only those adjacent to you will see the message. Don't get caught stuffing things into your bag!
 * Fake Mustaches conceal your identity as well as a gas mask or helmet.
 * There's an ID console near arrivals, in the security checkpoint. 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. If you pass by and see the outpost broken open, check to see if anybody else used it and left it logged in for you.
 * Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else, or make him say he's committing suicide! If you find a dead body, take their name and claim to have seen xenomorphs or changelings to throw the station for a loop.
 * 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.
 * Know your maintenance. There are plenty of places where nobody looks, and you can easily make secret chambers by [[construction|constructing fake walls].
 * 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.
 * Latex gloves don't stop you from leaving your fingerprints everywhere; they leave partial prints. Black gloves confer fire and burn resistance, and insulated gloves are usually the most desireable of all.
 * Good places to hide corpses include the Toxins Test Site, the far side of the AI Satellite, the various nooks and crannies around the station exterior, inside hidden chambers in Maintenance, and inside EVA suit storage units.
 * You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.

Murder and Sabotage

 * If you inject a power cell with plasma, it'll explode when it is used for anything. Likewise, injecting plasma into lightbulbs causes them to explode when turned on. Consider sabotaging lights when they aren't turned on, for your sake.
 * Every time you throw a glass shard at a wall, it has a chance to become 'sharpened', increasing its damage from 4 to 15. There's no way to tell besides testing it on yourself, and throwing a sharpened shard will un-sharpen it again.
 * 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 can make the hand teleporter a instantly lethal weapon instead of a convenience.
 * Never underestimate the power of banana peels and soap. Many haughty crewmembers have met their end at the hands of a Clown dragging around a peel behind him, only to be bludgeoned into unconsciousness while down and thrown into space.
 * When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.
 * You can uncuff yourself while in a disposal unit.
 * If you gain Head of Personnel access, you can use the HoP console to close any remaining Security positions to stop new officers from showing up.
 * You can dip a cigar in anything. Dip a cigar in plasma, and the person who lights it will be gibbed if you can convince someone to smoke it.
 * Armed mousetraps go off when somebody opens a container holding them. Attach a grenade to one, and the next person to reach into the bag gets a fun surprise.
 * Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.
 * 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.
 * Bullets pass through windows, but not Grilles. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles. Clicking on a window directly with a laser lets you shoot it.
 * Spraying someone smoking a cigarette or holding a lit welder or energy sword, with welder fuel or alcohol, will set them on fire. 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.
 * Canisters can be physically destroyed with enough brute force to instantly release their contents.
 * Diamond drills can break through r-walls in record time.
 * A suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.
 * EMP effects disable headsets, and can scramble or interfere with many other machines, such as APC's.
 * It's risky, but 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.
 * Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.
 * You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.

Emags And Other Traitor Items

 * Emagging welded/bolted doors causes them to close permanently; afterwards, they can never be opened, only destroyed. Use this to your advantage when 'reserving' an escape shuttle for yourself or when hiding a powersink.
 * All Cyborgs gain additional tools when emagged, in addition to having their laws rewritten to serve you. Engineering borgs can powerful stun arms, Medical borgs can fill people with toxins, Janitor borgs can spray lube everywhere, and more.
 * Simple bots can also be emagged. Medibots will kill, Floorbots will rip up floors, Cleanbots will squirt acid on people, Security bots will arrest everybody, and more.
 * The chameleon projector can be used to dodge projectiles by disguising as something small. You can also disguise as 'temporary' items like those in the Holodeck. While disguised, you can move freely in space for some reason, but still take exposure damage.
 * You can change the timer on C4 to be extremely high; it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the crap 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.
 * Every PDA holds a pen by default. Remove it and store your sleepy pen/energy dagger there.

Misc.

 * If you want the round to end and the shuttle to arrive. you have a few options. Delaminating and sabotaging the supermatter is almost always shuttle-worthy, as is bombing enough of the station. Using an EMP effect near the AI has a 15% chance to force a shuttle call, although this is difficult and risky. If you can access Atmospherics, pumping deadly gas into the air supply can amp up the pressure.
 * If your objective is to steal the station blueprints, you can simply take a photo of them with a camera and escape with the photo.
 * If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.
 * Dropping reinforced tables in the airlocks leading to the escape shuttle can be a vaible way to keep people from getting on board.
 * If you emag an arcade machine, you can play Outbomb Cuban Pete. Winning grants you a powerful bomb, but losing kills you. If you want to risk it, here's a strategy:
 * 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.
 * Otherwise, attack.
 * Healing increases 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.
 * 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.