Spy

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ENEMY STAFF
Changeling.gif Antag spy.png
Spy
Access: Wherever your job has access to
Additional Access: Wherever you can gain illicit access to
Difficulty: Medium
Supervisors: Your employer, whomever they may be
Duties: Steal things and complete your mission.
Guides: Syndicate Items, Hacking, Illicit Access, Guide to Organ Harvesting
Quote: The name's Tider. Grey Tider.


Good evening, agent.

Your mission - should you choose to accept it - is to infiltrate Space Station 13, steal valuable items, and sabotage their operations.

You will be deployed to the station in their latest batch of research personnel. Our contacts have prepared a disguise as one of the members of the crew for you to take on.

As always, should you be caught or killed, we will disavow any knowledge of your actions.

This wiki page will self destruct in 5 seconds. Good luck agent.

Your Mission

As a Spy, you are tasked with any number of random mission suggestions.

These may include anything from "Setting the Engineering department on fire" (something they usually accomplish on their own) to "Frame someone for a crime they didn't commit".

These objectives are purely suggestions: Feel free to come up with your own mission to undergo. Or just steal things. Whichever's more fun to you!

Your Equipment

As a Spy, you are equipped with a Spy Uplink.

The Spy Uplink is similar to a Traitor's Syndicate Uplink, but with some key differences:

  • Only YOU can access your Spy uplink.
  • You don't need to concern yourself with remembering to lock it when you're done.
  • Your uplink is irreplaceable.
  • You cannot directly buy gear with telecrystals the way normal traitors can

By default, your uplink is implanted into whatever device your Traitorous uplink is implanted into. So, usually, your PDA. (If your preferred uplink location is an Uplink Implant, it will default to your PDA instead.)

Your Bounties

Spy Bounties are your method of acquiring equipment to accomplish your mission.

Using your uplink in hand will open up the Spy Bounty list. These bounties are shared between ALL SPIES on board, and only one spy can claim a bounty, meaning it's in your best interest not to share your identity with other agents if you can help it!

Bounties consist of minor tasks to steal certain items, machines, or body parts from the crew. These can be anything from a basic pair of insulated gloves, to the AI upload, to the clown's pie-ing arm, to Beepsky.

To claim a bounty, Rightclick.pngOrdinary right-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. right click on the bounty target with your uplink. It will take a moment, show a (pretty obvious) visual tell and a (less obvious) audible tell, so remember to be sneaky!

But what do you get for claiming bounties? Rewards! For stealing items, your employer will use their black market ties to acquire you one of many Illegal Syndicate Devices!

This includes most Traitor items, but also some items only available to Nuclear Operatives AND Clown Operatives!

Not only that, but there are some rewards uniquely available to the Spy you may come across.

The more difficult the bounty, the more valuable the reward. Start small and build up to the big guns!

After a set period of time, all bounties will refresh - claimed or not - giving all spies a new set of items to pursue.

Tips

  • Items claimed by Spies may show up on the Black Market under the "fenced goods" category. Make yourself a Black Market Uplink and keep an eye out for useful tools.
  • If you're human, Asimov Law 2 can be your friend. Stealing is not inherently harmful, though some silicons may snitch on you regardless, so word your commands carefully.
  • The sound from claiming a bounty is quieter than you'd imagine, allowing you to get away with stealing things so long as you've got a wall or two between you and any would-be blabbermouths.
  • If you're stuck with a set of particularly difficult bounties, consider biding your time until the pool refreshes. Use this time to stay low, collect tools, or watch out for other Spies.
  • While "snitches get stitches", snitching on other Spies to Security may be particularly lucrative for your future efforts. No honor amongst thieves.
  • Instead of claiming bounties the moment you get the chance, sometimes it may be better to wait around to see if any other Spies have the same idea - to kill two birds with one stone.
  • ...However, if you've got a bounty for a generic item, like a Stun Baton, it may be wise to claim it ASAP. You don't know if any other agents already have their grubby hands on one.
  • If you notice a bounty targeting yourself, or your job area, you may want to prepare a weapon, some restraints, and a disguise.
  • Keep a mental (or physical) note of all the loot other Spies have been rewarded to avoid falling for their tricks should you cross paths.
  • ...Or forward this note to the security department via an "anonymous" tip to let them know what to look out for!
  • Some bounties - such as those targeting a member of the crew - don't require you to go out of your way to surgically remove their leg or stomach. In fact, you likely don't even need to remove it at all! Instead, you can incapacitate them (either by knocking them out with chemicals, critting them, or straight up killing them) and scan their body with your uplink to automatically do the hard part for you.
  • Some of the more advanced rewards - such as MODsuits and heavy weaponry - that are normally restricted to Syndicate use only are completely unrestricted. You can use them freely! ...But don't let Security get their hands on it. Or worse.
  • Remember, stealing isn't the end-all-be-all of a Spy's life. You should weigh whether you *really* need that Syndicate Balloon, Shotgun, Concealed Weapons Bay, or extra ammunition - just because you can, doesn't mean you should. Sometimes it's better to pack light, and rely on other abilities you may have access to.


Jobs on /tg/station

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Command Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster, Bridge Assistant
Security Head of Security, Security Officer, Warden, Detective, Veteran Security Advisor, Prisoner
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Coroner
Supply Quartermaster, Cargo Technician, Shaft Miner, Bitrunner, Cargorilla
Service Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Spy, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern
Antagtemp.png Game Modes on /tg/station
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Traitor

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Changeling

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Nuclear Emergency

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Revolution

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Blood Cult

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Wizard

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Heretic

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Other Modes