Abductor
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
Abductors are a technologically advanced society, set on experimenting on, and cataloging every species in the system. Unfortunately for their subjects, their methods are quite invasive.
Your Mission
Congratulations! You and another abductor have been chosen to embark upon a scientific crusade to study the anomalous and mysterious peoples of the universe. Utilizing your advanced technology and tool sets, you will be abducting and experimenting on the members of a nearby Nanotrasen space station.
Your objectives are as follows:
- Kidnap and experiment on 6 specimens
- Avoid detection as much as possible
You and the Crew
There is nothing more a crew member hates than an organ thief! If you get spotted, the crew will remind you of this through rather expressive means. You must disguise yourself, move quickly, and utilize the element of surprise to get the jump on your future experiments, else, your cover will be blown, and you'll likely meet your untimely end by an assistant with soap and a toolbox.
For your safety, and the credibility of our studies, it is imperative that our specimens have no idea what is going on, and that the station remains oblivious to our scientific study.
The Dynamic Duo
You cannot speak in the conventional sense. Instead, you share a telepathic link with the other member of the expedition ship (AKA your UFO). Make sure to use it! A successful abductor is one that communicates well with their team. Each active Abductor ship will spawn with one Agent and one Scientist. Without each other, they are mostly useless, and your mission will require effort from both of you to succeed. Be sure to understand your role!
Abductor Agent
Duties
As an Agent, you will be the person acquiring specimen, using your Alien Baton to stun, cuff, and knock them out. This may require breaking into places with your advanced set of tools, jamming local comms, and/or and firing your fancy radiation gun to ward off any curious crewmembers. While it may help, you don't necessarily need to be robust. You just need to be smart, communicative, and have good situational awareness.
Before going down to the station, you'll need to get a disguise from the scientist. Activate it by clicking the icon in the top left. After that, stand on the ship's telepad and wait for them to teleport you down. Your scientist may give you info on where your target is, but you should use your best judgement if you find someone else who's easily kidnappable. Once someone is found, make sure you aren't on help intent, and pull out your baton. Use yellow/stun mode to stun your target, blue/sleep mode to put them under, and finally, red/cuff mode to restrain them, in that order.
At this point, if you're in a safe location, the scientist will beam themselves down and do what they need to do. Your job is to protect the scientist and prevent any crewmembers from thwarting your scientific study. Keeping people at range is ideal. Once the scientist has teleported themselves and the target up to your ship, try and keep still for a moment so the scientist can mark you and teleport you back. It is imperative that you stay where a camera can see you, or else the scientist will not be able to complete the marking process.
While they're on the ship, ensure that the specimen stays restrained and buckled to either the surgery table, or the bed, until they are completely processed and teleported back on station. Rinse and repeat.
Equipment
Item | Purpose |
Agent Vest |
The most important part of your equipment. This vest is surgically grafted to your body, and works in either stealth and combat mode. 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 the form of any crewmember your scientist teammate has added to the database. Be careful, however. This disguise is very fragile, and any damage will reveal your true identity. Disguise is chosen using the ship-side console. This vest mode is the more commonly used of the two, as it allows for better stealth, and is more useful for sneaking up to isolated abduction targets. |
Combat Vest Mode |
This mode significantly increases the vest's armor values, and allows you to use its inbuilt anti-stun injector. You can't maintain the disguise in this mode. Use it if you need to go loud, or get outnumbered. |
Silencer |
Use this device to silently turn off radios and headsets around the targeted human. Especially useful if, during an abduction, the subject wakes up and starts screaming for help before you can re-sleep them. |
Decloner |
Your self-defence sidearm, deals radiation damage, but needs to be recharged using the station's rechargers. Holds ten energy rounds, but remember, you need your subjects alive! Useful for scaring off any would-be rescuers during an abduction. |
Alien Baton |
Use this to capture the specimens for research. You must use an intent other then 'Help' for this to work. 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.
Stun acts as a regular stun baton. Sleep causes an already stunned human to go unconscious. Cuff applies disposable alien handcuffs to anyone hit with the baton. Probe tells you more details about the subject it's used on. Remember, when abducting: Stun, Sleep, Cuff. |
Alien Toolbelt |
This tool belt contains futuristic tools that make reaching your target a breeze. It contains a multitool that shows wire functions, a welding tool that rapidly refills, and other advanced tools which work faster than normal tools. Oh, and a coil of (unfortunately normal) cable. |
Abductor Scientist
Duties
You're essentially abductor mission control. You'll be in charge of handling teleportation of you, your agent, and any test subjects, to and from your ship. You have full access to station cameras, and as a result, will have a great overview of everything within camera range. You will need to guide your agent through finding subjects, and alert them to any incoming dangers. Afterwards, you'll need to dissect and experiment on the captured specimen.
The first thing you should do is find your Science tool, and set it to scan. Go over to the observation console and get used to moving it around. While you're doing that, while holding your science tool, click on various crew members to scan their appearances. In the ship console, you can assign one of those appearances to your agent as a disguise, to make abducting easier.
Beam me Down, Scotty
Take a look around the station on your console. Try to identify a specimen who is alone, and would be easily kidnapped without drawing attention. Have your agent stand on the ship telepad, and teleport them down to a location near the target, but out of sight. Keep in mind that teleporting people from the ship takes roughly 5 seconds, and is not instant. Once you have done this, take a look around and double check that there are no nearby dangers, and give directions to your agent.
Once your agent has subdued and secured a specimen, use the "teleport self" button, and teleport yourself directly next to the specimen. Set your science tool to mark, and use it on the specimen(this will take a moment). Once the specimen is fully marked, use your implant to teleport yourself back up to the ship. Use the observation console to teleport the marked specimen to the ship. Finally, use your science tool to mark your agent(instant) from the console, and teleport them back up too. Congratulations on your first successful abduction!
All that remains is to perform your surgery on the specimen, place them in the experimental machinery, and choose an experiment. You'll get one point in your ship console every time you do this, which you can spend on replacement equipment.
Equipment
Your Ship
Although your ship is only 5x5, it is stocked full of important machinery and equipment. You'll always start with a duffel-bag full of alien surgery tools. You also have an observation console for surveying the station. You have a bed for storing extra patients, a locker for storing any stolen goodies, and a ship console with a telepad.
Surgery
Either the agent or scientist can do this.
Part of our experiment is seeing what our various gland will do to our specimen. We will remove their organs for further study and replace them with our surrogate glands that have various effects. By doing this and releasing the specimen back on station we can observe the effects of our experiments from the safety of the Observation Console.
Experimental Dissection
- Aim for the specimens upper body
- Use the Scalpel to select the experimental dissection surgery
- Use the Scalpel: make an incision.
- Use the Hemostat to stop any potential bleeding
- Use the Retractor: to retract the skin.
- Use the Circular Saw to saw through the rib cage.
- Use the Retractor to Pry the ribs apart.
- Use the Hemostat to remove unnecessary organs (heart).
- Insert the chosen gland from gland storage into the specimens chest.
- Use the Cautery to cauterise the wound.
Ocassionally, the specimen you abduct is not organic and is instead synthetic. No worries! They too can be the subjects to our experiments, it will instead require the toolset that the agent has around their belt and the surgery is much much simpler.
Experimental Robotic Dissection (IPC)
- Aim for the specimens upper body
- Use the Screwdriver to select the experimental dissection surgery
- Use the Crowbar: to open the specimen's hatch.
- Use your Hands to remove the unnecessary battery.
- Insert the chosen gland from gland storage into the specimens chest.
- Use the Crowbar: to close the specimen's hatch.
Possible Glands
Gland | Effect |
Healing |
Heals the abductee every so often |
---|---|
Spider |
Makes the abductee exhale spider pheromones and spawn spiderlings |
Slime Gland |
Produces slimes friendly to the abductee |
EMP |
Makes abductee emit EMP every so often |
Species |
Makes abductee change species rapidly. |
Egg Gland |
Makes the abductee lay acid-filled eggs. |
Stretch |
Allow the abductee to crawl through vents without trouble |
Mindshock |
Makes the abductee emit a confusing psychic wave every so often |
Viral |
Makes the abductee carrier of a serious disease - abductee is NOT affected |
Bloody |
Sprays blood on everything in sight. |
Plasma |
Causes the abductee to cough up plasma. |
Chemical |
Produces random chemicals inside the body, but slightly increases toxin resistance. |
Electricity Gland |
Periodically creates arcs of electricity, shocking everyone but the abductee. |
You're finally awake
So you were kidnapped and experimented on by aliens? Or were you?
You don't remember much since you were asleep the entire time. Anyway, you have things to go do! After waking up you may feel the need to complete an objective. You may want to have a conversation with the supermatter engine or paint the station in blood(doesn't have to be yours) so go ahead and do it!
Also those grey people that you saw with weird clothing were probably just a hallucination or a dream so don't worry about it.
General Tips
- Consider warping into medbay stealthily to steal a medkit or two in the event that the agent gets harmed.
- It's better to retreat as a agent than get your equipment stolen or get killed
- Protect the scientist at all costs, if they die you cannot get back to the ship
- Remember to close incisions on experiments so that they do not die and your efforts are not discovered
- If you wish to do something that falls outside of your objectives that would otherwise compromise the integrity of the station or its equipment, ahelp to ask permission first.