Welcome to Topside, Raider. ARC Sympathizers have infiltrated our ranks. Your mission: expose and eliminate these traitors before they sabotage our operations.
You've undoubtedly visited these territories many times, executed many successful raids, but none like this. Now we face a new threat... ARC Sympathizers! These spies seek to thwart our Civilian Raiders' efforts at every turn, and will even execute raiders in order to gain favor with their ARC overlords. Your job is to expose and eliminate these traitors!
ALL players must use the Yellow Origin Skin for easy identification during gameplay.
All players attempt to "queue-snipe" Ceez's game. Once loaded, Ceez provides the server code.
Move to the SpyRanza voice channel. The SpyRaider Bot will DM you your role: Civilian ("Civ") or Spy.
If you don't make it into Ceez's game, you can immediately extract and save your resources.
IMPORTANT: The stream is paused if you are in Ceez's game.
Civilians: Put your red light sticks in your safe pocket — never touch them again.
Spies: Keep your red light sticks in your normal inventory.
The Red Light Stick is the indicator of who the Spy/Spies are.
Immediately move to your closest "Meetup" point. No looting or unnecessary fighting. By time of arrival, all players should have been given their roles.
Players gravitate towards the "Rendezvous" point. Work to earn points by killing ARC, looting containers, etc. The Spy is considered 'active' and can perform any Spy actions as soon as they receive their role.
All players must arrive at the Final extract point between the 7min - 5min mark. Prepare for extraction and final confrontations.
Everyone calls "2 MINUTE, END!" on voice comms. ALL activity must immediately stop (except looting nearby bodies for resources). Post-game wrap-up begins topside with remaining players.
Identifying a Spy can be difficult, and you are not allowed to shoot other players based on mere suspicion. However, you have some actions you can take to test and expose potential traitors.
If a player believes they have probable cause to suspect another player as a spy, they can call an "FSV" with the other players. FSV can only be called at the Rendezvous (15min - 13min mark) or the Final Extract (5min - 3min mark).
How to call: Throw a Green Light Stick in the air and yell "FSV". Cannot call FSV if there is any active combat taking place.
Voting: All players stand in a horseshoe formation around the accused. Vote by turning flashlight ON for "Yes" or crouching (no light) for "No". If majority votes guilty, they may execute the convicted via hairpin bodyshots until downed.
If an FSV is called at the Final Extract and the accused is found guilty and killed, but is revealed to be a Spy (still crawling on the ground), that Spy can demand a Trial By Combat!
Process: The Civs must Defib that Spy, allow them to be healed to full (once only), then the Civs will determine the line-up of Civs who will battle the Spy to the death 1v1.
Rules: The fight must take place in the open (no cover), and the Spy only gets to use ONE bandage after each fight (no shield). This allows the Spy one final, desperate chance at Victory!
At any time, a player can challenge another player to a "Trust Test". Both players will go somewhere with no other players in Line of Sight, and stand face to face with their Anvils drawn and pointed at each other's heads.
The Test: Players take turns counting Mississippis until they reach "6" (e.g., "One Mississippi", "Two Mississippi"...). The game stops when either player reaches "6 Mississippi" or until a player shoots the other.
Key Rule: A Civ can NEVER shoot in a trust test, even if they think the other is a spy. The Spy can only use ONE shot from the Anvil, then must switch to hairpin(s) or hammer tool.