recursal/Fanatic-Fandom huggingface dataset:
AGENT

AGENT is the other main faction in Untrusted, which are lead by the Agent Leader. At the beginning of each Opsec there are 2 AGENTS randomly assigned, a Field Agent and Agent Leader. These two operatives know each others identities and can communicate covertly using A.S.C (Agent Secure Channel). This number can increase to four, as the Field Leader can convert up to two NETSEC operatives into Moles.

## Win Condition

AGENT's win condition is to prevent NETSEC from hacking the target by creating confusion and wasting time, arresting and gaining root privileges from the Operation Leader or arrest every NETSEC operative.

## Agent Roles

1. Agent Leader - Calls the shots for AGENTs
2. Field Agent - Can arrest Netsec in three different ways.
3. Converted NETSEC/Field-OP - A powerful convert, they can listen in on emails of other players and prevent them from hacking, as well as murder people from night 4 onwards.
4. Converted NETSEC/Investigative - Useful for helping other AGENTs with their fake claims, they can follow and frame other players, impersonate others through emails, and setup two players (visit the page for a more detailed description of this).
5. Converted NETSEC/offensive - Useful in stopping NETSEC from reaching their hack target, they can rollback nodes and make them harder to be hacked.
6. Runaway Snitch - Only appears if the other AGENTs are dead and can arrest and murder players.

## Passive Abilities

All AGENTS have these abilities

1. Topology Knowledge: - You have unrestricted access to the physical network, thus know everything about the network topology.
2. A.S.C (Agent Secure Chanel): - An AGENT only text channel that can be used to communicate and coordinate with other AGENTS.

## Trivia

1. According to the official Untrusted Website the AGENT faction is massively underfunded and cannot run a massive operation by force and has to rely on their undercover operation.
2. According to the official Untrusted Website they are often criticized for their unorthodox methods but nobody cares as long as they get their job done.
Cable Crow

* Portrait
* Render

Cablecrow is one of the antagonists in Zardy's Maze.

## Appearance

Cablecrow is a scarecrow made from burlap clothing on a simple frame. Their head is a burlap sack with a large flap cut in it for a mouth and two eyes, one of which looks like it was roughly scratched out and the other appears to be winking. They wear a brown jacket that covers their arms and back, with the ends of the sleeves frayed. Their arms are rectangular, with a metal cable emerging from the end of each. At the end of each cable is a metal, four fingered claw.

## Behavior

Cablecrow moves around using the poles that spawn when the maze is generated. They cling to the pole with one hand, and reach out to another pole, extending their cable to another pole. The claw latches on, and it retracts while Cablecrow lets go of the current pole, causing on to be pulled along by the cable. If the player make contact with them, Cablecrow picks them up and slams them into a pole using their claw, killing them.

## Strategy

They move around in a pattern meaning that when they go to a new pole, they will not immediately go back to the one they were originally on. Dealing with Cablecrow relies on the player being able to remember where the nearby poles around them are as well as listen to audio cues to figure out when they're moving. Cablecrow poses a great threat to a distracted player in that they cannot be stalled with the flashlight in a convenient way like most enemies can, relying solely on the player's ability to pay attention. They can be stunned when stationary, but not when moving, and waking under them when stunned will still kill the player, making it fairly useless. Depending on the positioning of the poles, Cablecrow can easily kill the player when they try to cut through the corn due to the reduced move speed, again relying on the player's ability to track Cablecrow so that they are not killed.

As the difficulty increases, Cablecrows become very dangerous, since they not only move faster, but begin actively following the player, moving diagonally, and even backtracking, making them much harder to avoid.

## Trivia

* Cablecrow was originally named Cable Scarecrow.
* Alongside with Zardy, Cablecrow appears in the game *Friday Night Funkin'* as a mod made by SwankyBox.
* Cablecrow's movement in *Zardy's Maze* was inspired from the Hookshot from *The Legend of Zelda* series.

## Gallery

Zardy, Pumpkin Jack, Brute, and Cablecrow in artwork featured on the itch.io page.Cablecrow as seen in their Friday Night Funkin' mod.Cablecrow's official plush

1. ↑ https://youtu.be/W\_iLWFgFWG8?t=984
2. ↑ https://twitter.com/SwankyBoxYT/status/1352776294841389057
Grant Root Access

Grant Root Access is an ability that can only be used by the original Operation Leader or a Sociopath who turned into a Operation Leader. If the selected target is NETSEC this ability turns the selected target into an Operation Leader if you die or get arrested. Unless the target is a Sociopath all Neutrals remain the same role but now have the ability to covertly broadcast if you die or get arrested. If the target is a Sociopath they become the Operation Leader if you die or get arrested. If the target is an AGENT and you die or get arrested NETSEC instantly loses and AGENTS win. The target will get a notification in the event log that you granted them root access but it will not reveal your identity.
Converted NETSEC/offensive

Converted Improvised Hacker, Spearphisher or Rival Hacker.

## Win Condition

The win condition for converted offensive Mole is the same as any other AGENT, get the original operation leader out of play and prevent NETSEC from hacking the target node or eliminate every NETSEC operative from play.

## Skills

### Day Abilities

1. Unskilled Attack - Leaves a connection log on the chosen node, but does not count as hacking.
2. Rollback - reverts a hacked node to its previous state
3. Harden Node - makes target node a lot harder to hack and leaves logs (Two usage)

### NIGHT Abilities

1. Midnight Meeting - Occupies and visit player (Infinite usage)
2. Wipe - Removes all connections logs and intel (One usage)

## Passive Abilities

1. Topology Knowledge
2. A.S.C (Agent Secure Chanel) An AGENTS only text channel used for coordinating and communicating with other AGENTS
Converted NETSEC/Field-OP

Converted CCTV Specialist, Enforcer or Inside Man. (non-hacker)

## Win Condition

The win condition for converted Field-OP Mole is the same as any other AGENT, get the original operation leader out of play and prevent NETSEC from hacking the target node, get root access from the operation leader, or eliminate every NETSEC operative from play.

## Skills

### Day Abilities

1. Plant fake information - prevent success of Dumpster Diving for Inside Man
2. Jam Network - Disconnect the target from the internet (One usage)

### NIGHT Abilities

1. Search for Keyloggers - Destroy Keyloggers created by Inside Man
2. Wiretap - Getting incoming and outgoing emails from the targeted player for 24h
3. Add Route - Creates a new path between nodes to confuse player
4. Disorganized Murder - Has a random chance of killing the selected target, eliminating them from play.

## Passive Abilities

1. Topology Knowledge
2. A.S.C (Agent Secure Chanel) An AGENTS only text channel used for coordinating and communicating with other AGENTS
Rival Hacker

The Rival Hacker wants to sabotage NETSEC until they fail to hack the target node. He's neutral.

## Abilities

### Day Abilities

1. Hack Target - Try pwning the machine (targets node, leaves log). The more people trying to hack a node, the more likely the capture. He has a moderate chance of succeeding. (Infinite uses)
2. Harden Node - Apply security patches and stop unnecessary services to make the hack harder (Two uses, Three day cooldown).
3. Jam Network - Same as ISP but cannot be detected by "review connection logs".

### Night Abilities

1. Move Hideout - Move to a safer hideout, making you safe from arrest, murder, and deal attempts (Three uses, because of passive ability)
2. Wipe - Wipe all content from this node: this includes all connection logs and possible intel (only works on unhacked/rolled backed nodes) Wiretap - See who emails your target Passive Abilities

1. Blackmailed Informer - You have dirt on the Informer that's helping AGENTs, he'll relay intel to you (if Agent Leader asks for it). It will also try to bribe an AGENT Detective...
2. Prepared for Anything - Law enforcement can search you as much as they want: they don't know about your hideouts (Move hideout has an additional two charges)
Dano

Para valores de dano de cada beam (exceto glitch beam), chargebeam triplicará o dano. (por exemplo, o Wave retira 50 sem charge e 150 com charge).

Spore Spawn recebe o dobro de dano de tiros carregados. (por exemplo, a wave beam carregada normalmente causa 150 de dano, mas Spore Spawn perderá 300)

Green Kihunters, encontrados na **Crateria Keyhunter Room**, **Spore Spawn Keyhunter Room** e **Warehouse Keyhunter Room** , recebem metade do dano de tiros sem carga.
Spearphisher

The Spearphisher is a NETSEC Offensive that can not hack very well, but they use other abilities like "Download Intel" and "Spearphishing Execution" to try and help their allies.

Hacking Chance: Very Low

## Win Condition

The Spearphisher's win condition is the same as any other NETSEC member, hack the target machine or get every AGENT killed.

## Skills

### Day Abilities

1. Hack Target - Try pwning the node (targets node, leaves log). The more people that try hacking the same node, the more likely the capture will be. (Infinite uses)
2. Spearphishing Execution - Makes targeted node easier to hack and grants one Spearphishing Preparation. (The player must use Spearphishing Preparation first)
3. Download Intel - Search for important personal data on a hacked machine (Infinite usage).

### NIGHT Abilities

1. Misdirection - Anyone who tries to visit you will get occupied (x1 Use).
2. Move Hideout - Protects you from arrests, plea deals, or murder attempts (x1 Use).
3. Spearphishing Preparation - Grants one Spearphishing Execution. (Can only be used if Spearphishing execution has 0 uses remaining.)
Converted NETSEC/Investigative

Converted Analyst, Network Specialist or Social Engineer.

## Win Condition

The win condition for Converted NETSEC/Investigative is the same as any other AGENT, get the original operation leader out of play and prevent NETSEC from hacking the target node or eliminate every NETSEC operative from play.

## Skills

### Day Abilities

1. Alter Logs - Adds fake logs to a node. (Infinite Uses, 2 Night Cooldown)
2. Impersonate - At night your emails will appear as send by targeted player. (x2 Uses)

### NIGHT Abilities

* Follow - Tells you who the player visits. Leaves a "watched" feedback to whoever was followed. (x2 Uses)
* Frame - Frame the player, which makes them appear as a random NETSEC upon their arrest or if they die. The frame status lasts the whole game. (x3 Uses, 2 Night Cooldown)
* Setup - Select two players. The first person you select will be occupied by the second. The first player will see a message saying the second player occupied them. The second player will see a message saying that the first player visited them, but will not get occupied. (x2 Uses)

Setup explained in more detail:

* There is a menu that opens when using Setup which prompts you to choose two players.
* Say that you chose Dr. Ochre as the first target, and Dr. Blue as the second target.
* Dr. Ochre will be occupied, and will receive a message saying "Dr. Blue met with you last night. You discussed the hack in great detail for a long time". This is functionally the same as Dr. Blue using the Midnight Meeting ability on Dr. Ochre.
* Dr. Blue will not be occupied, and will receive a message saying that Dr. Ochre met with him last night.

### PASSIVE Abilities

1. Topology Knowledge, you can see the whole topology.
2. A.S.C (Agent Secure Chanel) An AGENTS only text channel used for coordinating and communicating with other AGENTS

### Additional Notes

* If your Field Agent is claiming Analyst or Journalist, you can use Setup so they can claim to have used Midnight Meeting on other players. This will "prove" that they are not the Field Agent.

* Keep in mind that the second selected target of a Setup will receive a message saying "Dr. [name] met with you last night. You discussed the hack in detail for a long time" WITHOUT an occupation message -- therefore outing that they were the second target of a Setup. This can be avoided if the second target selected is another AGENT.
Consumables

Consumables increase your odds or change something in-game

Shroom - Get a random alias prefix (Change the standard Dr. to something like Ms.) 100% chance to work. 25 credits to purchase, level 1 required

Pencil - Increased chances as journalist in the next game. 450 credits to purchase, level 2 required

Soda drink - Increased chances to spawn as Script Kiddie in the next game. 250 credits to purchase, level 3 required

Sunglasses - Increased chances to spawn as Rival Hacker in the next game. 300 credits to purchase, level 4 required

Beanie - Gain extra 1024xp upon winning the game. 512 credits to purchase, level 4 required

Pills - Increased chances to spawn as sociopath in the next game. 500 credits to purchase, Level 5 required

Dynamite - Increased chances to spawn as Resentful Criminal in the next game. 500 credits to purchase, Level 5 required

Confidential Information - Increased chances to spawn as Corrupt Detective in the next game. 600 credits to purchase, Level 6 required

Wallet - Increased chances to spawn as Bounty Hunter in the next game. 750 credits to purchase, Level 5 required.

Makeshift Stopwatch - Adds one extra second per turn. Can stack up to 20 seconds among players. 50 credits to purchase, Level 6 required.

Beer - Prevents one extra second per turn added by other players. 50 credits to purchase, level 6 required

Balaclava - Gain extra 2048xp upon winning the game. 1024 credits to purchase, level 6 required

Old watch - Adds 2 extra seconds per turn. Can stack up to 20 seconds among players. 125 credits to purchase, Level 7 required

Wine - Prevents 2 extra seconds per turn added by other players. 125 credits to purchase, Level 7 to purchase

Elegant Watch - Adds 3 extra seconds per turn. Can stack up to 20 seconds among players. 200 credits to purchase, Level 8 required

Tequila - Prevents 3 seconds per turn added by other players. 200 credits to purchase, Level 8 required

Helmet - Gain extra 4096xp upon winning the game. 2048 credits to purchase, Level 8 required.

Chaos Box - When equipped, raises the class limit from 2 to 3. Doesn't change unique spawns. 5000 credits to purchase, level 9 required.

Paper - Change the operatives' codename to city names, if you spawn as Operation Leader. (Also grants the untrusted professor badge for the first time you get Operation Leader with the paper equipped.)

Fancy Tophat - Gain extra 8192xp upon winning the game. 4096 credits to purchase, level 10 required
Runaway Snitch

Runaway Snitch is an AGENT role only available after all other AGENTS have been eliminated. This role typically appears late game and is one of the hardest roles to play.

## Win Condition

The win condition for Runaway Snitch is the same as any other AGENT, get the original operation leader out of play and prevent NETSEC from hacking the target node or eliminate every NETSEC operative from play.

## Day Abilities

1. Unskilled Attack - Use a well known public exploit to attempt to hack the target. It wont work but it will show connection logs to the machine.

## Night Abilities

1. Snitch To Cops -You have enough proof to have regular cops make an arrest. Lets make it count...
2. Disorganized Murder - Try murdering your target. You know it will be messy. (Available from Night 4)

## Passive Abilities

1. Topology Knowledge
2. A.S.C (This is useless as all other AGENTS are dead if Runaway Snitch is alive)

## Trivia

1. Runaway Snitch is currently the hardest class to win as. Due to being the only class achived when Both FA, AL and other moles are dead.
Challenge 4: Snickering In the Dark

*Snickering In the Dark* is the Fourth challenge in Challenge Mode. This is the first challenge that Drought appears in.

## Objective

You need to destroy 2 weeds and then exit through the center of the maze. This challenge includes almost every enemy except for Pumpkin Crawlers.

## Strategy

Pay attention to where the Drought is going and either try to follow behind it if you are near it or avoid it completely. You can see the orange fog it creates above the corn even if you aren't near it, but you can also tell if it's close if you can hear it's laughter. Be extremely careful around it when there are other enemies nearby or if you were running away from something.

## Enemies

* 1 Pumpkin Jack (Difficulty: 1)
* 1 Cable Crow (Difficulty: 2)
* 1 Brute (Difficulty: 2)
* 1 Rattler (Difficulty: 1)
* 1 Zardy (Difficulty: 1)
* 1 Drought (Difficulty: 1)
* Cornstalkers
NETSEC

NETSEC is a hacking organization and one of the three primary factions in Untrusted. They are led by the Operation Leader. There are 10 NETSEC classes (One of which only available after night 4) with a maximum of 2 of each class, and rarely 3 people sharing the same role in one game (unless chaos box is bought beforehand, in which case there could be up to 4 people with the same role). Improvised Hacker is the only exception other than chaos box which can have more than 2 people sharing that role.

## Win condition

NETSEC's win condition is to hack the target machine or get every AGENT killed.

## NETSEC Roles and brief summaries

1. Operation Leader: Writes anonymous broadcast messages that contain instructions for Netsec.
2. CCTV Specialist: Puts cams on players and can see who visits them.
3. Enforcer: Can check player's logs, protect players from an arrest, and murder people.
4. Inside Man: Find laptops or servers with intel that can help Netsec.
5. Analyst: Can decypher fake logs and ask questions that reveal if the target can truly hack.
6. Network Specialist: Can find out who did a DDOS and if someone truly got ISP'd.
7. Social Engineer: Finds out the faction of the target player.
8. Blackhat: Is the best at hacking and can DDOS a server or laptop.
9. Improvised Hacker: Is the worst at hacking and should be used only on desperate occasions. Or if your role has expended its use. (For example: If an inside man has used both follows and insider knowledge.)
10. Spearphisher: Creates websites to get credentials useful for Netsec, which make hacking easier.
Network Specialist

The Network Specialist is a NETSEC Investigative who has the ability to review the connections of people and check for who performed a Denial of Service on a node.

Hacking Chance: Low

## Win Condition

The Network Specialist win condition is the same as any other NETSEC member, hack the target machine or get every AGENT killed.

## Skills

### DAY Abilities

1. Hack Target - Try pwning the node (targets node, leaves log). The more people that try hacking the same node, the more likely the capture will be. (Infinite uses)
2. Wireshark - Discover who performed a Denial of Service that day, if any are performed at all. (x3 uses, 3 day cooldown)
3. Probe node - Makes node easier to hack (Infinite uses)

### NIGHT Abilities

1. Cover your tracks - Has a high chance of avoiding arrest tonight, can fail. (x2 uses)
2. Review Connection Logs - Tells if player really was ISP'd. (x2 uses, 3 day cooldown)

### PASSIVE Abilities

1. Network Insights - Gives you a higher success chance the more players connect to the node you try to hack.
Lizzie

Lizzie is a Kirby who somehow knows about the dimensional loops that allowed the Kirby OSS to get to the human world. She is very sneaky and in some unknown area is a criminal. It is hinted that she is an alternate version of Lizi, but that's highly unlikely as if that was true then why did Lizi forget about her?

## Appearance

Lizzie is a purple Kirby with black slippers and wears goggles. She also wields a double sword with all the elements(fire, ice, wind, etc.)

## Abilities

Lizzie can use her double sword to switch elements at any time to help. She is skilled on roller skates and is very crafty, even when she has her sword.

## References

Lizzie's sword is a reference to a character made by BKC in a scrapped series; Ellie from elemental chaos.
Analyst

Analyst is an Investigative class for NETSEC.

## Win Condition

The Analyst win condition is the same as any other NETSEC member, hack the target machine or get every AGENT killed.

## Skills

### Day Abilities

1. Hack Target - Try to hack into a node, **Low** chance to succeed. (Infinite usages)
2. Log Analysis - Removes fake logs from node, leaves log (Infinite usages)
3. Download Intel - Search for important personal data on a hacked machine (Infinite usages)

### NIGHT Abilities

1. Midnight Meeting - Visits and occupies player (Infinite usages)
2. Ask the right question - Tells if a player is able to hack, means that they have Hack Target skill (Two usages)
CCTV Specialist

The CCTV Specialist(Shortened to CCTV Spec, or just CCTV) is a Field-Operations class for NETSEC

## Win Condition

The CCTV Specialist's win condition is the same as any other NETSEC operative, hack the target node or get every AGENT killed.

## Day Abilities

2. Bait Law Enforcement. (Denounce the target to the AGENTS as a member of NETSEC)
3. Desperate Measures. (Turn into a Improvised Hacker) -Only available after night 4.

## Night Abilities

1. Install CCTV surveillance (Installs a hidden CCTV camera by visiting the target and see everyone who visits the target. If the target moves hideout or gets extracted the night of or after you place the camera it will be removed)
2. Move Hideout. (Prevents arrests, murder attempts, and plea deals)

## Passive Abilities

1. Perform CCTV surveillance. (You will know if someone was visited and by who) -Requires "Install CCTV surveillance"

## Tips and Gameplay

As a CCTV Specialist, you should try to entrap AGENTS by either catching them with your CCTV Cameras, or by denouncing neutrals or non-important NETSEC members. You can confirm other CCTV if you see other cameras picking up visits to people you didn't cam. Placing a CCTV camera early on is both good, and bad, since AGENTS will be attempting arrests early in the game, which you can hopefully catch, However, a use of Move Hideout will render your cameras moot.
Charge Beam

Efeito

Sem o Charge Beam, manter o botão de disparo pressionado faz com que dois tiros sejam emitidos com aproximadamente 15 frames de distância, e todas os tiros subsequentes sejam emitidas com aproximadamente 25 frames de distância. Tocar no botão de disparo repetidamente permite atirar em uma taxa mais rápida do que se você mantiver o botão de disparo pressionado, com uma taxa de atualização de 15 frames.

Com o Charge Beam, pressionar e segurar o botão de tiro emitirá um tiro e fará com que uma carga comece. Se o botão de disparo for liberado antes da Samus começar a piscar, um disparo normal será emitido, caso contrário, um tiro carregado é emitido, o que vai causar três vezes mais dano. O tiro carregado resultante tem uma hitbox maior e pode se mover em uma velocidade diferente.

Leva exatamente 60 frames (1 segundo em NTSC / 1,2 segundos em PAL) para carregar o charge beam, mas esse processo é atrasado se Samus realizar um **spinjump**.
Operation Leader

The Operation Leader(Nickname OL) is a NETSEC Special class who has the job of leading NETSEC. They can use anonymous messages to try and coordinate plans.

Hacking Chance: High

## Win Condition

The Operation Leader's win condition is the same as any other NETSEC member; hack the target machine or get every AGENT killed.

## Skills

### DAY Abilities

1. Hack Target - Try pwning the node (targets node, leaves log). The more people that try hacking the same node, the more likely the capture will be. (Infinite uses)
2. 0-Day Exploit - 100% to hack a node unless ISP'D, Jammed, or DDOS. (x1 use)
3. Grant Root Access - Grant someone root access. If you get arrested or die, the selected person becomes the new Operation Leader. This ability visits, which makes it the only day visit in the game.

### NIGHT Abilities

1. Emergency Extraction - Escort one person, it can help in a pinch if somebody gets Planned Raided (x3 uses)
2. Move Hideout - This is a self protection ability. It makes you immune to arrest and murder attempts. It only has one use so the player has to be careful when using it.

### PASSIVE Abilities

1. Not A Snitch - Can't be converted.
2. Covert Broadcast - The Operation Leader can broadcast a message that's visible to everyone

### Tips and Gameplay

As an Operation Leader, your goal is to lead NETSEC, in order to complete the hack, or arrest AGENTS using your Covert Broadcast. Since the Operation Leader has 2 votes, you should not vote first or last, in order to disguise your vote, and its sometimes better to not Grant Root if you dont know any confirmed NETSEC. If you feel someone is going to get targeted, or you yourself will be targeted, use Emergency Extract(for others) or Move Hideout(for yourself) since Emergency Extract does not make you visit the target.
Dr.Ochre's mysterious package

Dr.Ochre's mysterious package is a consumable that costs 65535 coins, and can only be bought when you reach level 11. Upon use, everyone (except the player that bought it) gets a random quantity of coins between 2-4k coins. The player that buys it get nothing, only the rest of the lobby will get coins.
Agent Leader

The Agent Leader is the leader of AGENT. (Nickname: AL)

3. Computer forensics background, assigns a random skill between Harden Node, Hack and Denial of Service.
4. Unskilled Attack - Leaves a connection log on the chosen node, but does not count as hacking.

### NIGHT Abilities

1. Midnight Meeting, occupies a player.
2. Strike Deal, converts a NETSEC into a mole (2 uses in games with 12 or more players, 1 otherwise).
3. Intelligence Informer, tells you the faction and class type of the target

### PASSIVE Abilities

1. Cover Checks Out, you will appear as a random NETSEC class in case you die/get doxxed for the first 4 nights.
2. Topology Knowledge, you can see the whole topology.
3. A.S.C (Agent Secure Chanel) An AGENTS only text channel used for coordinating and communicating with other AGENTS
Shroom

The worst item in the game, fight me

- Signed, Bot212, Still not off hiatus

First, let's look at what this item does. It changes your in-game prefix for the low cost of 25 coins. We can inmediately see that, if OL were to buy paper, this item would narrow down OL, since you can't buy paper with a different prefix. On top of said metagaming, 25 coins isn't a lot, but this item costs nothing, and were you to buy it, the cost would really start to add up. Furthermore, it caused a badge to be removed because players were toxic. That's right, shroom was, and still is, one of the main causes for the game's toxicity. In conclusion, do NOT buy this!

- Signed, ProGamer2955, Certified Sociopath

NOTE: Nobody is ever going to read this LOL
Corrupt Detective

The Corrupt Detective is a Field Ops Neutral that needs to survive until AGENTs lose. They must also upload stolen information gathered from the AGENTs' headquarters in order to win as well. They can also collect bribes to increase the amount of gold they get after the game is over, if they win that is.

## Win Conditions

Steal and Upload anywhere the requested intel and do not let AGENTS win: survive and do not get arrested.

## Skills

### DAY abilities

1. Unskilled Hack - Use some script kiddie tools downloaded from the web. They won't work, but logs will show your connection to the target machine. (x5 Uses)
2. Upload Intel - Upload the stolen intel to the target node. This ability will only become available when you have successfully used Steal Intel. (x1 Use)
3. Get Bribe - gain extra xp/coins at the end of the game, if you win. However, this also gives info about player classes to Rival Hacker (infinite Uses)

### NIGHT abilities

1. Follow - Follow the target and learn who they visit tonight. (x2 Uses)
2. Throw Under the Bus - Redirect self to target player (x2 Uses)
3. Steal Intel - Once found, you can then upload it. This is an RNG-dependent ability, which means that this ability might not always work on the first try. If the ability fails, you will gain back your charge until you successfully have stolen intel. (x1 Use)

## Passive Skills

* Not a Snitch - Snitches get stitches... so you will never accept a plea deal - you'd rather go to jail. (Makes you immune to conversion).
* Agent Scum - Even thought you are neutral, doxx attempts will show you as an Agent. Upon your death, the Operation Leader will be revealed.
Social Engineer

## Win Condition

The Social Engineer's win condition is the same as any other NETSEC member, hack the target machine or get every AGENT killed.

## Skills

### Day Abilities

1. Hack Target - Try to hack into a node, **Low** chance to succeed. (Infinite usage)
2. Impersonate - At night your emails will appear as send by targeted player (Two usage)

### NIGHT Abilities

1. Doxx and stalk - Tells the faction of the player (Two usage)
2. Misdirection - Anyone who tries to visit you gets occupied (One usage)
3. Throw under the bus - redirect self to target player (Two usage)
Useful Information

**UNFINISHED PAGE POSSIBLY FALSE INFORMATION**

Useful information about the game mechanics.

## Role Mechanics

In a normal game of Untrusted, there can be up to 2 people having the same non-unique role, with Chaos Box enabled, the limit is 3 people. A game needs at least 10 player, with a maximum of 16 players.

In a full game of Untrusted there can be

* 9-12 NETSEC
* 4-7 Neutrals
* 2 Agents

Roles that are guaranteed to spawn:

* Operation Leader
* Agent Leader
* Field Agent

## Points and XP

At the end of a match, you will be rewarded XP and points. XP is used for leveling, a player's level can be seen in the pre-game lobby. Higher levels will unlock more consumables. Coins can be used to buy avatars. Coins can also be bought with money.

The amount of points and XP each player gain, is determined by what happened that game. A loss will gain little XP, and a win will earn you more. If you win and you are still alive at the end of the game, the reward will be nearly doubled. Corrupt Detective can use the Get Bribe ability to earn more XP and coins. Journalists can also earn more coins by writing more than three articles.

If you leave and abandon a game while still alive, that game will count as a loss you will get XP and coin penalty. Leaving a game after you were killed or arrested is not penalized. appropriate rewards is given at the end of the match, even if you left the match.

1. ↑ https://discord.com/channels/673234977948827720/808803949528088586/843534953282142248
2. ↑ https://discord.com/channels/673234977948827720/673234977948827723/844650575387426868
Resentful Criminal

The Resentful Criminal is someone seeking for revenge against the Operation Leader and the Agent Leader. He is neutral.

## Win Conditions

Have the Agent Leader killed (Regardless of all in or not) and get rid of the Original Operation Leader, either by killing them yourself or waiting to see if the Operation Leader gets arrested. Survive and don't get arrested.

## Skills

### DAY abilities

1. Unskilled Hack - Use some script kiddie tools downloaded from the web. They won't work, but logs will show your connection to the target machine. (Five uses)
2. Impersonate - Impersonate your target by spoofing all your outbound emails tonight. (Sends emails using your target as its sender tonight) (Two uses, Two day cooldown)

### NIGHT abilities

1. Looking for an old friend - You remember the traitor's face well. Lets get to work. (Lets you know if your target is the original Operation leader)
2. Interrogate - Sit down with your target for a … talk. Tomorrow, you will be able to read their personal log for one day (as of tonight) (Visits target, Occupies target)
3. Disorganized murder - Try murdering your target. You know it will be messy. (Available from Night 4) (Visits target)

### PASSIVE Abilities

1. Not a snitch - Snitches get stitches... so you would never accept a plea deal - you'd rather go to jail (Immune to conversion)
Enforcer

The Enforcer(Nickname ENF) is a Field-Operations class for NETSEC

## Win Condition

The Enforcer's win condition is the same as any other NETSEC member, hack the target machine or get every AGENT killed.

## Skills

### Day Abilities

1. Desperate Measures . (Turn into a Improvised Hacker) -Only available after night 4

### NIGHT Abilities

1. Interrogate. (Be able to read players personal log) -Three usage.
2. Escort. (Escort the player to a new hideout, protecting from arrest attempts and murder attempts) -Infinite usage.
3. Disorganized Murder. (Try to murder the target player) -Available after night 4. Infinite usages.

### PASSIVE Abilities

1. Diversion. (If the escort target is about to get arrested, you will take the fall for them)

### Gameplay and Tips

As Enforcer, your job is to essentially get arrested protecting someone, so it's best to try to protect high value targets. Escort occupies the target, so be careful to not accidentally prevent someone from using an important ability, and Escort can be used as an impromptu Occupy ability if you suspect someone. Desperate Measures, as the name implies, should really only be used if you lost main NETSEC hackers, such as Blackhat or your Operation Leader. Disorganized Murder, also should be used when you are sure NETSEC won't be able to complete the hack and need to put pressure on AGENTS.
Bounty Hunter

The Bounty Hunter only cares about the money, getting into the NETSEC crew by buying his way in. He is neutral.

## Win Conditions

Collect 3 bounties by contributing to the arrest of 3 NETSEC operatives, either directly or by denouncing them. Survive, and don't get arrested by AGENTs.

## Skills

### DAY abilities

1. Unskilled Hack - Use some script kiddie tools downloaded from the web. They won't work, but logs will show your connection to the target machine. (Five uses)
2. Spill the Beans - Denouncing a player to the AGENTs
3. Plant Fake Information - prevent success of Dumpster Diving for Inside Man

### NIGHT abilities

1. Doxx and stalk - Tells the faction of the player (Two usage)
2. Frame - If Frame fails the player is a AGENT (visits player, 2 Day Cooldown)
3. Citizen's Arrest - Arrests targeted player (Two usage)

Note: Arresting the Operation Leader can give you 2 bounties, allowing you to win without use of Spill the Beans

### PASSIVE abilities

1. No Dirt on Me - AGENTs can't arrest you unless you get framed
2. Not a Snitch - You can't get converted
Blackhat

## Win Condition

The Blackhat's win condition is the same as any other NETSEC member, hack the target machine or get every AGENT killed.

## Skills

### Day Abilities

Hacking Chance: Very High (AGENTs will arrest you the second they find out about you so try to fake-claim)

1. Hack Target - Try to hack into a node, **Very High** chance to succeed. (Infinite usage)
2. Exploit vulnerability (Exploit) - makes target node a lot easier to hack (Two usage)
3. Denial of Service, short DDOS - Prevents to hack, download or rollback the target node (Two usage)

### NIGHT Abilities

1. Midnight Meeting - (MM) Occupies and visit player (Infinite usage)

### PASSIVE Abilities

1. Not a snitch - Can't get converted from AGENTs
Zardy's Maze 2

Zardy's maze 2 is a sequel to Zardy's Maze. It has a teaser trailer and is currently in development.

## Description

It takes place directly after the first game. After jumping down a hole in your farm to escape Zardy and his lackeys, you find yourself in a cave underneath your farm. you can see the roots of your corn, but you can also see the roots of the weeds.

## Enemies

The only confirmed enemies are Zardy and Pumpkin Jack.
Challenge 7: The Pumpkin Army

*The Pumpkin Army* is the Seventh and Final challenge of Challenge Mode.

## Objective

In this challenge, there are 10 regular Pumpkin Jacks and 1 gigantic Pumpkin Jack (making a total of 11) that will spawn. You need to destroy 5 weeds and exit through the center of the maze in order to beat the challenge. The layout of the maze will always be the same. Beating this challenge gives you a unique ending.

## Strategy

Use your flashlight often to avoid any Pumpkin Crawlers that spawn. If you destroy a weed or a Pumpkin Crawler, get away as quickly as possible. Since the layout of the maze is always the same, you can use this to memorize the best route.

## Enemies

* 11 (1 large) Pumpkin Jacks (Difficulty: 1)
* 1 Brute (Difficulty: 1)
* 1 Zardy (Difficulty: 2)
* 1 Drought (Difficulty: 1)
* Pumpkin Crawlers
Pumpkin Jack

* Portrait
* Render

Pumpkin Jack is an antagonist in Zardy's Maze.

## Appearance

Pumpkin Jack has a scarecrow body and hat, very similar to Zardy, albeit being brown colored. Their head is a pumpkin similar to a Pumpkin crawler (as it has vines sticking out of the bottom), but with a different face. They have hand rakes for hands.

## Behavior

By default Pumpkin Jack walks slowly, wandering aimlessly through the maze. If a Pumpkin Crawler or Weed is destroyed, they are "summoned" to its location, running quickly and leaping over the corn to get there. If the player is in their line of sight they will run toward them. Shining the flashlight on a Pumpkin Jack immobilizes them, but also causes them to turn around to face the player and chase them when they can move again.

When a weed is destroyed, Pumpkin Jacks will be attracted to the area.

## Strategy

The presence of Pumpkin Jack makes it advisable to get away from the location of a Weed or Pumpkin Crawler after destroying one. One can safely walk behind Pumpkin Jack if they have not been spotted. If a Pumpkin Jack is pursuing the player, a viable strategy can be to hide in the corn and wait for them to walk/run away.

## Trivia

* Pumpkin Jack's stutter when walking was originally a mistake that was left in the game.

1. ↑  https://www.youtube.com/watch?v=mlufZP4YzgA&t=566s

* There is a giant variant of Pumpkin Jack that has the same design as the normal Pumpkin Jack, but it's shaded green. This can only appear in Challenge 7: Pumpkin Army.
Rattler

* Portrait
* Render

**Rattler** is an antagonist introduced in the 2.0 update of Zardy's Maze.

## Behavior

Rattlers begin the game by standing still at the edge of one of the clearings with a Weed, looking down one of the paths. If the player gets in front of them or destroys the weed that they are guarding they will chase the player. They attack by shooting at the player with cables similar to Cablecrow's. The rattler is unique in that once alerted, they will never stop chasing the player, and always knows where they are. Even if the player leaves the maze and goes to another entrance, the rattler will eventually make it's way over there.

## Strategy

Rattler's attacks can be dodged by strafing left and right. If a Rattler is chasing after the player then they should run away and seek safety, since the paths in the maze are narrow
Axe

In The maze (Challenge 6: Needle In A Haystack)

The axe is an item essential to beating the game that can be found in the shed alongside the flashlight. It can be used to defeat Pumpkin Crawlers, Cornstalkers and Weeds. The player automatically starts with the axe in every challenge except for Needle In A Haystack, where they have to find the axe which spawns inside the maze close to the middle enterance.

## Trivia

* The axe has bright glowing orbs around it in Needle In A Haystack, which can be used to find it

## Gallery

The axe on the ground in Needle In A Haystack
Challenge 3: Double Trouble

*Double Trouble* is the Third challenge in Challenge Mode.

## Objective

You need to destroy 3 weeds and then exit through the center of the maze. The difficult part of this challenge is that there are 2 Pumpkin Jacks, Cable Crows, and Brutes.

## Strategy

When you get close to a weed, shine the flashlight on a Brute before entering the clearing and wait for the second one to catch up to it so that they are in the same position. This makes it significantly easier to avoid them. Also be extra aware of where the Cable Crows are. Sometimes they might end up at the same spot and leave in two different directions, so pay attention to them. Use your flashlight often to avoid any Pumpkin Crawlers that might have spawned.

## Enemies

* 2 Pumpkin Jacks (Difficulty: 1)
* 2 Cable Crows (Difficulty: 1)
* 2 Brutes (Difficulty: 1)
* 1 Zardy (Difficulty: 1)
* Pumpkin Crawlers
* Cornstalkers
Cornstalker

## Appearance

Cornstalkers look very similar to the corn in the maze but have glowing blue eyes.

## Behavior

Cornstalkers will occasionally appear behind the player while they are walking. They act as a wall that the player cannot go through, but that other antagonists can. They can be defeated with three hits from the axe.

## Strategy

Cornstalkers are not usually an immediate hinderance, but they may get in the player's way later if they go back down the same path. If the player is not in any immediate danger it is wise to eliminate Cornstalkers as soon as they spawn.

## Trivia

* Prior to the 2.2 update, Cornstalkers looked identical to the maze corn.
Brute

* Portrait
* Render

**Brute** is one of the antagonists in Zardy's Maze.

## Visual Appearance

Brute wears a brown robe with a hood. They have no visible face and wear a metal mask. They carry a large hammer with them in their hands and can fly.

## Appearances

Brutes appear in the main game and in challenges 3, 4, 7, and 9.

## Behavior

Brutes are located in the clearings where the weeds and hole are found, where they fly around the edges in a rotational manner. Brutes spawn in once the player gets close enough to the weeds and teleports to the different clearings in order to be close to the player. Shining the flashlight on a Brute immobilizes them. Brute kills the player on contact. If the player is in front of Brute, shines the light on them, or hits a weed with the axe, then the Brute will "notice" the player. This causes them to fly straight toward the player at a faster speed. Brutes cannot leave the clearing, but will travel further out than usual when the player angers them, via sight or vine (not light unless the player is in the clearing) which is how they can catch the player in the corn. This makes pumpkin crawlers very dangerous since the brute will likely take advantage of the players slowed speed to kill them. On higher difficulties, the brute is very dangerous since they move extremely fast.

## Strategy

If a Brute is unaccounted for when approaching a weed it is safer to wait for them to teleport before going into the clearing as to prevent being caught off guard. Destroy the weed and leave the clearing as quickly as possible, using the flashlight to stop Brutes when needed. Escaping through the corn is not usually a viable solution because the Brute will most likely catch up to the player before they can get away. In challenges with multiple Brutes, the flashlight can be used to get all Brutes into the same position.
Pumpkin Crawler

**Pumpkin Crawlers** are an antagonist in Zardy's Maze.

## Behavior

Pumpkin Crawlers first spawn as "traps" in the corn that spread 4 vines across paths in the Maze in a + shape. These vines are invisible when the flashlight is not on. If the player walks into one of these vines the Pumpkin Crawler appears and grabs the player. When the player is being grabbed by a Pumpkin Crawler they walk at a much slower speed while dragging the pumpkin behind them, and cannot sprint or jump. The player also cannot walk through the pumpkin or be grabbed by additional Pumpkin crawlers. If the player hits a Pumpkin Crawler 3 times with the axe or leaves the maze, the Pumpkin Crawler will break. This releases the player and summons Pumpkin Jack to the location of the broken pumpkin.

## Strategy

Pumpkin Crawlers cannot kill the player, but make the game considerably more difficult. Pumpkin Crawlers can be avoided by jumping over their vines. Jumping constantly and periodically shining the flashlight down paths reduces the chances of being grabbed, though it is bad for speedrunning the game or when attempting to escape after destroying a weed due to it slowing you down. Pumpkin crawlers can be broken in strategic positions to lure Pumpkin Jacks.
Challenge 6: Needle In A Haystack

*Needle in a Haystack* is the Sixth challenge in Challenge Mode.

## Objective

The sky and maze is now almost pitch black, meaning the flashlight is required to see. You start with only your flashlight and your goal is to find your axe that has randomly spawned in the maze and then destroy one small weed. You can also find the key to the house on the floor within the maze. After finding the axe, you can find and destroy the small weed and open up the exit. You beat the challenge when you fall into the hole in the middle of the maze.

## Strategy

The axe usually spawns near the front entrance to the maze, it will have glowing orbs around it until the player picks it up, meaning the player can easily find the axe by jumping near the middle entrance which will allow them to see the orbs and where the axe is. There are no big openings in the maze for you to get around enemies, so be extra careful if you hear a Rattler nearby. Though it is necessary to get close to the Rattler, since the Weed spawns close to them. Once the weed is destroyed, the maze will get even darker, making your flashlight less useful, and the rattler will begin hunting the player. The darkness of the maze makes seeing alternate paths through the corn much harder, to the point the player should follow the path instead unless essential. The rattler acts as an audio cue for the location of the vine, and the Pumpkin jack will always spawn near the hole in the maze.

## Enemies

* 1 Pumpkin Jack (Difficulty: 1)
* 1 Rattler (Difficulty: 1)
* 1 Zardy (Difficulty: 2)