Руководство по взлому
Твои инструменты
Изолированные перчатки для смягчения урона от электричества. Во время взлома перерезание/пульсирование проводов без перчаток может причинить вам вред, в виде удара током.. Взлом возможен и без них, но это будет долго, болезненно и для этого вам понадобится мазь или меши, чтобы залечить раны. Однако вы можете выпить Grey Bull, который может дать вам устойчивость к электричеству на короткое время.
Screwdriver, для откручивания панелей или чего-то подобного. Необходимый инструмент.
Wirecutters, для перерезания или соеденения проводов.
Multitool, для пульсировки проводов. Не обязательна для ношения, однако делает жизнь проще.
Signaler, может быть использованна, как гетто-альтернатива мультитула и для удаленной пульсировки проводов.Присоедините один к проводу, а второй используйте для пульсировки первого.
Station blueprints, помогают индефицировать каждый провод и узнать его значение. Если вы получили чертежи, то это намного устранит потребность в тестировании каждого провода, дабы узнать его значение.
Список взламываемых объектов
Шлюзы
Взломать можно как внутренние, так и внешние шлюзы. Провода рандомизируются в начале каждого раунда ДЛЯ КАЖДОГО ОТДЕЛА. Например, если оранжевый провод переключает болты на шлюзе в инженерном отделе, тот же провод будет делать то же самое на других шлюзах в инженерном отделе. Некоторые примеры областей можно найти here. После открытия окна взлома вы можете прочитать сверху, какой тип шлюза вы смотрите.
Помните, отключение питания двери приведет к тому, что все остальное перестанет работать.
- Screwdriver в руке используйте на шлюзу и открутите панель.
- С помощью multitool , wirecutters , или пустой рукой кликните по шлюзу, что бы получить доступ к проводам..
- Держите multitool в активной руке и нажмите "pulse" для подачи пульса на проводо, или держите wirecutters и кликните "cut" для переризания провода.
- Screwdriver на шлюзе обратно, чтобы закрыть панель.
- Есть два провода основного питания и два провода резервного.
- Отключение основного питания, путем пульсировки или переризания, включит резервное питание через 10 секунд. Отключение того и другого отключит питание шлюза до тех пор, пока провода основного или резервного питания не будут восстановленны.
- Если дверь не имеет питания, то ее можно открыть orTurn off and then left-click.с помощью монтировки , бесполезно, если болты опущенны.Нажатие правой кнопки мыши. Эффект не зависит от того, включён режим боя или нет.
- Если дверь не имеет питания, то ее можно открыть
- Отключение AI connection не дает ИИ и Киборгам взаимодействовать с этим шлюзом. Однако ИИ может начать взлом, просто тыкнув по шлюзу. Это займет около минуты, и как только дверь будет взломана, они смогут использовать ее вечно, даже без подключения к ИИ..
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Main Power (2 wires) | Отключение основного питания | Восстановит основное питание. Может ударить вас током, но не элекризует дверь. | Disables main power for 1 minute (not refreshable from pulsing until on again). |
Auxiliary Power (2 wires) | Отключит резервное питание. Может ударить вас током, но не элекризует дверь. | Восстановит резервное питание. Может ударить вас током, но не элекризует дверь.. | Disables auxiliary power for 1 minute (not refreshable from pulsing until on again). |
ID Scan | Делает шлюз неоткрываемым, если у него есть какие-либо настройки доступа. Переризание такового дает возможность открыть дверь пульсированием провода "open" для того, чтобы открыть шлюз | Восстановит нормальное состояние. | Flashes lights on the door, as if someone without access tries to open it. |
Bolts | Блокировка шлюза болтами. | Ничего. | Drops door bolts if they are up. Raises them if they are down and door is powered. |
Bolt Lights | Отключает индикаторы болтирования. Проверить можно только в том случае, если болты опущены. | Включит индикаторы. | Включит/выключит индикаторы. |
Open | Ничего. | Ничего. | Opens the door if it either requires no access or if ID scan wire has been cut. Works even if the open wire has also been cut. |
AI Connection | Отключает возможность ИИ взаимодейстовать со шлюзом. | Дает возможность ИИ взаимодействовать | Very briefly disables AI control. |
High Voltage Ground (the "shock" wire) | Электризует шлюз | Деэлектризует шлюз | Электризует шлюз на 30 чекунд. |
High Voltage Circuit (2 wires) | Высокий шанс удара током, но не элекризует шлюз. | Высокий шанс удара током, но не элекризует шлюз. | Ничего. |
Safety | Отключение системы безопасности шлюза. Зажимает игроков, находящимся там, и наносит урон. | Восстановит систему безопасности шлюза. | Включение/выключение |
Timing | Отключение таймера автоматического закрытия шлюза. | Восстановит таймер | Toggles door speed (speed light), causing the door to close faster. Can't be toggled if wire is cut. Off = fast. |
Ничего (2 wires) | Ничего. | Ничего. | Ничего. |
Name | Status | Means |
---|---|---|
Bolts | The door bolts look up. | Door bolts are up (not locked). |
The door bolts have fallen! | Door bolts are down (locked). | |
Power | The test light is on. | Door is powered. |
The test light is off. | Door is not powered (can be opened with Turn off and then left-click. Нажатие правой кнопки мыши. Эффект не зависит от того, включён режим боя или нет. | |
AI Connection | The AI connection light is on. | AI can control the door and hasn't hacked it. |
The AI connection light is off. | AI either hacked a door or can't control it. | |
Safety | The 'Check Wiring' light is on. | Door safety is off (can crush people). |
The 'Check Wiring' light is off. | Door safety is on (can't crush people). | |
Timer | The timer is powered on. | Door closes automatically. |
The timer is powered off. | Door doesn't close automatically. | |
Timing | The speed light is on. | Door timing is normal (closes after a delay). |
The speed light is off. | Door timing is reduced (closes without delay). | |
Emergency light (Has no hackable wire) |
The emergency light is on. | Emergency access is enabled (no access restrictions). |
The emergency light is off. | Emergency access is disabled (normal access restrictions). |
Airlock Area Types
Click expand to see a list of EXAMPLES of airlock area subtypes:
MAINT
- maintenance/...
COMMAND
- bridge/...
- crew_quarters/heads/...
- teleporter/...
- gateway/...
- security/nuke_storage/...
- ai_monitored/nuke_storage/...
SERVICE
- crew_quarters/kitchen/...
- crew_quarters/bar/...
- quartermaster/...
- janitor/...
- hydroponics/...
SECURITY
- security/...
- ai_monitored/security/armory/...
ENGINEERING
- engine/...
- solar/...
- tcommsat/...
MEDBAY
- medical/...
SCIENCE
- science/...
AI
- ai_monitored/storage/satellite/...
- ai_monitored/turret_protected/...
- aisat/...
PUBLIC
- hallway/...
- crew_quarters/...
- library/...
- chapel/...
- lawoffice/...
- construction/...
- storage/...
- ai_monitored/storage/eva/...
Airlock Strategies
- Use multitool to bolt doors open. First find two wires of importance: The bolts wire, and one of the main power wires. Pulse a random door to find those wires. If you get shocked, close that hacking window and move on to another door. Once you've found the two wires you need, head to an unbolted door, pulse the power wire, crowbar it open, then pulse the bolt wire. This will permanently bolt the door open, until someone fixes it. If a door is bolted, pulse the bolts wire, and go and then a power wire to be able to crowbar it.
- Use multitool to make the door stay open for a minute. Do this by first finding and pulsing a main power wire, then wait 10 seconds to see if auxiliary power turns on. If it doesn't go to another door and pulse the main power wire there. When auxiliary power is on (test light on), pulse wires until it turns off again. You have now found an auxiliary power wire. Then go to the door you wish to hack, pulse both the main and auxiliary power wire, then crowbar , and it will stay open at at least nearly a minute.
- Ghetto hacking involves accessing a useless airlock and cutting all of the wires in order until the bolts drop, making a note of the wire you just cut. Keeping this in mind, you can now open restricted doors by cutting all the wires except the bolt control and then crowbarring that fucker open. Useful if you don't have a multi-tool. Note that this is a bad idea if you lack gloves.
- Open ID restricted doors by pulsing a main power wire and then crowbarring it open. If it's bolted, be sure to pulse the bolt wire before you kill the power, since you can't bolt/unbolt an unpowered door.
- Create a pain-in-the-ass-obstacle by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.
- Remotely pulse an airlock by attaching a signaler, which when signaled pulses the wire it's attached to. This allows you to remotely bolt and unbolt a door, for instance.
Secure airlocks
Some airlocks are more secure than normal, and their wire panel is covered by a layer of shielding. To see the airlock's security level, examine it.
There are 3 levels of airlock security:
- Normal security
Normal airlocks, they have no additional security.
- Medium security
To create a medium security airlock, use 2 sheets of metal on a normal airlock with an open panel.
No change in door resistance.
To access the wire panel, you need to:
- Open the panel with a screwdriver .
- Slice through the wires' protection with a welding tool .
- Proceed as normal.
- High security
To create a high security airlock, use 2 sheets of plasteel on a normal airlock with open panel.
Armor is multiplied by 1.5, making the door harder to destroy through brute force.
To access the wire panel, you need to:
- Open the panel with a screwdriver .
- Cut through the electrified protective grille with wirecutters . If you don't wear insulated gloves, you may get shocked.
- Slice through the outer layer of plasteel using a welding tool .
- Remove the outer plasteel layer with a crowbar .
- Slice through the inner layer of plasteel using a welding tool .
- Remove the inner plasteel layer with a crowbar .
- Proceed as normal.
Safety Airlocks
A few selected airlocks are special "safety airlocks", which simply means they can be opened with bare hands after a delay when unpowered instead of requiring a crowbar . Some airlocks in arrivals and departures have this property.
APC
Controls power to its assigned room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, so hope that whoever's fucking with the power isn't paying attention.
- Screwdriver in hand, click on APC to open the panel and expose the wiring.
- Click with an empty hand to access the wiring.
- Fiddle with the wires by pulsing to test each one and cutting what you need to.
- Screwdriver it back up to toggle lighting, equipment, and atmospherics as you see fit (unless you've killed the power).
- Cover lock prevents the APC from opening. If it's off, you can use a crowbar to open the APC.
- Interface lock prevents anyone from using the APC. It is normally removed by swiping an ID card.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power (2 wires) | Disables power. May shock! | Restores. May shock! | Disables power for 2 minutes. You must cut and mend the wire to restore power. |
ID lock | Disable toggling the lock with an ID card. | Restores. | Unlocks APC interface for 30 seconds. |
AI control | Disables AI control. | Restores. | Very briefly disables AI control. |
Name | Status | Shows that |
---|---|---|
Lock | The interface light is red. | APC is locked. |
The interface light is green. | APC is unlocked. | |
Power | The short indicator is on. | APC is not working. |
The short indicator is off. | APC is working. | |
AI control | The AI connection light is off. | AI/borgs can't interact with APC. |
The AI connection light is on. | AI/borgs can interact with APC. |
Autolathe
- Click on the Autolathe to open it.
- Click on the Autolathe with a screwdriver in hand to access the wiring, then get a tool in your hand.
- There are two important wires, which are randomized, while the rest are duds. Cutting them toggles their light permanently, pulsing does so temporarily (30 secs or something). Red light is power and blue is hacked options. None of them shock you, so they're safe to hack.
Have fun accessing some new options.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power (shows red light if off) | Power off. | Power on. | Short (~30 secs) toggle off. |
Electrocution (shows green light if on) | Electrocution. | Off. | Short (~30 secs) toggle on. |
Hacked options (shows blue light if on) | Options on. | Off. | Short (~30 secs) toggle on. |
Air Alarm
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands.
- Screwdriver to exposes wires.
- Click to display Air Alarm interface and Wiring interface.
- Three lights:
- The Air Alarm is locked/unlocked.
- The Air Alarm is working properly!/offline.
- The 'AI control allowed' light is on/off.
- Five wires:
- Access wire: Pulsing toggles the interface's ID lock. Cutting locks the interface permanently until mended.
- Siphon wire: Pulsing toggles PANIC SIPHON on/off.
- Power wire: Pulsing disable the Air Alarm for 30(?) seconds, you can cut and mend the wire if in a hurry. Cutting the disables the Air Alarm until mended.
- AI Control wire: Pulsing will disable AI Control for 30(?) seconds. Cutting the wire disables the AI control until 30(?) seconds after mended.
- Alarm wire: Cutting starts the alarm, pulsing resets the alarm.
- Screwdriver to close wiring.
Disabled Air Alarms will show no lights.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power | Disables power. | Restores. | Disables power. Can be restored with mending. |
Access | Locks the interface completely until mended. | Unlocks. | Toggles interface ID lock on/off. |
Siphon | Starts PANIC SIPHON | Nothing | Toggles PANIC SIPHON on/off. |
AI control | Disables AI control. | Restores after ~30 secs delay. | Temporarily (~30 secs) disable. |
Alarm | Starts the alarm. | Nothing | Resets the alarm. |
Security Cameras
The malfunctioning AI cannot siphon your air if you disable its eyes.
Cameras do not have a wire panel, simply click on the camera with the tools to hack it.
- With a screwdriver in hand, click on the camera.
- You can now do one of two things:
- Wirecutters: Cutting an open camera will disable the camera, mending it will re-enable the camera.
This will make a camera show up as "(deactivated)" in the camera list. - Multitool: Pulsing will toggle the camera's vision range from 7 tiles (the default) to 2 tiles. The AI will not receive any alerts.
- Wirecutters: Cutting an open camera will disable the camera, mending it will re-enable the camera.
The AI will receive a camera alert upon re-activation of a camera, or if it gets deactivated from brute force.
Cyborgs
Use these tools in this order to hack a borg:
- ID Card, Emag or just ask the Cyborg to unlock its panel
- Crowbar the panel open
- Optional: Emag the cyborg and skip to "Afterwards" (does not work if its AI is malfunctional)
- Remove the power cell by clicking the borg with an empty hand
- Screwdriver to expose wires
- Wirecutters or Multitool to manipulate wires
Afterwards:
- Screwdriver to cover wires
- Replace the power cell
- Crowbar the panel shut
- Lock the panel with an ID Card. Cyborgs cannot lock their own panel.
Borgs have seven wires; five working ones and two duds:
Name | Purpose | Cutting | Mending | Pulsing |
---|---|---|---|---|
Law sync module | Borg laws get updated when their master AI's laws do. Only works when AI link/slaving is active. | Stops the borg from receiving law updates from its AI. | Re-enables LawSync. | Synchronizes laws with the borg's AI. Borg gently chimes. |
Intelligence link | Slaves the borg to an AI, forcing it to obey its orders. Needed for LawSync. | Unslaves the borg from its current AI and disables LawSync. | Nothing. You have to pulse the wire to slave a borg. | Allows you to pick an AI for the borg to be slaved to. |
Camera light | Toggles the borg's camera. | Toggles the camera status and kicks out anyone using it. | Same as cutting. | Same as cutting. Borg's camera lense focuses loudly. |
Lockdown indicator | Locks down the borg. Can also be done with a robotics console. | Enables lockdown. | Disables lockdown. | Toggles lockdown status. |
Reset module hardware (marked "Reset Module") |
Resets the borg's module so it can pick another one. | Resets the Cyborg's module and prevents it from selecting a new one. | Allows the borg to pick a new module. | Nothing. Borg's module servos twitch. |
Two dummy wires | Nothing | --- | --- | --- |
An emagged cyborg will have no LawSync or AI link and cannot be reset: it must be deconstructed (or blown) and rebuilt.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
It's also a dick move to blow a non rogue borg. Think of it as chopping someone's arms and legs off; you'll get bwoink'd unless you did it for a good reason.
MULEbot
No better way to get away from it all with a joyride on a MULE! And run over some people with it too.
- Unlock the controls with a Quartermaster's/Cargo Technician's/Head Of Personnel's/Captain's ID.
- Unscrew the maintenance panel with the screwdriver.
- See the table below and hack what you want.
- Screw the panel back on.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power (2 wires) | One or both cut = disables power. | Restores. | The charge light flickers. -message. |
Motor (2 wires) | One cut = increases speed slightly. Other cut = increases speed greatly. Both cut = disables motor. |
Restores. | The drive motor whines briefly. -message. |
Radio (4 wires) | One or more cut = disables PDA control. | Restores. | You hear a radio crackle. -message. |
Safety | Disables safety, awakens thirst for blood. (DON'T DO THIS UNLESS YOU'RE A TRAITOR OR WANT TO DIE) |
Restores. | The external warning lights flash briefly. -message. |
Load | Allows non-standard cargo (people, cyborgs, and other bots). | Disables. | The load platform clunks. -message. |
Supply Shuttle Console
Who wants to unlock contraband?
This allows you to order contraband (for example advanced clowning supplies). This will not unlock as many crates as an Emag. Also lets you sell non-bounty organs (for tiny prices).
- Disassemble the Supply Shuttle Console with your screwdriver, crowbar and wirecutters
- Grab the supply computer circuitboard
- Multitool it and set its receiver to the appropriate spectrum
- Put it back in and reassemble the console. You can now order and sell contraband!
(Note that contraband is illegal. Security can do whatever they wish to it, and therefore you for bringing it on board)
Requests Console
Unhappy with your requests priority level? Crank it up to 'EXTREME'!
- Crowbar the requests console panel open.
- Use your screwdriver to enable the hidden priority level.
- Close the panel with your crowbar.
Particle Accelerator
What safer way to release the singularity than doing it REMOTELY! That, or you can hack it to make it shoot more powerful particles!
- Setup the PA if you haven't already, then use a screwdriver on the computer to open the panel/expose the wires.
- Now click on the computer with a hand to bring up the wire menu. Here you can then get your tools in hand.
- Power wire: Pulsing toggles the PA on or off, cutting it will disable the PA and stop it from turning on.
- Strength wire: Pulsing increases the strength of the PA, cutting it will set the strength to 0 and prevent people turning it up.
- Interface wire: Interface wire will stop people being able to use the control computer. Pulsing will toggle this, cutting will turn it off until mended.
- Limit wire: Cutting will allow the PA to be turned up to strength 3. When pulsed it will make a large whirring noise.
- Nothing wire: Will do nothing, it's just here to make it harder.
- Close the panel for the PA to then work again. IMPORTANT: Don't forget to scan the parts again.
You can also attach a Signaler to these wires to release the singularity, such as remotely pulsing the strength wire. Bonus points if you also pulse the interface wire so that people can't stop it!
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power | Disables power. | Restores. | Toggles power on/off. |
Strength | Sets strength to 0 and prevents people from turning it up. | Restores. | Increases the strength. |
Interface | Stops people from being able to use the control computer. | Restores. | Toggles interface off/on. |
Limit | Allows PA to be turned up to strength 3. | Restores. | Makes a large whirring noise. |
Nothing | Nothing. | Nothing. | Nothing. |
How To
- Set up the Particle Accelerator
- Screwdriver the monitor open
- Pulse the wires from up to down until you get the prompt stating that there's a whirring sound
- Cut the wire which prompted the statement
- Pulse the wires from up to down except for the limit wire
- Set up the tesla
Can easily be done in <30 seconds
Particle Emitter
There is only one wire: Pulse it to fire the emitter.
Syndicate Bomb
A bomb! Are you a bad enough dude?
- Check the description of the bomb to see if you have enough time left to even attempt a defusal. Use your best judgement for how much time you will need.
- If the timer is very long, you might want to ask toxins for a bomb suit in case you fail. You'll still be killed, but at least you'll leave a revivable corpse.
- Screwdriver in hand, click on the bomb to open the panel and expose the wiring.
- With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.
- CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.
- Boom wire: Pulsing will explode the bomb instantly if the bomb is live and cutting will do much the same! There's no way to prepare for the boom wire if the bomb is already live, it's just an inherent risk. Cutting a boom wire that's not live will make the bomb unusable.
- Bolt wire: Pulsing will hint at this wire's function, cutting will release the bolts holding the bomb down if they were activated to begin with. Ditch that bomb!
- Delay wire: Pulsing will add time to the clock of the bomb, giving you a little more breathing room.
- Proceed wire: Pulsing will reduce the clock, making your life that much harder. Cutting this wire while the bomb is live will explode the bomb!
- Activate wire: Pulsing a bomb that isn't live will start the countdown and cutting a bomb that IS live will stop the countdown. If you've identified this wire, you've won!
Keep in mind that randomly cutting live bomb wires carries a 40% risk of sudden death when pulsing carries just a 20% risk of sudden death! Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate. There's a test bomb in the armory if you want to practice without the risk of boom. At end of the day, your chance to blow yourself up by a mistake is 50% when using a multitool first, and 66.66% if you just randomly cut the wires.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Activate | Stops the countdown. | Nothing. | Adds time to the timer. "The bomb seems to hesitate for a moment." |
Delay | Nothing. | Nothing. | Adds time to the timer. "The bomb chirps." |
Bolt | Releases the bolts (if they were activated) so that the bomb can be moved. | Nothing. | "The bolts spin in place for a moment." |
Proceed | Explodes. | Nothing, u ded. | Reduces time on the timer! "The bomb buzzes ominously!" |
Boom | Explodes. | Nothing, u ded. | Explodes. |
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Activate | Nothing. | Nothing. | Starts the countdown. |
Delay | Nothing. | Nothing. | "The bomb chirps." |
Bolt | Releases the bolts (if they were activated) so that the bomb can be moved. | Nothing. | "The bolts spin in place for a moment." |
Proceed | Nothing. | Nothing. | "The bomb buzzes ominously!" |
Boom | Makes the bomb unusable. | Restores. | Nothing. |
How to remove a bomb payload
To remove the payload from a syndicate bomb (or bomb assembly crafted from 10 plasteel) follow these steps:
- Make sure the bomb is not active. If it's counting down, cutting wires can make it explode.
- Open the bomb with a screwdriver .
- Click the bomb with wirecutters and cut all wires.
- Use a crowbar on the bomb to pry out the payload.
Plastic Explosives (C4)
For an awesome way to go out! These do not need to be opened with a screwdriver first.
- Only has one type of wire:
- Explode wire: When cut, it explodes. When pulsed, it explodes!
You can attach a Signaler to make a remote bomb.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Explode (2 wires) | Explodes. | Nothing. | Explodes. |
Vending Machines
The only thing worth hacking!
- Click on the vending machine to open it.
- Click on the vending machine with a screwdriver in hand to access the wiring, then get a tool in your hand.
- Button to toggle speaker on/off.
- Four lights:
- The orange light is off.Indicates the machine is electrified when on.
- The red light is blinking/off. Blinking indicate that it is working normally, off means it's in firing mode.
- The green light is off/on. Indicate that contraband is available when on.
- A purple/yellow light is on. Purple means access restrictions are on. Yellow means anyone can access.
- Four wires:
- Firing wire: If pulsed will fire stuff at people contentiously until pulsed again. Cutting causes machine to fire stuff at people contentiously until mended. Toggles the red blinking light off when in firing mode.
- Contraband wire: Cutting does nothing. When pulsed toggles availability of illegal or rare goods, also toggles the green light on/off.
- Access wire: When pulsed it toggles the purple/yellow light, allowing for ID restricted machines (med machines, sec machines, and the bartenders Booze-o-mat) to be used by anyone when the yellow light is on.
- Shock wire: Like the firing wire in effects from hacking, except it shocks instead of shoots, and toggles the orange light on. Pulsing this wire electrifies the machine for 30 seconds.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Firing | Causes the machine to fire stuff at people (turns off red blinking light). | Restores. | Toggles firing on/off. |
Contraband | Nothing. | Nothing. | Toggles illegal/rare goods availability on/off (shown by a green light). |
Access | Activates the access restriction. | Nothing | Toggles the access restriction(purple/yellow light). |
Shock | Causes the machine to electrocute people (shown by an orange light). | Restores. | Electrifies the machine for 30 seconds. |
Secure Briefcase, Wall Safe
- Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
- Multitool the (briefcase/safe) until you get a confirmation that the memory is reset.
- Screwdriver the panel shut.
- If the briefcase/safe is either in its default state or its memory has been reset it will say ENTER NEW PASSCODE. Punch in a 5-digit code and click E to set it.
- Punch the same code and click E to unlock.
Click R to lock it. Locking works even if no code has been set. You can set a new code with the above steps even if it's locked. Alt-click an unlocked briefcase/safe to open it.
Safe
A safe can be opened by doing the following while holding a stethoscope:
- Spin the dial in one direction until you hear a "tink", "krink", or "plink" from the safe.
- Spin the dial in the other direction until you hear a "tonk", "krunk", or "plunk" and a "Spring", "Sprang", "Sproing", "Clunk", or "Krunk" from the safe.
- Open.
Radio/Intercom
- Screwdriver in hand, click on the radio.
- The usual radio use panel will pop up, but now with access to the wiring.
- Three wires:
- Output wire: Pulsing toggles the speaker on/off. Cutting disables the speaker without showing it.
- Input wire: Pulsing toggles the microphone on/off. Cutting disables the microphone without showing it.
- Dummy wire: Pulsing turns the microphone and speaker off, but turns them on if they are both off already. Cutting does nothing.
- Screwdriver again to close the wires.
Interestingly, Tracking Beacons also count as radios.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Output | Disables speaker. | Restores. | Toggles speaker on/off. |
Input | Disables microphone. | Restores. | Toggles microphone on/off. |
Dummy | Nothing. | Nothing. | Toggles both the microphone and speaker on/off. |
Security Gas Mask
Security Gas Mask has a hidden aggressiveness setting. Higher aggressiveness equals meaner "shitcurity" shouts coming out when the HALT-feature is used.
Use a screwdriver to change it from lowest (first) to highest (last) setting. For maximum aggressiveness, use wirecutters. Note that this can't be reset once you wirecut it.
Turn the setting to BEEPSKY MODE by using an Emag.
Suit Storage Unit
The thing nobody remembers to check.
Make sure the storage unit is closed, and then open the maintenance panel with a screwdriver.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Hack | Increases decontamination power (The UV bulb is glowing). | Restores low decontamination power (The UV bulb is dim). | Toggles decontamination power (unless wire is cut). |
Safety | Disables safety check, letting you decontaminate living people (Service light on = safety off). | Restores safety check (Service light off = safety on). | Toggles safety check. |
High Voltage Circuit | Spark effect. | Spark effect. | Spark effect. |
Nothing (2 wires) | Nothing. | Nothing. | Nothing. |
Name | Status | Shows that |
---|---|---|
Power | The UV bulb is dim. | Low power. |
The UV bulb is glowing. | High power. | |
Safety | The service light is off. | Safety on. |
The service light is on. | Safety off. |
The wires may all get cut after decontaminating on high power, or mended if already cut.
Tesla Coil
Only one wire: Pulse it to trigger a tesla shock. Great if you attach a remote signaler!
Roulette Table
Hacking this can not help you cheat the odds of winning, but you can do a few other things.
Remove the top with a welding tool to be able to access the wires. Afterwards reattach the top by using the welding tool again.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Shock | Shocks you and can disable power. | Restores power. | Shocks you. |
Bolts | Drops bolts even if power is off. | Nothing. | Toggles bolts if power is on. |
Reset Owner | Shocks you. | Nothing. | Resets owner and removes anti-theft lock. |
Vend Prize | Shocks you, dispenses 10% of the owner's account balance and triggers anti-theft lock. | Nothing. | Shocks you, dispenses 20% of the owner's account balance and triggers anti-theft lock. |
Name | Status | Shows that |
---|---|---|
Bolts | The machines bolts look up. | Not anchored. |
The machines bolts have fallen! | Anchored. | |
Power | The main circuit is "on"]. | Power is on. |
The main circuit is "off"]. | Power is off. | |
Lock | The main system lock appears to be "off". | Anti-theft lock is off. |
The main system lock appears to be "on". | Anti-theft lock is on. | |
Linked Owner | The account balance system appears to be "disconnected". | Nobody has taken ownership by swiping their ID. |
The account balance system appears to be connected to "Name". | Machine is linked to "Name's" ID and account. |
Tips
- You can get 1000 watt powercells out of space heaters for your evil needs.
- Hacking doors: Cutting the power wire does 10 seconds to back up power. But pulsing also switches to back up power after 10 seconds, meaning if you want to open the same door for your exit you need to pulse the BACKUP wire to interrupt power. It switches back to primary after 1 minute again. Best thing is to pulse both the primary and backup then crowbar - that should give you the old style 1 minute window.
- To restore primary power to a door immediately, cut then mend the primary power wire. Cutting + mending is incredibly useful when you've accidentally electrified a door, or shorted APC power.
- Use screwdriver on mousetrap, attach to an igniter instead of a timer when making a grenade assembly, you've just made a landmine. Combine with a 100-100 potassium-water mix and anyone who steps on it will regret it.
- Singularity’s EMP can be abused to short out lockers.
- Inject plasma into a battery and insert it into a stun baton/prod. The next time someone attacks with the baton on it will blow up on them, seriously wounding both the holder and the stun target. Doing it with a high capacity battery or better will create a blast strong enough to turn the floor under the attacker to space, which will suck in the people caught in the blast and crit them before they can wake up. Use it as a suicide weapon or place it in the halls for some gullible fool to get himself killed with
if you want to be bannedif you're an antagonist. - You can emag the light replacer, which causes all of the lights to be filled with plasma which will ignite if the light bulb's turned on.
- There is a single power cable supplying the entire station with power. If you don't feel like spending crystals for a power sink and you don't get seen for a minute near engineering, you can disable the power grid so that only very competent engineers will spot your sabotage. Though this only works if the solars aren’t set up.
- You can emag buttons to remove access restrictions.
- Wall-mounted flashers and portable flashers can be disabled with wirecutters.
- If you screwdriver a heater you can take out its really crappy battery or adjust the temperature it outputs. The highest setting, 90 C, will actually hurt people extremely slowly if they aren't wearing internals.
- You can screwdriver Detectives revolver and load .357 in it, but you can get blown up by this revolver. ADDED: Remember to unload the thing while you're doing it, or you'll shoot yourself in a similar manner to sawing a loaded shotgun.
- As a traitor engineer, you could easily do the following:
- Go to a room, like a construction room, and find the APC's wire that shorts out the power.
- Grab two signalers and adjust their frequencies.
- Go to telecomms, in a hardsuit, and attach a signaler to the APC's power wire, which you found before. Close the APC and leave no traces.
- You can now disable comms any time you want for a few minutes - and unless someone checks the APC and/or doesn’t look too closely or asks the AI, they will think it was an ionospheric anomaly. HONK.
- A good way to manually disable tcomms temperately is to set the filtering frequency on the hub to some number like 0.1. It'll block everything and most engineers don't know how to fix it.
- If you want tcomms down for good, disconnect the network links. There are -very- few engineers who can fix that, and it'll take over ten minutes if they're experienced with how tcomms works. It'll probably force a shuttle call.
- Another thing that can break tcomms: changing network of the machinery. It also breaks all links. Especially if you change it from tcommsat to something like tcomms or tcommsats, which is not that obvious when you take a look at it without knowing what is the issue. And even if they relink everything again it won't work. And then even if they realize that the problem is with the network name, when they change it back, it will reset all the links again!
- If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it.
- If someone is hacking a door and you want to keep them from following you, and you know all or most of the wires:
- Cut 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety)
- Cut the bolt lights wire
- Cut the bolts wire
- Cut every other wire except the shock wire
- Cut the shock wire
- This makes it incredibly obnoxious to follow you - if they don't know the wires and don't have insulated gloves, they're SOL because even the AI can't help them pursue.
- Cutting the shock wire doesn't shock you, as far as I have been able to tell. Mending it, on the other hand....
- If you want to test hacking doors without pissing off sec for breaking in somewhere and you have maint, you can make your own airlock with the aux tool storage thing and make it somewhere obscure.
- Put bombs in the backpacks of brain-dead or catatonic people. ADDED: Advanced version: Get mouse traps, connect one with signaler with set frequency, then make a bomb with signaler on the same frequency. Put both in backpack. Wear it or leave it somewhere/on someone. ADDED: Wizard Mode: Take your 6 max cap bomb and build 6 voice analyzers from an autolathe. Set the trigger words to "Pete", "beat", "chick", "chicky", "boom". Find 6 station bound radios, and place each of them in a backpack with a corresponding bomb hidden about the station. Sing the song that ends the station.
- The secret to hacking syndi bombs effectively is to remember that the only wire that doesn't do anything on pulse when the bomb isn't live is the boom wire (aka the one to attach a signaler to after you start the countdown for 4 hours then call attention to it).
- You can wrench syndibombs to the ground so they can't be immediately picked up and spaced.
- Deactivating cameras has them show up as (Deactivated) to anybody scrolling through cameras, but disassembling them completely removes them entirely from the list.
- You can make remote voice-activated bombs:
- Attach Voice Analyzer with a Remote Signalling Device and set a frequency and a code-phrase.
- Make a grenade or a bomb, but instead of an igniter+timer, use an igniter+signaller and set it on the same frequency of your voice signaller.
- Now the grenade/bomb will blow up once you speak the code-word!
- On a similar note, you can keep a 'revenge bomb' on you using a voice analyzer. If someone manages to send you in crit, you can whisper the code-word with your last breath (using '#'), to activate the bomb, and make your killer regret his actions.