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== Hackables == === [[File:door.png|64px|link=Airlock]] [[File:glassdoor.png|64px|link=Airlock]] [[File:Airlock2.png|64px|link=Airlock]] [[Airlock]]s === Both internal and external access airlocks are hackable. Wires are randomized at the start of each round '''FOR EACH DEPARTMENT'''. E.g. if the orange wire toggles bolts on an airlock in engineering , the same wire will do the same on other airlocks in engineering. Some examples of areas can be found [[#Airlock Area Types|here]]. After opening the hacking window you can read on top which type of airlock you are looking at. Remember, cutting power to the door will stop everything else from working. # [[Engineering_items#Screwdriver|Screwdriver]] [[File:Screwdriver_tool.png]] in hand, click on the airlock to open the panel and expose the wiring. # With [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]], [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]], or an empty hand, click on the airlock to access the wiring. # Hold a [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] in your active hand and click "pulse" to pulse a wire, or hold [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] and click "cut" to cut a wire. # [[Engineering_items#Screwdriver|Screwdriver]] [[File:Screwdriver_tool.png]] the door again to shut the panel. * There are two main power wires and two auxiliary power wires. * Disabling any main power wire (by pulsing or cutting) will make the backup (auxiliary) power work after 10 seconds. Disabling both a main and an auxiliary power wire will make door lose power until either main or auxiliary power is restored. ** If the door is unpowered, it can be opened by using {{LeftclickCmodeoff}} or {{Rightclick}} with a [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]], unless the bolts are down. * Disabling AI connection will make [[AI|AI]] and [[Cyborg|Cyborgs]] unable to interact with this door. [[AI|AIs]] can still hack a door by clicking it. It takes around a minute, and once the door is hacked, they'll be able to use it forever, even without AI connection wire. * If a door has an unrestricted sensor (mostly found in maintenance and medbays), you're able to flip or otherwise switch the direction with a combination of cut/mending and pulsing that wire to your desired effect. {| class="wikitable" style="text-align:center" |+Wires !Name !Cutting !Mending !Pulsing |- !Main Power (2 wires) |Disables main power. ||Restores main power. May shock you, but does not electrify door.||Disables main power for 1 minute (not refreshable from pulsing until on again). |- !Auxiliary Power (2 wires) |Disables auxiliary power. May shock you, but does not electrify door.||Restores auxiliary power. May shock you, but does not electrify door.||Disables auxiliary power for 1 minute (not refreshable from pulsing until on again). |- !ID Scan |Makes door reject everyone if it has any access restriction.||Restores normal ID-checks.||Flashes lights on the door, as if someone without access tries to open it. |- !Bolts |Drops door bolts.||Nothing.||Drops door bolts if they are up. Raises them if they are down and door is powered. |- !Bolt Lights |Disables the red bolt lights. Only testable if bolts are down.||Enables bolt lights.||Toggles bolt lights. |- !Open |Nothing.||Nothing.||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 |Disables AI control.||Restores AI control.||''Very briefly'' disables AI control. |- !High Voltage Ground (the "shock" wire) |Electrifies the door.||De-electrifies the door.||Electrifies the door for 30 seconds. |- !High Voltage Circuit (2 wires) |High chance to shock you, but does not electrify door.||High chance to shock you, but does not electrify door.||Nothing. |- !Safety |Disables safety, letting the door crush people when it closes.||Enables safety.||Toggles safety. |- !Timing |Disables timer, stopping the door from automatically closing .||Restores door timer.||Toggles door speed (speed light), causing the door to close faster. Can't be toggled if wire is cut. Off = fast. |- !Unrestricted Exit |Turns off the unrestricted exit sensor, if it has one. Else nothing. |Causes existing sensor to go "haywire", making it select a random direction to allow exits for. Else nothing. |Swaps the unrestricted exit sensor 180 degrees, or makes it go the opposite way (NORTH-SOUTH, EAST-WEST). Nothing if it has none. |- !Nothing (2 wires) |Nothing.||Nothing.||Nothing. |} {| class="wikitable" style="text-align:center" |+Status window at bottom when hacking !Name !Status !Means |- !rowspan="2"|Bolts |The door bolts look up.||Door bolts are up (not locked). |- |The door bolts have fallen!||Door bolts are down (locked). |- !rowspan="2"|Power |The test light is on.||Door is powered. |- |The test light is off.||Door is not powered (can be opened with {{LeftclickCmodeoff}} or {{Rightclick}} with a [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]]). |- !rowspan="2"|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. |- !rowspan="2"|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). |- !rowspan="2"|Timer |The timer is powered on.||Door closes automatically. |- |The timer is powered off.||Door doesn't close automatically. |- !rowspan="2"|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). |- ! rowspan="3" |Unrestricted Exit |The unrestricted exit display is completely inactive. |Door does not have an unrestricted sensor, so this wire is effectively useless. |- |The unrestricted exit display is indicating that it is letting people pass from the (DIRECTION). |This door has an active sensor, so you are able to use or otherwise change the unrestricted exit feature. |- |The unrestricted exit display is faintly flickering. |This door has a sensor, but the associated wire has been cut. Mend to re-enable it, might require some level of cut-mending to get the desired direction to allow unrestricted movement. |- !rowspan="2"|Emergency light<br>(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 ==== <div class="toccolours mw-collapsible mw-collapsed"> Click expand to see a list of EXAMPLES of airlock area subtypes: <div class="mw-collapsible-content"> 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/... </div> </div> ==== Airlock Strategies ==== * '''Use [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] 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, [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]] 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 [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]] it. * '''Use [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] 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 [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]], and it will stay open for 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 [[General_items#Remote_Signaling_Device|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:<br> * '''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.<br> No change in door resistance.<br> To access the wire panel, you need to: # Open the panel with a '''[[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]]'''. # Slice through the wires' protection with a '''[[Engineering_items#Welding_Tool|welding tool]]''' [[File:Welder.png]]. # Proceed as normal. * '''High security''' To create a high security airlock, use 2 sheets of '''plasteel''' on a normal airlock with open panel.<br> Armor is multiplied by 1.5, making the door harder to destroy through brute force.<br> To access the wire panel, you need to: # Open the panel with a '''[[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]]'''. # Cut through the '''electrified''' protective grille with '''[[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]]'''. If you don't wear insulated gloves, you may get shocked. # Slice through the outer layer of plasteel using a '''[[Engineering_items#Welding_Tool|welding tool]]''' [[File:Welder.png]]. # Remove the outer plasteel layer with a '''[[Engineering_items#Crowbar|crowbar]]''' [[File:Crowbar.png]]. # Slice through the inner layer of plasteel using a '''[[Engineering_items#Welding_Tool|welding tool]]''' [[File:Welder.png]]. # Remove the inner plasteel layer with a '''[[Engineering_items#Crowbar|crowbar]]''' [[File:Crowbar.png]]. # 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 [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]]. Some airlocks in arrivals and departures have this property. === [[File:ModernAPC.png|64px|link=APC]] [[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. {| class="wikitable" style="text-align:center" |+Wires !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. |} {| class="wikitable" style="text-align:center" |+Status window !Name !Status !Shows that |- !rowspan="2"|Lock |The interface light is red.||APC is locked. |- |The interface light is green.||APC is unlocked. |- !rowspan="2"|Power |The short indicator is on.||APC is not working. |- |The short indicator is off.||APC is working. |- !rowspan="2"|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. |} === [[File:autolathe.png|64px|link=Autolathe]] [[Autolathe]] === # {{Rightclick}} on the Autolathe with a screwdriver (Left click will just make it eat your 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 [[Autolathe|new options]]. {| class="wikitable" style="text-align:center" |+Wires !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. |} === [[File:AirAlarm.png|64px|link=Air_Alarm]] [[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. {| class="wikitable" style="text-align:center" |+Wires !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. |} === [[File:Security_Camera.gif|64px|link=Security Camera]] [[Security Camera]]s === {{anchor|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.<br> 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. The AI will receive a camera alert upon re-activation of a camera, or if it gets deactivated from brute force. === [[File:Generic_borg.png|64px|link=Cyborg]][[File:Engborg.png|64px|link=Cyborg]] [[Cyborg|Cyborgs]] === Use these tools in this order to hack a borg: #[[File:Id_regular.png]] ID Card, [[File:Emag.png]] [[Emag]] or just ask the Cyborg to unlock its panel #[[File:Crowbar.png]] Crowbar the panel open #[[File:Emag.png]] Optional: [[Emag]] the cyborg and skip to "Afterwards" (does not work if its AI is [[Guide_to_malfunction|malfunctional]]) #[[File:Hud-hands.gif]] Remove the power cell by clicking the borg with an empty hand #[[File:Screwdriver_tool.png]] Screwdriver to expose wires #[[File:Wirecutters.png]] Wirecutters or [[File:Multitool.png]] Multitool to manipulate wires Afterwards: #[[File:Screwdriver_tool.png]] Screwdriver to cover wires #[[File:Power_cell.png]] Replace the power cell #[[File:Crowbar.png]] Crowbar the panel shut #[[File:Id_regular.png]] Lock the panel with an ID Card. Cyborgs cannot lock their own panel. Borgs have seven wires; five working ones and two duds: {| class="wikitable" style="text-align:center" !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 <br>''(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. === [[File:MULE.gif|64px|link=quartermaster#Requisition_Me_a_Beat(ing)]] [[quartermaster#Requisition_Me_a_Beat(ing)|MULEbot]] === {{anchor|MULE}} 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. {| class="wikitable" style="text-align:center" |+Wires !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. <br>Other cut = increases speed greatly. <br>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. <br>(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. |} === {{anchor|Supply Shuttle Console}}[[File:Supply console2.png|64px]][[Computers#Supply_Shuttle_Console|Supply Shuttle Console]] === Who wants to unlock [[Quartermaster#Contraband|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). #[[Guide_to_construction#Computers|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) === [[File:Requests_Console.gif|64px]][[Guide_to_construction#Requests_Console|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]] === [[File:ParticleAccelerator.gif|link=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! {| class="wikitable" style="text-align:center" |+Wires !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 === [[File:Emitter_On.gif|64px]] [[Engineering_items#Emitter|Particle Emitter]] === {| class="wikitable" style="text-align:center" |+Wires !Name !Cutting !Mending !Pulsing |- ! High Voltage Circuit | Nothing. || Nothing. || Causes the emitter to fire once. |- ! Hack | Nothing. || Nothing. || Toggles projectile of the inserted gun between stun and lethal. Only works if a gun is inserted and the gun has those modes. |} === [[File:Syndicate_Bomb.gif|64px|link=Syndicate Bomb]] [[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 proceed wire is cut, the description will indicate the bomb's countdown display has been deactivated. In this case, the audible beep of the bomb is your only way to tell how close the bomb is to detonation. Louder beeps mean time is running out! # 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. There are two boom wires per bomb. #* '''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 turn off the bomb's countdown display! #* '''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. {| class="wikitable" style="text-align:center" |+LIVE Bomb 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 |Disables the countdown in the description of the bomb. "The digital display on the device deactivates."||Nothing.||Reduces time on the timer! "The bomb buzzes ominously!" |- !Boom |Explodes.||Nothing, u ded.||Explodes. |- !Boom |Explodes. |Nothing, u ded. |Explodes. |} {| class="wikitable" style="text-align:center" |+NOT LIVE Bomb Wires !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.||Reactivates the countdown in the description of the bomb.||"The bomb buzzes ominously!" |- !Boom |Makes the bomb unusable.||Restores.||Nothing. |- !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 [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]]. #Click the bomb with [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] and cut all wires. #Use a [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]]on the bomb to pry out the payload. === [[File:C4.gif|64px|link=Syndicate_Items#Plastic_Explosive_charge_(C4)]] [[Syndicate_Items#Plastic_Explosive_charge_(C4)|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. {| class="wikitable" style="text-align:center" |+Wires !Name !Cutting !Mending !Pulsing |- !Explode (2 wires) |Explodes.||Nothing.||Explodes. |} === [[File:Vendboozeomat.gif|64px|link=Vending machines]] [[File:Vendsec.gif|64px|link=Vending machines]] [[File:Vendmed.gif|64px|link=Vending machines]] [[File:Vendcoffee.gif|64px|link=Vending machines]] [[Vending machines|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. #Five 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. #*''A speaker light is '''on/off'''. The selected language is '''Galactic Common/Calcic/Moffic/etc.''''' While on the machine will chant slogans and say phrases while in use. #Five 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. #*'''Speaker wire:''' ''Cutting'' disables any spoken phrases by the machine. When ''pulsed'' toggles the language that is spoken. {| class="wikitable" style="text-align:center" |+Wires !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. |- !Speaking |Silences the machine from speaking |Restores. |Switches the spoken language of the machine. |} === [[File:secure.png|64px]] [[File:safe.png|64px]] 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. <br> 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. === [[File:Vaultsafe.png|64px]] 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. === [[File:Station_Bounced_Radio.png|64px|link=Station_Bounced_Radio]] [[File:Wallradio.png|64px|link=Intercom]] [[Station_Bounced_Radio|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 Beacon]]s also count as radios. {| class="wikitable" style="text-align:center" |+Wires !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. |} === [[File:Security_Gas_Mask.png|64px|link=Security_gas_mask#Security_Gas_Mask]] [[Security_gas_mask#Security_Gas_Mask|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 [[File:Emag.png]] [[Emag]]. === [[File:Suit_Storage_Unit.png|64px|link=Suit Storage Unit]] [[Suit Storage Unit]] === The thing nobody remembers <s>to check</s>. Make sure the storage unit is closed, and then open the maintenance panel with a screwdriver. {| class="wikitable" style="text-align:center" |+Wires !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. |} {| class="wikitable" style="text-align:center" |+Status window !Name !Status !Shows that |- !rowspan="2"|Power |The UV bulb is dim.||Low power. |- |The UV bulb is glowing.||High power. |- !rowspan="2"|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. === [[File:Tesla_coil.gif|64px]] Tesla Coil === Only one wire: Pulse it to trigger a tesla shock. Great if you attach a remote signaler! === [[File:Ripley_MK-I.png|64px|link=https://tgstation13.org/wiki/File:Ripley_MK-I.png]] [[Guide to robotics#Exosuits|Exosuits]] === The maintenance panel can be opened instantly if the exosuit is unoccupied, or after 5 seconds if someone is piloting it. {| class="wikitable" style="text-align:center" |+Wires !Name !Cutting !Mending !Pulsing |- !Short Circuit |Causes the short-circuit malfunction.||Repairs the short-circuit malfunction.||Toggles the short-circuit malfunction. |- !Overclock |Disables leg actuator overclocking.||Nothing.||Toggles leg actuator overclocking. |- !ID/DNA Lock |Disables ID lock and clears the current DNA lock.||Nothing.||Toggles ID lock and clears the current DNA lock. |- !Lights |Disables exosuit lights. |Enables exosuit lights. |Toggles exosuit lights. |- !Equipment |Disables exosuit equipment. |Enables exosuit equipment. |Disables exosuit equipment. |- !Nothing (3 wires) |Nothing.||Nothing.||Nothing. |} {| class="wikitable" style="text-align:center" |+Status window !Name !Status !Shows that |- ! rowspan="2" |Short Circuit |The orange light is on.||The exosuit has short-circuited. |- |The orange light is off. |The exosuit has not short-circuited. |- ! rowspan="2" |Overclock |The red light is blinking.||The exosuit is overclocked. |- |The red light is off.||The exosuit is not overclocked. |- ! rowspan="2" |ID/DNA Lock |The green light is on. |The ID or DNA lock is on. |- |The green light is off. |Neither the ID nor the DNA lock are on. |- ! rowspan="2" |Lights |The yellow light is on. |The exosuit's lights are on. |- |The yellow light is off. |The exosuit's lights are off. |- ! rowspan="2" |Equipment |The blue light is on. |The exosuit's equipment is disabled. |- |The blue light is off. |The exosuit's equipment is enabled. |- |} === [[File:Roulette_wheel_spinning.gif|64px|link=Machines#Roulette_Table]] [[Machines#Roulette_Table|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 [[Engineering_items#Welding_Tool|welding tool]] [[File:Welder.png]] to be able to access the wires. Afterwards reattach the top by using the [[Engineering_items#Welding_Tool|welding tool]] [[File:Welder.png]] again. {| class="wikitable" style="text-align:center" |+Wires !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. |} {| class="wikitable" style="text-align:center" |+Status window !Name !Status !Shows that |- !rowspan="2"|Bolts |The machines bolts look up.||Not anchored. |- |The machines bolts have fallen!||Anchored. |- !rowspan="2"|Power |The main circuit is "on"].||Power is on. |- |The main circuit is "off"].||Power is off. |- !rowspan="2"|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. |- !rowspan="2"|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. |- |}
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