Hacking: различия между версиями

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imported>Phil235
(→‎Syndicate Bomb Syndicate Bomb: filling some of the ??? for syndicate bomb.)
imported>Angust
(→‎64px|link=Airlock 64px|link=Airlock 64px|link=Airlock Airlocks: Clarified unrestricted exit can't be altered on doors without pre-built 'sensors' for it)
 
(не показано 118 промежуточных версий 36 участников)
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{{Needs revision|reason=Needs updating, verification and info added! (see parts with "???")}}
== Your tools ==
== Your tools ==


[[File:IGloves.png|link=Insulated Gloves]] '''[[Insulated Gloves]]''' hackables have power lines, and cutting/pulsing these without gloves can harm you. It's possible to hack without them, but it will be slow, painful, and you'll need ointment. The shock will always be delivered to your hands or legs, so it will never crit you if you're at full health, as limbs can't take more than 75 damage.
[[File:IGloves.png|link=Insulated Gloves]] '''[[Insulated Gloves]]''' for mitigating shocks. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It's possible to hack without them, but it will be slow, painful, and you'll need ointment. Alternatively you can drink [[File:Energy_drink.png|32px]][[Guide_to_food_and_drinks#Grey_Bull|Grey Bull]], which makes you immune to shocks for a short while.  


[[File:Screwdriver_tool.png|link=Screwdriver]] '''[[Screwdriver]]''' for opening up panels and the like. A necessary tool.
[[File:Screwdriver_tool.png|link=Screwdriver]] '''[[Screwdriver]]''' for opening up panels and the like. A necessary tool.
Строка 11: Строка 9:
[[File:Multitool.png|link=Multitool]] '''[[Multitool]]''' for pulsing wires. Not necessary for most hacking, but makes life a lot easier.
[[File:Multitool.png|link=Multitool]] '''[[Multitool]]''' for pulsing wires. Not necessary for most hacking, but makes life a lot easier.


[[File:Signaler.png|link=Signaler]] '''[[Signaler]]''' can be used as a ghetto alternative to a Multitool and to pulse wires remotly. Attach one on a wire, then use a second signaler to pulse that wire.
[[File:Signaler.png|link=Signaler]] '''[[Signaler]]''' can be used as a ghetto alternative to a Multitool as it can pulse wires remotely. Attach one to a wire, then use a second signaler to pulse that wire. This has the added benefit of not directly shocking you when a shock wire is triggered, as long as you don't touch the machine before the 30 second shock period expires. For a signaler you could use for when you don't want to waste any more space in your bag, download the Signal app on a [[Modular Computers|Modular Computer]]. 
 
[[File:Blueprint.png|link=Station blueprints]] '''[[Station blueprints]]''' for easy peasy wire identification. If you can get it, it contains a map of all the hackable wires when read. It will remove the need for testing wires to find their function. [[Station Engineer|Engineers]] can automatically see blueprints for airlock and APC wires through their [[Skillchips|Skillchip]], while [[Roboticist]]s have a skillchip for cyborg wires.


== Hackables ==
== Hackables ==


=== [[File:door.png|50px|link=Airlock]] [[File:glassdoor.png|50px|link=Airlock]] [[File:Airlock2.png|50px|link=Airlock]] [[Airlock]]s ===
=== [[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.


Both internal and external access airlocks are hackable. Wires are randomized at the start of each round, but are standardized throughout the station, e.g. every orange wire might toggle the bolts. This is probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working.
Remember, cutting power to the door will stop everything else from working.


# Screwdriver in hand, click on the airlock to open the panel and expose the wiring.
# [[Engineering_items#Screwdriver|Screwdriver]] [[File:Screwdriver_tool.png]] in hand, click on the airlock to open the panel and expose the wiring.
# With multitool, wirecutters, or an empty hand, click on the airlock to access 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.
# Fiddle with the wires by pulsing to test each one and cutting what you need to.
# 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.  
# Screwdriver the door again to shut the panel. If the panel is open and you don't have a screwdriver, you can open it by using your ID on it.
# [[Engineering_items#Screwdriver|Screwdriver]] [[File:Screwdriver_tool.png]] the door again to shut the panel.  


* There are two main power wires and two backup power wires.
* There are two main power wires and two auxiliary power wires.
* Disabling main power will make the backup work in 10 seconds. Disabling both will make door lose power until something is restored.
* 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 with a crowbar, unless the bolts are down.
** 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 control will make AI/Borgs unable to interact with this door; they can still hack in by either of power wires. It takes around a minute, and once the door is hacked, they'll be able to use it without AI control wire forever.
* 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.
* Disabling safety will make the door close even if there is a human in it.
* 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.
* Disabling timing will make it close almost instantly.


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
Строка 38: Строка 39:
!Pulsing
!Pulsing
|-
|-
!Main power
!Main Power (2 wires)
|Disables main power. May shock!||Restores. May shock!||Disables main power for 1 minute.
|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).  
|-
|-
!Backup power
!Auxiliary Power (2 wires)
|Disables backup power. May shock!||Restores. May shock!||Disables backup power for 1 minute.
|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
!ID Scan
|Nothing.||Nothing.||Flashes lights on the door, as if someone without access tries to open it.
|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
!Bolts
|Drops door bolts.||Nothing.||Drops door bolts if they are up. Raises them if they are down and door is powered.
|Drops door bolts.||Nothing.||Drops door bolts if they are up. Raises them if they are down and door is powered.
|-
|-
!Bolt lights
!Bolt Lights
|Disables bolt lights.||Enables bolt lights.||Toggles bolt wires.
|Disables the red bolt lights. Only testable if bolts are down.||Enables bolt lights.||Toggles bolt lights.
|-
|-
!Open
!Open
|Nothing.||Nothing.||Opens the door if it requires no access.
|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 control
!AI Connection
|Disables AI control.||Restores AI control.||''Very briefly'' disables AI control.
|Disables AI control.||Restores AI control.||''Very briefly'' disables AI control.
|-
|-
!Shock
!High Voltage Ground (the "shock" wire)
|Electrifies the door.||De-electrifies the door.||Electrifies the door for 30 seconds.
|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
!Safety
|Disables safety.||Enables safety.||Toggles safety.
|Disables safety, letting the door crush people when it closes.||Enables safety.||Toggles safety.
|-
|-
!Timing
!Timing
|Causes the door to close almost instantly after opening.||Restores.||Toggles door 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"
{| class="wikitable" style="text-align:center"
|+Status window
|+Status window at bottom when hacking
!Name
!Name
!Status
!Status
!Shows that
!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
!rowspan="2"|Power
|The test light is on.||Door is powered.
|The test light is on.||Door is powered.
|-
|-
|The test light is off!||Door is not 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"|Bolts
!rowspan="2"|AI Connection
|The door bolts look up.||Door bolts are up.
|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).
|-
|-
|The door bolts have fallen!||Door bolts are down.
!rowspan="2"|Timer
|The timer is powered on.||Door closes automatically.  
|-
|-
!rowspan="2"|Bolt lights
|The timer is powered off.||Door doesn't close automatically.  
|The door bolt lights are on.||Door bolt lights are on.
|-
|-
|The door bolt lights are off!||Door bolt lights are off.
!rowspan="2"|Timing
|The speed light is on.||Door timing is normal (closes after a delay).
|-
|-
!rowspan="2"|AI control
|The speed light is off.||Door timing is reduced (closes without delay).
|The 'AI control allowed' light is on.||AI can control the door and hasn't hacked it.
|-
|-
|The 'AI control allowed' light is off.||AI either hacked a door or can't control it.
! rowspan="3" |Unrestricted Exit
|The unrestricted exit display is completely inactive.
|Door does not have an unrestricted sensor, so this wire is effectively useless.
|-
|-
!rowspan="2"|Safety
|The unrestricted exit display is indicating that it is letting people pass from the (DIRECTION).
|The 'Check Wiring' light is on.||Door safety is off.
|This door has an active sensor, so you are able to use or otherwise change the unrestricted exit feature.
|-
|-
|The 'Check Wiring' light is off.||Door safety is on.
|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"|Timing
!rowspan="2"|Emergency light<br>(Has no hackable wire)
|The 'Check Timing Mechanism' light is on.||Door timing is broken.
|The emergency light is on.||Emergency access is enabled (no access restrictions).  
|-
|-
|The 'Check Timing Mechanism' light is off.||Door timing is normal.
|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 ====
==== 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.
* '''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 or you're shit outta luck for a minute. (You can shorten this by cutting and mending the power wire, but by then the power would probably have reset anyway. Still, taking 20 seconds less to unhack the Escape shuttle doors is always good)
* '''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.
* '''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. Be sure to turn off the speaker so no one can hear it being toggled.
* '''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.
* '''Use multitools for bolted ''' as they are awesome. First find two wires of importance: the bolts wire, and the main power wire. Pulse a random door to find out the wires. If you get shocked, close that hacking window and move onto another door. Once you got the main power wire, head to an unbolted door, pulse the wire, crowbar it open. You get a larger window of time to crowbar, and you can do it without gloves. If a door is bolted, pulse the bolts wires, and go and cut the power then crowbar it.


=== [[File:APC2.gif|link=APC]] [[APC]] ===
==== 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.
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.
Строка 149: Строка 264:
|-
|-
!rowspan="2"|Lock
!rowspan="2"|Lock
|The APC is locked.||APC is locked.
|The interface light is red.||APC is locked.
|-
|-
|The APC is unlocked.||APC is unlocked.
|The interface light is green.||APC is unlocked.
|-
|-
!rowspan="2"|Power
!rowspan="2"|Power
|The APCs power has been shorted.||APC is not working.
|The short indicator is on.||APC is not working.
|-
|-
|The APC is working properly!||APC is working.
|The short indicator is off.||APC is working.
|-
|-
!rowspan="2"|AI control
!rowspan="2"|AI control
|The 'AI control allowed' light is off.||AI/borgs can't interact with APC.
|The AI connection light is off.||AI/borgs can't interact with APC.
|-
|-
|The 'AI control allowed' light is on.||AI/borgs can interact with APC.
|The AI connection light is on.||AI/borgs can interact with APC.
|}
|}


=== [[File:autolathe.png|50px|link=Autolathe]] [[Autolathe]] ===
=== [[File:autolathe.png|64px|link=Autolathe]] [[Autolathe]] ===
 
''I NEED 50,000 RCDS STAT!''


# Click on the Autolathe to open it.
# {{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.
# 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.
# The window is glitched and won't show what wires are cut, so you better track what wires you modify. There are three important wires, which are randomized. Cutting them toggles their light permanently, pulsing does so temporarily (30 secs or something). Red light is power, green light is electrocution and blue is hacked options.


Have fun accessing some [[Cargo_Office#List_of_items_added_when_hacked|new options]].
Have fun accessing some [[Autolathe|new options]].


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
Строка 191: Строка 303:
|}
|}


=== [[File:AirAlarm.png|50px|link=Air_Alarm]] [[Air Alarm]] ===
=== [[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.
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.
Строка 203: Строка 315:
#Five wires:
#Five wires:
#*'''Access wire''': ''Pulsing'' toggles the interface's ID lock. ''Cutting'' locks the interface permanently until ''mended''.  
#*'''Access wire''': ''Pulsing'' toggles the interface's ID lock. ''Cutting'' locks the interface permanently until ''mended''.  
#*'''Syphon wire''': ''Pulsing'' toggles PANIC SYPHON on/off.
#*'''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.
#*'''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.
#*'''AI Control wire''': ''Pulsing'' will disable AI Control for 30(?) seconds. ''Cutting'' the wire disables the AI control until 30(?) seconds after mended.
Строка 224: Строка 336:
|Locks the interface completely until mended.||Unlocks.||Toggles interface ID lock on/off.
|Locks the interface completely until mended.||Unlocks.||Toggles interface ID lock on/off.
|-
|-
!Syphon
!Siphon
|Starts PANIC SYPHON||Nothing||Toggles PANIC SYPHON on/off.
|Starts PANIC SIPHON||Nothing||Toggles PANIC SIPHON on/off.
|-
|-
!AI control
!AI control
Строка 234: Строка 346:
|}
|}


=== [[File:Security_Camera.gif|50px|link=Security Camera]] [[Security Camera]]s ===
=== [[File:Security_Camera.gif|64px|link=Security Camera]] [[Security Camera]]s ===
{{anchor|Cameras}}
{{anchor|Cameras}}


The malfunctioning AI cannot syphon your air if you disable its eyes.
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.
# With a screwdriver in hand, click on the camera.
# After opening the panel, use your wirecutter on the camera. You will now get a wire cut menu like the airlock. There are multiple wires to look out for.
# You can now do one of two things:
#* '''Power Wire''': ''Cutting'' it will disable the camera, fixing it will enable the camera. ''Pulsing'' toggle the camera on and off.
#* '''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.
#* '''Alarm Wire''': ''Pulsing'' causes a harmless beeping sound. ''Cutting'' will trigger an alarm, ''mending'' will cancel the alarm.
#* '''Multitool''': ''Pulsing'' will toggle the camera's vision range from 7 tiles (the default) to 2 tiles. The AI will not receive any alerts.
#* '''Light Wire''': ''Cutting'' this will stop the AI from using the camera's light, ''mending'' will allow the AI to use the camera light. ''Pulsing'' toggles it.
 
#* '''Focus Wire''': ''Cutting'' this will shorten the vision range to a default set of 2 tiles, ''mending'' it will return it back to a normal 7 vision range. ''Pulsing'' it will toggle between the short and normal vision range.
The AI will receive a camera alert upon re-activation of a camera, or if it gets deactivated from brute force.
#* '''Nothing Wires (2)''' - These do nothing, still required to deconstruct the camera.
 
=== [[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"
{| class="wikitable" style="text-align:center"
|+Wires
!Name
!Name
!Purpose
!Cutting
!Cutting
!Mending
!Mending
!Pulsing
!Pulsing
|-
|-
!Power
!Law sync module
|Disables the camera.||Restores.||Toggles camera on/off.
|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.
|-
|-
!Alarm
!Camera light
|Triggers an alarm.||Cancels the alarm.||Causes a harmless beeping sound.
|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.''
|-
|-
!Light
!Lockdown indicator
|Stops the AI from using the camera's light.||Restores.||Toggles AI's ability to use the light on/off.
|Locks down the borg. Can also be done with a robotics console.||Enables lockdown.||Disables lockdown.||Toggles lockdown status.
|-
|-
!Focus
!Reset module hardware <br>''(marked "Reset Module")''
|Shortens vision range to 2 tiles.||Restores to normal 7 tiles.||Toggles between the two ranges.
|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.''
|-
|-
!Nothing (2 wires)
!Two dummy wires
|Nothing.||Nothing.||Nothing.
|Nothing||---||---||---
|}
|}


=== [[File:MULE.gif|50px|link=quartermaster#Requisition_Me_a_Beat(ing)]] [[quartermaster#Requisition_Me_a_Beat(ing)|MULEbot]] ===
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}}
{{anchor|MULE}}


Строка 277: Строка 417:
#Unlock the controls with a Quartermaster's/Cargo Technician's/Head Of Personnel's/Captain's ID.
#Unlock the controls with a Quartermaster's/Cargo Technician's/Head Of Personnel's/Captain's ID.
#Unscrew the maintenance panel with the screwdriver.
#Unscrew the maintenance panel with the screwdriver.
#Pulse various wires with a multitool. Pay attention to the reaction the MULE gives. Also note that these wires are randomized for each MULE.
#See the table below and hack what you want.
#Five wires:
#*'''Motor wire (2)''': When ''pulsed'' causes "The drive motor whines briefly." When ''cut'' causes increased speed, disables motor if both wires are cut.
#*'''Radio wire''': When ''pulsed'' causes "You hear a radio crackle." ''Cutting'' disables PDA control.
#*'''Power wire''': When ''pulsed'' causes "The charge light flickers." ''Cutting'' disables power.
#*'''Safety wire''': When ''pulsed'' causes "The external warning lights flash briefly." ''Cutting'' disables safety, awakens thirst for blood (DON'T DO THIS UNLESS YOU'RE A TRAITOR OR WANT TO DIE).
#*'''Load wire''': When ''pulsed'' causes "The load platform clunks." ''Cutting'' allows nonstandard cargo such as people, cyborgs, and other bots.
#Screw the panel back on.
#Screw the panel back on.


Строка 293: Строка 427:
!Pulsing
!Pulsing
|-
|-
!Power
!Power (2 wires)
|Disables power.||Restores.||''The charge light flickers.'' -message.
|One or both cut = disables power.||Restores.||''The charge light flickers.'' -message.
|-
|-
!Motor (2 wires)
!Motor (2 wires)
|One cut = increases speed. <br>Both cut = disables motor.||Restores.||''The drive motor whines briefly.'' -message.
|One cut = increases speed slightly. <br>Other cut = increases speed greatly. <br>Both cut = disables motor.||Restores.||''The drive motor whines briefly.'' -message.
|-
|-
!Radio
!Radio (4 wires)
|Disables PDA control.||Restores.||''You hear a radio crackle.'' -message.
|One or more cut = disables PDA control.||Restores.||''You hear a radio crackle.'' -message.
|-
|-
!Safety
!Safety
Строка 308: Строка 442:
|Allows non-standard cargo (people, cyborgs, and other bots).||Disables.||''The load platform clunks.'' -message.
|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]] ===
=== [[Particle Accelerator]] ===
Строка 321: Строка 475:
#*'''Strength wire''': ''Pulsing'' increases the strength of the PA, ''cutting'' it will set the strength to 0 and prevent people turning it up.
#*'''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.
#*'''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 beep.
#*'''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.
#*'''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.
#Close the panel for the PA to then work again. '''IMPORTANT:''' Don't forget to scan the parts again.
Строка 344: Строка 498:
|-
|-
!Limit
!Limit
|Allows PA to be turned up to strength 3.||Restores.||Makes a beep.
|Allows PA to be turned up to strength 3.||Restores.||Makes a large whirring noise.
|-
|-
!Nothing
!Nothing
Строка 350: Строка 504:
|}
|}


=== [[File:Syndicate_Bomb.gif|50px|link=Syndicate Bomb]] [[Syndicate Bomb]] ===
==== 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?
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.
# 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 cloneable corpse.
# 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.
# 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.
# 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.
# 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.
#*'''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!
#* '''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.
#* '''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!
#* '''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!
#* '''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.
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"
{| class="wikitable" style="text-align:center"
Строка 375: Строка 556:
|-
|-
!Activate
!Activate
|Stops the countdown.||???||???
|Stops the countdown.||Nothing.||Adds time to the timer. "The bomb seems to hesitate for a moment."
|-
|-
!Delay
!Delay
|Nothing||Nothing||Adds time to the timer.
|Nothing.||Nothing.||Adds time to the timer. "The bomb chirps."
|-
|-
!Bolt
!Bolt
|Releases the bolts (if they were activated) so that the bomb can be moved.||Nothing||Hints (???) at this wire's function.
|Releases the bolts (if they were activated) so that the bomb can be moved.||Nothing.||"The bolts spin in place for a moment."
|-
|-
!Proceed
!Proceed
|Explodes.||Nothing, u ded.||Reduces time on the timer!
|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
!Boom
|Explodes.||Nothing, u ded.||Explodes.
|Explodes.||Nothing, u ded.||Explodes.
|-
!Boom
|Explodes.
|Nothing, u ded.
|Explodes.
|}
|}


Строка 398: Строка 584:
|-
|-
!Activate
!Activate
|Nothing||Nothing||Starts the countdown.
|Nothing.||Nothing.||Starts the countdown.
|-
|-
!Delay
!Delay
|Nothing||Nothing||???
|Nothing.||Nothing.||"The bomb chirps."
|-
|-
!Bolt
!Bolt
|Releases the bolts (if they were activated) so that the bomb can be moved.||???||Hints (???) at this wire's function.
|Releases the bolts (if they were activated) so that the bomb can be moved.||Nothing.||"The bolts spin in place for a moment."
|-
|-
!Proceed
!Proceed
|Nothing||Nothing||???
|Nothing.||Reactivates the countdown in the description of the bomb.||"The bomb buzzes ominously!"
|-
|-
!Boom
!Boom
|Makes the bomb unusable.||Restores.||Nothing.
|Makes the bomb unusable.||Restores.||Nothing.
|-
!Boom
|Makes the bomb unusable.
|Restores.
|Nothing.
|}
|}


=== [[File:C4.gif|50px|link=Syndicate_Items#Plastic_Explosive_charge_(C4)]] [[Syndicate_Items#Plastic_Explosive_charge_(C4)|Plastic Explosives (C4)]]===
====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.


For an awesome way to go out!
=== [[File:C4.gif|64px|link=Syndicate_Items#Plastic_Explosive_charge_(C4)]] [[Syndicate_Items#Plastic_Explosive_charge_(C4)|Plastic Explosives (C4)]]===


#One wire.
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!
#*'''Explode wire''': When ''cut'', it explodes. When ''pulsed'', it explodes!
You can attach a [[Signaler]] to make a remote bomb.
You can attach a [[Signaler]] to make a remote bomb.
Строка 428: Строка 626:
!Pulsing
!Pulsing
|-
|-
!Explode
!Explode (2 wires)
|Explodes.||Nothing.||Explodes.
|Explodes.||Nothing.||Explodes.
|}
|}


=== [[File:Vendboozeomat.gif|50px|link=Vending machines]] [[File:Vendsec.gif|50px|link=Vending machines]] [[File:Vendmed.gif|50px|link=Vending machines]] [[File:Vendcoffee.gif|50px|link=Vending machines]] [[Vending machines|Vending Machines]] ===
=== [[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!
The only thing worth hacking!
Строка 439: Строка 637:
#Click on the vending machine with a screwdriver in hand to access the wiring, then get a tool in your hand.
#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.
#Button to toggle speaker on/off.
#Four lights:
#Five lights:
#*''The orange light is off.''Indicates the machine is electrified when on.
#*''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 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.
#*''The green light is '''off/on'''.'' Indicate that contraband is available when on.
#*''A '''purple/yellow''' light is on.''
#*''A '''purple/yellow''' light is on.'' Purple means access restrictions are on. Yellow means anyone can access.
#Four wires:
#*''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.
#*'''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.
#*'''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.
#*'''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.
#*'''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"
{| class="wikitable" style="text-align:center"
Строка 468: Строка 668:
!Shock
!Shock
|Causes the machine to electrocute people (shown by an orange light).||Restores.||Electrifies the machine for 30 seconds.
|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|50px]] [[File:safe.png|50px]] Secure Briefcase, Safe ===
=== [[File:secure.png|64px]] [[File:safe.png|64px]] Secure Briefcase, Wall Safe ===
 
''seriously who is dumb enough to use these things anyway god damn''


#Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
#Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
#Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.
#Multitool the (briefcase/safe) until you get a confirmation that the memory is reset.  
#The memory is now reset. Punch in your favorite code and hit E to set it.
#Screwdriver the panel shut.
#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.


The safe can be opened by using a stethoscope... ???
=== [[File:Vaultsafe.png|64px]] Safe ===


=== [[File:Station_Bounced_Radio.png|50px|link=Station_Bounced_Radio]] [[File:Wallradio.png|50px|link=Intercom]] [[Station_Bounced_Radio|Radio]]/[[Intercom]] ===
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.
# Screwdriver in hand, click on the radio.
Строка 508: Строка 719:
|Nothing.||Nothing.||Toggles both the microphone and speaker on/off.
|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.
|-
|}
==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 <s>if you want to be banned</s> '''if 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.




[[Category:Guides]]
[[Category:Guides]]

Текущая версия от 16:37, 28 августа 2023

Your tools[править | править код]

Insulated Gloves for mitigating shocks. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It's possible to hack without them, but it will be slow, painful, and you'll need ointment. Alternatively you can drink Grey Bull, which makes you immune to shocks for a short while.

Screwdriver for opening up panels and the like. A necessary tool.

Wirecutters for cutting and mending wires.

Multitool for pulsing wires. Not necessary for most hacking, but makes life a lot easier.

Файл:Signaler.png Signaler can be used as a ghetto alternative to a Multitool as it can pulse wires remotely. Attach one to a wire, then use a second signaler to pulse that wire. This has the added benefit of not directly shocking you when a shock wire is triggered, as long as you don't touch the machine before the 30 second shock period expires. For a signaler you could use for when you don't want to waste any more space in your bag, download the Signal app on a Modular Computer.

Файл:Blueprint.png Station blueprints for easy peasy wire identification. If you can get it, it contains a map of all the hackable wires when read. It will remove the need for testing wires to find their function. Engineers can automatically see blueprints for airlock and APC wires through their Skillchip, while Roboticists have a skillchip for cyborg wires.

Hackables[править | править код]

Файл:Door.png Файл:Glassdoor.png Файл:Airlock2.png Airlocks[править | править код]

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 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.

  1. Screwdriver in hand, click on the airlock to open the panel and expose the wiring.
  2. With multitool , wirecutters , or an empty hand, click on the airlock to access the wiring.
  3. Hold a multitool in your active hand and click "pulse" to pulse a wire, or hold wirecutters and click "cut" to cut a wire.
  4. Screwdriver 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 Turn off Combat Mode Включить на 4, выключить на 1 или переключение на F по умолчанию. Щелчок левой кнопкой мыши по людям пустой рукой нанесет им вред если включён, или поможет если выключен. Не позволяет вам переключаться местами или толкаться при столкновении с людьми.. and then left-click. or Ordinary right-click. It doesn't matter if Combat Mode Включить на 4, выключить на 1 или переключение на F по умолчанию. Щелчок левой кнопкой мыши по людям пустой рукой нанесет им вред если включён, или поможет если выключен. Не позволяет вам переключаться местами или толкаться при столкновении с людьми.. is on or not. with a crowbar , unless the bolts are down.
  • Disabling AI connection will make AI and Cyborgs unable to interact with this door. 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.
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.
Status window at bottom when hacking
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 Combat Mode Включить на 4, выключить на 1 или переключение на F по умолчанию. Щелчок левой кнопкой мыши по людям пустой рукой нанесет им вред если включён, или поможет если выключен. Не позволяет вам переключаться местами или толкаться при столкновении с людьми.. and then left-click. or Ordinary right-click. It doesn't matter if Combat Mode Включить на 4, выключить на 1 или переключение на F по умолчанию. Щелчок левой кнопкой мыши по людям пустой рукой нанесет им вред если включён, или поможет если выключен. Не позволяет вам переключаться местами или толкаться при столкновении с людьми.. is on or not. with a crowbar ).
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).
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.

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[править | править код]

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[править | править код]

  • 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 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 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[править | править код]

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:

  1. Open the panel with a screwdriver .
  2. Slice through the wires' protection with a welding tool .
  3. 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:

  1. Open the panel with a screwdriver .
  2. Cut through the electrified protective grille with wirecutters . If you don't wear insulated gloves, you may get shocked.
  3. Slice through the outer layer of plasteel using a welding tool .
  4. Remove the outer plasteel layer with a crowbar .
  5. Slice through the inner layer of plasteel using a welding tool .
  6. Remove the inner plasteel layer with a crowbar .
  7. Proceed as normal.

Safety Airlocks[править | править код]

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[править | править код]

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.

  1. Screwdriver in hand, click on APC to open the panel and expose the wiring.
  2. Click with an empty hand to access the wiring.
  3. Fiddle with the wires by pulsing to test each one and cutting what you need to.
  4. 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.
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.
Status window
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.

Файл:Autolathe.png Autolathe[править | править код]

  1. Ordinary right-click. It doesn't matter if Combat Mode Включить на 4, выключить на 1 или переключение на F по умолчанию. Щелчок левой кнопкой мыши по людям пустой рукой нанесет им вред если включён, или поможет если выключен. Не позволяет вам переключаться местами или толкаться при столкновении с людьми.. is on or not. 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.
  2. 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.

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.

Файл:AirAlarm.png Air Alarm[править | править код]

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.

  1. Screwdriver to exposes wires.
  2. Click to display Air Alarm interface and Wiring interface.
  3. Three lights:
    • The Air Alarm is locked/unlocked.
    • The Air Alarm is working properly!/offline.
    • The 'AI control allowed' light is on/off.
  4. 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.
  5. Screwdriver to close wiring.

Disabled Air Alarms will show no lights.

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.

Файл:Security Camera.gif Security Cameras[править | править код]

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.

  1. With a screwdriver in hand, click on the camera.
  2. 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.

The AI will receive a camera alert upon re-activation of a camera, or if it gets deactivated from brute force.

Файл:Engborg.png Cyborgs[править | править код]

Use these tools in this order to hack a borg:

  1. ID Card, Emag or just ask the Cyborg to unlock its panel
  2. Crowbar the panel open
  3. Optional: Emag the cyborg and skip to "Afterwards" (does not work if its AI is malfunctional)
  4. Remove the power cell by clicking the borg with an empty hand
  5. Screwdriver to expose wires
  6. Wirecutters or Multitool to manipulate wires

Afterwards:

  1. Screwdriver to cover wires
  2. Replace the power cell
  3. Crowbar the panel shut
  4. 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.

Файл:MULE.gif MULEbot[править | править код]

No better way to get away from it all with a joyride on a MULE! And run over some people with it too.

  1. Unlock the controls with a Quartermaster's/Cargo Technician's/Head Of Personnel's/Captain's ID.
  2. Unscrew the maintenance panel with the screwdriver.
  3. See the table below and hack what you want.
  4. Screw the panel back on.
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.
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[править | править код]

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).

  1. Disassemble the Supply Shuttle Console with your screwdriver, crowbar and wirecutters
  2. Grab the supply computer circuitboard
  3. Multitool it and set its receiver to the appropriate spectrum
  4. 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[править | править код]

Unhappy with your requests priority level? Crank it up to 'EXTREME'!

  1. Crowbar the requests console panel open.
  2. Use your screwdriver to enable the hidden priority level.
  3. Close the panel with your crowbar.

Particle Accelerator[править | править код]

Файл:ParticleAccelerator.gif


What safer way to release the singularity than doing it REMOTELY! That, or you can hack it to make it shoot more powerful particles!

  1. Setup the PA if you haven't already, then use a screwdriver on the computer to open the panel/expose the wires.
  2. 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.
  3. 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!

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[править | править код]

  1. Set up the Particle Accelerator
  2. Screwdriver the monitor open
  3. Pulse the wires from up to down until you get the prompt stating that there's a whirring sound
  4. Cut the wire which prompted the statement
  5. Pulse the wires from up to down except for the limit wire
  6. Set up the tesla

Can easily be done in <30 seconds

Файл:Emitter On.gif Particle Emitter[править | править код]

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.

Файл:Syndicate Bomb.gif Syndicate Bomb[править | править код]

A bomb! Are you a bad enough dude?

  1. 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!
  2. 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.
  3. Screwdriver in hand, click on the bomb to open the panel and expose the wiring.
  4. With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.
  5. 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.

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.
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[править | править код]

To remove the payload from a syndicate bomb (or bomb assembly crafted from 10 plasteel) follow these steps:

  1. Make sure the bomb is not active. If it's counting down, cutting wires can make it explode.
  2. Open the bomb with a screwdriver .
  3. Click the bomb with wirecutters and cut all wires.
  4. Use a crowbar on the bomb to pry out the payload.

Файл:C4.gif Plastic Explosives (C4)[править | править код]

For an awesome way to go out! These do not need to be opened with a screwdriver first.

  1. 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.

Wires
Name Cutting Mending Pulsing
Explode (2 wires) Explodes. Nothing. Explodes.

Файл:Vendsec.gif Файл:Vendmed.gif Файл:Vendcoffee.gif Vending Machines[править | править код]

The only thing worth hacking!

  1. Click on the vending machine to open it.
  2. Click on the vending machine with a screwdriver in hand to access the wiring, then get a tool in your hand.
  3. Button to toggle speaker on/off.
  4. 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.
  5. 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.
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.

Файл:Secure.png Файл:Safe.png Secure Briefcase, Wall Safe[править | править код]

  1. Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
  2. Multitool the (briefcase/safe) until you get a confirmation that the memory is reset.
  3. Screwdriver the panel shut.
  4. 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.
  5. 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.

Файл:Vaultsafe.png Safe[править | править код]

A safe can be opened by doing the following while holding a stethoscope:

  1. Spin the dial in one direction until you hear a "tink", "krink", or "plink" from the safe.
  2. 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.
  3. Open.

Файл:Wallradio.png Radio/Intercom[править | править код]

  1. Screwdriver in hand, click on the radio.
  2. The usual radio use panel will pop up, but now with access to the wiring.
  3. 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.
  4. Screwdriver again to close the wires.

Interestingly, Tracking Beacons also count as radios.

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.

Файл:Security Gas Mask.png Security Gas Mask[править | править код]

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[править | править код]

The thing nobody remembers to check.

Make sure the storage unit is closed, and then open the maintenance panel with a screwdriver.

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.
Status window
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.

Файл:Tesla coil.gif Tesla Coil[править | править код]

Only one wire: Pulse it to trigger a tesla shock. Great if you attach a remote signaler!


Exosuits[править | править код]

The maintenance panel can be opened instantly if the exosuit is unoccupied, or after 5 seconds if someone is piloting it.

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.
Status window
Name Status Shows that
Short Circuit The orange light is on. The exosuit has short-circuited.
The orange light is off. The exosuit has not short-circuited.
Overclock The red light is blinking. The exosuit is overclocked.
The red light is off. The exosuit is not overclocked.
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.
Lights The yellow light is on. The exosuit's lights are on.
The yellow light is off. The exosuit's lights are off.
Equipment The blue light is on. The exosuit's equipment is disabled.
The blue light is off. The exosuit's equipment is enabled.

Roulette Table[править | править код]

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.

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.
Status window
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[править | править код]

  • 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 banned if 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:
    1. Go to a room, like a construction room, and find the APC's wire that shorts out the power.
    2. Grab two signalers and adjust their frequencies.
    3. 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.
    4. 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:
  1. Cut 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety)
  2. Cut the bolt lights wire
  3. Cut the bolts wire
  4. Cut every other wire except the shock wire
  5. 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:
    1. Attach Voice Analyzer with a Remote Signalling Device and set a frequency and a code-phrase.
    2. 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.
    3. 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.