Illicit Access: Difference between revisions
added depowering to its own section as it really isn't on the same tier as the others
imported>Bandit No edit summary |
imported>Bandit (added depowering to its own section as it really isn't on the same tier as the others) |
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Method: Insulated gloves make you immune to puny electrocution. Follow the guide above but don't worry about getting injured. If you're in a hurry, once you learn which wire bolts the doors you can hack in a hurry by cutting every single other wire without worrying about learning which is which. With gloves there's no excuse for not fixing the door behind you though. | Method: Insulated gloves make you immune to puny electrocution. Follow the guide above but don't worry about getting injured. If you're in a hurry, once you learn which wire bolts the doors you can hack in a hurry by cutting every single other wire without worrying about learning which is which. With gloves there's no excuse for not fixing the door behind you though. | ||
===Depowering=== | |||
Equipment required: Wirecutters, crowbar, probably insulated gloves | |||
Method: A room without power is very easy to break into; all you need to do is crowbar open the doors. There are many ways to depower a room. In increasing order of viability/traitorousness: cutting a wire (usually in maintenance) leading to the APC; turning off the APC (requires engineering access); destroying the APC, whether manually or via an explosion; planting a [[Syndicate items|power sink]]; waiting for the power to go out naturally. | |||
===ID upgrade=== | ===ID upgrade=== | ||
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...hoping a meteor strikes the outside of the station and EVAing your way in. | ...hoping a meteor strikes the outside of the station and EVAing your way in. | ||
...building a mech and drilling through the walls. | ...building a mech and drilling through the walls. |