Illicit Access: Difference between revisions
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Gaining entry to areas above your clearance is an important skill. Sometimes you're a traitor looking to loot stuff. Sometimes the traitor is chasing you and you | Gaining entry to areas above your clearance is an important skill. Sometimes you're a traitor looking to loot stuff, a gangster looking to tag stuff, or a revolutionary looking to raise hell. Sometimes the traitor is chasing you and you need to get away fast. Sometimes the station spawned without an engineer and someone needs to get the power working. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. Sometimes you just want a damn burger and nobody has kitchen access. In any case, this is a collection of ways to break into places. Most of these methods have more detailed guides elsewhere on the wiki, the purpose of this article is to pull them all together. | ||
==Methods== | ==Methods== | ||
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Equipment required: None | Equipment required: None | ||
Method: Talk someone into letting you into a restricted area. Remember that this is a roleplaying game and that people should be playing ''characters''; try to work out what makes other people tick. Maybe the security officer likes drugs enough to forget about his job for a little while, or the scientist might be susceptible to flattery, or the | Method: Talk someone into letting you into a restricted area. Remember that [[Beyond the impossible|this is a roleplaying game]] and that people should be playing ''characters''; try to work out what makes other people tick. Maybe the security officer likes drugs enough to forget about his job for a little while, or the scientist might be susceptible to flattery, or the chaplain might sneak you in to places if you go to all of his sermons. | ||
===Mugging=== | ===Mugging=== | ||
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Equipment required: None (though an AI upload and custom rule module improves your odds) | Equipment required: None (though an AI upload and custom rule module improves your odds) | ||
Method: Ask the AI to let you into a place. Under Asimov, its second law requires it to follow any orders from humans. Some AIs assume pre-shift standing orders to enforce space law, this is against server policy! If they're being really obstinate about it, consider asking an admin to remind them of the rules. If you can give a good reason (especially ones that hinge on saving human lives, which is | Method: Ask the AI to let you into a place. Under Asimov, its second law requires it to follow any orders from humans. Some AIs assume pre-shift standing orders to enforce space law, this is against server policy! If they're being really obstinate about it, consider asking an admin to remind them of the rules. If you can give a good reason (especially ones that hinge on saving human lives, which is law one) then all the better. | ||
===Threaten the [[AI]]=== | ===Threaten the [[AI]]=== | ||
Equipment required: None ( | Equipment required: None (though some sort of weapon is a boon, as are yellow gloves) | ||
Method: The AI must act to prevent harm to humans, even if it means ignoring the captain's orders. If you can make a credible threat against another human if the AI doesn't open the door then it must do so. However, threatening to suicide or harm ''yourself'' to get the AI to do something is against server rules. '''Don't do it!''' | Method: The AI must act to prevent harm to humans, even if it means ignoring the captain's orders. If you can make a credible threat against another human if the AI doesn't open the door then it must do so. However, threatening to suicide or harm ''yourself'' to get the AI to do something is against server rules. '''Don't do it!''' | ||
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===Breaking a window=== | ===Breaking a window=== | ||
Equipment required: A solid object. The emergency air tank in your emergency box will do, a fire extinguisher or axe is better. | Equipment required: A solid object. The emergency air tank in your emergency box will do, a fire extinguisher or axe is better. Toolboxes are also a good choice. Insulated gloves are helpful if you plan to break into a secure area. | ||
Method: Put item in hand, click on window repeatedly till the glass breaks. Click on the grille repeatedly till it breaks. This is a really obvious and noisy method and you will be locked up if security catches you doing it. Probably the most expedient way to escape a rogue AI though. Some windows may be reinforced with electrified grilles | Method: Put item in hand, click on window repeatedly till the glass breaks. Click on the grille repeatedly till it breaks, or use wirecutters if you've got them. This is a really obvious and noisy method and you will be locked up if security catches you doing it. Probably the most expedient way to escape a rogue AI though. Some windows may be reinforced with electrified grilles, which will shock anyone who tries to break them without protection, as well as anyone else nearby. | ||
===[[Guide_to_construction#Walls_2|Breaking a wall]]=== | ===[[Guide_to_construction#Walls_2|Breaking a wall]]=== | ||
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===[[Guide_to_construction#Reinforced_walls_2|Breaking a reinforced wall]]=== | ===[[Guide_to_construction#Reinforced_walls_2|Breaking a reinforced wall]]=== | ||
Equipment required: Full mechanical | Equipment required: Full mechanical toolbox (except the analyser) | ||
Highly recommended: Welding Mask, Hardsuit Helmet or Sunglasses | Highly recommended: Welding Mask, Hardsuit Helmet or Sunglasses | ||
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Wirecutters screwdriver welding torch crowbar wrench welding torch crowbar screwdriver wirecutters wrench screwdriver. | Wirecutters screwdriver welding torch crowbar wrench welding torch crowbar screwdriver wirecutters wrench screwdriver. | ||
Bonus Fun: The final screwdriver step can be skipped, then you can use plasteel on the frame to make a reinforced secret door. Your own private way into the | Bonus Fun: The final screwdriver step can be skipped, then you can use plasteel on the frame to make a reinforced secret door. Your own private way into the armory. | ||
===Ghetto [[hacking]]=== | ===Ghetto [[hacking]]=== | ||
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Method: Find a door you don't care about, use the screwdriver on the door to open the panel. Use the wirecutters on that to open the wirecutting menu. Cut wires one at a time taking note of the result. If... | Method: Find a door you don't care about, use the screwdriver on the door to open the panel. Use the wirecutters on that to open the wirecutting menu. Cut wires one at a time taking note of the result. If... | ||
:...the bolts drop, this door is sealed from you forever, make a note of the wire so you never cut it again, keep using the door for practice | :...the bolts drop, this door is sealed from you forever, make a note of the wire so you never cut it again, keep using the door for practice. | ||
:...you get an electric shock, this door is electrified forever, you can take about two such shocks, the third will kill you. Don't touch this door again, move onto another, heal your burns, find a way to warn the crew about the door if you're a good guy Note the wire so that you never cut it again. | :...you get an electric shock, this door is electrified forever, you can take about two such shocks, the third will kill you. Don't touch this door again, move onto another, heal your burns, find a way to warn the crew about the door if you're a good guy Note the wire so that you never cut it again. | ||
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:...if you hit either the main power wire or backup power wire the door is depowered for 30 seconds. This is long enough to crowbar it open and be on your way. You don't need to worry about it closing behind you since you can pulse it again on your way out (which is bad to do in the 10s window in everyman hacking since you'd electrocute yourself reconnecting the mains wire to do it again) | :...if you hit either the main power wire or backup power wire the door is depowered for 30 seconds. This is long enough to crowbar it open and be on your way. You don't need to worry about it closing behind you since you can pulse it again on your way out (which is bad to do in the 10s window in everyman hacking since you'd electrocute yourself reconnecting the mains wire to do it again) | ||
:...if you | :...if you electrify the door, wander off for 30 secs and come back, it should be de-electrified now. | ||
:...if you drop the bolts you can pulse the wire again to pull the bolts back up. | :...if you drop the bolts you can pulse the wire again to pull the bolts back up. | ||
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Equipment required: Chemistry access, lighter/matches/welder | Equipment required: Chemistry access, lighter/matches/welder | ||
Method: Grab a beaker from the beaker box and put it into the chemical dispenser. Add iron, aluminium and oxygen to the beaker. It should bubble. Dispense the beaker, it now contains thermite. Slosh the beaker over the target wall and apply fire. The wall will ignite and a hole will form. | Method: Grab a beaker from the beaker box and put it into the chemical dispenser. Add iron, aluminium and oxygen to the beaker. It should bubble. Dispense the beaker, it now contains thermite. Slosh the beaker over the target wall and apply fire. The wall will ignite and eventually a hole will form. | ||
===Teleporting=== | ===Teleporting=== | ||
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Equipment required: [[Hand_teleporter|Hand teleporter]] | Equipment required: [[Hand_teleporter|Hand teleporter]] | ||
Method: Stand next to the wall of your target room, click the tele, choose the random ("dangerous") setting and hope it doesn't pitch you into deep space. It might work. If you have EVA gear you can try it over and over till it does. Note that the hand tele has a cooldown after using it several times. | Method: Stand next to the wall of your target room, click the tele, choose the random ("dangerous") setting and hope it doesn't pitch you into deep space. It might work. If you have EVA gear you can try it over and over till it does. Note that the hand tele has a cooldown after using it several times, and that anyone can follow you through the portal. | ||
===Advanced teleporting=== | ===Advanced teleporting=== | ||
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Equipment required: [[Teleporter]] access. | Equipment required: [[Teleporter]] access. | ||
Method: Get a tracking beacon to where you want to go, set up the teleporter and zap yourself there. Make sure you have a way out. Downside: Only scientists or hackers will reliably be able to pull | Method: Get a tracking beacon to where you want to go, set up the teleporter and zap yourself there. Make sure you have a way out. Downside: Only scientists or hackers will reliably be able to pull this off, and if you're already hacking it may be more efficient just to hack your way in. Though it lacks the element of surprise. | ||
===[[Guide_to_toxins|Screw subtlety]]=== | ===[[Guide_to_toxins|Screw subtlety]]=== | ||
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Equipment required: Toxins access | Equipment required: Toxins access | ||
Method: Make pressurised oxygen and heated pressurised plasma (a guide unto itself) combine them with a combination tube and add a timer to the tube. Place the device next to the unwanted door, activate the timer and run. This will rid you of a door, any nearby walls, any nearby people and most of the station. | Method: Make pressurised oxygen and heated pressurised plasma (a guide unto itself) combine them with a combination tube and add a timer to the tube. Place the device next to the unwanted door, activate the timer and run. If you're a traitor, a syndicate bomb or C4 obviously works as well. This will rid you of a door, any nearby walls, any nearby people and most of the station, as well as get you banned if you're not antag. | ||
===The [[Guide_to_genetics#DNA Modification|monkey gambit]]=== | ===The [[Guide_to_genetics#DNA Modification|monkey gambit]]=== |