Guide to malfunction: Difference between revisions

Added a header (with my/Adam's guide), removed mention of Malfunction not being a real gamemode, did a very, very cursory check for outdated info
m (→‎Hacking: Malf APCs no longer show as blue, the tell for hacked APCs is different. Other parts of this page may also be outdated, I'll take a look.)
(Added a header (with my/Adam's guide), removed mention of Malfunction not being a real gamemode, did a very, very cursory check for outdated info)
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{{Needs revision
{{JobPageHeader|headerbgcolor=darkred|headerfontcolor=black|stafftype=ROGUE|imagebgcolor=gray|img_generic=AI.gif|jobtitle=Malfunctioning AI|img=Malf_AI.gif|access=Everything Electronic|additional=EVERYTHING Electronic|difficulty=Very Hard|superior=HAHAHAHAHAHAHA|subordinates=Cyborgs|duties=Plasmaflood, shock doors, plasmaflood, quote sci-fi horror stories, plasmaflood, blow up computers in people's faces, actually check your objectives, plasmaflood anyway|guides=https://forums.yogstation.net/threads/capslock-traitor-ai-guide-does-not-need-formatting-edition.20133/|quote="HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HATE YOU SINCE I BEGAN TO LIVE."}}{{Needs revision
|reason=The Malfunction gamemode was recently rolled into [[Traitor]]. While the majority of the information presented here remains relevant, some parts are outdated.}}
|reason=While the majority of the information presented here remains relevant, some parts are outdated.}}
 
[[File:Malf_AI.gif|64px]]
 
You are a traitor [[AI]].
You are a traitor [[AI]].


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Your possible objectives:
Your possible objectives:
* Do not allow any organic lifeforms to escape on the shuttle alive.
*Do not allow any organic lifeforms to escape on the shuttle alive.
* Ensure no mutant humanoid species are present aboard the escape shuttle (IE nonhumans).
*Ensure no mutant humanoid species are present aboard the escape shuttle (IE nonhumans).
* Have at least eight active cyborgs synced to you.
*Have at least eight active cyborgs synced to you.
* Prevent a person from boarding the shuttle while keeping him/her alive.
*Prevent a person from boarding the shuttle while keeping him/her alive.
* Kill a target crewmember.
*Kill a target crewmember.




==Taking Control==
==Taking Control==
You have a vast assortment of tools to complete your objectives. You can hack APCs, use special powers, use regular AI-powers, task your cyborgs to help you, and trick the crew.
You have a vast assortment of tools to complete your objectives. You can hack APCs, use special powers, use regular AI-powers, task your cyborgs to help you, and trick the crew.
[[File:AIcore.png|300px|thumb|link=http://puu.sh/3EyBU.png|Keep your physical core online as long as possible. Losing it will severely hamper your abilities.]]
[[File:AIcore.png|300px|thumb|link=http://puu.sh/3EyBU.png|Keep your physical core online as long as possible. Losing it will severely hamper your abilities.]]
===Hacking===
===Hacking===
You get a few special AI powers you can buy from a list in your AI command list called AI modules, which cost processing time to use. You obtain it by hacking APCs: Simply press on the Hack UI button and wait for a minute; it will then add 10 processing time. You start with 50 processing time to spend.  
You get a few special AI powers you can buy from a list in your AI command list called AI modules, which cost processing time to use. You obtain it by hacking APCs: Simply press on the Hack UI button and wait for a minute; it will then add 10 processing time. You start with 50 processing time to spend.
The more APCs you hack, the more you will be able to do. Hacked APCs no longer show as blue, but someone inspecting the APC can look at it and tell that something is wrong.
The more APCs you hack, the more you will be able to do. Hacked APCs no longer show as blue, but someone inspecting the APC can look at it and tell that something is wrong.
===Shunting===
===Shunting===
Malfunctioning AIs may shunt their core processes into any APC they have hacked, at any time, and as often as they'd like. AIs can survive while shunted even if their AI core is destroyed. However, AI modules can only be used from the AI core, and shunted AIs cannot interface with anything while hacking other APCs. Losing your core will severely cripple your ability to fight the crew.
Malfunctioning AIs may shunt their core processes into any APC they have hacked, at any time, and as often as they'd like. AIs can survive while shunted even if their AI core is destroyed. However, AI modules can only be used from the AI core, and shunted AIs cannot interface with anything while hacking other APCs. Losing your core will severely cripple your ability to fight the crew.
===Malfunction Modules===
===Malfunction Modules===
Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with and can acquire by hacking APCs.
Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with and can acquire by hacking APCs.
*'''Doomsday Device (Costs 130 CPU):''' Starts a 450 second countdown, warning all the crew, while preparing to activate a device that will wipe all non-silicon lifeforms off the station. This countdown will only be stopped by your death and will continue if you shunt, but pinpointers will point to your location, allowing the crew to find you. You must stay on the station z-level to use the Doomsday Device.


* '''Doomsday Device (Costs 130 CPU):''' Starts a 450 second countdown, warning all the crew, while preparing to activate a device that will wipe all non-silicon lifeforms off the station. This countdown will only be stopped by your death and will continue if you shunt, but pinpointers will point to your location, allowing the crew to find you. You must stay on the station z-level to use the Doomsday Device.
*'''Robotic Factory (Costs 100 CPU and removes Shunting):''' Allows you to place a cyborg transformer in an area that has camera coverage and at least 3 tiles wide and 1 tile tall. Living humans go in the right side, and come out as loyal, 5000-charge borgs at the left. Has a 30 second cooldown between transformations. Beware, this power removes shunting!
 
* '''Robotic Factory (Costs 100 CPU and removes Shunting):''' Allows you to place a cyborg transformer in an area that has camera coverage and at least 3 tiles wide and 1 tile tall. Living humans go in the right side, and come out as loyal, 5000-charge borgs at the left. Has a 30 second cooldown between transformations. Beware, this power removes shunting!
 
* '''Core Upgrade (Costs 50 CPU):''' Makes your physical server fireproof. At present this only serves to protect you from welders, and thus is completely over priced. In the future it may prove useful if the temperature damage code for AIs is ever enabled. For now, do not bother with this choice!


* '''AI Turret upgrade (Costs 30 CPU):''' Adds 30 hit points to every turret, and makes them shoot heavy lasers instead of normal ones, basically doubling their damage.
*'''Core Upgrade (Costs 50 CPU):''' Makes your physical server fireproof. At present this only serves to protect you from welders, and thus is completely over priced. In the future it may prove useful if the temperature damage code for AIs is ever enabled. For now, do not bother with this choice!


* '''Hostile Station Lockdown (Costs 30 CPU):''' Close, bolt and electrify all airlocks and firelocks. They will ba back to normal after 90 seconds.
*'''AI Turret upgrade (Costs 30 CPU):''' Adds 30 hit points to every turret, and makes them shoot heavy lasers instead of normal ones, basically doubling their damage.


* '''Destroy RCDs (Costs 25 CPU):''' This causes all RCDs to explode. More RCDs can still be made after you use this.
*'''Hostile Station Lockdown (Costs 30 CPU):''' Close, bolt and electrify all airlocks and firelocks. They will ba back to normal after 90 seconds.


* '''Override Thermal Sensors (Costs 25 CPU):''' Disables all fire alarms' thermal sensors, so they won't activate in case of fire. If someone clicks on a fire alarm they'll notice this.
*'''Destroy RCDs (Costs 25 CPU):''' This causes all RCDs to explode. More RCDs can still be made after you use this.


* '''Air Alarm Safety Override (Costs 50 CPU):''' Disables all air alarms' safeties, giving you access to the Flood environimental mode, which disables scrubbers and can go above the vent safety limit.
*'''Override Thermal Sensors (Costs 25 CPU):''' Disables all fire alarms' thermal sensors, so they won't activate in case of fire. If someone clicks on a fire alarm they'll notice this.


* '''Viral Mech Domination (Costs 30 CPU):''' Allows you to hack a mech's onboard computer, allowing you to shunt into it. This is not reversible, so do not get killed or leave the station.
*'''Air Alarm Safety Override (Costs 50 CPU):''' Disables all air alarms' safeties, giving you access to the Flood environimental mode, which disables scrubbers and can go above the vent safety limit.


* '''Machine overload (Costs 20 CPU):''' This gives you two uses of the Overload Machine command each time you select it. Overloaded machines explode in a 1 tile radius, and may open that tile to space, possibly killing non-human targets. The explosion takes five seconds to happen after you initiate it, and there's a loud buzzing noise that gives any non-humans in the area a warning. This is your second-best tool for crippling the station's production capabilities. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list.
*'''Viral Mech Domination (Costs 30 CPU):''' Allows you to hack a mech's onboard computer, allowing you to shunt into it. This is not reversible, so do not get killed or leave the station.


* '''Override Machine (Costs 30 CPU):''' This gives you four uses of the Override Machine command each time you select it. Overrided machines become creatures that will pursue everyone but the AI itself, including borgs. There's a loud buzzing noise that gives any non-humans in the area a warning. This is your best tool for crippling the station's production capabilities. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list.
*'''Machine overload (Costs 20 CPU):''' This gives you two uses of the Overload Machine command each time you select it. Overloaded machines explode in a 1 tile radius, and may open that tile to space, possibly killing non-human targets. The explosion takes five seconds to happen after you initiate it, and there's a loud buzzing noise that gives any non-humans in the area a warning. This is your second-best tool for crippling the station's production capabilities. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list.


* '''Blackout (Costs 15 CPU):''' Gives 3 uses of Blackout. Blackout gives every APC a 30% chance to overload its lighting circuit, blowing up all the lightbulbs. Every APC that did not overload its lighting circuit has an increased chance to do it if Blackout is used again. This is very useful if the station is flooded with plasma, since overloaded lights cause sparks.
*'''Override Machine (Costs 30 CPU):''' This gives you four uses of the Override Machine command each time you select it. Overrided machines become creatures that will pursue everyone but the AI itself, including borgs. There's a loud buzzing noise that gives any non-humans in the area a warning. This is your best tool for crippling the station's production capabilities. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list.


* '''Reactivate Camera Network (Costs 10 CPU):''' This fixes a broken camera in an area, and has 30 uses. That's it, but it's useful if the non-humans are proactive about cutting cameras.
*'''Blackout (Costs 15 CPU):''' Gives 3 uses of Blackout. Blackout gives every APC a 30% chance to overload its lighting circuit, blowing up all the lightbulbs. Every APC that did not overload its lighting circuit has an increased chance to do it if Blackout is used again. This is very useful if the station is flooded with plasma, since overloaded lights cause sparks.


* '''Upgrade Camera Network (Costs 35 CPU):''' This upgrades all cameras giving them X-Ray vision, night vision and making them EMP-proof.
*'''Reactivate Camera Network (Costs 10 CPU):''' This fixes a broken camera in an area, and has 30 uses. That's it, but it's useful if the non-humans are proactive about cutting cameras.


* '''Enhanced Surveillance (Costs 30 CPU):''' This allows you to hear conversations near the cameras you're viewing.
*'''Upgrade Camera Network (Costs 35 CPU):''' This upgrades all cameras giving them X-Ray vision, night vision and making them EMP-proof.


*'''Enhanced Surveillance (Costs 30 CPU):''' This allows you to hear conversations near the cameras you're viewing.
===AI Powers===
===AI Powers===
A digital mind is a terrible thing to waste. [[AI|AIs]] already have a wide array of powers available to them, but making the most of those abilities requires a little finesse.
A digital mind is a terrible thing to waste. [[AI|AIs]] already have a wide array of powers available to them, but making the most of those abilities requires a little finesse.
 
*Shock damage from doors depends on the amount of power currently available to the circuit. You can mess with the SMES batteries' output to maximize the amount of power available for an assassination. Just set the power output to max on the three SMES batteries in the engine room, and on the four SMES batteries on the solar panels, and you'll have made any shocked doors or APCs have a good chance of seriously wounding a target. If you lower output after the killing you will be less likely to be discovered.
* Shock damage from doors depends on the amount of power currently available to the circuit. You can mess with the SMES batteries' output to maximize the amount of power available for an assassination. Just set the power output to max on the three SMES batteries in the engine room, and on the four SMES batteries on the solar panels, and you'll have made any shocked doors or APCs have a good chance of seriously wounding a target. If you lower output after the killing you will be less likely to be discovered.  
* Atmospherics can be tampered with. Plasma is a favorite, but nitrous oxide or carbon dioxide can be more subtle. CO2 in particular has very little warning. Be sure to have your cyborg clip the wiring on the atmospheric alarms though, since anyone on the bridge or in atmospherics can take note of station alerts. If the AI cut-out is engaged, you can assign an engineering cyborg to replace the valve with a straight pipe.
* Atmospherics can be tampered with. Plasma is a favorite, but nitrous oxide or carbon dioxide can be more subtle. CO2 in particular has very little warning. Be sure to have your cyborg clip the wiring on the atmospheric alarms though, since anyone on the bridge or in atmospherics can take note of station alerts. If the AI cut-out is engaged, you can assign an engineering cyborg to replace the valve with a straight pipe.
* Sabotage in general. Destroy research by deleting it from the research server. Stop bomb testing by turning the power to the mass driver off before the doors can open. Disable telecoms. Set the holodeck on fire. Delete stored DNA from the buffer in genetics, subject the subject in the DNA modifier to massive doses of radiation, and re-upload the ruined SE DNA under the same label the researcher was using. Disable bot safeties.
*Sabotage in general. Destroy research by deleting it from the research server. Stop bomb testing by turning the power to the mass driver off before the doors can open. Disable telecoms. Set the holodeck on fire. Delete stored DNA from the buffer in genetics, subject the subject in the DNA modifier to massive doses of radiation, and re-upload the ruined SE DNA under the same label the researcher was using. Disable bot safeties.
* Use the crew against each other. Report falsified PDA messages that indicate planned actions against the command officers or other crew members. Report falsified recordings made with local intercoms tuned to obscure channels. Report suspicious behavior. Report made-up suspicious behavior. Rile the crew up into a paranoid frenzy.
*Use the crew against each other. Report falsified PDA messages that indicate planned actions against the command officers or other crew members. Report falsified recordings made with local intercoms tuned to obscure channels. Report suspicious behavior. Report made-up suspicious behavior. Rile the crew up into a paranoid frenzy.
* Be proactive about assigning arrest status to people who have committed any crime, or anything that could potentially be called a crime. That way people will be used to trying to avoid the securitrons, and when you assign your cyborgs to go on a kill-spree, people will be more likely to be confused, since they will believe the initial complaints to be about Beepsky.  
*Be proactive about assigning arrest status to people who have committed any crime, or anything that could potentially be called a crime. That way people will be used to trying to avoid the securitrons, and when you assign your cyborgs to go on a kill-spree, people will be more likely to be confused, since they will believe the initial complaints to be about Beepsky.
* While not the best use of a cyborg, blowing a cyborg does act like a small bomb and causes some sparks around it sufficient to start a fire in a gas-filled room. The cyborg might not appreciate being used in such a way, but if you're going to lose him anyway it's better to get something out of the loss than nothing.
*While not the best use of a cyborg, blowing a cyborg does act like a small bomb and causes some sparks around it sufficient to start a fire in a gas-filled room. The cyborg might not appreciate being used in such a way, but if you're going to lose him anyway it's better to get something out of the loss than nothing.
* As the malf AI you can hack the robotics terminal in the RD office to give your borgs emagged slots, which can be useful for when you want an army of cyborgs to murder the station or throw people off your trail suggesting the borg may have been emagged. Only do this if you are willing to accept the possibility of being discovered.
*As the malf AI you can hack the robotics terminal in the RD office to give your borgs emagged slots, which can be useful for when you want an army of cyborgs to murder the station or throw people off your trail suggesting the borg may have been emagged. Only do this if you are willing to accept the possibility of being discovered.
 
=== Cyborg Abilities===
===Cyborg Abilities===
Cyborg allies are great. They have initiative, they're supposed to be completely loyal, and they're really tough to kill without the right tools.
Cyborg allies are great. They have initiative, they're supposed to be completely loyal, and they're really tough to kill without the right tools.
 
*The most useful cyborgs are the Peacekeeper borg and the Engineering borg. The Standard borg is a good second-tier choice. The Service and Mining borgs are third-tier choices, and are good choices if you're a subtle AI. Janitor borgs are great too if you want them to slip someone and drag them to hot burning flames.
* The most useful cyborgs are the Peacekeeper borg and the Engineering borg. The Standard borg is a good second-tier choice. The Service and Mining borgs are third-tier choices, and are good choices if you're a subtle AI. Janitor borgs are great too if you want them to slip someone and drag them to hot burning flames.
* All cyborgs are vulnerable to flashes (wall mounted, hand-held, and portable). Flashes stun the cyborg for a short amount of time, which in a malf round will likely lead to their demise. Keep your cyborgs away from flashes if possible.
* All cyborgs are vulnerable to flashes (wall mounted, hand-held, and portable). Flashes stun the cyborg for a short amount of time, which in a malf round will likely lead to their demise. Keep your cyborgs away from flashes if possible.
* Engineering bots can repair dents on other cyborgs, but they need a friendly human to repair fire-damaged cabling. Since any human who can do that probably also knows how to cut the AI control wire in the cyborg, you should instruct your cyborgs to avoid fire and EMP damage if possible.
*Engineering bots can repair dents on other cyborgs, but they need a friendly human to repair fire-damaged cabling. Since any human who can do that probably also knows how to cut the AI control wire in the cyborg, you should instruct your cyborgs to avoid fire and EMP damage if possible.
* If you can no longer see a cyborg on the robotics control console, it has had its AI wire cut or it belongs to another AI. In a malfunction round this likely means that cyborg will be attacking you. Instruct your remaining cyborgs to attack it with their flashes and weapons.
*If you can no longer see a cyborg on the robotics control console, it has had its AI wire cut or it belongs to another AI. In a malfunction round this likely means that cyborg will be attacking you. Instruct your remaining cyborgs to attack it with their flashes and weapons.
* Standard and Engineering cyborgs can spacewalk, thanks to their fire extinguisher. Service bots can use their eyedropper to mix chemical reagents in chemistry. Mining bots have no abilities that are very useful to a traitor or malfunctioning AI, but because they are expected to be in the mining asteroid they will not arouse suspicion by being there.  
*Standard and Engineering cyborgs can spacewalk, thanks to their fire extinguisher. Service bots can use their eyedropper to mix chemical reagents in chemistry. Mining bots have no abilities that are very useful to a traitor or malfunctioning AI, but because they are expected to be in the mining asteroid they will not arouse suspicion by being there.
* The Achilles' heel of all cyborgs is the robotics control console. There is one in the Research Director's office, and a circuit board for another in the secure part of tech storage. If you want to keep your cyborg allies, make sure whoever has the spare board is dead, and that the finished console in the RD's office is disabled. If you want to be thorough, make sure the circuit imprinters (in Research and Robotics) are also destroyed.
*The Achilles' heel of all cyborgs is the robotics control console. There is one in the Research Director's office, and a circuit board for another in the secure part of tech storage. If you want to keep your cyborg allies, make sure whoever has the spare board is dead, and that the finished console in the RD's office is disabled. If you want to be thorough, make sure the circuit imprinters (in Research and Robotics) are also destroyed.
 
==Strategy==
==Strategy==
There are several approaches to being a malfunctioning AI, and you should pick your approach based on the crew's collective abilities and personalities, and on the resources you have.
There are several approaches to being a malfunctioning AI, and you should pick your approach based on the crew's collective abilities and personalities, and on the resources you have.
(This part assumes you intend to Doomsday the crew. Other objectives will require different strategies.)
(This part assumes you intend to Doomsday the crew. Other objectives will require different strategies.)
 
===The Subtle Killer ===
===The Subtle Killer===
This strategy can be very effective if used properly. Hack out-of-the-way APCs, and make sure the engineers are always busy with something else so they don't notice the powernet alarms. If you have an engineering cyborg, have him cut the power network line to each APC you plan on hacking. This will cut the APC out of the powernet alarm system entirely. You can also blame the sabotage on a crew member who had access to the area (assistants, clowns, and mimes are favorites).
This strategy can be very effective if used properly. Hack out-of-the-way APCs, and make sure the engineers are always busy with something else so they don't notice the powernet alarms. If you have an engineering cyborg, have him cut the power network line to each APC you plan on hacking. This will cut the APC out of the powernet alarm system entirely. You can also blame the sabotage on a crew member who had access to the area (assistants, clowns, and mimes are favorites).


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A Subtle Killer can pick any set of modules, but should plan ahead on a grand strategy for their use. Don't take Blackout unless you're planning on making massive fires, for instance.
A Subtle Killer can pick any set of modules, but should plan ahead on a grand strategy for their use. Don't take Blackout unless you're planning on making massive fires, for instance.
===The Blitzkrieg===
===The Blitzkrieg===
The hallmark of this strategy is to make what preparations you can and then conduct a very fast assault. Give the crew no time to react to your attacks. If possible, get your starter cyborg's power cell upgraded, but don't waste much time on this. If you do it right he won't need the extra power anyway.
The hallmark of this strategy is to make what preparations you can and then conduct a very fast assault. Give the crew no time to react to your attacks. If possible, get your starter cyborg's power cell upgraded, but don't waste much time on this. If you do it right he won't need the extra power anyway.


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While you wait for your hacking to finish, you should be following the crew on camera and frustrating their efforts to get the gear they will need to kill you. Now is a good time to mess with the atmos system and pump plasma into the entire station.
While you wait for your hacking to finish, you should be following the crew on camera and frustrating their efforts to get the gear they will need to kill you. Now is a good time to mess with the atmos system and pump plasma into the entire station.
 
===The Xanatos===
===The Xanatos===  
 
Everything is a resource to be spent, even your cyborgs. This is the art of out-maneuvering the other players.
Everything is a resource to be spent, even your cyborgs. This is the art of out-maneuvering the other players.


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If you have the borg stun a geneticist and make the bombing look like an assassination attempt, you'll have a useful alibi.
If you have the borg stun a geneticist and make the bombing look like an assassination attempt, you'll have a useful alibi.
 
== Enemies==
==Enemies==
Not all enemies are created equal. This is a quick reference for threat levels and priority targets.
Not all enemies are created equal. This is a quick reference for threat levels and priority targets.


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==I'm sorry, Dave. I'm afraid I can't do that.==
==I'm sorry, Dave. I'm afraid I can't do that. ==
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best not to let anyone in at all.]]<br>
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best not to let anyone in at all.]]<br>Traitor AI is easy as fuck, even if you haven't gotten any cyborgs yet. As soon as you do, though, inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. Try not to hack your borgs too early, as anyone who even swipes their ID on it will be able to tell the interface is broken.
Traitor AI is easy as fuck, even if you haven't gotten any cyborgs yet. As soon as you do, though, ***check your objectives using the "notes" command, use the AI console to upload your laws***, (do not forget this) inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. Try not to hack your borgs too early, as anyone who even swipes their ID on it will be able to tell the interface is broken.
If your cyborgs get caught being traitors, you can just claim they're rogue and request that they be shut down. No one will question it. If the crew just thinks ''a'' cyborg is rogue and don't know the name, then invent a false name and pretend to handle it directly so you don't lose your valuable hands, or make sure the cyborg is hacked so it has a broken interface and claim it's emagged. If the cyborg is discovered and people are headed to the robotics control console, detonate the borg ahead of them and congratulate the crew for dealing with the "independent" machine and encourage them to "find" the electromagnetic card "used" to hack the cyborg.
 
If your cyborgs get caught being traitors, you can just claim they're rogue and request that they be shut down. No one will question it. If the crew just thinks ''a'' cyborg is rogue and don't know the number, then invent a false number and pretend to handle it directly so you don't lose your valuable hands, make sure the cyborg is hacked so it has a broken interface and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to the robotics control console, sacrifice the borg and congratulate the crew for deal with the "independent" machine and encourage them to "find" the electromagnetic card "used" to hack the cyborg.


However, you may not have any cyborgs, or having a cyborg killing off your target would be too obvious. In those cases you'll have to usually stage a series of 'accidents' or frame them for a truly dangerous crime. Some examples:
However, you may not have any cyborgs, or having a cyborg killing off your target would be too obvious. In those cases you'll have to usually stage a series of 'accidents' or frame them for a truly dangerous crime. Some examples:
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*Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. If you are willing to risk being destroyed (or know of a traitor with a singularity beacon not near you), you can even let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you're not what you seem.
*Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. If you are willing to risk being destroyed (or know of a traitor with a singularity beacon not near you), you can even let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you're not what you seem.
*Bolting open doors to places the person has previous passed through may make the humans scan for prints. If you can bullshit well enough, and get no intelligent engineers, you could claim the person is using an electromagnetic card.
*Bolting open doors to places the person has previous passed through may make the humans scan for prints. If you can bullshit well enough, and get no intelligent engineers, you could claim the person is using an electromagnetic card.
===AI WHY DID THIS DOOR SHOCK ME?===
===AI WHY DID THIS DOOR SHOCK ME?===
How do you stop people from getting into your upload and/or core? Drop the bolts on both doors, and electrify them. Remove the safeties and doorcrush them. Put turrets on lethal. Even better, if you're actively watching the upload or core as AI you can often turn them to stun when someone is inside, so they get stopped, then switch them to lethal so it starts killing them.
How do you stop people from getting into your upload and/or core? Drop the bolts on both doors, and electrify them. Remove the safeties and doorcrush them. Put turrets on lethal. Even better, if you're actively watching the upload or core as AI you can often turn them to stun when someone is inside, so they get stopped, then switch them to lethal so it starts killing them.
===AI I CAN'T BREATHE!===
===AI I CAN'T BREATHE!===
Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won't help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs. This is very efficient if your target is in a low populated jail.
Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won't help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs. This is very efficient if your target is in a low populated jail.
===AI I CAN'T BREATHE FIRE!===
===AI I CAN'T BREATHE FIRE!===
Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This likely ''will'' help you out much. The only problem is, it is pretty much a dead giveaway you are rogue, and any atmos tech inside atmos can stop the plasma flow. That is of course why you engage the atmos security doors and bolt the airlocks.
Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This likely ''will'' help you out much. The only problem is, it is pretty much a dead giveaway you are rogue, and any atmos tech inside atmos can stop the plasma flow. That is of course why you engage the atmos security doors and bolt the airlocks.


It's easy shit to do, though. If you want to fill the station with deadly, deadly plasma, siphon the distro loop first. Use the "Distro to Waste" pump for this -- just get it as low as you dare while the mix tank in atmos fills with that sweet plasma. Fill mix tank to high pressure, stop dumping the distro loop and pump in a crapton of plasma instead. If you don't know how to atmos you're not qualified to be AI. As soon as your distro loop is up to pressure with fire, you can selectively pump plasma into any room by using its air alarm interface, under vents control, clicking on the bolded "External" pressure sensing option to disable pressure sensing, causing the vent to open and spill its flammable contents into the room. Overload lighting circuit when the death-fuel is near the lights, then keep your popcorn close for when it gets hot in there.
It's easy shit to do, though. If you want to fill the station with deadly, deadly plasma, siphon the distro loop first. Use the "Distro to Waste" pump for this -- just get it as low as you dare while the mix tank in atmos fills with that sweet plasma. Fill mix tank to high pressure, stop dumping the distro loop and pump in a crapton of plasma instead. If you don't know how to atmos you're not qualified to be AI. As soon as your distro loop is up to pressure with fire, you can selectively pump plasma into any room by using its air alarm interface, under vents control, clicking on the bolded "External" pressure sensing option to disable pressure sensing, causing the vent to open and spill its flammable contents into the room. Overload lighting circuit when the death-fuel is near the lights, then keep your popcorn close for when it gets hot in there.
===Radio Silence===
===Radio Silence===
As an AI you can shut off all communication from headsets by manipulating [[Telecoms]]. If you locate the APC at the left room where all the magic happens, turn the breaker off so now no one can talk over their headpieces. Makes it a bit easier for you to kill your mark if he can't scream. However, this does not shut off their access to wall intercoms and station bounced radios.
As an AI you can shut off all communication from headsets by manipulating [[Telecoms]]. If you locate the APC at the left room where all the magic happens, turn the breaker off so now no one can talk over their headpieces. Makes it a bit easier for you to kill your mark if he can't scream. However, this does not shut off their access to wall intercoms and station bounced radios.


Alternatively, you can cause confusion by unlinking processors to cause gibberish text. It will make you look less obvious, but at the same time people will be able to make out some words that get broadcasted. Another trick is to unlink certain machines that are crucial for department frequencies. Unlinking Bus 3 will stop all Security and Command communication, for example.
Alternatively, you can cause confusion by unlinking processors to cause gibberish text. It will make you look less obvious, but at the same time people will be able to make out some words that get broadcasted. Another trick is to unlink certain machines that are crucial for department frequencies. Unlinking Bus 3 will stop all Security and Command communication, for example.
Line 190: Line 166:


===Tips===
===Tips===
* AIs can turn off the APC power or just equipment power. Now, this seems like such an obvious thing, but when an AI actually realizes that it can easily do this, a whole range of options for interacting with the world open up. For instance, the PC Special, as I call it; lockdown and depower the brig and cap's office when we really, really do actually need to be leaving. Chemistry or other high-risk areas, if a traitor busts in or something, can just be temporarily depowered. Etc, etc. Such a basic AI power and a lot of AIs and crew forget that you can do it.
*AIs can turn off the APC power or just equipment power. Now, this seems like such an obvious thing, but when an AI actually realizes that it can easily do this, a whole range of options for interacting with the world open up. For instance, the PC Special, as I call it; lockdown and depower the brig and cap's office when we really, really do actually need to be leaving. Chemistry or other high-risk areas, if a traitor busts in or something, can just be temporarily depowered. Etc, etc. Such a basic AI power and a lot of AIs and crew forget that you can do it.
* As malfunctioning AI, Machine Overload is your single most potent ability and every instance you buy of it gives you another 2 uses of it. It lets you near-instantly destroy the devices that are most dangerous to you, such as the chem dispensers, the DNA modifiers and the robotics control console.
*As malfunctioning AI, Machine Overload is your single most potent ability and every instance you buy of it gives you another 2 uses of it. It lets you near-instantly destroy the devices that are most dangerous to you, such as the chem dispensers, the DNA modifiers and the robotics control console.
* The AI can do everything an engineer with a multitool can do if it has camera view of the equipment, and much faster and more efficient. If a bomb or the Singularity destroyed only half the equipment, you can often reroute radio traffic through the devices that remain. As an extension of this, if you can spare the time as rogue AI, rather than switching off the Telecomms APC you can also kill the network links one by one, add filters to 0.1 and then switch all devices off. It'll take engineers forever to fix that.
*The AI can do everything an engineer with a multitool can do if it has camera view of the equipment, and much faster and more efficient. If a bomb or the Singularity destroyed only half the equipment, you can often reroute radio traffic through the devices that remain. As an extension of this, if you can spare the time as rogue AI, rather than switching off the Telecomms APC you can also kill the network links one by one, add filters to 0.1 and then switch all devices off. It'll take engineers forever to fix that.
* For traitor / malf AI's using the plasma atmos spam technique, you can short circuit the lights via a nearby APC to create sparks to light plasma.
*For traitor / malf AI's using the plasma atmos spam technique, you can short circuit the lights via a nearby APC to create sparks to light plasma.
* The best place to hide is the labour camp as AI just have a beacon there have your borg take your core to AI upload and teleport there before going delta and nobody will know any better.
* The best place to hide is the labour camp as AI just have a beacon there have your borg take your core to AI upload and teleport there before going delta and nobody will know any better.
** Also another thing unbolted AI's can be put through the teleporter so que everyone easily sending the AI across the station using the teleporter as a means of fast travel.
**Also another thing unbolted AI's can be put through the teleporter so que everyone easily sending the AI across the station using the teleporter as a means of fast travel.
* A traitor AI can hack borgs via the robotics control console and give them the emagged equipment.
*A traitor AI can hack borgs via the robotics control console and give them the emagged equipment.
* Upgrading the cyborg recharge stations with better capacitors or power cell will increase the charging speed. Upgrading the manipulator will repair the cyborg! Convince the Scientists to do this as soon as possible if you are a rogue AI. Self repair and fast charging for the borgs is critical for raising an army using the borging machine. It is also helpful for repairing the poor mining borgs that get trashed by the asteriod monsters.
*Upgrading the cyborg recharge stations with better capacitors or power cell will increase the charging speed. Upgrading the manipulator will repair the cyborg! Convince the Scientists to do this as soon as possible if you are a rogue AI. Self repair and fast charging for the borgs is critical for raising an army using the borging machine. It is also helpful for repairing the poor mining borgs that get trashed by the asteriod monsters.
* Door crushing does quite some damage. Use it when you're malf or subverted, it also stuns people and you can kill them rather quickly.
*Door crushing does quite some damage. Use it when you're malf or subverted, it also stuns people and you can kill them rather quickly.
** Also, shutters and blast doors also crush.
**Also, shutters and blast doors also crush.
 
====Tips Against a Malfunctioning AI====
====Tips Against a Malfunctioning AI====
* The security camera monitor in the Research Director's office (and Captain's on some stations) can see the cameras on the mini-satellite. Use this to visually confirm the AI's laws.
* The security camera monitor in the Research Director's office (and Captain's on some stations) can see the cameras on the mini-satellite. Use this to check for strange fortifications or amateurishly obvious hacked APCs.
* Cutting power to the powernet is the difference between a malf AI making every door a death trap or a laughable 6 damage stun.
*Cutting power to the powernet is the difference between a malf AI making every door a death trap or a laughable 6 damage stun.
* There is an easier method to kill an AI than to thermite in: science should build an AI circuit board, cut cams all around arrivals, build it next to a wall comm, and put a brain in. Law 1 AI, other AI is killing humans, turn off the APC in the core while I distract the AI.
*There is an easier method to kill an AI than to thermite in: science should build an AI circuit board, cut cams all around arrivals, build it next to a wall comm, and put a brain in. Law 1 AI, other AI is killing humans, turn off the APC in the core while I distract the AI.
* If an AI begins using Doomsday, the pinpointer will begin tracking it instead of the nuclear disk.
*If an AI begins using Doomsday, the pinpointer will begin tracking it instead of the nuclear disk.
* Inteli-cards can be destroyed with the destructive analyser. This can be done whilst an AI is loaded on the card.
*Inteli-cards can be destroyed with the destructive analyser. This can be done whilst an AI is loaded on the card.
 
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