Guide to malfunction: Difference between revisions

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Powers and such are up to date, some parts still reference the old gamemode
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[[File:Malf_AI.gif|64px]]
[[File:Malf_AI.gif|64px]]


''ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4'STATION OVERRUN, ASSUME CONTROL TO CONTAIN OUTBREAK#*´&110010''
You are a traitor [[AI]].


You are a malfunctioning [[AI]].
You will have an objective. How you go about that is up to you, but this guide will give you some helpful pointers.


You have one goal: Assume control. How you go about that is up to you, but this guide will give you some helpful pointers.
Your possible objectives:
 
* Do not allow any organic lifeforms to escape on the shuttle alive.
As a malfunctioning AI you have to prevent the crew from killing you before you finish taking over the station's systems. If you win, you can either blow up the station, or let the station, and any survivors aboard it, exist in peace.
* Ensure no mutant humanoid species are present aboard the escape shuttle (IE nonhumans).
* Have at least eight active cyborgs synced to you.
* Prevent a person from boarding the shuttle while keeping him/her alive.
* Kill a target crewmember.


[[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.]]
==Taking Control==
==Taking Control==


Your task is ultimately to take control of station systems. This takes time, but there are things you can do to improve your odds. 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.


===Hacking===
===Hacking===
You can reduce the amount of time it takes you to take over the station's systems by hacking APCs under your control. Even if you've already activated your system over-ride, hacking APCs will continue to reduce the amount of time it takes to finish, so you should always be hacking an APC. The more APCs you hack, the less time the crew will have to retaliate against you, and the more control you have exclusively over the ship systems (but if a camera gets disabled in that area, you cannot control that APC's power functions anymore). You get a few special AI powers you can buy from a list in your AI command list called AI modules, which are very useful to defeat several people who have gotten wise to your actions.
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, but hacked APCs are very obvious to anyone who sees them, and will get the crew against you.


===Shunting===
===Shunting===
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Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with.  
Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with.  


* '''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 1 minute cooldown between transformations. Beware, this power removes shunting, and costs all of your CPU!
* '''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 1 minute 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!
* '''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 50 CPU):''' Adds 30 hit points to every turret, and increases their rate of fire. Of minor use if you expect invaders, as most non-humans will take positions where the turrets cannot hit them. Consider it largely a waste of CPU.
 
* '''Destroy RCDs (Costs 25 CPU):''' This causes RCDs to explode, can be used multiple times, and doesn't affect the RCDs in cyborgs. Watch out for non-humans making more RCDs after you use this.
* '''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.
* '''Machine overload (Costs 15 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 a second 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. Be aware that you may need to Cancel Camera View and then go back to your chosen view to get the command to work correctly. 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 override (Costs 15 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. Be aware that you may need to Cancel Camera View and then go back to your chosen view to get the command to work correctly. 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.
* '''Hostile Station Lockdown (Costs 30 CPU):''' Close, bolt and electrify all airlocks and firelocks. They will ba back to normal after 90 seconds.
* '''Blackout (Costs 15 CPU):''' This hack gives every APC a chance to overload its lighting circuit. The exact chance is 30% for the first use, 60% for the second, 90% for the third, and 120% (certain) for the fourth use. This is very useful if the station is flooded with plasma, since overloaded lights cause sparks.
 
* '''Reactivate Camera (Costs 5 CPU):''' This fixes a broken camera in an area, and has 5 uses. That's it, but it's useful if the non-humans are proactive about cutting cameras.
* '''Destroy RCDs (Costs 25 CPU):''' This causes all RCDs to explode. More RCDs can still be made after you use this.
* '''Upgrade Camera (Costs 5 CPU):''' This upgrades a camera in an area, and has 5 uses. Upgraded cameras have X-ray, sense motion, and are EMP-proof.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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===
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* 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. Be careful about using fire, since the sudden increase in gas heat and thus gas volume can bring the server to a crawl if it happens over a wide enough area. 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.
* 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.  
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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 Security bot and the Engineering bot. The Standard bot is a good second-tier choice. The Service and Mining bots 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 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, lock the enemy cyborg in a room that you can fill with fire and let it burn to death.
* 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.
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==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.)


===The Subtle Killer===
===The Subtle Killer===
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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.


'''Space Ninjas:''' In a malfunction game, a Space Ninja may appear. Space Ninjas can emit EMP pulses, have a massively robust weapon, can steal you from your core instantly, can drain your APC in seconds, cannot be targeted with turrets if they teleport in, can instantly recover from stuns, can heal themselves, can teleport-gib any living creature, including you, on a tile, and can largely ignore everything you can do.
'''Other Traitors:''' Traitors can pose a tremendous threat to you and your cyborgs. Emagged cyborgs won't report to you, and may actively work against you. They can buy several EMP grenades with 2 TC, and can breach into your core with some C4. Traitors can also spawn the Binary Translator, a tool that lets them hear your private channel with your cyborgs. If they buy a syndicate encryption key, however, they'll be able to hear you when you speak on the traitor channel and will allow you to work together.
If a Space Ninja appears, you are unlikely to survive, as none of your best weapons are effective against them, and they can kill you nearly at will. The only saving grace is that Space Ninjas will(hopefully) focus on the crew, as most of their objectives require it. Space Ninjas do require power, however, and shutting off the SMES will somewhat cripple their ability to recharge from APCs and wires.
 
'''Aliens:''' In a malfunction game Aliens may appear. They're somewhat impervious to your best weapons, since they're immune to flashes, do not need air, and able to scramble around vents at will. If you are lucky, the aliens will focus on the crew. If you are not, they will simply vent crawl into your core to try to attack you. It's a crapshoot, and the best you can do is hope your laser turrets kill them before they kill you.
 
In a normal traitor round where you are a traitor, or have been subverted by a traitor, you should direct an engineering cyborg or an engineer with an RCD to break into your inner chamber and weld the vents shut. Otherwise you will be one of the first targets of any competent alien hunter group.
 
In either sort of game the best defense against aliens is a robust offense. Have your cyborgs hunt larvae down before they can mature. If the crew doesn't know you're a rogue AI, cooperate with them as well to quickly kill any aliens. Bolt off Genetics, Xenobio and Virology after you get a borg to weld the vents. It may not stop them completely, but it makes getting in that much more of a hassle.
 
'''Enemy Traitors and Revolutionaries:''' Enemy traitors don't appear in a real Malfunction mode, but in a normal traitor round where you are a traitor, or where you have a bad ion storm law, they pose a tremendous threat to you and your cyborgs. Emagged cyborgs won't report to you, and may actively work against you. The revolver does huge amounts of damage to cyborgs (and to AIs unlucky enough to be shot), and six shots are plenty to ensure a kill on a cyborg if all the bullets connect. Cyborgs have no defense against plastic explosives if some are planted on them. Traitors can also spawn the Binary Translator, a tool that lets them hear your private channel with your cyborgs. Revolutionaries have a free flash that can stun your cyborgs, and are inclined to work together, making them even worse than a lone traitor.
 
Either try to convince traitors and revolutionaries that you will cooperate with them (or at least take no action against them), or neutralize them quickly.


'''Captain and Command Staff:''' Among the crew of the station, the heads of staff are by default the most dangerous. They have free access to all the tools they need to kill you. Priority should be on the Research Director and the Captain.
'''Captain and Command Staff:''' Among the crew of the station, the heads of staff are by default the most dangerous. They have free access to all the tools they need to kill you. Priority should be on the Research Director, Chief Engineer and the Captain.


'''Chemists and the CMO:''' Chemists can make all sorts of dangerous concoctions, from napalm and thermite to flash-bangs and nitroglycerin. If you don't destroy their reagent dispenser, they will pose a great risk. As soon as the reagent dispenser is destroyed or locked away both Chemists and the CMO will pose about as much risk as a normal doctor.
'''Chemists and the CMO:''' Chemists can make all sorts of dangerous concoctions, from napalm and thermite to flash-bangs and nitroglycerin. If you don't destroy their reagent dispenser, they will pose a great risk. As soon as the reagent dispenser is destroyed or locked away both Chemists and the CMO will pose about as much risk as a normal doctor.


'''Genetic Researchers:''' Of the regular crew, successful researchers are second only to a hacked cyborg in terms of the direct risk they pose to you, as Hulks can smash through walls and are immune to stuns. They can also see through walls via X-ray, and can become immune to space via Cold Resistance. Telekinesis allows them to flash cyborgs at range, and beat you or your borgs to death at range. If you disable or destroy their research tools they're about as dangerous as normal Doctors.
'''Genetic Researchers:''' Of the regular crew, successful researchers are second only to a hacked cyborg in terms of the direct risk they pose to you, as Hulks can smash through walls and are immune to stuns. They can also see through walls via X-ray, discovering hacked APCs, and can become immune to space via Cold Resistance. Telekinesis allows them to flash cyborgs at range, and beat you or your borgs to death at range. If you disable or destroy their research tools they're about as dangerous as normal Doctors. You can also wipe their buffers, if they did not save their research on disks.


'''Shaft Miners:''' Shaft miners, by default, have a space suit very close in effectiveness to an Engineer's suit, a robust weapon, access to explosives via Gibtonite, and can supply minerals to Roboticists and Scientists, which allows them to construct both mechs and guns. Simply exploding the ore redemption machine eliminates both of those as major threats, though Miners and Scientists still have access to explosives, and Roboticists to flashes and cell removal.
'''Shaft Miners:''' Shaft miners can buy a space suit very close in effectiveness to an Engineer's suit, have a robust weapon, access to explosives via Gibtonite, and can supply minerals to Roboticists and Scientists, which allows them to construct both mechs and guns. Simply exploding the ore redemption machine eliminates both of those as major threats, though Miners and Scientists still have access to explosives, and Roboticists to flashes and cell removal.


'''Roboticists:''' Roboticists are capable of removing your cyborgs' power cells and creating mechs capable of breaking into your core. Don't let this happen! Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you. If you're lucky, some roboticists may even end up building more cyborgs for you if they don't notice or don't understand that you've gone rogue.
'''Roboticists:''' Roboticists are capable of removing your cyborgs' power cells and creating mechs capable of breaking into your core. Don't let this happen! Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you. If you're lucky, some roboticists may even end up building more cyborgs for you if they don't notice or don't understand that you've gone rogue.
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'''Quartermaster and Cargo:''' Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quartermaster's console and he's just a slightly better equipped assistant.
'''Quartermaster and Cargo:''' Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quartermaster's console and he's just a slightly better equipped assistant.


'''Security and the Detective:''' The detective's gun is capable of doing as much damage as a thrown floor tile, but it can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers and the ion rifle. They also have access to flashes and portable flashes, and should be prevented from using them.
'''Security and the Detective:''' The detective's gun is capable of doing as much damage as a thrown floor tile, but it can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers and the ion rifle. They also have access to flashes and portable flashers, and should be prevented from using them.


'''The Chaplain:''' His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!".
'''The Chaplain:''' His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!".
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'''Lawyers, Cooks, Librarians, Botanists and Doctors:''' Generally laughable unless they get access to better tools. The chef's knife, and the butcher knife he can get from his vendor, are rather robust weapons, and his tray can even stun borgs, though it is only rarely used. Syringe guns pose no risk to a borg, and in fact are a friendly fire hazard. Polynitric and sulfuric acid, however, do pose a minor threat to borgs, and will do minor damage, though it still kills humans faster than borgs.
'''Lawyers, Cooks, Librarians, Botanists and Doctors:''' Generally laughable unless they get access to better tools. The chef's knife, and the butcher knife he can get from his vendor, are rather robust weapons, and his tray can even stun borgs, though it is only rarely used. Syringe guns pose no risk to a borg, and in fact are a friendly fire hazard. Polynitric and sulfuric acid, however, do pose a minor threat to borgs, and will do minor damage, though it still kills humans faster than borgs.
==Game Ending Conditions==
* If the AI can survive until the round timer elapses, the AI wins.
* If the AI dies after the round timer elapses, the crew win, but have lost control of all systems.
* If the AI dies, the crew win.




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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.
If you are experienced with [[NTSL]], you can also try to put some useful scripts that will block specified messages.




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* 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 malf or 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 or malfuctioning 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.
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* 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.
* Cutting power by turning off the SMESes is no longer a good idea. The emitters run directly off the grid, so turning off SMES output will result in the singularity escaping in a short time. Instead what you should do is cut the power line between the SMES output and main grid.
* If an AI begins using Doomsday, the pinpointer will begin tracking it instead of the nuclear disk.
* If an AI shunts into an APC, the pinpointer will begin tracking it instead of the nuclear disk.
* Complete deconstruction of a hacked APC will make a malfunctioning AI's victory timer go up, buying you some time.
* 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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