Hacking: Difference between revisions

6 bytes removed ,  19:41, 5 October 2020
m
Safecracking info is actually correct now.
m (Safecracking info is actually correct now.)
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== Your tools ==
==Your tools==


[[File:IGloves.png|link=Insulated Gloves]] '''[[Insulated Gloves]]''' hackables have power lines, and cutting/pulsing these without gloves can harm you. It's possible to hack without them, but it will be slow, painful, and you'll need ointment.
[[File:IGloves.png|link=Insulated Gloves]] '''[[Insulated Gloves]]''' hackables have power lines, and cutting/pulsing these without gloves can harm you. It's possible to hack without them, but it will be slow, painful, and you'll need ointment.
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[[File:Signaler.png|link=Signaler]] '''[[Signaler]]''' can be used as a ghetto alternative to a Multitool and to pulse wires remotly. Attach one on a wire, then use a second signaler to pulse that wire.
[[File:Signaler.png|link=Signaler]] '''[[Signaler]]''' can be used as a ghetto alternative to a Multitool and to pulse wires remotly. Attach one on a wire, then use a second signaler to pulse that wire.


== Hackables ==
==Hackables==


=== [[File:door.png|64px|link=Airlock]] [[File:glassdoor.png|64px|link=Airlock]] [[File:Airlock2.png|64px|link=Airlock]] [[Airlock]]s ===
===[[File:door.png|64px|link=Airlock]] [[File:glassdoor.png|64px|link=Airlock]] [[File:Airlock2.png|64px|link=Airlock]] [[Airlock]]s===


Both internal and external access airlocks are hackable. Wires are randomized at the start of each round, but are standardized across departments, e.g. the bolt wire on the bridge airlock will be the same as the one for the teleporter airlock, but may be different on the bar airlock. Airlocks are probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working.
Both internal and external access airlocks are hackable. Wires are randomized at the start of each round, but are standardized across departments, e.g. the bolt wire on the bridge airlock will be the same as the one for the teleporter airlock, but may be different on the bar airlock. Airlocks are probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working.


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


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


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
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!Shows that
!Shows that
|-
|-
!rowspan="2"|Power
! rowspan="2" |Power
|The test light is on.||Door is powered.
|The test light is on.||Door is powered.
|-
|-
|The test light is off!||Door is not powered.
|The test light is off!||Door is not powered.
|-
|-
!rowspan="2"|Bolts
! rowspan="2" |Bolts
|The door bolts look up.||Door bolts are up.
|The door bolts look up.||Door bolts are up.
|-
|-
|The door bolts have fallen!||Door bolts are down.
|The door bolts have fallen!||Door bolts are down.
|-
|-
!rowspan="2"|Bolt lights
! rowspan="2" |Bolt lights
|The door bolt lights are on.||Door bolt lights are on.
|The door bolt lights are on.||Door bolt lights are on.
|-
|-
|The door bolt lights are off!||Door bolt lights are off.
|The door bolt lights are off!||Door bolt lights are off.
|-
|-
!rowspan="2"|AI control
! rowspan="2" |AI control
|The 'AI control allowed' light is on.||AI can control the door and hasn't hacked it.
|The 'AI control allowed' light is on.||AI can control the door and hasn't hacked it.
|-
|-
|The 'AI control allowed' light is off.||AI either hacked a door or can't control it.
|The 'AI control allowed' light is off.||AI either hacked a door or can't control it.
|-
|-
!rowspan="2"|Safety
! rowspan="2" |Safety
|The 'Check Wiring' light is on.||Door safety is off.
|The 'Check Wiring' light is on.||Door safety is off.
|-
|-
|The 'Check Wiring' light is off.||Door safety is on.
|The 'Check Wiring' light is off.||Door safety is on.
|-
|-
!rowspan="2"|Timing
! rowspan="2" |Timing
|The 'Check Timing Mechanism' light is on.||Door timing is broken.
|The 'Check Timing Mechanism' light is on.||Door timing is broken.
|-
|-
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==== Airlock Strategies ====
====Airlock Strategies====


* '''Ghetto hacking''' involves accessing a useless airlock and cutting all of the wires in order until the bolts drop, making a note of the wire you just cut. Keeping this in mind, you can now open restricted doors by cutting all the wires except the bolt control and then crowbarring that fucker open. Useful if you don't have a multi-tool. Note that this is a bad idea if you lack gloves.
*'''Ghetto hacking''' involves accessing a useless airlock and cutting all of the wires in order until the bolts drop, making a note of the wire you just cut. Keeping this in mind, you can now open restricted doors by cutting all the wires except the bolt control and then crowbarring that fucker open. Useful if you don't have a multi-tool. Note that this is a bad idea if you lack gloves.
* '''Open ID restricted doors''' by pulsing a main power wire and then crowbarring it open. If it's bolted, be sure to pulse the bolt wire before you kill the power or you're shit outta luck for a minute. (You can shorten this by cutting and mending the power wire, but by then the power would probably have reset anyway. Still, taking 20 seconds less to unhack the Escape shuttle doors is always good)
*'''Open ID restricted doors''' by pulsing a main power wire and then crowbarring it open. If it's bolted, be sure to pulse the bolt wire before you kill the power or you're shit outta luck for a minute. (You can shorten this by cutting and mending the power wire, but by then the power would probably have reset anyway. Still, taking 20 seconds less to unhack the Escape shuttle doors is always good)
* '''Create a pain-in-the-ass-obstacle''' by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.
*'''Create a pain-in-the-ass-obstacle''' by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.
* '''Remotely pulse an airlock''' by attaching a signaler, which when signaled pulses the wire it's attached to. This allows you to remotely bolt and unbolt a door, for instance. Be sure to turn off the speaker so no one can hear it being toggled.
*'''Remotely pulse an airlock''' by attaching a signaler, which when signaled pulses the wire it's attached to. This allows you to remotely bolt and unbolt a door, for instance. Be sure to turn off the speaker so no one can hear it being toggled.
* '''Use multitools for bolted ''' as they are awesome. First find two wires of importance: the bolts wire, and the main power wire. Pulse a random door to find out the wires. If you get shocked, close that hacking window and move onto another door. Once you got the main power wire, head to an unbolted door, pulse the wire, crowbar it open. You get a larger window of time to crowbar, and you can do it without gloves. If a door is bolted, pulse the bolts wires, and go and cut the power then crowbar it.
*'''Use multitools for bolted ''' as they are awesome. First find two wires of importance: the bolts wire, and the main power wire. Pulse a random door to find out the wires. If you get shocked, close that hacking window and move onto another door. Once you got the main power wire, head to an unbolted door, pulse the wire, crowbar it open. You get a larger window of time to crowbar, and you can do it without gloves. If a door is bolted, pulse the bolts wires, and go and cut the power then crowbar it.


<!-- ==== Secure airlocks ====
<!-- ==== Secure airlocks ====
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# You have just converted this airlock to normal -->
# You have just converted this airlock to normal -->


=== [[File:APC2.gif|64px|link=APC]] [[APC]] ===
===[[File:APC2.gif|64px|link=APC]] [[APC]]===


Controls power to its assigned room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, so hope that whoever's fucking with the power isn't paying attention.
Controls power to its assigned room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, so hope that whoever's fucking with the power isn't paying attention.


# Screwdriver in hand, click on APC to open the panel and expose the wiring.
#Screwdriver in hand, click on APC to open the panel and expose the wiring.
# Click with an empty hand to access the wiring.
#Click with an empty hand to access the wiring.
# Fiddle with the wires by pulsing to test each one and cutting what you need to.
#Fiddle with the wires by pulsing to test each one and cutting what you need to.
# Screwdriver it back up to toggle lighting, equipment, and atmospherics as you see fit (unless you've killed the power).
#Screwdriver it back up to toggle lighting, equipment, and atmospherics as you see fit (unless you've killed the power).


* Cover lock prevents the APC from opening. If it's off, you can use a crowbar to open the APC.
*Cover lock prevents the APC from opening. If it's off, you can use a crowbar to open the APC.
* Interface lock prevents anyone from using the APC. It is normally removed by swiping an ID card.
*Interface lock prevents anyone from using the APC. It is normally removed by swiping an ID card.


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
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!Shows that
!Shows that
|-
|-
!rowspan="2"|Lock
! rowspan="2" |Lock
|The APC is locked.||APC is locked.
|The APC is locked.||APC is locked.
|-
|-
|The APC is unlocked.||APC is unlocked.
|The APC is unlocked.||APC is unlocked.
|-
|-
!rowspan="2"|Power
! rowspan="2" |Power
|The APCs power has been shorted.||APC is not working.
|The APCs power has been shorted.||APC is not working.
|-
|-
|The APC is working properly!||APC is working.
|The APC is working properly!||APC is working.
|-
|-
!rowspan="2"|AI control
! rowspan="2" |AI control
|The 'AI control allowed' light is off.||AI/borgs can't interact with APC.
|The 'AI control allowed' light is off.||AI/borgs can't interact with APC.
|-
|-
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|}
|}


=== [[File:autolathe.png|64px|link=Autolathe]] [[Autolathe]] ===
===[[File:autolathe.png|64px|link=Autolathe]] [[Autolathe]]===


''I NEED 50,000 RCDS STAT!''
''I NEED 50,000 RCDS STAT!''


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


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


=== [[File:AirAlarm.png|64px|link=Air_Alarm]] [[Air Alarm]] ===
===[[File:AirAlarm.png|64px|link=Air_Alarm]] [[Air Alarm]]===


Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands.
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands.
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#*''The 'AI control allowed' light is '''on/off'''.''
#*''The 'AI control allowed' light is '''on/off'''.''
#Five wires:
#Five wires:
#*'''Access wire''': ''Pulsing'' toggles the interface's ID lock. ''Cutting'' locks the interface permanently until ''mended''.  
#*'''Access wire''': ''Pulsing'' toggles the interface's ID lock. ''Cutting'' locks the interface permanently until ''mended''.
#*'''Syphon wire''': ''Pulsing'' toggles PANIC SYPHON on/off.
#*'''Syphon wire''': ''Pulsing'' toggles PANIC SYPHON on/off.
#*'''Power wire''': ''Pulsing'' disable the Air Alarm for 30(?) seconds, you can ''cut'' and ''mend'' the wire if in a hurry. ''Cutting'' the disables the Air Alarm until mended.
#*'''Power wire''': ''Pulsing'' disable the Air Alarm for 30(?) seconds, you can ''cut'' and ''mend'' the wire if in a hurry. ''Cutting'' the disables the Air Alarm until mended.
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|}
|}


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


The malfunctioning AI cannot siphon your air if you disable its eyes.
The malfunctioning AI cannot siphon your air if you disable its eyes.


# With a screwdriver in hand, click on the camera.
#With a screwdriver in hand, click on the camera.
# You can now do one of two things:
#You can now do one of two things:
#* '''Wirecutters''': ''Cutting'' an open camera will disable the camera, ''mending'' it will re-enable the camera. The AI will receive a camera alert upon re-activation of a camera.
#*'''Wirecutters''': ''Cutting'' an open camera will disable the camera, ''mending'' it will re-enable the camera. The AI will receive a camera alert upon re-activation of a camera.
#* '''Multitool''': ''Pulsing'' will toggle the camera's vision range from 7 tiles (the default) to 2 tiles.
#*'''Multitool''': ''Pulsing'' will toggle the camera's vision range from 7 tiles (the default) to 2 tiles.


=== [[File:MULE.gif|64px|link=quartermaster#Requisition_Me_a_Beat(ing)]] [[quartermaster#Requisition_Me_a_Beat(ing)|MULEbot]] ===
===[[File:MULE.gif|64px|link=quartermaster#Requisition_Me_a_Beat(ing)]] [[quartermaster#Requisition_Me_a_Beat(ing)|MULEbot]]===
{{anchor|MULE}}
{{anchor|MULE}}


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|}
|}


=== [[File:Supply_Shuttle_Console.png|64px]][[Computers#Supply_Shuttle_Console|Supply Shuttle Console]] ===
===[[File:Supply_Shuttle_Console.png|64px]][[Computers#Supply_Shuttle_Console|Supply Shuttle Console]]===


Who wants to order [[Quartermaster#Contraband|contraband]] (containing posters, lipstick and whatnot)?
Who wants to order [[Quartermaster#Contraband|contraband]] (containing posters, lipstick and whatnot)?
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#Multitool it and set its receiver to the appropriate spectrum
#Multitool it and set its receiver to the appropriate spectrum
#Put it back in and reassemble the console. You can now order contraband!
#Put it back in and reassemble the console. You can now order contraband!
(Note that contraband is illegal. Security can do whatever they wish to it, and therefore you for bringing it on board)
(Note that contraband is illegal. Security can do whatever they wish to it, and therefore you for bringing it on board)


=== [[File:Requests_Console.gif|64px]][[Computers#Requests_Console|Requests Console]] ===
===[[File:Requests_Console.gif|64px]][[Computers#Requests_Console|Requests Console]]===


Unhappy with your requests priority level? Crank it up to 'EXTREME'!  
Unhappy with your requests priority level? Crank it up to 'EXTREME'!  
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#Close the panel with your crowbar.
#Close the panel with your crowbar.


=== [[Particle Accelerator]] ===
===[[Particle Accelerator]]===


[[File:ParticleAccelerator.gif|link=Particle_Accelerator]]
[[File:ParticleAccelerator.gif|link=Particle_Accelerator]]
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|}
|}


=== [[File:Syndicate_Bomb.gif|64px|link=Syndicate Bomb]] [[Syndicate Bomb]] ===
===[[File:Syndicate_Bomb.gif|64px|link=Syndicate Bomb]] [[Syndicate Bomb]]===


A bomb! Are you a bad enough dude?
A bomb! Are you a bad enough dude?


# Check the description of the bomb to see if you have enough time left to even attempt a defusal. Use your best judgement for how much time you will need.
#Check the description of the bomb to see if you have enough time left to even attempt a defusal. Use your best judgement for how much time you will need.
# If the timer is very long, you might want to ask toxins for a bomb suit in case you fail. You'll still be killed, but at least you'll leave a cloneable corpse.
#If the timer is very long, you might want to ask toxins for a bomb suit in case you fail. You'll still be killed, but at least you'll leave a cloneable corpse.
# Screwdriver in hand, click on the bomb to open the panel and expose the wiring.
#Screwdriver in hand, click on the bomb to open the panel and expose the wiring.
# With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.
#With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.
# CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.
#CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.
#* '''Boom wire''': ''Pulsing'' will explode the bomb instantly if the bomb is live and ''cutting'' will do much the same! There's no way to prepare for the boom wire if the bomb is already live, it's just an inherent risk. Cutting a boom wire that's not live will make the bomb unusable.
#*'''Boom wire''': ''Pulsing'' will explode the bomb instantly if the bomb is live and ''cutting'' will do much the same! There's no way to prepare for the boom wire if the bomb is already live, it's just an inherent risk. Cutting a boom wire that's not live will make the bomb unusable.
#* '''Bolt wire''': ''Pulsing'' will hint at this wire's function, ''cutting'' will release the bolts holding the bomb down if they were activated to begin with. Ditch that bomb!
#*'''Bolt wire''': ''Pulsing'' will hint at this wire's function, ''cutting'' will release the bolts holding the bomb down if they were activated to begin with. Ditch that bomb!
#* '''Delay wire''': ''Pulsing'' will add time to the clock of the bomb, giving you a little more breathing room.
#*'''Delay wire''': ''Pulsing'' will add time to the clock of the bomb, giving you a little more breathing room.
#* '''Proceed wire''': ''Pulsing'' will reduce the clock, making your life that much harder. ''Cutting'' this wire while the bomb is live will explode the bomb!
#*'''Proceed wire''': ''Pulsing'' will reduce the clock, making your life that much harder. ''Cutting'' this wire while the bomb is live will explode the bomb!
#* '''Activate wire''': ''Pulsing'' a bomb that isn't live will start the countdown and ''cutting'' a bomb that IS live will stop the countdown. If you've identified this wire, you've won!
#*'''Activate wire''': ''Pulsing'' a bomb that isn't live will start the countdown and ''cutting'' a bomb that IS live will stop the countdown. If you've identified this wire, you've won!


Keep in mind that randomly cutting live bomb wires carries a 40% risk of sudden death when pulsing carries just a 20% risk of sudden death! Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate. There's a test bomb in the armory if you want to practice without the risk of boom.
Keep in mind that randomly cutting live bomb wires carries a 40% risk of sudden death when pulsing carries just a 20% risk of sudden death! Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate. There's a test bomb in the armory if you want to practice without the risk of boom.
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|}
|}


=== [[File:C4.gif|64px|link=Syndicate_Items#Plastic_Explosive_charge_(C4)]] [[Syndicate_Items#Plastic_Explosive_charge_(C4)|Plastic Explosives (C4)]]===
===[[File:C4.gif|64px|link=Syndicate_Items#Plastic_Explosive_charge_(C4)]] [[Syndicate_Items#Plastic_Explosive_charge_(C4)|Plastic Explosives (C4)]]===


For an awesome way to go out!
For an awesome way to go out!
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#One wire.
#One wire.
#*'''Explode wire''': When ''cut'', it explodes. When ''pulsed'', it explodes!
#*'''Explode wire''': When ''cut'', it explodes. When ''pulsed'', it explodes!
You can attach a [[Signaler]] to make a remote bomb.
You can attach a [[Signaler]] to make a remote bomb.


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|}
|}


=== [[File:Vendboozeomat.gif|64px|link=Vending machines]] [[File:Vendsec.gif|64px|link=Vending machines]] [[File:Vendmed.gif|64px|link=Vending machines]] [[File:Vendcoffee.gif|64px|link=Vending machines]] [[Vending machines|Vending Machines]] ===
===[[File:Vendboozeomat.gif|64px|link=Vending machines]] [[File:Vendsec.gif|64px|link=Vending machines]] [[File:Vendmed.gif|64px|link=Vending machines]] [[File:Vendcoffee.gif|64px|link=Vending machines]] [[Vending machines|Vending Machines]]===


The only thing worth hacking!
The only thing worth hacking!
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|-
|-
!Access
!Access
| Activates the access restriction.||Nothing||Toggles the access restriction(purple/yellow light).
|Activates the access restriction.||Nothing||Toggles the access restriction(purple/yellow light).
|-
|-
!Shock
!Shock
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|}
|}


=== [[File:secure.png|64px]] [[File:safe.png|64px]] Secure Briefcase, Wall Safe ===
===[[File:secure.png|64px]] [[File:safe.png|64px]] Secure Briefcase, Wall Safe===


''seriously who is dumb enough to use these things anyway god damn''
''seriously who is dumb enough to use these things anyway god damn''
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#Screwdriver the panel shut.
#Screwdriver the panel shut.


=== [[File:Vaultsafe.png|64px]] Safe ===
===[[File:Vaultsafe.png|64px]] Safe===


The safe found in the [[Vault]] can be opened like this:
The safe found in the [[Vault]] can be opened like this:
# Use a [[stethoscope]] on it.
# Spin the dial +, -, +, switching rotation direction when the safe makes a click sound.
# Third click should be the final unlock.
# Open.


=== [[File:Station_Bounced_Radio.png|64px|link=Station_Bounced_Radio]] [[File:Wallradio.png|64px|link=Intercom]] [[Station_Bounced_Radio|Radio]]/[[Intercom]] ===
# Open the safe GUI
# Hold a [[stethoscope]] in one of your hands.
#Spin the dial + until you hear a Tonk, Krunk, or Plunk
#Spin the dial - until you hear a Tink, Krink, or Plink
#Spin the dial + until you hear a Spring, Sprang, Sproing, Clunk, or Krunk.
#Open the safe.
 
===[[File:Station_Bounced_Radio.png|64px|link=Station_Bounced_Radio]] [[File:Wallradio.png|64px|link=Intercom]] [[Station_Bounced_Radio|Radio]]/[[Intercom]]===
 
#Screwdriver in hand, click on the radio.
#The usual radio use panel will pop up, but now with access to the wiring.
#Three wires:
#*'''Output wire''': ''Pulsing'' toggles the speaker on/off. ''Cutting'' disables the speaker without showing it.
#*'''Input wire''': ''Pulsing'' toggles the microphone on/off. ''Cutting'' disables the microphone without showing it.
#*'''Dummy wire''': ''Pulsing'' turns the microphone and speaker off, but turns them on if they are both off already. ''Cutting'' does nothing.
#Screwdriver again to close the wires.


# Screwdriver in hand, click on the radio.
# The usual radio use panel will pop up, but now with access to the wiring.
# Three wires:
#* '''Output wire''': ''Pulsing'' toggles the speaker on/off. ''Cutting'' disables the speaker without showing it.
#* '''Input wire''': ''Pulsing'' toggles the microphone on/off. ''Cutting'' disables the microphone without showing it.
#* '''Dummy wire''': ''Pulsing'' turns the microphone and speaker off, but turns them on if they are both off already. ''Cutting'' does nothing.
# Screwdriver again to close the wires.
Interestingly, [[Tracking Beacon]]s also count as radios.
Interestingly, [[Tracking Beacon]]s also count as radios.


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|}


=== [[File:Suit_Storage_Unit.png|64px|link=Suit Storage Unit]] [[Suit Storage Unit]] ===
===[[File:Suit_Storage_Unit.png|64px|link=Suit Storage Unit]] [[Suit Storage Unit]]===


The thing nobody remembers <s>to check</s>.
The thing nobody remembers <s>to check</s>.
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Open the storage unit's maintenance panel with a screwdriver and two things can be changed:
Open the storage unit's maintenance panel with a screwdriver and two things can be changed:


# Pressing the button next to the green LED light will turn the safety off, allowing you to cram a body in.
#Pressing the button next to the green LED light will turn the safety off, allowing you to cram a body in.
# The UV energy dial can be cranked up from the original 15nm to 185nm, completely frying the contents of the storage to a crisp. Which may include the aforementioned body.
#The UV energy dial can be cranked up from the original 15nm to 185nm, completely frying the contents of the storage to a crisp. Which may include the aforementioned body.


=== [[File:Security_Gas_Mask.png|64px|link=Security_gas_mask#Security_Gas_Mask]] [[Security_gas_mask#Security_Gas_Mask|Security Gas Mask]] ===
===[[File:Security_Gas_Mask.png|64px|link=Security_gas_mask#Security_Gas_Mask]] [[Security_gas_mask#Security_Gas_Mask|Security Gas Mask]]===


Security Gas Mask has a hidden aggressiveness-setting. Higher aggressiveness equals meaner "shitcurity" shouts coming out when the HALT-feature is used.
Security Gas Mask has a hidden aggressiveness-setting. Higher aggressiveness equals meaner "shitcurity" shouts coming out when the HALT-feature is used.
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Use a screwdriver to change it from lowest (first) to highest (last) setting. For maximum aggressiveness, use wirecutters. Note that this can't be reset once you wirecut it.
Use a screwdriver to change it from lowest (first) to highest (last) setting. For maximum aggressiveness, use wirecutters. Note that this can't be reset once you wirecut it.


=== [[File:Generic_borg.png|64px|link=Cyborg]][[File:Engborg.png|64px|link=Cyborg]] Cyborgs ===
===[[File:Generic_borg.png|64px|link=Cyborg]][[File:Engborg.png|64px|link=Cyborg]] Cyborgs===


Use these tools in this order to hack a borg:
Use these tools in this order to hack a borg:
#[[File:Id_regular.png]] ID Card
#[[File:Id_regular.png]] ID Card
#[[File:Crowbar.png]] Crowbar
#[[File:Crowbar.png]] Crowbar
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There are three lights in the cyborg with three corresponding wires:
There are three lights in the cyborg with three corresponding wires:


* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
*'''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
**''Pulsing'' does nothing.
**''Pulsing'' does nothing.
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
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==Tips==
==Tips==
* You can get 1000 watt powercells out of space heaters for your evil needs.
 
* You don't need to cut a camera's power wire to disable it, you can just pulse it. This means you can attach a remote signaler to that wire and use a second signaler set to the same frequency and code to toggle the camera off and on.
*You can get 1000 watt powercells out of space heaters for your evil needs.
* Hacking doors: Cutting the power wire does 10 seconds to back up power. But pulsing also switches to back up power after 10 seconds, meaning if you want to open the same door for your exit you need to pulse the BACKUP wire to interrupt power. I think it switches back to primary after 1 minute again. Best thing is pulse both the primary and backup then crowbar - that should give you the old style 1 minute window.
*You don't need to cut a camera's power wire to disable it, you can just pulse it. This means you can attach a remote signaler to that wire and use a second signaler set to the same frequency and code to toggle the camera off and on.
* To restore primary power to a door immediately, cut then mend the primary power wire. Cutting + mending is incredibly useful when you've accidentally electrified a door, or shorted APC power.
*Hacking doors: Cutting the power wire does 10 seconds to back up power. But pulsing also switches to back up power after 10 seconds, meaning if you want to open the same door for your exit you need to pulse the BACKUP wire to interrupt power. I think it switches back to primary after 1 minute again. Best thing is pulse both the primary and backup then crowbar - that should give you the old style 1 minute window.
* Use screwdriver on mousetrap, attach to an igniter instead of a timer when making a grenade assembly, you've just made a landmine. Combine with a 100-100 potassium-water mix and anyone who steps on it will regret it.
*To restore primary power to a door immediately, cut then mend the primary power wire. Cutting + mending is incredibly useful when you've accidentally electrified a door, or shorted APC power.
* Singularity’s EMP can be abused to short out lockers.
*Use screwdriver on mousetrap, attach to an igniter instead of a timer when making a grenade assembly, you've just made a landmine. Combine with a 100-100 potassium-water mix and anyone who steps on it will regret it.
* Inject plasma into a battery and insert it into a stun baton/prod. The next time someone attacks with the baton on it will blow up on them, seriously wounding both the holder and the stun target. Doing it with a high capacity battery or better will create a blast strong enough to turn the floor under the attacker to space, which will suck in the people caught in the blast and crit them before they can wake up. Use it as a suicide weapon or place it in the halls for some gullible fool to get himself killed with <s>if you want to be banned</s> '''if you're an antagonist.'''
*Singularity’s EMP can be abused to short out lockers.
* You can emag the light replacer, which causes all of the lights to be filled with plasma which will ignite if the light bulb's turned on.
*Inject plasma into a battery and insert it into a stun baton/prod. The next time someone attacks with the baton on it will blow up on them, seriously wounding both the holder and the stun target. Doing it with a high capacity battery or better will create a blast strong enough to turn the floor under the attacker to space, which will suck in the people caught in the blast and crit them before they can wake up. Use it as a suicide weapon or place it in the halls for some gullible fool to get himself killed with <s>if you want to be banned</s> '''if you're an antagonist.'''
* There is a single power cable supplying the entire station with power. If you don't feel like spending crystals for a power sink and you don't get seen for a minute near engineering, you can disable the power grid so that only very competent engineers will spot your sabotage. Though this only works if the solars aren’t set up.
*You can emag the light replacer, which causes all of the lights to be filled with plasma which will ignite if the light bulb's turned on.
* You can emag buttons to remove access.
*There is a single power cable supplying the entire station with power. If you don't feel like spending crystals for a power sink and you don't get seen for a minute near engineering, you can disable the power grid so that only very competent engineers will spot your sabotage. Though this only works if the solars aren’t set up.
* Wall-mounted flashers and portable flashers can be disabled with wirecutters.
*You can emag buttons to remove access.
* If you screwdriver a heater you can take out its really crappy battery or adjust the temperature it outputs. The highest setting, 90 C, will actually hurt people extremely slowly if they aren't wearing internals.
*Wall-mounted flashers and portable flashers can be disabled with wirecutters.
* You can screwdriver Detectives revolver and load .357 in it, but you can get blown up by this revolver. ADDED: Remember to unload the thing while you're doing it, or you'll shoot yourself in a similar manner to sawing a loaded shotgun.
*If you screwdriver a heater you can take out its really crappy battery or adjust the temperature it outputs. The highest setting, 90 C, will actually hurt people extremely slowly if they aren't wearing internals.
* As a traitor engineer, you could easily do the following:
*You can screwdriver Detectives revolver and load .357 in it, but you can get blown up by this revolver. ADDED: Remember to unload the thing while you're doing it, or you'll shoot yourself in a similar manner to sawing a loaded shotgun.
*# Go to a room, like a construction room, and find the APC's wire that shorts out the power.
*As a traitor engineer, you could easily do the following:
*# Grab two signalers and adjust their frequencies.
*#Go to a room, like a construction room, and find the APC's wire that shorts out the power.
*# Go to telecomms, in a hardsuit, and attach a signaler to the APC's power wire, which you found before. Close the APC and leave no traces.
*#Grab two signalers and adjust their frequencies.
*# You can now disable comms any time you want for a few minutes - and unless someone checks the APC and/or doesn’t look too closely or asks the AI, they will think it was an ionospheric anomaly. HONK.
*#Go to telecomms, in a hardsuit, and attach a signaler to the APC's power wire, which you found before. Close the APC and leave no traces.
* A good way to manually disable tcomms temperately is to set the filtering frequency on the hub to some number like 0.1. It'll block everything and most engineers don't know how to fix it.
*#You can now disable comms any time you want for a few minutes - and unless someone checks the APC and/or doesn’t look too closely or asks the AI, they will think it was an ionospheric anomaly. HONK.
* If you want tcomms down for good, disconnect the network links. There are -very- few engineers who can fix that, and it'll take over ten minutes if they're experienced with how tcomms works. It'll probably force a shuttle call.
*A good way to manually disable tcomms temperately is to set the filtering frequency on the hub to some number like 0.1. It'll block everything and most engineers don't know how to fix it.
* Another thing that can break tcomms: changing network of the machinery. It also breaks all links. Especially if you change it from tcommsat to something like tcomms or tcommsats, which is not that obvious when you take a look at it without knowing what is the issue. And even if they relink everything again it won't work. And then even if they realize that the problem is with the network name, when they change it back, it will reset all the links again!
*If you want tcomms down for good, disconnect the network links. There are -very- few engineers who can fix that, and it'll take over ten minutes if they're experienced with how tcomms works. It'll probably force a shuttle call.
* If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it.
*Another thing that can break tcomms: changing network of the machinery. It also breaks all links. Especially if you change it from tcommsat to something like tcomms or tcommsats, which is not that obvious when you take a look at it without knowing what is the issue. And even if they relink everything again it won't work. And then even if they realize that the problem is with the network name, when they change it back, it will reset all the links again!
* If someone is hacking a door and you want to keep them from following you, and you know all or most of the wires:
*If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it.
# Cut 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety)
*If someone is hacking a door and you want to keep them from following you, and you know all or most of the wires:
# Cut the bolt lights wire
 
# Cut the bolts wire
#Cut 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety)
# Cut every other wire except the shock wire
#Cut the bolt lights wire
# Cut the shock wire
#Cut the bolts wire
#Cut every other wire except the shock wire
#Cut the shock wire
 
:This makes it incredibly obnoxious to follow you - if they don't know the wires and don't have insulated gloves, they're SOL because even the AI can't help them pursue.
:This makes it incredibly obnoxious to follow you - if they don't know the wires and don't have insulated gloves, they're SOL because even the AI can't help them pursue.
* Cutting the shock wire doesn't shock you, as far as I have been able to tell. Mending it, on the other hand....
 
* If you want to test hacking doors without pissing off sec for breaking in somewhere and you have maint, you can make your own airlock with the aux tool storage thing and make it somewhere obscure.
*Cutting the shock wire doesn't shock you, as far as I have been able to tell. Mending it, on the other hand....
*If you want to test hacking doors without pissing off sec for breaking in somewhere and you have maint, you can make your own airlock with the aux tool storage thing and make it somewhere obscure.
*Camera Bug:
*Camera Bug:
** The camera bug Syndicate item has four different modifications that you can apply to it using various items for each but it can only store one of them at a time, you'll need to screwdriver it to remove the modifying item. It doesn't matter what modification is installed when you bug a camera meaning you can switch out the modifying item for another one to access different features. While these were all described in the completed code thread for this item the information given was minimal and the listed items were only temporary and aren't accurate anymore.
**The camera bug Syndicate item has four different modifications that you can apply to it using various items for each but it can only store one of them at a time, you'll need to screwdriver it to remove the modifying item. It doesn't matter what modification is installed when you bug a camera meaning you can switch out the modifying item for another one to access different features. While these were all described in the completed code thread for this item the information given was minimal and the listed items were only temporary and aren't accurate anymore.
** The network mod which requires ANY kind of radio device (Yes, you can somehow fit an electropack inside), a remote signaler or a subspace transmitter basically turns it into a portable security camera console by connecting to the entire camera network with no need to actually bug any cameras. Note that it can only detect cameras that are on the SS13 network meaning constructed cameras using a different network name won't be picked up even if you've bugged them, you'll have to remove the network mod to see through a bugged camera that's using a different network. Also something to note is that while it detects cameras on other Z-levels with the SS13 network as existing it can only pick up camera signals from the Z-level you're in.
**The network mod which requires ANY kind of radio device (Yes, you can somehow fit an electropack inside), a remote signaler or a subspace transmitter basically turns it into a portable security camera console by connecting to the entire camera network with no need to actually bug any cameras. Note that it can only detect cameras that are on the SS13 network meaning constructed cameras using a different network name won't be picked up even if you've bugged them, you'll have to remove the network mod to see through a bugged camera that's using a different network. Also something to note is that while it detects cameras on other Z-levels with the SS13 network as existing it can only pick up camera signals from the Z-level you're in.
** The sabotage mod (Igniter, infrared emitter or subspace amplifier) EMP's a bugged camera at the press of a button for each singular camera which obviously disables it for a short period of time and removes the bug. While one may think to simply bug the cameras in an area you intend to say murder people in and then disable them when the time comes the AI will immediately be notified of the disabled cameras and will know exactly where shit might be going down. A better cover would be to bug as many cameras as possible and then disable them all at once effectively blinding the AI of much of the station.
**The sabotage mod (Igniter, infrared emitter or subspace amplifier) EMP's a bugged camera at the press of a button for each singular camera which obviously disables it for a short period of time and removes the bug. While one may think to simply bug the cameras in an area you intend to say murder people in and then disable them when the time comes the AI will immediately be notified of the disabled cameras and will know exactly where shit might be going down. A better cover would be to bug as many cameras as possible and then disable them all at once effectively blinding the AI of much of the station.
** The advanced mod (Detective scanner, pAI or scanning module) allows you to track anybody that one of your bugged cameras detect although you'll need to manually follow them by switching to the next bugged camera that they're in view of. The tracking interface will automatically uPDAte every few seconds to tell you what if any bugged cameras detect them including if they leave your bugged camera coverage entirely and then return to it at any point. Note that you can only track people for as long as you keep the interface on the tracking menu, if you cancel tracking you can't resume it until they're detected again.
**The advanced mod (Detective scanner, pAI or scanning module) allows you to track anybody that one of your bugged cameras detect although you'll need to manually follow them by switching to the next bugged camera that they're in view of. The tracking interface will automatically uPDAte every few seconds to tell you what if any bugged cameras detect them including if they leave your bugged camera coverage entirely and then return to it at any point. Note that you can only track people for as long as you keep the interface on the tracking menu, if you cancel tracking you can't resume it until they're detected again.
** The universal mod (Atmos analyzer, plant analyzer or subspace analyzer) allows you to view through any cameras bugged by another camera bug as each of them have their own little network separate from one another. Basically if there's another traitor running around bugging cameras you can also see through them which is fairly worthless as camera bugs aren't exactly a popular choice.
**The universal mod (Atmos analyzer, plant analyzer or subspace analyzer) allows you to view through any cameras bugged by another camera bug as each of them have their own little network separate from one another. Basically if there's another traitor running around bugging cameras you can also see through them which is fairly worthless as camera bugs aren't exactly a popular choice.
** Other little things about the camera bug include that each camera can only contain one bug, in order to remove a camera bug you simply use the camera bug on it again, bugging a camera leaves no traces of any sort at all and while you can't receive a signal from bugged cameras on other Z-levels you can still use modification features such as disable and detection with them.
**Other little things about the camera bug include that each camera can only contain one bug, in order to remove a camera bug you simply use the camera bug on it again, bugging a camera leaves no traces of any sort at all and while you can't receive a signal from bugged cameras on other Z-levels you can still use modification features such as disable and detection with them.
* The secret to hacking syndi bombs effectively is to remember that the only wire that doesn't do anything on pulse when the bomb isn't live is the boom wire (aka the one to attach a signaler to after you start the countdown for 4 hours then call attention to it).
*The secret to hacking syndi bombs effectively is to remember that the only wire that doesn't do anything on pulse when the bomb isn't live is the boom wire (aka the one to attach a signaler to after you start the countdown for 4 hours then call attention to it).
* You can wrench syndibombs to the ground so they can't be immediately picked up and spaced.
*You can wrench syndibombs to the ground so they can't be immediately picked up and spaced.
* Deactivating cameras has them show up as (Deactivated) to anybody scrolling through cameras, but disassembling them completely removes them entirely from the list.
*Deactivating cameras has them show up as (Deactivated) to anybody scrolling through cameras, but disassembling them completely removes them entirely from the list.
* You can make "voice-bomb":attach Voice Analyzer with Remote Signalling Device and set frequency.
*You can make "voice-bomb":attach Voice Analyzer with Remote Signalling Device and set frequency.
*# Make grenade, but dont use igniter+TIMER,use IGNITER+SIGNALLER and set for frequensy of your Voice+Signaller
*#Make grenade, but dont use igniter+TIMER,use IGNITER+SIGNALLER and set for frequensy of your Voice+Signaller
*# Say your "special" word=BOOM!
*#Say your "special" word=BOOM!
*# SPECIAL:You can inject this bomb into your body with Voice+Signaller,in crit situation say "special" word and BOOM!
*#SPECIAL:You can inject this bomb into your body with Voice+Signaller,in crit situation say "special" word and BOOM!


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