Illicit Access: Difference between revisions

427 bytes added ,  08:23, 3 May 2015
added depowering to its own section as it really isn't on the same tier as the others
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imported>Bandit
(added depowering to its own section as it really isn't on the same tier as the others)
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Method: Insulated gloves make you immune to puny electrocution. Follow the guide above but don't worry about getting injured. If you're in a hurry, once you learn which wire bolts the doors you can hack in a hurry by cutting every single other wire without worrying about learning which is which. With gloves there's no excuse for not fixing the door behind you though.
Method: Insulated gloves make you immune to puny electrocution. Follow the guide above but don't worry about getting injured. If you're in a hurry, once you learn which wire bolts the doors you can hack in a hurry by cutting every single other wire without worrying about learning which is which. With gloves there's no excuse for not fixing the door behind you though.
===Depowering===
Equipment required: Wirecutters, crowbar, probably insulated gloves
Method: A room without power is very easy to break into; all you need to do is crowbar open the doors. There are many ways to depower a room. In increasing order of viability/traitorousness: cutting a wire (usually in maintenance) leading to the APC; turning off the APC (requires engineering access); destroying the APC, whether manually or via an explosion; planting a [[Syndicate items|power sink]]; waiting for the power to go out naturally.


===ID upgrade===
===ID upgrade===
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...hoping a meteor strikes the outside of the station and EVAing your way in.
...hoping a meteor strikes the outside of the station and EVAing your way in.
...Turning off a room's APC in order to cut power to the doors, allowing for them to be crow-barred open.
   
   
...building a mech and drilling through the walls.
...building a mech and drilling through the walls.
Anonymous user