* [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:guides|Return to the SC13 Guides Page]] ====== Guide to Hacking ====== A useful guide for Engineers or anyone who needs to make machines do things they're not supposed to. Your tools IGloves.png 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. Screwdriver tool.png Screwdriver for opening up panels and the like. A necessary tool. Wirecutters.png Wirecutters for cutting and mending wires. Multitool.png Multitool for pulsing wires. Not necessary for most hacking, but makes life a lot easier. Signaler.png 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 Door.png Glassdoor.png Airlock2.png Airlocks Both internal and external access airlocks are hackable. Wires are randomized at the start of each round, but are standardized throughout the station, e.g. every orange wire might toggle the bolts. This is 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. 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. 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. 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. 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 timing will make it close almost instantly. Wires Name Cutting Mending Pulsing Main power Disables main power. May shock! Restores. May shock! Disables main power for 1 minute. Backup power Disables backup power. May shock! Restores. May shock! Disables backup power for 1 minute. ID scan Nothing. Nothing. Flashes lights on the door, as if someone without access tries to open it. Bolts Drops door bolts. Nothing. Drops door bolts if they are up. Raises them if they are down and door is powered. Bolt lights Disables bolt lights. Enables bolt lights. Toggles bolt wires. Open Nothing. Nothing. Opens the door if it requires no access. AI control Disables AI control. Restores AI control. Very briefly disables AI control. Shock Electrifies the door. De-electrifies the door. Electrifies the door for 30 seconds. Safety Disables safety. Enables safety. Toggles safety. Timing Causes the door to close almost instantly after opening. Restores. Toggles door timing. Status window Name Status Shows that Power The test light is on. Door is powered. The test light is off! Door is not powered. Bolts The door bolts look up. Door bolts are up. The door bolts have fallen! Door bolts are down. Bolt lights The door bolt lights are on. Door bolt lights are on. The door bolt lights are off! Door bolt lights are off. 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 off. AI either hacked a door or can't control it. Safety The 'Check Wiring' light is on. Door safety is off. The 'Check Wiring' light is off. Door safety is on. Timing The 'Check Timing Mechanism' light is on. Door timing is broken. The 'Check Timing Mechanism' light is off. Door timing is normal. 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. 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. 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. APC2.gif 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. Screwdriver in hand, click on APC to open the panel and expose 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. 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. Interface lock prevents anyone from using the APC. It is normally removed by swiping an ID card. Wires Name Cutting Mending Pulsing Power (2 wires) Disables power. May shock! Restores. May shock! Disables power for 2 minutes. You must cut and mend the wire to restore power. ID lock Disable toggling the lock with an ID card. Restores. Unlocks APC interface for 30 seconds. AI control Disables AI control. Restores. Very briefly disables AI control. Status window Name Status Shows that Lock The APC is locked. APC is locked. The APC is unlocked. APC is unlocked. Power The APCs power has been shorted. APC is not working. The APC is working properly! APC is working. AI control The 'AI control allowed' light is off. AI/borgs can't interact with APC. The 'AI control allowed' light is on. AI/borgs can interact with APC. Autolathe.png Autolathe I NEED 50,000 RCDS STAT! 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. 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 new options. Wires Name Cutting Mending Pulsing Power (shows red light if off) Power off. Power on. Short (~30 secs) toggle off. Electrocution (shows green light if on) Electrocution. Off. Short (~30 secs) toggle on. Hacked options (shows blue light if on) Options on. Off. Short (~30 secs) toggle on. AirAlarm.png 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. Screwdriver to exposes wires. Click to display Air Alarm interface and Wiring interface. Three lights: The Air Alarm is locked/unlocked. The Air Alarm is working properly!/offline. The 'AI control allowed' light is on/off. Five wires: Access wire: Pulsing toggles the interface's ID lock. Cutting locks the interface permanently until mended. 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. AI Control wire: Pulsing will disable AI Control for 30(?) seconds. Cutting the wire disables the AI control until 30(?) seconds after mended. Alarm wire: Cutting starts the alarm, pulsing resets the alarm. Screwdriver to close wiring. Disabled Air Alarms will show no lights. Wires Name Cutting Mending Pulsing Power Disables power. Restores. Disables power. Can be restored with mending. Access Locks the interface completely until mended. Unlocks. Toggles interface ID lock on/off. Syphon Starts PANIC SYPHON Nothing Toggles PANIC SYPHON on/off. AI control Disables AI control. Restores after ~30 secs delay. Temporarily (~30 secs) disable. Alarm Starts the alarm. Nothing Resets the alarm. Security Camera.gif Security Cameras The malfunctioning AI cannot siphon your air if you disable its eyes. With a screwdriver in hand, click on the camera. 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. Multitool: Pulsing will toggle the camera's vision range from 7 tiles (the default) to 2 tiles. MULE.gif MULEbot No better way to get away from it all with a joyride on a MULE! And run over some people with it too. Unlock the controls with a Quartermaster's/Cargo Technician's/Head Of Personnel's/Captain's ID. Unscrew the maintenance panel with the screwdriver. See the table below and hack what you want. Screw the panel back on. Wires Name Cutting Mending Pulsing Power (2 wires) One or both cut = disables power. Restores. The charge light flickers. -message. Motor (2 wires) One cut = increases speed slightly. Other cut = increases speed greatly. Both cut = disables motor. Restores. The drive motor whines briefly. -message. Radio (4 wires) One or more cut = disables PDA control. Restores. You hear a radio crackle. -message. Safety Disables safety, awakens thirst for blood. (DON'T DO THIS UNLESS YOU'RE A TRAITOR OR WANT TO DIE) Restores. The external warning lights flash briefly. -message. Load Allows non-standard cargo (people, cyborgs, and other bots). Disables. The load platform clunks. -message. Supply Shuttle Console.pngSupply Shuttle Console Who wants to order contraband (containing posters, lipstick and whatnot)? Disassemble the Supply Shuttle Console with your screwdriver, crowbar and wirecutters Grab the supply computer circuitboard Multitool it and set its receiver to the appropriate spectrum 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) Requests Console.gifRequests Console Unhappy with your requests priority level? Crank it up to 'EXTREME'! Crowbar the requests console panel open. Use your screwdriver to enable the hidden priority level. Close the panel with your crowbar. Particle Accelerator ParticleAccelerator.gif What safer way to release the singularity than doing it REMOTELY! That, or you can hack it to make it shoot more powerful particles! Setup the PA if you haven't already, then use a screwdriver on the computer to open the panel/expose the wires. Now click on the computer with a hand to bring up the wire menu. Here you can then get your tools in hand. Power wire: Pulsing toggles the PA on or off, cutting it will disable the PA and stop it from turning on. Strength wire: Pulsing increases the strength of the PA, cutting it will set the strength to 0 and prevent people turning it up. Interface wire: Interface wire will stop people being able to use the control computer. Pulsing will toggle this, cutting will turn it off until mended. Limit wire: Cutting will allow the PA to be turned up to strength 3. When pulsed it will make a large whirring noise. Nothing wire: Will do nothing, it's just here to make it harder. Close the panel for the PA to then work again. IMPORTANT: Don't forget to scan the parts again. You can also attach a Signaler to these wires to release the singularity, such as remotely pulsing the strength wire. Bonus points if you also pulse the interface wire so that people can't stop it! Wires Name Cutting Mending Pulsing Power Disables power. Restores. Toggles power on/off. Strength Sets strength to 0 and prevents people from turning it up. Restores. Increases the strength. Interface Stops people from being able to use the control computer. Restores. Toggles interface off/on. Limit Allows PA to be turned up to strength 3. Restores. Makes a large whirring noise. Nothing Nothing. Nothing. Nothing. Syndicate Bomb.gif Syndicate Bomb 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. 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. 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. 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! 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! 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. LIVE Bomb Wires Name Cutting Mending Pulsing Activate Stops the countdown. Nothing. Adds time to the timer. "The bomb seems to hesitate for a moment." Delay Nothing. Nothing. Adds time to the timer. "The bomb chirps." Bolt Releases the bolts (if they were activated) so that the bomb can be moved. Nothing. "The bolts spin in place for a moment." Proceed Explodes. Nothing, u ded. Reduces time on the timer! "The bomb buzzes ominously!" Boom Explodes. Nothing, u ded. Explodes. NOT LIVE Bomb Wires Name Cutting Mending Pulsing Activate Nothing. Nothing. Starts the countdown. Delay Nothing. Nothing. "The bomb chirps." Bolt Releases the bolts (if they were activated) so that the bomb can be moved. Nothing. "The bolts spin in place for a moment." Proceed Nothing. Nothing. "The bomb buzzes ominously!" Boom Makes the bomb unusable. Restores. Nothing. C4.gif Plastic Explosives (C4) For an awesome way to go out! One wire. Explode wire: When cut, it explodes. When pulsed, it explodes! You can attach a Signaler to make a remote bomb. Wires Name Cutting Mending Pulsing Explode Explodes. Nothing. Explodes. Vendboozeomat.gif Vendsec.gif Vendmed.gif Vendcoffee.gif Vending Machines The only thing worth hacking! Click on the vending machine to open it. Click on the vending machine with a screwdriver in hand to access the wiring, then get a tool in your hand. Button to toggle speaker on/off. Four lights: The orange light is off.Indicates the machine is electrified when on. The red light is blinking/off. Blinking indicate that it is working normally, off means it's in firing mode. The green light is off/on. Indicate that contraband is available when on. A purple/yellow light is on. Four wires: Firing wire: If pulsed will fire stuff at people contentiously until pulsed again. Cutting causes machine to fire stuff at people contentiously until mended. Toggles the red blinking light off when in firing mode. Contraband wire: Cutting does nothing. When pulsed toggles availability of illegal or rare goods, also toggles the green light on/off. Access wire: When pulsed it toggles the purple/yellow light, allowing for ID restricted machines (med machines, sec machines, and the bartenders Booze-o-mat) to be used by anyone when the yellow light is on. Shock wire: Like the firing wire in effects from hacking, except it shocks instead of shoots, and toggles the orange light on. Pulsing this wire electrifies the machine for 30 seconds. Wires Name Cutting Mending Pulsing Firing Causes the machine to fire stuff at people (turns off red blinking light). Restores. Toggles firing on/off. Contraband Nothing. Nothing. Toggles illegal/rare goods availability on/off (shown by a green light). Access Activates the access restriction. Nothing Toggles the access restriction(purple/yellow light). Shock Causes the machine to electrocute people (shown by an orange light). Restores. Electrifies the machine for 30 seconds. Secure.png Safe.png Secure Briefcase, Wall Safe seriously who is dumb enough to use these things anyway god damn Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset. The memory is now reset. Punch in your favorite code and hit E to set it. Screwdriver the panel shut. Vaultsafe.png Safe 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. Station Bounced Radio.png Wallradio.png 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. Interestingly, Tracking Beacons also count as radios. Wires Name Cutting Mending Pulsing Output Disables speaker. Restores. Toggles speaker on/off. Input Disables microphone. Restores. Toggles microphone on/off. Dummy Nothing. Nothing. Toggles both the microphone and speaker on/off. Suit Storage Unit.png Suit Storage Unit The thing nobody remembers to check. 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. 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. Security Gas Mask.png 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. 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. Generic borg.pngEngborg.png Cyborgs Use these tools in this order to hack a borg: Id regular.png ID Card Crowbar.png Crowbar Screwdriver tool.png Screwdriver (You may or may not have to remove the battery first) Wirecutters.png Wirecutters will open a window. Multitool pulsing seems to do nothing, you can just cut and mend wires. Screwdriver tool.png Screwdriver Crowbar.png Crowbar Id regular.png ID Card Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire. 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. 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. Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again. AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders. Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off. Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to. Mending this wire does nothing. You need to pulse it to reconnect it to an AI. Camera: If this light is on, it shows that the Cyborg's camera is operational. If it is off and the wire is mended, then you have a traitor Cyborg. Pulsing this wire will focus the Cyborg's lens, allowing you figure out which wire it is. It will also kick out anyone who is watching through the camera. Cutting this wire will deactivate the Cyborg's camera, causing it to show as "deactivated" on the Security Console and the AI's camera list. Mending this wire will reactivate the Cyborg's camera. An emagged cyborg will have no LawSync or AI link and cannot be reset. Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work. 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. 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. 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. 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. Singularity’s EMP can be abused to short out lockers. 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 if you want to be banned if you're an antagonist. 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. 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 buttons to remove access. Wall-mounted flashers and portable flashers can be disabled with wirecutters. 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. 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. As a traitor engineer, you could easily do the following: Go to a room, like a construction room, and find the APC's wire that shorts out the power. Grab two signalers and adjust their frequencies. 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. 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. 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. 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. 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 see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it. 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 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety) Cut the bolt lights 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. 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: 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 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 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. Put bombs in the backpacks of brain-dead or catatonic people. ADDED: Advanced version: Get mouse traps, connect one with signaler with set frequency, then make a bomb with signaler on the same frequency. Put both in backpack. Wear it or leave it somewhere/on someone. ADDED: Wizard Mode: Take your 6 max cap bomb and build 6 voice analyzers from an autolathe. Set the trigger words to "Pete", "beat", "chick", "chicky", "boom". Find 6 station bound radios, and place each of them in a backpack with a corresponding bomb hidden about the station. Sing the song that ends the station. 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. 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. Make grenade, but dont use igniter+TIMER,use IGNITER+SIGNALLER and set for frequensy of your Voice+Signaller 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! The BYOND ticks are longer than a second, so in Syndicate Bombs; the reason they take so long to detonate is you set them to "60 seconds" and it's actually "60 ticks" giving you 2.5 minutes instead of 1. ----- What you'll need Boxinggloves.gif Gloves of some kind Yellowgloves.png Captaingloves.png Insulated gloves, Captain's gloves: Grant total protection from electrical shocks while hacking. LGloves.png Latex gloves grant 70% protection from shock. Yellowgloves.png Budget Insulated Gloves have randomly generated shock protection: 100% reduction (14%) or 50% reduction (57%) or 25% reduction (14%) or -50% reduction (14%) Boxinggloves.gif Most gloves, especially those from the Autodrobe, provide 50% shock protection. BGloves.png Combat gloves grant 40% protection from shock. BoGlove.png Botanical gloves grant 10% protection from shock. Screwdriver tool.png Screwdriver: The first step in any hack is to open the maintenance panel by clicking with the screwdriver. Wirecutters.png Wirecutters: Used in most hacks which seek a permanent effect, such as permanent electrification. Not necessary for many hacks, but always useful to have. You must have these in your hand while cutting on the wire prompt. Multitool.png Multitool: Used in almost all hacking, without the ability to pulse wires your options will be extremely limited. They are somewhat harder to come by than wirecutters and other tools. Crowbar.png Crowbar: Used in deconstruction of machines and prying open unpowered airlocks. Optional if you intend to do neither. Basic Hacking Hacking is relatively simple, it consists of experimenting on various wires to see how they change the indicators or behaviors of the machine to figure out what each wire does. The colors and order of each wire are randomized every shift, but stay consistent between machines of the same type for the same shift. For example, if you determine that the contraband wire is blue for vending machines, all vending machines will use that same wire for contraband for the current shift. You may wish to experiment your first time with something that has few wires, such as an APC, as it will be less confusing. Equip your gloves to your glove slot (not your hands). Take your Screwdriver tool.png Screwdriver in your active hand and click the machine you wish to hack. This will open the panel. Click on the now-open machine with an open hand, Wirecutters.png Wirecutters, or Multitool.png Multitool to get the wire prompt. At this point, you will have a prompt that lists a number of wires colors with links to cut and pulse, and often some indicators at the bottom. To cut wires, you must have your wirecutters in your active hand. To pulse, you must have your multitool in your active hand. Airlock.png Airlock external.png Airlocks Both internal and external access airlocks are hackable, though Hazard Door.png hazard doors are not hackable. You can also weld doors shut, or in the case of hazard doors, weld them shut or open. Remember, wires are randomized, so you need to identify them the first time. The most important ones to identify are the "test light" wire and the "door bolts" wire. The airlock has a staggering twelve wires. ID Scan wire: Pulse to flash bolt lights. Cut to prevent any ID from opening the door (except on public doors). Main Power wires (2): Pulse either to disable power for 60 seconds, but backup power will kick in after 10 seconds if available. Cut either shocks and disables main power permanently. Note that if pulsing a main power wire becomes unresponsive, cutting and mending the wire will reset its timer, allowing a fresh pulse. While the door is unpowered, it can be forced open with a Crowbar.png crowbar. Bolt wire: Pulse to toggle bolts if the door is powered. Cut drops the bolts and prevents them from being raised. Backup Power wires (2): Pulse either to disable backup power for 60 seconds. Cut either to disable backup power permanently. Open wire: Pulse to attempt to open the door or close without an ID, which fails if there are any access requirements, but succeeds if the ID scan wire is cut. Cut prevents the airlock from opening. AI Control wire: Pulse to disable AI control for 10 seconds. Cut to indefinitely disable AI control until mended. The AI can hack the door to bypass this as long as it is powered. Electrify wire: Pulse to electrify for 30 seconds. Cut to electrify indefinitely until mended. Safety wire: Pulse to disable safeties (and close the door if open), which means instead of beeping if someone is inside the door when it tries to close, it will instead crush them, causing about ten brute damage and causing the victim to collapse. Repeatedly opening and closing the door can cause rapid death. Cut disables safeties. Mend restores safeties. Speed wire: Pulse to toggle the faster door closing option. Cut to disable autoclosing, mend to enable autoclosing (and close the door if open). Doors normally close after 15 seconds. Faster option decreases that time to 2 seconds. Bolt Light wire: Pulse to toggle the lights which indicate if a door is bolted. Cut to disable the lights, Mend to restore the lights. On Open wire: Does nothing on its own, but will trigger any signallers attached to this wire when the door is opened while powered. It has the following indicators: Door bolts: Fallen if the door is bolted, preventing entry. Up, otherwise. Bolt lights: On if the bolt lights are functional. Off, otherwise. Test light: On if the door is powered and off otherwise. While the door is unpowered, such as due to wiring tampering, APC failure, ion storm, or other anomalies, the door can only be opened by crowbar. AI control allowed light: On if AI control is functioning normally. Off if temporarily or permanently disabled, and also if the AI has hacked past the disabled wire. Check wiring light: Off if the safeties are working normally. On, otherwise. Check timing mechanism light: Off if the door closes after a normal fifteen seconds. On if the door timer has been shortened. Open wire: When pulsed, the doors keypad will blink green for a second. On Open wire: When pulsed, the doors motors will whirr for a second. Strategies Basic Breaking & Entering: Slowly pulse each wire, starting from the top. If you see that the bolts have dropped, pulse that wire again to fix the door. Continue until the test light goes out, and quickly use a crowbar on the door to open it. Memorize that wire so you can quickly pulse it later to get through other doors. Entry Without a Multitool: First, find a door that is out of the way and useless to you, such as an external airlock. Cut each wire until the test light goes out. If the bolts drop, the door is broken, which is why you should use a useless door to "research" the bolt wire. Obstacles: Simply cut all wires. Anyone attempting to get through will have to wait sixty seconds after fixing the power wires, then have to locate and pulse the bolt wire. It also won't display that it is bolted because the bolt light wire will be cut. For less subtlety but more delays, weld the door shut as well. Remote Doorcrush: Cut the safety wire and attach a signaler to the open wire on a public airlock, such as one in a main hallway. As someone passes through, pulse rapidly to cause the door to crush them repeatedly. Remote Lockdown: Attach a signaler to the bolt wire to create a panic button to quickly bolt the door in an emergency. Great for getaways. APC.png APCs Used to control power to a certain room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, and can be remotely controlled from there. Screwdriver tool.png Screwdriver in hand, click on APC to open the panel and expose the wiring. Equip a Multitool.png multitool. Put Wirecutters.png wirecutters in your other hand to quickly Cut and Mend a wire if you short out the power accidentally (which will likely happen). Power wires (2): Pulse will short out the APC. You must cut and mend the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely. AI control wire: Like the airlock, pulsing will flash the light off and on quickly; cutting will disable AI control APC lock wire: This is the wining wire you want to pulse in order to unlock it. Use a screwdriver to close the wiring panel back up. AirAlarm.png Atmos Alarms Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc. Screwdriver tool.png Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring. Equip a Multitool.png multitool andWirecutters.png wirecutters. Id Scan: Pulsing will unlock the alarm for 30 seconds. Cutting will not allow people to access the alarm even if they have the correct ID. Mending will allow normal operation. Alarm: Cutting will cause an atmos alert in the area, and most likely alert the AI as well. Pulsing will reset the alarm status. Mending allows the alarm to work again. Panic Syphon: Cutting or Pulsing this wire will activate the panic syphon. Mending does nothing, and it must be turned off from the actual alarm. AI Control: Cutting this wire will prevent the AI from using the alarm. Pulsing it flashes the light on and off quickly. Mending allows AI control. Power: Cutting this wire will deactivate the alarm. Pulsing it turns it off for 30 seconds. Mending restored power. Use a screwdriver to close the wiring panel back up. Autolathe.png R&D Machines Screwdriver tool.png Screwdriver the R&D machine, usually a fabricator, to open the maintenance panel. Click on the fab with an empty hand to access the wiring. Disable wire: Cutting or pulsing will toggle the fabricator between disabled and enabled. The wire does not need to be intact to function. Shock wire: Cutting or pulsing toggles indefinite shock, becoming very dangerous. The wire does not need to be intact or broken for the machine to be electrified. Contraband wire: Pulse to enable contraband options. Does nothing on a general fabricator, protolathe, exosuit fabricator, circuit printer, deconstructive analyzer, R&D server, reverse engine, blueprinter, or flatback fabricator. Automake Wire: . Pulse to toggle the automake function, which causes the fabricator to continuously produce the last item made. This wire does not need to be intact to function. JobFinishedWire: If a signaler is connected to this wire, it will be pulsed every time the machine completes an item. This wire needs to be intact to function. It has these indicators: Red light: On if functional. Off, otherwise. Green light: On if normal. Off, if shocked. Blue light: On if normal. Off, if contraband enabled. Yellow light: Off if normal. On if automake is enabled. Contraband unlocked by hacking an autolathe: Compressed matter cartridges (for the RCD) Handcuffs Bullets Other stuff MULE.gif MULEs First, click on the MULE and unlock the interface. Unscrew the panel as normal and you will be presented with a long list of wires. Power wires (2): Cutting either will disable the MULE. Both of these wires are necessary for the MULE to run. Avoidance wire: Cutting this will prevent the MULE from checking for humans in its way, causing them to become run over. Do not cut this if you are not out to cause death to random innocents. Load check: Cutting this will lift the cargo type restrictions, allowing Cargo Techs to climb up on board. To climb aboard, drag your icon onto the MULE. Motor wires (2): Cutting both of these will immobilize the MULE. Cutting solely the first motor wire will double its speed, and Cutting solely the second motor wire will quadruple its speed. Remote receiving wire: Cutting this wire will prevent remote communication with the MULE by PDA. Pulsing will cause the radio to crackle. Remote transmission wire: Cutting this wire will prevent the MULE from transmitting its status. Pulsing will cause the radio to crackle. Beacon receiving wire: Cutting this wire will prevent the MULE from picking up on homing beacons, making it impossible to navigate. Pulsing will cause the radio to crackle. Nothing wire: This wire is just here to confuse you. It has these indicators: Charge light: On if both power wires are intact. Off if either has been cut. Warning light: Off if the MULE will avoid running over people. Gleaming ominously if the avoidance wire has been cut. Platform: Elevated if taking on normal loads. Riding low if the load check wire has been cut. Regulator light: Green if both motor wires are intact, yellow if one is intact, and red if none are intact. Supply computer.png Supply Shuttle Console The console used for ordering shit from centcom. Allows ordering of contraband crates when hacked. Use a screwdriver on the console Use the crowbar to pry out the screen and put the glass aside Cut the wires with a pair of wirecutters and put the wire aside with the glass Get your screwdriver back out and use it on the console again Pry the chip out with the crowbar Holding the chip in one hand, use the soldering iron on it and set it's spectrum to BROAD Place the chip back in and use the wires on the console Screwdrive the console and place the glass back in by clicking it with the glass in your active hand. Security Camera.gif Cameras Used to view rooms from. Can be upgraded and deconstructed. With a screwdriver in hand, click on the camera. After opening the panel, use your wirecutter or multitool on the camera. Focus wire: This wire was once used for focusing the view distance of a camera, but now it does nothing but affect an indicator. Power wire: Cutting disables the camera entirely, Mending enables it. Pulsing toggles the camera's active state. Note that disabled but not-deconstructed cameras are extremely obvious from the Advanced Security Camera computer, which displays non-functional cameras in red. Light wire: Cutting disables the AI from turning on the camera's onboard light. Alarm wire: Cutting puts out a camera alert to all cyborg units and the station AI. Pulsing gives off a harmless beep. Nothing wire (2): These do nothing, but cutting them along with all other wires is required to deconstruct the camera. Cameras have the following indicators: Focus light: On if the focus wire hasn't been cut or pulsed. Off, otherwise. Power light: On if the camera is usable. Off, otherwise. Note that if the camera will also visibly stop moving when this light is off. Light light: Off if the camera light is turned off. On, otherwise. Alarm light: On if currently alarming. Off, otherwise. Particle Accelerator The accelerator has five wires: Toggle Wire: Pulse toggles power. Cut turns off, Mend turns on. Strength Wire: Pulsing increases intensity if turned on and not at intensity limit. Otherwise, does nothing. Interface Wire: Pulsing toggles the ability to interact with the interface. Cut disables, mend re-enables. Limiter Wire: Pulsing will produce a message about a whirring noise. Cutting increases the intensity limit to 3. Mending reduces it back to 2. Nothing Wire: Does nothing when pulsed or cut. It has these indicators: Keyboard light: On if the interface wire is intact. Blinking if it has been cut. Regulator light: Teal if the limiter wire is intact, purple if the limiter wire has been cut. Also note that if the particle accelerator is turned on at level three, it will fire purple instead of teal waves. Syndicate Bomb A bomb! Are you a bad enough dude to attempt to defuse a live explosive that, if it should explode, will reduce you to a fine red mist? 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 you have a lot of time see if there's a bomb-suit and helmet around, which reduces the penalty for failure from death to only slight death. You can find one on Telescience or Toxins Lab. Also look for a multi-tool if you don't have one, the odds are better. 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. 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. 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. 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! Keep in mind that randomly pulsing a live bomb carries a 20% risk of sudden death, but randomly cutting carries a 40% risk. 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. Jukebox Produces sweet, sweet music. Screwdriver tool.png Screwdriver in hand, click on the jukebox to open the panel and expose the wiring. Equip a Multitool.png multitool or Wirecutters.png. Click on the jukebox with an open hand to start hacking. Power wires (3): Pulse will toggle the music on or off and displays the difference between the wire's frequency configuration offset and the previous wire's frequency configuration offset. Cutting any of the three will shock and disable the jukebox and lower that wire's frequency configuration offset by one (more on this later). If the offset is 0, it is instead raised to 14. Shuffle wire: Pulse to immediately shuffle the song. Cutting disables shuffle mode and forces the juke into play-once mode. Capitalism wire: Pulse to randomize price between 0 and 20 credits (extremes inclusive). Cut to disable song picking. Transmission wire: Pulse to emit a dangerous burst of radiation. This burst has a cool-down of around five seconds, but it is still very dangerous. Two pulses will cause severe damage to a human without shielding. Cutting shocks and disables the multitool menu. Configuration wire: Pulse to play a static sound. Cut will put the Jukebox into "Syndicate" mode, as if emagged, but only if all three power wires have a frequency configuration offset of exactly 0. Maintenance wire: Pulse to enable access to the options menu. Cut shocks. It has these indicators: Decorative tube with bubbles: Glowing if the power wires are intact. Dim, otherwise. Green slider bar: Modulating around full if the transmit wire is intact. Off, otherwise. Maintenance button: Lit if the options menu is unlocked. Off, otherwise. Unlabeled light: Blinking occasionally if normal. Dark if in syndicate mode. Radio Transmitter Used in transmitting jukebox sounds to sound systems and boomboxes. Screwdriver tool.png Screwdriver in hand, click on the jukebox to open the panel and expose the wiring. Equip a Multitool.png multitool or Wirecutters.png. Click on the transmitter with an open hand to start hacking. Power wire: Pulse toggles the transmitter on or off. Be careful, as accidentally enabling the transmitter without radiation protection may result in sudden collapsing and death. Cut shocks and disables the transmitter. Radiation wires (2): Cut to lower base radiation per tick output by 50%. The transmitter needs at least one to function. Link wire: Pulse to clear all links. Cut to disable multitool menu and shock. Setting wire: Pulse to update the cryptic display. It has these indicators: Backlight: Illuminated if the power wire is intact. Dim, otherwise. Radiation warning light: On if at least on radiation wire is intact. Off, otherwise. Cryptic display: If the setting wire has been pulsed, gives a percentage of local environmental temperature over safe operating temperature. Useful for ensuring the transmitter does not overheat. Vendcola.gif Vending machines The only thing worth hacking! Firing wire: Pulse toggles the vending machine's shoot inventory function, firing items (including contraband if enabled) for free. Cutting disables firing, mending enables firing. Contraband wire: Pulse toggles the ability to buy new items. Cut or mending resets the contraband items to hidden. Access wire: Pulse toggles access requirements. Cut or mending resets access to default. Shock wire: Cut electrifies indefinitely. Pulse electrifies for 30 seconds. It has these indicators: Orange light: On if the machine is electrified. Off, otherwise. Red light: Off if shooting inventory. Blinking, otherwise. Green light: On if contraband is revealed. Off, otherwise. Final light: Purple if access requirements are active. Yellow, otherwise. Minor Hackables FireAlarm.png Fire alarm Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach. Station Bounced Radio.png Radio & Signaler.png Signaler Screwdriver in hand, click on the offending radio so it can be modified or attached The usual radio use panel will pop up, but now with access to the wiring. If you've closed it by accident, just click on the radio as if you were going to change the settings on it. There are three wires. Two have apparent uses; the third is pretty much useless. Output wire will disengage the speakers (or signal-receiving on a signaler) Input wire will permanently disengage the microphone (or signal-sending on a signaler) Interestingly, tracking beacons and station intercoms also count as radios. Securebriefcase.png Secure Briefcase Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset. The memory is now reset. Punch in your favorite code and hit E to set it. Screwdriver the panel shut. SSU.pngSuit Storage Unit Screwdriver in hand, click on the SSU to open the panel and expose the controls. Small dial pointing to 185nm: Standard disinfection cycle. Deals moderate damage to living beings inside. Disinfects objects in the storage slots, removing blood or otherwise. Small dial pointing to 15nm: Advanced disinfection cycle. Kills who or whatever is inside the SSU. Destroys objects in the storage slots. GREEN LED: Safety is on. Unable to disinfect contents while living beings are inside. RED LED: Safety is off. Fire away at the guy you just stuffed inside. ---- What You'll Need Yellowgloves.png Insulated gloves - Hackables have power lines, and cutting/pulsing these without gloves can harm you. Screwdriver tool.png Screwdriver - For opening up panels and the like. A necessary tool Wirecutters.png Wirecutters - For cutting and mending wires. Also a necessary tool Multitool.png Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier. Crowbar.png Crowbar - For prying the door open once you've hacked it. Airlock.png Airlock external.png Airlocks Typical airlock hacking UI. Both internal and external access airlocks are hackable, though Hazard Door.png hazard doors are not hackable. Wires are randomized at the start of each round, but are standardized throughout the station (e.g., every orange wire might toggle the bolts). However, high security airlocks are always randomized and have extra decoy wires to make hacking harder. The hacking menu shows current status of the airlock and you can tell much about it from there. It is probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working. Multitool.png With a Multitool Finding the Right Wires Remember, wires are randomized, so you need to identify them the first time. The most important ones to identify are the "test light" wire and the "door bolts" wire. Remember to equip Yellowgloves.png insulated gloves to prevent electric shock. Screwdriver tool.png Screwdriver in hand, click on the airlock to open the panel and expose the wiring With a Multitool.png multitool, click on the airlock to access the wiring. Click each "Pulse" link to pulse the wires, and keep an eye on "The door bolts" and "The test light" at the bottom of the menu (two wires will cause this - pick either one). When you see either the "The test light is off!" or "The door bolts have fallen!", remember the colors of both wires. To put the door back to normal, the test light will need to be on first. It will come back on by itself after 10 seconds. Then, re-pulse the door bolts wire to put them "up" again, and close the wiring panel with your screwdriver. Airlock Hack If you have a multitool, getting through doors gets a lot easier and faster. Have the Multitool.png multiool in one hand and a Crowbar.png crowbar in another for quick switching. You'll only have 10 seconds (but you can retry if you fail). Pulse the Test light wire, then quickly switch to your crowbar and click on the door to pry it open while the power is off. Note: The door will close after power comes back up. If you want to keep it open, pulse the bolt wire to bolt the door and prevent it from shutting, then use the screwdriver to close the wiring panel. Multitool no.png Without a Multitool Finding the Right Wires Make sure you choose a door that you and everyone else won't mind you breaking, because in most cases this will prevent the door from opening again until it's repaired by an Engineer. Remember to equip Yellowgloves.png insulated gloves to prevent electric shock. Screwdriver tool.png Screwdriver in hand, click on the airlock to open the panel and expose the wiring Equip Wirecutters.png wirecutters. Click on the door to open the menu, then slowly Cut each wire until you see "The door bolts have fallen!" at the bottom of the menu. Remember the color of the wire you cut that caused the bolts to drop. Note: if you're lucky enough to be on the last wire and you haven't seen the bolts drop yet, you know that wire is the winner, so you don't need to cut it. Just remember its color. Mend all the wires and leave that door alone. Now that you know the wire color for door bolts, move on to the next door (or if you were lucky and found the bolt wire without cutting it, you can continue with the same door and skip to step #3 below.) Airlock Hack Open the wiring panel with the Screwdriver tool.png screwdriver. Using the Wirecutters.png wirecutters, cut all wires EXCEPT for the door bolts wire that you found earlier. Use a Crowbar.png crowbar on the door to pry it open. Emergency Unbolting Procedure There are two cases in which doors which have been bolted cannot be unbolted using the on-board actuators: either the door is damaged to the point where on-board actuators no longer work, or there is no power available to make the actuators work. In either of these cases, it is necessary to access the bolts directly and cut them in order to open the door. Note that this procedure inflicts damage on the door. The procedure for manual cutting of door bolts is as follows: If the door is still fully operational, break it using any sturdy implement, such as an axe or a fire extinguisher. Use harm intent. The door is broken when the panel is open and spewing sparks. Break the protective bolt cover. This can be done using a fire axe, held in two hands (faster option), or a cutting implement capable of cutting metal, such as a Welderon.gif welding tool, plasma cutter, a circular saw, or even an energy sword (slower options). Cut the bolts themselves using a cutting implement, such as welding tool, plasma cutter, a circular saw, or an energy sword. The door can now be levered open, using a crowbar or a fire axe Note that the cutting procedure can take a long time, especially when using tools that generally fare poorly at cutting metal bolts—such as surgical saws. Keep this in mind if in time-sensitive situations. Wire Functions ID wire: Pulsing will flash the 'access denied' red light; cutting will prevent anyone from opening the door if it's a restricted door; otherwise, it does nothing. AI control wire (AI control allowed): Unlike most other wires, this one has more than just two states. Pulsing will toggle the 'AI control light' between 'Orange' (limited AI control - they are not allowed to bolt/unbolt the airlock) and 'Green' (they have full control). Cutting shows the control as 'Red' and will prevent the AI from accessing the door unless they hack the power wires (which takes considerable time). Main power wires (2) (test light wires): Pulsing will turn off the 'test light' and kill the power for a short time; cutting will kill the power for a time before backup power kicks in. There are two of these, and both are needed for the main power to work. Cutting will cause sparks. Backup power wire (2): Pulsing will turn off the 'test light' kill the power for a short time if the main power is out, otherwise, nothing. Cutting will obviously disable the backup power. There are two of these, and both are needed for backup power to work. Cutting will cause sparks. Bolt control wire: Pulsing will toggle the door bolts. Cutting will drop the bolts and they will remain dropped even when mended. Bolt wire (door bolt indicator): Pulsing will toggle whether the bolt/access lights turn on / flash. Cutting will turn the lights off until mended. Even when the lights are off the UI will tell you that you can see the bolts are up/down. Door control wire: If the door is ID restricted, this is pretty much useless. If not, Pulsing will open/close the door and cutting will keep it that way, sort of like bolting. Electrifying wire: Pulsing will electrify the door for 30 seconds; cutting will permanently electrify it until mended. You can find the wire easily because the door shoots sparks when pulsed or cut. Obviously useless if there is no power to the door. Door safeties wire: Pulsing will cause the 'check wiring' light to toggle, causing the door to no longer check if someone is in the door before closing if it is on. Cutting will permanently turn off the safeties until mended. Door timing wire: Pulsing will toggle the door's timer, and the 'check timing' light. If the light is on, the door will try to close as soon as it opens. Cutting it will turn off the timer until mended. Strategies Create an 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. Hacking without gloves. First find two wires of importance. The bolts wire, and the test light wire. Pulse a random door to find out the wires. If you hear sparks, see your health going down or see the message "You feel a powerful shock coursing through your body!", 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. APC.png APCs Used to control power to a certain room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, and can be remotely controlled from there. Screwdriver tool.png Screwdriver in hand, click on APC to open the panel and expose the wiring. Equip a Multitool.png multitool. Put Wirecutters.png wirecutters in your other hand to quickly Cut and Mend a wire if you short out the power accidentally (which will likely happen). Power wires (2): Pulse will short out the APC. You must cut and mend the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely. AI control wire: Like the airlock, pulsing will flash the light off and on quickly; cutting will disable AI control APC lock wire: This is the wining wire you want to pulse in order to unlock it. Use a screwdriver to close the wiring panel back up. AirAlarm.png Atmospheric Alarms Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc. Screwdriver tool.png Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring. Equip a Multitool.png multitool andWirecutters.png wirecutters. Id Scan: Pulsing will unlock the alarm for 30 seconds. Cutting will not allow people to access the alarm even if they have the correct ID. Mending will allow normal operation. Alarm: Cutting will cause an atmos alert in the area, and most likely alert the AI as well. Pulsing will reset the alarm status. Mending allows the alarm to work again. Panic Syphon: Cutting or Pulsing this wire will activate the panic syphon. Mending does nothing, and it must be turned off from the actual alarm. AI Control: Cutting this wire will prevent the AI from using the alarm. Pulsing it flashes the light on and off quickly. Mending allows AI control. Power: Cutting this wire will deactivate the alarm. Pulsing it turns it off for 30 seconds. Mending restored power. Use a screwdriver to close the wiring panel back up. Autolathe.gif Autolathes Screwdriver tool.png Screwdriver the autolathe to open the maintenance panel. Click on the autolathe with an empty hand to access the wiring. There are three important wires. Power, electrocution, hacking. You probably want hacking, unless you want to zap some poor sucker. Have fun accessing some new options: Compressed matter cartridges (for the RCD) Handcuffs Infrared beam (security) Infrared sensor Bullets Other stuff MULE.gif MULEs Unlock the controls with a Quartermaster's ID. Unscrew the maintenance panel with the screwdriver. Pulse various wires with a multitool. Pay attention to the reaction the MULE gives. Also note that these wires are randomized for each MULE Cutting the wire that causes the loading bay to thunk will remove cargo restrictions. Cutting the wire that leads to the safety light will awaken its thirst for blood and cause it to run over people in its path. DO NOT DO THIS UNLESS YOU HAVE A VERY GOOD REASON. Cutting one of the wires that makes the motor whine will safely speed up the MULE. Cutting both will immobilize it. Screw the panel back on. Wire Functions Response from multitool Effect if cut The drive motor whines briefly. Increases speed, disables motor if both wires are cut You hear a radio crackle. Disables PDA control The charge light flickers. Disables power The external warning lights flash briefly. Disables safety, awakens thirst for blood (DON'T DO THIS UNLESS YOU'RE A TRAITOR. EVEN THEN IT'S REALLY NOT A GOOD IDEA.) The load platform clunks Allows nonstandard cargo such as humans, cyborgs, and other bots Security Camera.gif Cameras Used to view rooms from, they also have upgrades which allow them to see through walls, be invincible against EMPs and have a motion detection system. With a screwdriver in hand, click on the camera. After opening the panel, use your wirecutter on the camera. You will now get a wire cut menu like the airlock. There are multiple wires to look out for. NOTE: Every camera will have randomized wires. Power Wire - Cutting it will disable the camera, fixing it will enable the camera. Pulsing toggle the camera on and off. Alarm Wire - You do not want to cut this wire. You have to use a multitool to detect this, as it'll give off a beeping sound when pulsed. Cutting will trigger an alarm, fixing it will cancel the alarm. Light Wire - Cutting this will stop the AI from using the camera's light, fixing it will allow the AI to use the camera light. Pulsing toggles it. Focus Wire - Cutting this will shorten the vision range to a default set of 2 tiles, fixing it will return it back to a normal 7 vision range. Pulsing it will toggle between the short and normal vision range. Two Nothing Wires - They do nothing, still required to deconstruct the camera. You can find a guide to deconstruct cameras here. Particle Accelerator What a better way to release the singularity than to do it REMOTELY! That or you can hack it to make it shoot more powerful particles! Setup the PA if you haven't already, then use a screwdriver on the computer to open the panel/expose the wires. Now click on the computer with a hand to bring up the wire menu. Here you can then get your tools in hand. The toggle wire will toggle the PA on or off when pulsed, if cut it will disable the PA and stop it from turning on. The strength wire will increase the strength of the PA when pulsed, if cut it will toggle the strength to 0 and stop people turning it up. The interface wire will stop people being able to use the control computer. Pulsing will toggle this, cutting/mending will toggle it on/off. The limit power wire will allow the PA to be turned up to strength 3 when cut. When pulsed it will beep. The nothing wire will do nothing, it's just here to make life harder. Close the panel for the PA to then work again. IMPORTANT: Don't forget to scan the parts again. Now remember, you can attach a signaler to these wires to release the singularity, such as remotely pulsing the strength wire. Bonus points if you also pulse the interface wire so that people can't stop it! Mercenary Nuclear Bomb A bomb! Are you a bad enough dude to attempt to defuse a live explosive that, if it were to explode, could reduce you to a fine red mist? 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 corpse 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. 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. 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. Proceed wire: Pulsing will reduce the clock, making your life that muich 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! Keep in mind that randomly pulsing a live bomb carries a 20% risk of sudden death, but randomly cutting carries a 40% risk. 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. Hardsuits These hightech hardsuits are hard to come by, but can be hacked to be bent to your will. Swipe your ID on the Hardsuit to unlock the panel, then use a Crowbar.png to open it. (An emag might come in handy.) Equip a Multitool.png multitool andWirecutters.png wirecutters. Security Wire: Can be cut to disable Security Checks on the suit. The suit will twitch when this wire is pulsed. AI Override: Can be pulsed to toggle whether the AI can control the suit. A red light will flicker when this wire is pulsed. System Control: Can be pulsed to toggle some malfunctions. Interface Lock: Can be pulsed to toggle whether the interface can be accessed. The suit will click audibly when this wire is pulsed. Interface Shock: Can be pulsed to toggle whether the suit shocks the user or not. Close the panel. Minor Hackables I haven't a clue why you'd ever want to hack any of these things, but you can! FireAlarm.png Fire Alarms Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach. Station Bounced Radio.png Station-Bounced Radios & RemoteSignalingDevice.png Signalers Screwdriver in hand, click on the offending radio so it can be modified or attached The usual radio use panel will pop up, but now with access to the wiring. If you've closed it by accident, just click on the radio as if you were going to change the settings on it. There are three wires. Two have apparent uses; the third is pretty much useless. Output wire will disengage the speakers (or signal-receiving on a signaler) Input wire will permanently disengage the microphone (or signal-sending on a signaler) Interestingly, tracking beacons and station intercoms also count as radios. Securebriefcase.png Secure Briefcases Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset. The memory is now reset. Punch in your favorite code and hit E to set it. Screwdriver the panel shut. Vendcola.gif Vending Machines The only thing worth hacking! Four wires Firing wire when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light. Contraband wire does nothing when cut, when pulsed unlocks illegal or rare goods. Wire is unknown. Access wire when cut it turns on a orange light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone. Shock wire Like the firing wire in effects from hacking, except it shocks instead of shoots.