Difference between revisions of "Hacking"

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Not to be confused with e-magging. Please check out [[E-maggable objects]] for all E-maggable objects in the game.
<div style="display: grid; float: right;">
=What you'll need=
{{JobEngineering}}{{JobCivilian}}</div>Hacking. Because sometimes you need to get places you shouldn't be, get items you don't have access to, or even be a hero and disarm a bomb. Hacking is a vital skill for the Engineering department and is often useful to many others too.
* [[File:Yellowgloves.png|32px]] Insulated gloves - Hackables have power lines, and cutting/pulsing these without gloves can harm you.
* [[File:Screwdriver tool.png|32px]] Screwdriver - For opening up panels and the like. A necessary tool
* [[File:Wirecutters.png|32px]] Wirecutters - For cutting and mending wires. Also a necessary tool
* [[File:Multitool.png|32px]] Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier.
* [[File:Crowbar.png|32px]] Crowbar - For prying the door open once you've hacked it.


=[[File:Airlock external.png]] Airlocks=
Not to be confused with e-magging. Please check out [[Cryptographic Sequencer]] for all E-maggable objects in the game.
Both internal and external access airlocks are hackable, though [[File:Hazard_Door.png]] the hazard doors and privacy shutters 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). Remember, cutting power to the door will stop everything else from working.


==Finding the Right Wires (With a Multitool)==
=Tools of the Trade=
Wires are randomized, so you need to identify them every round. The most important ones to identify are the "test light" wire and the "door bolts" wire.
[[File:Yellowgloves.png|32px]] '''Insulated Gloves''' - Stop you getting shocked.  


# Remember to equip [[File:Yellowgloves.png|32px]] insulated gloves to prevent electric shock.
[[File:Screwdriver tool.png|32px]] '''Screwdriver''' - A necessary tool, used to expose the hackable interface on many devices.
# [[File:Screwdriver tool.png|32px]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring
# With a [[File:Multitool.png|32px]] 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 and can't be tripped until the 10 seconds has elapsed. Then, re-pulse the door bolts wire to raise them again, and close the wiring panel with your screwdriver. You can also manually cycle the test light by cutting it and mending it again, thereby bypassing the ten second timer.


==Airlock Hack (With a Multitool)==
[[File:Wirecutters.png|32px]] '''Wirecutters''' - A necessary tool, used for 'Permanent' hacking. Is also much easier to get than the Multitool.
If you have a multitool, getting through doors gets a lot easier and faster.
# Have the [[File:Multitool.png|32px]] multiool in one hand and a [[File:Crowbar.png|32px]] 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 NOT stay open unless you also drop the bolts. If you want to close it immediately, click on it with the crowbar again, then use the screwdriver to close the wiring panel.''


==Finding the Right Wires (Without a Multitool)==
[[File:Multitool.png|32px]] '''Multitool''' - A better tool, used for shorter, safer hacking. Often harder to get, however.
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 [[File:Yellowgloves.png|32px]] insulated gloves to prevent electric shock.
# [[File:Screwdriver tool.png|32px]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring
# Equip [[File:Wirecutters.png|32px]] wirecutters.
# Click on the door to open the menu, then slowly '''Cut''' each wire until you see "The test light is off!" at the bottom of the menu and remember the colour of the wire. You can still find the test light even if you accidentally cut the door bolts wire.
# '''Mend''' all the wires and leave that door alone.
# Now that you know which wire controls the test light, move on to your intended door.


==Airlock Hack (Without a Multitool)==
[[File:Crowbar.png|32px]] '''Crowbar''' - A brute-force tool, for opening depowered airlocks and other such tasks.
# Open the wiring panel with the [[File:Screwdriver tool.png|32px]] screwdriver.
# Using the [[File:Wirecutters.png|32px]] wirecutters, cut the test light wire that you found earlier.
# Use a [[File:Crowbar.png|32px]] crowbar on the door to pry it open.


==Wire Functions==
'''Keep an eye out for:'''
#* '''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''': ''Pulsing'' will flash the 'AI control light' off temporarily; ''cutting'' will prevent the AI and cyborgs from accessing and controlling the door.
#* '''Main power wires''' (Test light wires): ''Pulsing'' will turn off the 'test light' and kill the power for ten seconds; ''cutting'' will turn off the test light and make the door unusable until auxiliary power comes on.
#* '''Backup power wire''': ''Pulsing'' will turn off the 'test light' kill the power for 10 seconds if the main power is out, otherwise, nothing. ''Cutting'' will obviously disable the backup power. There are two of these.
#* '''Bolt control wire''': ''Pulsing'' will toggle the bolts; ''cutting'' will drop the bolts.
#* '''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, similar to bolting.
#* '''Electrifying wire''': ''Pulsing'' will electrify the door for 30 seconds; ''cutting'' will permanently electrify it until mended. This will cause the safety light to flash. You can find the wire easily because the door shoots sparks when pulsed or cut.
#* '''Safety wire''': ''Pulsing'' will cause the safety light to flash red, causing anyone inside the airlock to be crushed when it closes. This causes around 30 brute damage. ''Cutting'' does absolutely nothing.
#* '''Timing wire''': ''Pulsing'' will permanently change the door timing, making the door close faster. This can be useful in conjunction with disabling the safety wire. ''Cutting'' does absolutely nothing.


==Strategies==
[[File:Yellowgloves.png|32px]] '''Budget Insulated Gloves'''- Budget versions of the insulated gloves. More common in Maint, can be bought from hacked tool vendors, but no guarantee of quality.
* '''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.
*1 in 7 chance of Full Insulation, Shock Immunity.
* '''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.
*4 in 7 chance of 50% Damage Decrease
* '''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.
*1 in 7 chance of 25% Damage Decrease
* '''Deathtraps''' by cutting the door safety wire, when someone tries to go through the door, you can keep opening and closing it on them, until they die.
*1 in 7 chance of 50% Damage '''Increase'''


==Secure Airlocks==
[[File:Yellowgloves.png|32px]] '''Fake Insulated Gloves''' - Sometimes found in maint, sometimes made by jokers using washing machines and crayons, these gloves probably offer zero insulation. On close inspection (Examine), ''"They don't feel like rubber".''
Though largely phased out and only present at the GAMMA armoury, secure airlocks are much harder to hack. They have a few more wires than normal airlocks and have extra security functions. These include AI alert wires, wires that only drop bolts, and different wiring from standard airlocks. You also have to open the panel to be able to emag them as a traitor.


To access the wiring panel, use the following tools in this order:
=Major Hackables=
* [[File:Wrench.png|32px]] Wrench to remove the bolts.
The main things you'll be hacking into. These often have multiple wires, the ability to shock you, or other fun side-effects. Caution, and insulated gloves, are advised.
* [[File:Welder.png|32px]] Welder to remove the armour.
* [[File:Wrench.png|32px]] Wrench again to remove plating.
* [[File:Screwdriver tool.png|32px]] Screwdriver to open wiring panel normally.


To continue hacking a Secure Airlock after opening the wiring panel, follow the same steps in either [[Hacking#Finding_the_Right_Wires_.28With_a_Multitool.29|with a multitool]] or [[Hacking#Finding_the_Right_Wires_.28Without_a_Multitool.29|without one]], since the wires for secure airlocks are not going to follow the same color scheme as normal airlocks.
If you're new to SS13, or hacking in general, be sure to check out the Beginner's Guide to Hacking below.


=APCs=
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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.
====[[File:Yellow Toolbox.png|32px]] A Beginner's Guide to Hacking====
# [[File:Screwdriver tool.png|32px]] Screwdriver in hand, click on APC to open the panel and expose the wiring.
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# Equip a [[File:Multitool.png|32px]] multitool.
'''Important, before you begin:
# Put [[File:Wirecutters.png|32px]] wirecutters in your other hand to quickly '''Cut''' and '''Mend''' a wire if you short out the power accidentally (which will likely happen).
*Whilst hacking, in general, is accepted by server rules, deliberately shocking half the station as a non-antag will get you in trouble.
#* '''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.
*This also goes for hacking into secure areas and taking [[High-Risk Items]] - if you're not an antag, don't do it.
#* '''AI control wire''': Like the airlock, ''pulsing'' will flash the light off and on quickly; ''cutting'' will disable AI control
*Hacking into places you shouldn't be is at least Breaking and Entering. Even public areas might be considered Damage to Station Assets. If the security are having a slow shift, expect them to come after you.
#* '''APC lock wire''': This is the wining wire you want to pulse in order to unlock it.
*If Engineering over-charge the station grid, the shocks delivered can become lethal. Proceed with preparation, or at your own risk.
# Use a screwdriver to close the wiring panel back up.


=Atmos Alarms=
'''What do I need?'''
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.
# [[File:Screwdriver tool.png|32px]] Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.
# Equip a [[File:Multitool.png|32px]] multitool and[[File:Wirecutters.png|32px]] 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.


=Autolathes=
[[File:Yellowgloves.png|32px]] Insulated Gloves - Shocks hurt. If possible, you want real insulated gloves. If not, you can roll the dice with Budget Gloves, or find a pair of Latex gloves for minor insulation. If none of this is to your taste, you probably want to have a Burn patch from medbay ready or suit sensors on in case you get shocked to death.
# [[File:Screwdriver tool.png|32px]] 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. Cutting them toggles their light permanently, pulsing does so temporarily. Red light is power, green light is electrocution and blue is hacked options.
# Have fun accessing some new options
#* Compressed matter cartridges (for the RCD)
#* Handcuffs
#* Infrared beam (security)
#* Infrared sensor
#* Bullets
#* Flame Throwers (Without fuel)
#* Other stuff


=MULEs=
[[File:Screwdriver tool.png|32px]] Screwdriver - Absolutely vital, to open airlock hatches. You can usually find one in Primary Tool Storage, Auxiliary Tool Storage, Maintenance, or ask Cargo to print you one.
#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.


=Cameras=
[[File:Wirecutters.png|32px]] Wirecutters / [[File:Multitool.png|32px]] Multitool - Multi is better if you can get one but if not wirecutters will do. Try asking Cargo for a multitool, but don't be surprised if they say no. Wirecutters, however, can be found in the same places as screwdrivers. Just be aware they incur a minor risk of shock when used to hack.
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.


=Particle Accelerator=
[[File:Crowbar.png|32px]] Crowbar - To open the door when you're done. Again, found in the same places as Screwdrivers.
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.
'''Practice, learning 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.
##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.
##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 you will hear a whirring noise.
##The 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.


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!
First, pick an airlock nobody will mind you breaking. Little rooms in maintenance, public toilets are good choices. If you try to practice on the Captain's door, expect a smack from security.


=Syndicate Bomb=
Use your screwdriver on your door to open its wiring hatch, then click on the door with Wirecutters or Multitool in hand. This should open an interface with a list of wires. These are randomized every round, but the same for all airlocks in each game. If you have a Multitool in hand, you want to press 'Pulse' for each wire and watch for any changes. If Wirecutters, you want to be Cutting.
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.
Each wire you Pulse / Cut might do something (see the wiring table below for detailed information), but the two you want to be finding, for now, are Main Power (aka Test) and Bolts. If all the indicator lights on the hacking interface go out (you will see ''"The Test light is Off!"'' at the bottom of the hacking window) chances are you've hit Main Power. Write this down, or memorize it, as you'll be needing it when you go against real doors.
# 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 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.
If you ''hear a click'' and the airlock's red bolt lights turn on, this is bolts. Memorize it, another useful one. If you've been using Wirecutters, be aware that you cannot reverse this. Be careful not to trap yourself.


= Lockboxes =
Finally, if the door starts continually sparking and delivers a massive shock to you, you've hit shock. Go and find a new door to continue testing, as this one will be broken for 30 seconds (multitool) or until Engineering come fix it (wirecutters). You can test if a door is still shocked by throwing a metallic object (such as a screwdriver) against it.
High Security items that can be made in Research and Development come in boxes locked to all but those who have armory access. Emag it to get access to the sweet, sweet science inside if you cant get ID access.


=[[File:safe.jpg]] Safes=
'''Real targets'''


You are here because you need something locked up in that stupid indestructible metal box. Either for something very [[High-Risk_Items#Nuclear_authentication_disk|dangerous]], or just because you have a good reason.
So now you know Test and Bolts. When you come up across a door you need to bypass, Screwdriver the Panel open then Pulse / Cut the known power wire. The door is now offline for ten seconds. Use your Crowbar to force it open (then Cut / Pulse Bolts to lock it there if you'll need to make a getaway), and proceed in. Congratulations, you're now a basic door hacker.
</div></div>


== Idiots Guide to Safe Cracking ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
*1. Hold stethoscope in one hand, interact with safe using empty hand.
====[[File:Airlock_external.png|32px]] Airlocks====
*2. Spin the dial to the right until you hear an -unk (it can be klunk, plunk etc), then keep spinning right.
*3. Stop spinning to the right when you hear a ''"Klink"'', ''"Tink"'', or ''"Plink"''
*4. Spin to the left, you shouldn't be hearing anything, keep spinning and you will eventually hear again, except instead of "clacks" you will hear constant "tink, prink, clink". You're almost there.
*5. Stop spinning when you hear a '''"Spring", "Sprang", "Sproing", "Clunk",''' or '''"Krunk"''' It will show up as a big bolded word, hard to miss.
*6. Open the safe.


== Turn Back All Who Enter Here! ==
<div class="mw-collapsible-content">
Okay so you want to know how this infernal metal box works?
How to: 
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to open the maintenance panel.
# (If Plasteel Secured) Use [[File:Wirecutters.png|32px]] '''Wirecutters''' to cut the electrified grille. [[File:Yellowgloves.png|32px]] Insulated Gloves required!
# (If Plasteel Secured) Use a [[File:Welder.png|32px]] '''Welding Tool''' to cut the outer armor.
# (If Plasteel Secured) Use a [[File:Crowbar.png|32px]] '''Crowbar''' to remove the outer armor.
# (If Plasteel or Metal Secured) Use a [[File:Welder.png|32px]] '''Welding Tool''' to cut the inner armor.
# (If Plasteel Secured) Use a [[File:Crowbar.png|32px]] '''Crowbar''' to remove the inner armor.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to close the maintenance panel when done.


Take a seat, cry in the corner and we can pick up once you are done.  
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Main Power
| Supplies Power to the airlock. When off, and unbolted, can be opened using a Crowbar. After 10 seconds, Backup Power will activate (if possible).
| Main Power off for 60s.
| Main Power off until Mended. 50% Shock Risk.
| Main Power restored. 50% Shock Risk.
| Pulse / Cut each wire in turn until the Test light indicator (on the hacking UI) turns off. Since you're cutting power, the Bolt Lights, AI Control, and most other lights will also turn off. However, the Test light is the one to be sure of.
|-
| Backup Power
| If Main Power is cut / pulsed, will engage after 10 seconds to restore function.
| Backup Power off for 60s.
| Backup Power off until Mended. 50% Shock Risk.
| Backup Power restored. 50% Shock Risk.
| On a 'Clean' airlock, Pulse / Cut the Main Power wire. After 10 seconds, when backup power is active, Pulse / Cut each unknown wire in turn until the Test Light turns off again.
|-
| Shock / Electrify
| Responsible for shocking the airlock.
| Shocks the airlock for 60s.
| Shocks the airlock until mended.
| Removes any shocks on the airlock. Cut-Mend to instantly fix a shocked airlock.
| Pulse / Cut each wire in turn until the airlock begins sparking. [[File:Yellowgloves.png|32px]] Insulated Gloves recommended!
|-
| AI Control
| Controls the AI's ability to remotely interface with the door.
| Momentarily turns off the AI Control Indicator.
| Turns off the AI Control Indicator. AI and Borgs can no longer instantly use the airlock, and instead must run a 30s delayed bypass.
| Restores normal function.
| Pulse / Cut each wire in turn until the AI Control indicator turns Off.
|-
| Bolts
| Controls the airlock's sealing bolts, the airlock cannot be opened if lowered.
| Toggles the Bolts.
| Lowers (Locks) the bolts, and prevents them being raised until repaired.
| Allows the bolts to be raised again but does not raise them itself.
| Pulse / Cut each wire in turn until ''you hear a click'', and the red bolt lights on the airlock turn on.
|-
| Bolt Lights
| Controls the bolt lights on the Door.
| Toggles the bolt lights on / off.
| Locks the bolt lights off.
| Allows the bolt lights to be toggled again and turns them on.
| Pulse / Cut each wire in turn until the Bolt Lights indicator turns off, but with the Test Light indicator still on.
|-
| Safety Control
| Controls the safety locks on the airlock, allowing it to crush those unfortunate enough to be inside it when it closes.
| Toggles Safety On / Off
| Unable to toggle
| Able to toggle
| Pulse each wire in turn until the "Check Wiring" indicator turns On, indicating Crush Hazard.
|-
| Timing Control
| Controls the timing system on the airlock, causing it to close much more rapidly.
| Toggles Fast mode On / Off
| The timer is broken, the door will stay open until manually closed.
| Repairs timer function.
| Pulse each wire in turn until the "Check Timing Mechanism" indicator turns On, indicating Fast Mode.
|-
| ID Scan
| Controls access to the Airlock's ID Sensors. On a Public/unrestricted door, no effect. On a locked door, stops the airlock opening even if you have access.
| Flashes the Red lights on the airlock, as if you tried to enter a door you do not have access to.
| Cuts access to the ID controls, denying access to all if it has any restrictions.
| Restores access controls to normal.
| Pulse each wire in turn until the Airlock flashes at you, as if attempting to access a restricted area.
|-
| Open / Door Control
| Controls a door's ability to Open and Close
| On a Public/unrestricted door, toggles the airlock open/closed. No effect on ID restricted doors.
| Prevents the door from opening. If already open, prevents it from closing.
| Restores normal function.
| On a Public door (e.g. Toilets), pulse each wire in turn until the door opens by itself.
|-
| Dud Wires
| Two of these, they have no effect. Easy to confuse with Open and Backup power, with both also have no visible effect unless their criteria are met!
| None.
| None.
| None.
| Should be two left-over wires when all others have been found.
|}
</div></div>


I want you to picture inside the safe a pair of metal wheels. These are the "tumblers" - the first one ''clacks'', the second one ''clicks''.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">


The first of these wheels only start to spin when the dial is in the correct position, one click past the tumbler. The second wheel will only begin to turn when the first wheel has gone a full spin past the number on the dial that is one click past the tumbler on the second wheel.  
====[[File:APC.png|32px]] APCs====
<div class="mw-collapsible-content">
How to:
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again when done.


So from this it means we need to spin the dial until the first engages just past its tumbler, then once the first is engaged you will hear ''clacks'' and similar sounds, then spin to a full rotation past the seconds tumbler to engage the second disk. Once the second disk is engaged you will hear ''clicks'' and similar sounds, continue spinning until you hear a ''"Klink"'', ''"Tink"'', or ''"Plink"'' this is the second tumbler.  
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Power (x2)
| The control wires responsible for managing the main power.
| Shorts out the APC, turning off power to the room, for 2 minutes.
| If either power wire is cut, the APC will be shorted until repaired. 50% Shock Risk.
| If both wires are mended, repair Short. 50% Shock Risk.
| Pulse or Cut a wire. If it turns the APC off, you've found one of them.
|-
| AI Control
| Much like Airlocks, controls AI ability to interface.
| Will turn the AI control light off, briefly.
| Will block AI / Borg ability to use the device.
| Will repair AI / Borg ability to use the device.
| Pulse / Cut the wires until the AI control light turns off.
|-
| ID Lock
| Controls the lock on the APC.
| Will unlock the APC interface for anyone, for 30 seconds.
| No Effect.
| No Effect.
| Pulse a wire until the ID lock changes, or cut a wire and have nothing happen.
|}
</div></div>


Now you want to spin in the opposite direction, engage the first disk as before, and spin to its tumbler, on its own this tumbler snapping into place will make a ''"Krunk"'', ''"Tonk"'', or ''"Plunk"'' sound however if the second tumbler is in place already, instead you will hear a very loud '''"Spring", "Sprang", "Sproing", "Clunk",''' or '''"Krunk"''' sound, indicating the safe is open.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:AirAlarm.png|32px]] Air Alarms====
<div class="mw-collapsible-content">
How to:
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again when done.


'''Rejoice!'''
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| ID Lock
| Controls ability to access the alarm.
| Unlocks for all for thirty seconds.
| Restricts access, nobody can use it.
| Restores normal function.
| Pulse wires until the air alarm is unlocked.
|-
| Alarm
| Controls the Atospherics Alarms on this device.
| Resets any outstanding alarms on this device.
| Causes an atmospheric alarm to show at this location. May draw the AI's gaze!
| Restores normal function.
| If an alarm is active, pulse wires until it shuts off. If no alarms active, cut wires until one occurs!
|-
| Siphon
| Controls Siphoning in the area. Expect atmospherics to be extremely displeased if you go around cutting this wire on several alarms.
| Begins Panic Siphon mode.
| Begins (and locks) Panic Siphon mode.
| Allows siphon to be turned off at the alarm but does not turn it off itself.
| Pulse or Cut wires until all the scrubbers in the room light up and start draining your atmosphere.
|-
| AI Control
| Much like Airlocks, controls AI ability to interface.
| Will turn the AI control light off, briefly.
| Will block AI / Borg ability to use the device.
| Will repair AI / Borg ability to use the device.
| Pulse / Cut the wires until the AI control light turns off.
|-
| Power
| Controls power to the Air Alarm itself.
| Turns off the alarm for '''20 Minutes''' - Cut and Mend to repair function.
| Will Deactivate the alarm, and all functions. 50% Shock Risk.
| Will resume normal function. 50% Shock Risk.
| Pulse or Cut wires until all the lights on the device turn off, and the air alarm itself looks blank.
|}
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Autolathe.png|32px]] Autolathes====
<div class="mw-collapsible-content">
How to:
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again when done.
 
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Hacked Production '''(Blue Light)'''
| Enables more items to be built at the autolathe.
| Toggles hacked production for up to 5 seconds. Toggles the Blue Light.
| Enables hacked production.
| Disables hacked production.
| Pulse / Cut wires until the Blue light changes.
|-
| Shock / Electrify '''(Green Light)'''
| Delivers an electrical shock to anyone trying to build.
| Toggles shock mode for up to 5 seconds. Toggles the Green Light.
| Will shock anyone using the lathe until repaired.
| Returns normal operation.
| Pulse / Cut wires until the Green light changes.
|-
| Disable '''(Red Light)'''
| Disables the Autolathe, preventing anyone from building anything.
| Toggles Disabled mode for up to 5 seconds. Toggles the Red Light.
| Disables the autolathe until repaired.
| Returns the autolathe to normal function.
| Pulse / Cut wires until the Red light changes.
|-
| Dud Wires
| The remaining wires on the board are duds and have no effect.
| None
| None
| None
| Any wire that does not change the status lights
|}
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Mulebot.png|32px]] MULEs====
<div class="mw-collapsible-content">
How to:
# Unlock the controls using a [[File:Id regular.png|32px]] '''QM or Cargo Tech ID'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again.
# Use the Mule's interface to re-enable Power.
# [[File:Id regular.png|32px]] lock the controls again.
 
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Power (x2)
| Controls Power to the device.
| Displays a message, ''"The Charge Light Flickers."''
| Cutting one or both will disable the MULE.
| Mending both will return the MULE to function.
| Pulse each wire until you hear, ''"The Charge Light Flickers."''
|-
| Motor (x2)
| Controls the speed of the MULE's drive motor.
| Displays a message, ''"The drive motor whines briefly."''
| Cutting one will increase the MULE's speed significantly. Both will immobilize the MULE.
| Mending Both will return the MULE to normal speed.
| Pulse each wire until you hear, ''"The drive motor whines briefly."''
|-
| Avoidance
| The 'safety' wire, disabling this will cause the MULE to run over anyone in its path. Don't cut this without good reason.
| Displays a message, ''"The external warning lights flash briefly."''
| Disables safety mode, allowing the MULE to run people over.
| Repairs safeties.
| When Pulsing, ''"The external warning lights flash briefly."''
|-
| Load Controller
| Controls what can and cannot be loaded onto the Mulebot.
| Displays a message, ''"The load platform clunks."''
| Removes limiter on the Cargo Loader, allowing People, animals, and many other things to be loaded.
| Returns the MULE to normal cargo function.
| Pulse each wire until you hear, ''"The load platform clunks."''
|-
| Remote Reciever
| One of the three remote control wires. You never need to cut these.
| Displays a message, ''"You hear a radio crackle."''
| Disables remote control of the MULE, by QM or Cargo PDAs.
| Returns normal function.
| Pulse each wire until ''"You hear a radio crackle."'' Then, cut this wire, close up the bot and see what function has been disabled.
|-
| Remote Transmitter
| One of the three remote control wires. You never need to cut these.
| Displays a message, ''"You hear a radio crackle."''
| Disables remote notification and updating of delivery systems.
| Returns normal function.
| Pulse each wire until ''"You hear a radio crackle."'' Then, cut this wire, close up the bot and see what function has been disabled.
|-
| Beacon
| One of the three remote control wires. You never need to cut these.
| Displays a message, ''"You hear a radio crackle."''
| Disables the GPS beacon used by Cargo to find their missing MULEs.
| Restores normal function.
| Pulse each wire until ''"You hear a radio crackle."'' Then, cut this wire, close up the bot and see what function has been disabled.
|}
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Camera_Bug.png|32px]] Security Cameras====
<div class="mw-collapsible-content">
How to:
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# (Optional) Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to close the maintenance panel.
 
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Power
| Controls Active status of the camera.
| Toggles the Camera on/off.
| Turns the Camera Off.
| Turns the Camera On. Also heals any damage to the camera.
| There are only two wires. Cut / Pulse one, and see what happens.
|-
| Focus
| Controls the Focus Lenth of the lens, essentially limiting the camera's range. Good for restricting vision without sounding any alarms.
| Will toggle the camera between normal and short-range.
| Will lock the camera at short range.
| Will return the camera to long-range.
| There are only two wires. Cut / Pulse one, and see what happens.
|}
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:ParticleAccelerator.gif|32px]] Particle Accelerator====
<div class="mw-collapsible-content">
How to:
# First, setup the PA as normal.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again when done.
# Use the console to scan for parts again.
 
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Power Toggle
| Main Power to the Particle Accelerator.
| Toggles the PA On/Off.
| Disables the PA.
| Re-enables the PA.
| Pulse / Cut each wire until the PA turns off.
|-
| Strength
| Controls the Strength Level of the PA.
| Increases the strength of the PA by 1.
| Sets strength to 0 and disallows attempts to increase it. Good for Singularity safety!
| Returns normal function.
| Cut wires until strength drops to 0, or Pulse wires on level 0 or 1 until strength increases.
|-
| Interface Lock
| Controls the interface. If locked, the PA cannot be powered down until repaired.
| Toggles the interface control.
| Disables interface control, rendering the console inoperable.
| Re-enables interface control.
| Pulse wires and attempt to use the PA controls until it becomes impossible.
|-
| Power Limit
| Allows the Particle Accelerator to be overcharged.
| Displays a message, ''"makes a large whirring noise."''
| Raises the maximum strength limit to Level 3.
| Returns maximum strength setting to Level 2.
| Pulse wires until you hear the message, ''"makes a large whirring noise."''
|}
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
====[[File:Vendomat.png|32px]] Vending Machines====
<div class="mw-collapsible-content">
How to:
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to hide the wires again when done.
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Contraband '''(Green Light)'''
| Controls access to the Vendor's restricted stocks.
| Toggles Contraband access. Green Light On = Contraband Enabled.
| Will turn Contraband off if on.
| No Effect.
| Pulse wires until green light switches.
|-
|-
| Access '''(Purple/Yellow Light)'''
| Controls ID lock on the vendors. Purple means ID locked, Yellow means ID open. (''Remember, Yellow is YellOpen!'')
| Toggles ID scan On/Off.
| Disables ID scan, unlocking the vendor.
| Re-enables ID Scan, locking the vendor.
| Pulse / Cut wires until the Purple/Yellow light changes states.
|-
| Electrify '''(Orange Light)'''
| Electrifies the device, shocking anyone who uses it.
| Shocks the Vendor for 30 seconds.
| Shocks the Vendor until repaired.
| Removes all shocks on the device.
| Pulse / Cut wires until the Vendor begins sparking.
|-
| Throw '''(Red Light)'''
| Causes the Vendor to launch random items at passersby for minor damage. Red Light Blinking means Safe, Red Light Off means throwing.
| Toggles safeties on/off.
| Disables safeties, begins throwing.
| Repairs safeties, ends throwing.
| Pulse / Cut wires until the Red Light changes states.
|}
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
====[[File:Secbomb.png|32px]] Syndicate Bomb====
<div class="mw-collapsible-content">
How to:
# '''Check the Timer''' - If it's high, you can ask for a bomb suit. If its very low, reach minimum safe distance (or try not to be gibbed).
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wiring.
# Hack using a [[File:Multitool.png|32px]] '''Multitool''' or [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# '''Good luck'''
 
Cutting the bomb wires carries a 2 in 5 chance of detonation. Pulsing only 1 in 5 - although you will need to cut the Activate wire when you've found it. Either way, be careful and listen for messages after each wire you tamper with. 
 
{| class="wikitable"
|-
! Wire
! Effects
! [[File:Multitool.png|32px]] Pulsing
! [[File:Wirecutters.png|32px]] Cutting
! [[File:Wirecutters.png|32px]] Mending
! Finding the Wire
|-
| Boom
| The Big-Bad. You do ''not'' want to hit this wire.
| '''Detonate.'''
| '''Detonate.''' An Inactive bomb will be defused.
| N/A
| If you're pulsing an active bomb, and suddenly you're dead, you found this wire!
|-
| Activate
| The wire you need to cut to Disarm the Bomb!
|
* An Inactive bomb will begin the countdown.
* An Active bomb ''"seems to hesitate for a moment"'' on the first pulse (+10s timer)
* On further pulses, ''"Nothing Happens."''
| '''DISARM.''' You win!
| N/A
| Pulse each wire in turn. Provided you don't get unlucky and hit Boom, your bomb will eventually ''seem to hesitate for a moment'' - this is your cue. Cut this wire, hero.
|-
| Unbolt
| Controls the bolts locking the Bomb in place.
| Displays message, ''"The bolts spin in place for a moment''".
| Will remove the anchoring bolts if deployed.
| N/A
| Pulse each wire in turn until you get the message about the bolts.
|-
| Proceed
| Will hasten the end.
|
Displays message, ''"The bomb buzzes ominously!''"
*If the timer is over 60s, timer reduces by 60.
*If the timer is over 20, timer reduces by 10.
*If the timer is between 10 and 20, the timer is set to 10 seconds.
*No effect if the timer is under 10 seconds.
| '''Detonate.'''
| N/A
| Pulse wires. If your timer suddenly accelerates, you've found Proceed. Do NOT cut it!
|-
| Delay
| Will hold off the end.
|
Displays message, ''"The Bomb chirps.''".
* The first pulse increases timer by 30 seconds.
* Further pulses have no effect.
| No Effect
| N/A
| Pulse wires. If the timer increases, you've hit Delay.
|}
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Nuke.gif|32px]] Nuclear Bomb====
<div class="mw-collapsible-content">
The Redsuits have done it. The Nuclear bomb is armed and ticking. But is this the end?
 
Decoupling the Nuke.
 
#Firstly, check how long the timer is left on the nuke. You may need to get out of there.
#With welder in hand, weld the nuke.
#Now, use your crowbar to pry it out.
#Use your welder to weld it some more!
#Wrench it to loosen some bolts.
#Lastly crowbar, the nuke should move after this! Pull it into space, push it out of the station sector, and maybe save the day.
 
''Disarming'' the nuke.
 
#Insert the Nuclear Authentication Device and unlock the Nuke.
#Apply a crowbar and remove the panel.
#Use your wirecutters on the device and pick a random wire. Be aware you have a one in seven chance of disarming the nuke. You also, however, have a one in seven chance of setting the nuke off instantly.
 
Accessing the plutonium core.
 
#Either insert the NAD into the nuclear bomb, and use a screwdriver, or use a specialized thin tip screwdriver to access the panel.
#Dislodge and remove the front panel with a crowbar.
#Next, cut the inner metal plate with a welding tool.
#After, pry off the inner plate with a crowbar to expose the plutonium core.
#Finally, use your hand to pull out the core from the nuke.
 
Be warned, removing the inner plate will allow the plutonium core to irradiate the area around it.
'''The core can not be removed while the nuke is armed.'''
 
 
Inserting the plutonium core.
 
#Hold the core in your hand, and interact with the nuke with all the panels removed.
#Apply 5 sheets of titanium to replace the inner core panels.
#Weld the sheets back together with a welding tool.
#After, apply 5 metal to the nuke in order to put on the outer panel.
#Weld the new panel on.
#Screwdriver the nuke to lock it back up.
 
'''Good luck.'''
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
====[[File:Nuke_Core_Container.gif|32px]] Nuke Core Container====
<div class="mw-collapsible-content">
 
The plutonium core has been sealed in a box, and you want to get the nuke functional again? No problem!
 
While the container is thermite and assistant proof, it is only explosive ''resistant''.
 
A powerful explosion, of a syndicate minibomb, or a toxins bomb, or a BSA strike on the container will blast it open, allowing access to the core inside. Toxins testing is suggested for this.
Be careful however, after the container is opened, it no longer shields the radiation, and the core will be irradiating everything in the area.
 
</div></div>


=Minor Hackables=
=Minor Hackables=
I haven't a clue why you'd ever want to hack any of these things, but you can!
There are many minor items that also can be hacked, although you rarely have to need to do so. For completeness sake, we have included the Safe in this section.


==[[File:FireAlarm.png‎|32px]] Fire alarm==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:FireAlarm.png‎|32px]] Fire alarm====
<div class="mw-collapsible-content">
Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach.
Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach.
</div></div>


==[[File:SecHailer.png]] Security Gasmask==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Using a screwdriver on a Security Gasmask will change the lines it uses. A wirecutter will break the gasmasks's hailer, causing it to switch to a set of lines permenantly. An emag will cause the hailer to spout a long string of curse words.
====[[File:SecHailer.png|32px]] Security Gasmask====
<div class="mw-collapsible-content">
Using a screwdriver on a Security Gasmask will change the lines it uses. A wirecutter will break the gasmasks hailer, causing it to switch to a set of lines permanently. An emag will cause the hailer to spout a long string of curse words.
</div></div>


==[[File:Station Bounced Radio.png|32px]] Radio & [[File:Signaler.png|32px]] Signaler==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Station Bounced Radio.png|32px]] Radio & [[File:Signaler.png|32px]] Signaler====
<div class="mw-collapsible-content">
# Screwdriver in hand, click on the offending radio so it can be modified or attached
# 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.
# 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.
Line 195: Line 662:
#* '''Output wire''' will disengage the speakers (or signal-receiving on a signaler)
#* '''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)
#* '''Input wire''' will permanently disengage the microphone (or signal-sending on a signaler)
Interestingly, tracking beacons and station intercoms also count as radios.
''Interestingly, tracking beacons and station intercoms also count as radios.''
</div></div>


== [[File:Securebriefcase.png|32px]] Secure Briefcase & [[File:Secure safe.png|32px]] Secure Safe ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Securebriefcase.png|32px]] Secure Briefcase & [[File:Secure safe.png|32px]] Secure Safe====
<div class="mw-collapsible-content">
#[[File:Screwdriver tool.png|32px]] Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
#[[File:Screwdriver tool.png|32px]] Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
#[[File:Multitool.png|32px]] Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.
#[[File:Multitool.png|32px]] 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.
#The memory is now reset. Punch in your favorite code and hit E to set it.
#[[File:Screwdriver tool.png|32px]]Screwdriver the panel shut.
#[[File:Screwdriver tool.png|32px]]Screwdriver the panel shut.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Smartfridge.png|32px]] Smartfridge====
<div class="mw-collapsible-content">
Much like Vending Machines:
*Pulsing the '''orange light''' will electrify the fridge for half a minute.
*Setting the '''red light''' to blink will make the fridge shoot items at people.
*Changing the '''purple light''' to yellow will remove the permission lock on the fridge.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
====[[File:Safe-export.png|32px]] Safes====
<div class="mw-collapsible-content">
Although not technically Hacking, we're still breaking into something.
You are here because you need something locked up in that stupid indestructible metal box. Either for something very [[High-Risk_Items#Nuclear_authentication_disk|dangerous]], or just because you have a good reason. If you don't feel like doing it the subtle way, there's always the option to [[Syndicate_Items#Devices_and_Tools|make some noise]].
# Examine the safe to determine its number of tumblers.
# Hold a stethoscope in one hand, then interact with the safe using an empty hand.
# Spin the dial to the left until you hear a ''"Krink"'', ''"Tink"'', or ''"Plink"'' (not to be confused with ''"Clink"'').
# Spin the dial to the right until you hear a ''"Tonk", "Krunk",'' or ''"Plunk"''. If you spin past this to the left, you have misaligned the tumblers and you'll need to start over from step 3.
# Repeat this process, alternating between left and right. Do so until you have unlocked all of the tumblers on the safe.
# When you reach the final tumbler, the safe will also make a '''"Spring", "Sprang", "Sproing", "Clunk",''' or '''"Krunk"''' sound. It will show up as a big bolded word, which is hard to miss.
# Open the safe.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">


==[[File:Vendcola.gif|32px]] Vending machines==
====[[File:Supplyconsole.png|32px]] Cargo Computer====
The only thing worth hacking!
<div class="mw-collapsible-content">
Want access to a few illegal items, but don't have an emag?
# Deconstruct the Cargo Computer console
# Use a Multitool on the control board
# Rebuild the computer
Simple as that! You should now have the option to buy a couple of naughty crates. Be aware, however, that much of this is class C or even class S contraband, so security is within rights to put you all in jail for the rest of the round!
</div></div>


Four wires
=Tips and Strategies=
#'''Firing wire''' when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light. (Fun to watch people scream about being hit by stuff.)
Finally, a brief list of a few fun things you can do.  
#'''Contraband wire''' does nothing when cut, when pulsed unlocks illegal or rare goods and turns on the green light.
#'''Access wire''' when cut it changes the purple/yellow, allowing for ID restricted machines (med and sec machines) to be used by anyone. yellow means any one can use it and purple means only certain people can use it
#'''Shock wire''' Like the firing wire in effects from hacking, except it shocks instead of shoots. Toggles the orange light


(If you're an antag, try shocking the clothing vendors. Great for doing light injury to people.)
'''Airlock Deadlock'''
*Cut the bolts wire on an airlock. Now cut the Power wires. The door will be impossible to open until repaired. Now, cut all the wires (to make it less obvious which is which), use a sheet of Plasteel or Metal to reinforce the wires compartment (hiding the wires) then weld the whole airlock shut for good measure.


==[[File:Beaker.png]] Chem Dispensers==
'''Remote Signal Devices'''
One click with a multitool will unlock a wider variety of products to dispense. Also works for the bar's booze and soda dispensers.
*You can attach remote signalers to wires which, when receiving their frequency, will act like a multitool. Place a signaller on the Bolts wire, and remotely lock someone in or out. Signaller on the shock wire, set the door sparking from a safe distance.


==[[File:Smartfridge.png]] Smartfridge==
'''The Crusher'''
*Cut the Safety wire on a door. Manually close the door on someone. Repeatedly open and close the airlock, crushing them to death while they're stunned there. If you can knock someone down and get them into a crusher, you can kill them without ever owning a lethal weapon.


#Pulsing the '''orange light''' will electrify the fridge for half a minute.
#Setting the '''red light''' to blink will make the fridge shoot items at people.
#Changing the '''purple light''' to yellow will remove the permission lock on the fridge.


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

Revision as of 18:11, 5 May 2023

Assistant/Misc.
CivilianHeader.png

Departmental Head
N/A

Civilian/Misc. Roles
Civilian/Misc. Guides

Hacking. Because sometimes you need to get places you shouldn't be, get items you don't have access to, or even be a hero and disarm a bomb. Hacking is a vital skill for the Engineering department and is often useful to many others too.

Not to be confused with e-magging. Please check out Cryptographic Sequencer for all E-maggable objects in the game.

Tools of the Trade

Yellowgloves.png Insulated Gloves - Stop you getting shocked.

Screwdriver tool.png Screwdriver - A necessary tool, used to expose the hackable interface on many devices.

Wirecutters.png Wirecutters - A necessary tool, used for 'Permanent' hacking. Is also much easier to get than the Multitool.

Multitool.png Multitool - A better tool, used for shorter, safer hacking. Often harder to get, however.

Crowbar.png Crowbar - A brute-force tool, for opening depowered airlocks and other such tasks.

Keep an eye out for:

Yellowgloves.png Budget Insulated Gloves- Budget versions of the insulated gloves. More common in Maint, can be bought from hacked tool vendors, but no guarantee of quality.

  • 1 in 7 chance of Full Insulation, Shock Immunity.
  • 4 in 7 chance of 50% Damage Decrease
  • 1 in 7 chance of 25% Damage Decrease
  • 1 in 7 chance of 50% Damage Increase

Yellowgloves.png Fake Insulated Gloves - Sometimes found in maint, sometimes made by jokers using washing machines and crayons, these gloves probably offer zero insulation. On close inspection (Examine), "They don't feel like rubber".

Major Hackables

The main things you'll be hacking into. These often have multiple wires, the ability to shock you, or other fun side-effects. Caution, and insulated gloves, are advised.

If you're new to SS13, or hacking in general, be sure to check out the Beginner's Guide to Hacking below.

Yellow Toolbox.png A Beginner's Guide to Hacking

Important, before you begin:

  • Whilst hacking, in general, is accepted by server rules, deliberately shocking half the station as a non-antag will get you in trouble.
  • This also goes for hacking into secure areas and taking High-Risk Items - if you're not an antag, don't do it.
  • Hacking into places you shouldn't be is at least Breaking and Entering. Even public areas might be considered Damage to Station Assets. If the security are having a slow shift, expect them to come after you.
  • If Engineering over-charge the station grid, the shocks delivered can become lethal. Proceed with preparation, or at your own risk.

What do I need?

Yellowgloves.png Insulated Gloves - Shocks hurt. If possible, you want real insulated gloves. If not, you can roll the dice with Budget Gloves, or find a pair of Latex gloves for minor insulation. If none of this is to your taste, you probably want to have a Burn patch from medbay ready or suit sensors on in case you get shocked to death.

Screwdriver tool.png Screwdriver - Absolutely vital, to open airlock hatches. You can usually find one in Primary Tool Storage, Auxiliary Tool Storage, Maintenance, or ask Cargo to print you one.

Wirecutters.png Wirecutters / Multitool.png Multitool - Multi is better if you can get one but if not wirecutters will do. Try asking Cargo for a multitool, but don't be surprised if they say no. Wirecutters, however, can be found in the same places as screwdrivers. Just be aware they incur a minor risk of shock when used to hack.

Crowbar.png Crowbar - To open the door when you're done. Again, found in the same places as Screwdrivers.

Practice, learning the wires

First, pick an airlock nobody will mind you breaking. Little rooms in maintenance, public toilets are good choices. If you try to practice on the Captain's door, expect a smack from security.

Use your screwdriver on your door to open its wiring hatch, then click on the door with Wirecutters or Multitool in hand. This should open an interface with a list of wires. These are randomized every round, but the same for all airlocks in each game. If you have a Multitool in hand, you want to press 'Pulse' for each wire and watch for any changes. If Wirecutters, you want to be Cutting.

Each wire you Pulse / Cut might do something (see the wiring table below for detailed information), but the two you want to be finding, for now, are Main Power (aka Test) and Bolts. If all the indicator lights on the hacking interface go out (you will see "The Test light is Off!" at the bottom of the hacking window) chances are you've hit Main Power. Write this down, or memorize it, as you'll be needing it when you go against real doors.

If you hear a click and the airlock's red bolt lights turn on, this is bolts. Memorize it, another useful one. If you've been using Wirecutters, be aware that you cannot reverse this. Be careful not to trap yourself.

Finally, if the door starts continually sparking and delivers a massive shock to you, you've hit shock. Go and find a new door to continue testing, as this one will be broken for 30 seconds (multitool) or until Engineering come fix it (wirecutters). You can test if a door is still shocked by throwing a metallic object (such as a screwdriver) against it.

Real targets

So now you know Test and Bolts. When you come up across a door you need to bypass, Screwdriver the Panel open then Pulse / Cut the known power wire. The door is now offline for ten seconds. Use your Crowbar to force it open (then Cut / Pulse Bolts to lock it there if you'll need to make a getaway), and proceed in. Congratulations, you're now a basic door hacker.

Airlock external.png Airlocks

How to:

  1. Use a Screwdriver tool.png Screwdriver to open the maintenance panel.
  2. (If Plasteel Secured) Use Wirecutters.png Wirecutters to cut the electrified grille. Yellowgloves.png Insulated Gloves required!
  3. (If Plasteel Secured) Use a Welder.png Welding Tool to cut the outer armor.
  4. (If Plasteel Secured) Use a Crowbar.png Crowbar to remove the outer armor.
  5. (If Plasteel or Metal Secured) Use a Welder.png Welding Tool to cut the inner armor.
  6. (If Plasteel Secured) Use a Crowbar.png Crowbar to remove the inner armor.
  7. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  8. Use a Screwdriver tool.png Screwdriver to close the maintenance panel when done.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Main Power Supplies Power to the airlock. When off, and unbolted, can be opened using a Crowbar. After 10 seconds, Backup Power will activate (if possible). Main Power off for 60s. Main Power off until Mended. 50% Shock Risk. Main Power restored. 50% Shock Risk. Pulse / Cut each wire in turn until the Test light indicator (on the hacking UI) turns off. Since you're cutting power, the Bolt Lights, AI Control, and most other lights will also turn off. However, the Test light is the one to be sure of.
Backup Power If Main Power is cut / pulsed, will engage after 10 seconds to restore function. Backup Power off for 60s. Backup Power off until Mended. 50% Shock Risk. Backup Power restored. 50% Shock Risk. On a 'Clean' airlock, Pulse / Cut the Main Power wire. After 10 seconds, when backup power is active, Pulse / Cut each unknown wire in turn until the Test Light turns off again.
Shock / Electrify Responsible for shocking the airlock. Shocks the airlock for 60s. Shocks the airlock until mended. Removes any shocks on the airlock. Cut-Mend to instantly fix a shocked airlock. Pulse / Cut each wire in turn until the airlock begins sparking. Yellowgloves.png Insulated Gloves recommended!
AI Control Controls the AI's ability to remotely interface with the door. Momentarily turns off the AI Control Indicator. Turns off the AI Control Indicator. AI and Borgs can no longer instantly use the airlock, and instead must run a 30s delayed bypass. Restores normal function. Pulse / Cut each wire in turn until the AI Control indicator turns Off.
Bolts Controls the airlock's sealing bolts, the airlock cannot be opened if lowered. Toggles the Bolts. Lowers (Locks) the bolts, and prevents them being raised until repaired. Allows the bolts to be raised again but does not raise them itself. Pulse / Cut each wire in turn until you hear a click, and the red bolt lights on the airlock turn on.
Bolt Lights Controls the bolt lights on the Door. Toggles the bolt lights on / off. Locks the bolt lights off. Allows the bolt lights to be toggled again and turns them on. Pulse / Cut each wire in turn until the Bolt Lights indicator turns off, but with the Test Light indicator still on.
Safety Control Controls the safety locks on the airlock, allowing it to crush those unfortunate enough to be inside it when it closes. Toggles Safety On / Off Unable to toggle Able to toggle Pulse each wire in turn until the "Check Wiring" indicator turns On, indicating Crush Hazard.
Timing Control Controls the timing system on the airlock, causing it to close much more rapidly. Toggles Fast mode On / Off The timer is broken, the door will stay open until manually closed. Repairs timer function. Pulse each wire in turn until the "Check Timing Mechanism" indicator turns On, indicating Fast Mode.
ID Scan Controls access to the Airlock's ID Sensors. On a Public/unrestricted door, no effect. On a locked door, stops the airlock opening even if you have access. Flashes the Red lights on the airlock, as if you tried to enter a door you do not have access to. Cuts access to the ID controls, denying access to all if it has any restrictions. Restores access controls to normal. Pulse each wire in turn until the Airlock flashes at you, as if attempting to access a restricted area.
Open / Door Control Controls a door's ability to Open and Close On a Public/unrestricted door, toggles the airlock open/closed. No effect on ID restricted doors. Prevents the door from opening. If already open, prevents it from closing. Restores normal function. On a Public door (e.g. Toilets), pulse each wire in turn until the door opens by itself.
Dud Wires Two of these, they have no effect. Easy to confuse with Open and Backup power, with both also have no visible effect unless their criteria are met! None. None. None. Should be two left-over wires when all others have been found.

APC.png APCs

How to:

  1. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  2. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  3. Use a Screwdriver tool.png Screwdriver to hide the wires again when done.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Power (x2) The control wires responsible for managing the main power. Shorts out the APC, turning off power to the room, for 2 minutes. If either power wire is cut, the APC will be shorted until repaired. 50% Shock Risk. If both wires are mended, repair Short. 50% Shock Risk. Pulse or Cut a wire. If it turns the APC off, you've found one of them.
AI Control Much like Airlocks, controls AI ability to interface. Will turn the AI control light off, briefly. Will block AI / Borg ability to use the device. Will repair AI / Borg ability to use the device. Pulse / Cut the wires until the AI control light turns off.
ID Lock Controls the lock on the APC. Will unlock the APC interface for anyone, for 30 seconds. No Effect. No Effect. Pulse a wire until the ID lock changes, or cut a wire and have nothing happen.

AirAlarm.png Air Alarms

How to:

  1. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  2. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  3. Use a Screwdriver tool.png Screwdriver to hide the wires again when done.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
ID Lock Controls ability to access the alarm. Unlocks for all for thirty seconds. Restricts access, nobody can use it. Restores normal function. Pulse wires until the air alarm is unlocked.
Alarm Controls the Atospherics Alarms on this device. Resets any outstanding alarms on this device. Causes an atmospheric alarm to show at this location. May draw the AI's gaze! Restores normal function. If an alarm is active, pulse wires until it shuts off. If no alarms active, cut wires until one occurs!
Siphon Controls Siphoning in the area. Expect atmospherics to be extremely displeased if you go around cutting this wire on several alarms. Begins Panic Siphon mode. Begins (and locks) Panic Siphon mode. Allows siphon to be turned off at the alarm but does not turn it off itself. Pulse or Cut wires until all the scrubbers in the room light up and start draining your atmosphere.
AI Control Much like Airlocks, controls AI ability to interface. Will turn the AI control light off, briefly. Will block AI / Borg ability to use the device. Will repair AI / Borg ability to use the device. Pulse / Cut the wires until the AI control light turns off.
Power Controls power to the Air Alarm itself. Turns off the alarm for 20 Minutes - Cut and Mend to repair function. Will Deactivate the alarm, and all functions. 50% Shock Risk. Will resume normal function. 50% Shock Risk. Pulse or Cut wires until all the lights on the device turn off, and the air alarm itself looks blank.

Autolathe.png Autolathes

How to:

  1. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  2. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  3. Use a Screwdriver tool.png Screwdriver to hide the wires again when done.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Hacked Production (Blue Light) Enables more items to be built at the autolathe. Toggles hacked production for up to 5 seconds. Toggles the Blue Light. Enables hacked production. Disables hacked production. Pulse / Cut wires until the Blue light changes.
Shock / Electrify (Green Light) Delivers an electrical shock to anyone trying to build. Toggles shock mode for up to 5 seconds. Toggles the Green Light. Will shock anyone using the lathe until repaired. Returns normal operation. Pulse / Cut wires until the Green light changes.
Disable (Red Light) Disables the Autolathe, preventing anyone from building anything. Toggles Disabled mode for up to 5 seconds. Toggles the Red Light. Disables the autolathe until repaired. Returns the autolathe to normal function. Pulse / Cut wires until the Red light changes.
Dud Wires The remaining wires on the board are duds and have no effect. None None None Any wire that does not change the status lights

Mulebot.png MULEs

How to:

  1. Unlock the controls using a Id regular.png QM or Cargo Tech ID.
  2. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  3. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  4. Use a Screwdriver tool.png Screwdriver to hide the wires again.
  5. Use the Mule's interface to re-enable Power.
  6. Id regular.png lock the controls again.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Power (x2) Controls Power to the device. Displays a message, "The Charge Light Flickers." Cutting one or both will disable the MULE. Mending both will return the MULE to function. Pulse each wire until you hear, "The Charge Light Flickers."
Motor (x2) Controls the speed of the MULE's drive motor. Displays a message, "The drive motor whines briefly." Cutting one will increase the MULE's speed significantly. Both will immobilize the MULE. Mending Both will return the MULE to normal speed. Pulse each wire until you hear, "The drive motor whines briefly."
Avoidance The 'safety' wire, disabling this will cause the MULE to run over anyone in its path. Don't cut this without good reason. Displays a message, "The external warning lights flash briefly." Disables safety mode, allowing the MULE to run people over. Repairs safeties. When Pulsing, "The external warning lights flash briefly."
Load Controller Controls what can and cannot be loaded onto the Mulebot. Displays a message, "The load platform clunks." Removes limiter on the Cargo Loader, allowing People, animals, and many other things to be loaded. Returns the MULE to normal cargo function. Pulse each wire until you hear, "The load platform clunks."
Remote Reciever One of the three remote control wires. You never need to cut these. Displays a message, "You hear a radio crackle." Disables remote control of the MULE, by QM or Cargo PDAs. Returns normal function. Pulse each wire until "You hear a radio crackle." Then, cut this wire, close up the bot and see what function has been disabled.
Remote Transmitter One of the three remote control wires. You never need to cut these. Displays a message, "You hear a radio crackle." Disables remote notification and updating of delivery systems. Returns normal function. Pulse each wire until "You hear a radio crackle." Then, cut this wire, close up the bot and see what function has been disabled.
Beacon One of the three remote control wires. You never need to cut these. Displays a message, "You hear a radio crackle." Disables the GPS beacon used by Cargo to find their missing MULEs. Restores normal function. Pulse each wire until "You hear a radio crackle." Then, cut this wire, close up the bot and see what function has been disabled.

Camera Bug.png Security Cameras

How to:

  1. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  2. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  3. (Optional) Use a Screwdriver tool.png Screwdriver to close the maintenance panel.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Power Controls Active status of the camera. Toggles the Camera on/off. Turns the Camera Off. Turns the Camera On. Also heals any damage to the camera. There are only two wires. Cut / Pulse one, and see what happens.
Focus Controls the Focus Lenth of the lens, essentially limiting the camera's range. Good for restricting vision without sounding any alarms. Will toggle the camera between normal and short-range. Will lock the camera at short range. Will return the camera to long-range. There are only two wires. Cut / Pulse one, and see what happens.

ParticleAccelerator.gif Particle Accelerator

How to:

  1. First, setup the PA as normal.
  2. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  3. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  4. Use a Screwdriver tool.png Screwdriver to hide the wires again when done.
  5. Use the console to scan for parts again.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Power Toggle Main Power to the Particle Accelerator. Toggles the PA On/Off. Disables the PA. Re-enables the PA. Pulse / Cut each wire until the PA turns off.
Strength Controls the Strength Level of the PA. Increases the strength of the PA by 1. Sets strength to 0 and disallows attempts to increase it. Good for Singularity safety! Returns normal function. Cut wires until strength drops to 0, or Pulse wires on level 0 or 1 until strength increases.
Interface Lock Controls the interface. If locked, the PA cannot be powered down until repaired. Toggles the interface control. Disables interface control, rendering the console inoperable. Re-enables interface control. Pulse wires and attempt to use the PA controls until it becomes impossible.
Power Limit Allows the Particle Accelerator to be overcharged. Displays a message, "makes a large whirring noise." Raises the maximum strength limit to Level 3. Returns maximum strength setting to Level 2. Pulse wires until you hear the message, "makes a large whirring noise."

Vendomat.png Vending Machines

How to:

  1. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  2. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  3. Use a Screwdriver tool.png Screwdriver to hide the wires again when done.
Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Contraband (Green Light) Controls access to the Vendor's restricted stocks. Toggles Contraband access. Green Light On = Contraband Enabled. Will turn Contraband off if on. No Effect. Pulse wires until green light switches.
Access (Purple/Yellow Light) Controls ID lock on the vendors. Purple means ID locked, Yellow means ID open. (Remember, Yellow is YellOpen!) Toggles ID scan On/Off. Disables ID scan, unlocking the vendor. Re-enables ID Scan, locking the vendor. Pulse / Cut wires until the Purple/Yellow light changes states.
Electrify (Orange Light) Electrifies the device, shocking anyone who uses it. Shocks the Vendor for 30 seconds. Shocks the Vendor until repaired. Removes all shocks on the device. Pulse / Cut wires until the Vendor begins sparking.
Throw (Red Light) Causes the Vendor to launch random items at passersby for minor damage. Red Light Blinking means Safe, Red Light Off means throwing. Toggles safeties on/off. Disables safeties, begins throwing. Repairs safeties, ends throwing. Pulse / Cut wires until the Red Light changes states.

Secbomb.png Syndicate Bomb

How to:

  1. Check the Timer - If it's high, you can ask for a bomb suit. If its very low, reach minimum safe distance (or try not to be gibbed).
  2. Use a Screwdriver tool.png Screwdriver to expose the wiring.
  3. Hack using a Multitool.png Multitool or Wirecutters.png Wirecutters.
  4. Good luck

Cutting the bomb wires carries a 2 in 5 chance of detonation. Pulsing only 1 in 5 - although you will need to cut the Activate wire when you've found it. Either way, be careful and listen for messages after each wire you tamper with.

Wire Effects Multitool.png Pulsing Wirecutters.png Cutting Wirecutters.png Mending Finding the Wire
Boom The Big-Bad. You do not want to hit this wire. Detonate. Detonate. An Inactive bomb will be defused. N/A If you're pulsing an active bomb, and suddenly you're dead, you found this wire!
Activate The wire you need to cut to Disarm the Bomb!
  • An Inactive bomb will begin the countdown.
  • An Active bomb "seems to hesitate for a moment" on the first pulse (+10s timer)
  • On further pulses, "Nothing Happens."
DISARM. You win! N/A Pulse each wire in turn. Provided you don't get unlucky and hit Boom, your bomb will eventually seem to hesitate for a moment - this is your cue. Cut this wire, hero.
Unbolt Controls the bolts locking the Bomb in place. Displays message, "The bolts spin in place for a moment". Will remove the anchoring bolts if deployed. N/A Pulse each wire in turn until you get the message about the bolts.
Proceed Will hasten the end.

Displays message, "The bomb buzzes ominously!"

  • If the timer is over 60s, timer reduces by 60.
  • If the timer is over 20, timer reduces by 10.
  • If the timer is between 10 and 20, the timer is set to 10 seconds.
  • No effect if the timer is under 10 seconds.
Detonate. N/A Pulse wires. If your timer suddenly accelerates, you've found Proceed. Do NOT cut it!
Delay Will hold off the end.

Displays message, "The Bomb chirps.".

  • The first pulse increases timer by 30 seconds.
  • Further pulses have no effect.
No Effect N/A Pulse wires. If the timer increases, you've hit Delay.

Nuke.gif Nuclear Bomb

The Redsuits have done it. The Nuclear bomb is armed and ticking. But is this the end?

Decoupling the Nuke.

  1. Firstly, check how long the timer is left on the nuke. You may need to get out of there.
  2. With welder in hand, weld the nuke.
  3. Now, use your crowbar to pry it out.
  4. Use your welder to weld it some more!
  5. Wrench it to loosen some bolts.
  6. Lastly crowbar, the nuke should move after this! Pull it into space, push it out of the station sector, and maybe save the day.

Disarming the nuke.

  1. Insert the Nuclear Authentication Device and unlock the Nuke.
  2. Apply a crowbar and remove the panel.
  3. Use your wirecutters on the device and pick a random wire. Be aware you have a one in seven chance of disarming the nuke. You also, however, have a one in seven chance of setting the nuke off instantly.

Accessing the plutonium core.

  1. Either insert the NAD into the nuclear bomb, and use a screwdriver, or use a specialized thin tip screwdriver to access the panel.
  2. Dislodge and remove the front panel with a crowbar.
  3. Next, cut the inner metal plate with a welding tool.
  4. After, pry off the inner plate with a crowbar to expose the plutonium core.
  5. Finally, use your hand to pull out the core from the nuke.

Be warned, removing the inner plate will allow the plutonium core to irradiate the area around it. The core can not be removed while the nuke is armed.


Inserting the plutonium core.

  1. Hold the core in your hand, and interact with the nuke with all the panels removed.
  2. Apply 5 sheets of titanium to replace the inner core panels.
  3. Weld the sheets back together with a welding tool.
  4. After, apply 5 metal to the nuke in order to put on the outer panel.
  5. Weld the new panel on.
  6. Screwdriver the nuke to lock it back up.

Good luck.

Nuke Core Container.gif Nuke Core Container

The plutonium core has been sealed in a box, and you want to get the nuke functional again? No problem!

While the container is thermite and assistant proof, it is only explosive resistant.

A powerful explosion, of a syndicate minibomb, or a toxins bomb, or a BSA strike on the container will blast it open, allowing access to the core inside. Toxins testing is suggested for this.

Be careful however, after the container is opened, it no longer shields the radiation, and the core will be irradiating everything in the area.

Minor Hackables

There are many minor items that also can be hacked, although you rarely have to need to do so. For completeness sake, we have included the Safe in this section.

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.

SecHailer.png Security Gasmask

Using a screwdriver on a Security Gasmask will change the lines it uses. A wirecutter will break the gasmasks hailer, causing it to switch to a set of lines permanently. An emag will cause the hailer to spout a long string of curse words.

Station Bounced Radio.png Radio & Signaler.png Signaler

  1. Screwdriver in hand, click on the offending radio so it can be modified or attached
  2. 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.
  3. 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 & Secure safe.png Secure Safe

  1. Screwdriver tool.png Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
  2. Multitool.png Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.
  3. The memory is now reset. Punch in your favorite code and hit E to set it.
  4. Screwdriver tool.pngScrewdriver the panel shut.

Smartfridge.png Smartfridge

Much like Vending Machines:

  • Pulsing the orange light will electrify the fridge for half a minute.
  • Setting the red light to blink will make the fridge shoot items at people.
  • Changing the purple light to yellow will remove the permission lock on the fridge.

Safe-export.png Safes

Although not technically Hacking, we're still breaking into something. You are here because you need something locked up in that stupid indestructible metal box. Either for something very dangerous, or just because you have a good reason. If you don't feel like doing it the subtle way, there's always the option to make some noise.

  1. Examine the safe to determine its number of tumblers.
  2. Hold a stethoscope in one hand, then interact with the safe using an empty hand.
  3. Spin the dial to the left until you hear a "Krink", "Tink", or "Plink" (not to be confused with "Clink").
  4. Spin the dial to the right until you hear a "Tonk", "Krunk", or "Plunk". If you spin past this to the left, you have misaligned the tumblers and you'll need to start over from step 3.
  5. Repeat this process, alternating between left and right. Do so until you have unlocked all of the tumblers on the safe.
  6. When you reach the final tumbler, the safe will also make a "Spring", "Sprang", "Sproing", "Clunk", or "Krunk" sound. It will show up as a big bolded word, which is hard to miss.
  7. Open the safe.

Supplyconsole.png Cargo Computer

Want access to a few illegal items, but don't have an emag?

  1. Deconstruct the Cargo Computer console
  2. Use a Multitool on the control board
  3. Rebuild the computer

Simple as that! You should now have the option to buy a couple of naughty crates. Be aware, however, that much of this is class C or even class S contraband, so security is within rights to put you all in jail for the rest of the round!

Tips and Strategies

Finally, a brief list of a few fun things you can do.

Airlock Deadlock

  • Cut the bolts wire on an airlock. Now cut the Power wires. The door will be impossible to open until repaired. Now, cut all the wires (to make it less obvious which is which), use a sheet of Plasteel or Metal to reinforce the wires compartment (hiding the wires) then weld the whole airlock shut for good measure.

Remote Signal Devices

  • You can attach remote signalers to wires which, when receiving their frequency, will act like a multitool. Place a signaller on the Bolts wire, and remotely lock someone in or out. Signaller on the shock wire, set the door sparking from a safe distance.

The Crusher

  • Cut the Safety wire on a door. Manually close the door on someone. Repeatedly open and close the airlock, crushing them to death while they're stunned there. If you can knock someone down and get them into a crusher, you can kill them without ever owning a lethal weapon.