Difference between revisions of "Guide to Hacking"

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Hacking can be a powerful and sometimes vital tool. [[Engineer]]s benefit the most from knowing this skill as it allows them to repair broken machines, fix angry vendors, and get to work locations that would normally be locked off. It is also a tool for those with [[Traitor|other intentions]]. Regardless of who, or [[Maintenance Drone|what]] is hacking, the following information will help in whatever situation is at hand.
 
'''(This is a copy of Baystaions guide on Hacking, all credit goes to them)'''


== What You'll Need ==
== What You'll Need ==
* [[File:Yellowgloves.png]] Insulated gloves - Hackables have power lines, and cutting/pulsing these without gloves can harm you.
* [[File:gloves_insulated.png]] Insulated gloves - Necessary to not get shocked while hacking. Make sure they are not the budget kinds!
* [[File:Screwdriver tool.png]] Screwdriver - For opening up panels and the like. A necessary tool
* [[File:Screwdriver tool.png]] Screwdriver - For opening up panels and the like. A necessary tool.
* [[File:Wirecutters.png]] Wirecutters - For cutting and mending wires. Also a necessary tool
* [[File:Wirecutters.png]] Wirecutters - For cutting and mending wires. Also a necessary tool.
* [[File:Multitool.png]] Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier.
* [[File:Multitool.gif]] Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier.
* [[File:Crowbar.png]] Crowbar - For prying the door open once you've hacked it.
* [[File:Crowbar.png]] Crowbar - For prying open a door after its power has been hacked. Not a necessary tool, but useful to get access to places [[Traitor|you shouldn’t be]].


== [[File:Airlock.png]] [[File:Airlock external.png]] Airlocks ==
== The Basics ==
Both internal and external access airlocks are hackable, though [[File: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). 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.
Hacking any piece of machinery listed below follows the same guidelines. There is a selection of coloured wires which are linked to a function of that device. When a device is opened using a [[File:Screwdriver tool.png]] screwdriver or impact wrench, the wires are exposed allowing you to hack it with [[File:Wirecutters.png]] wirecutters and a [[File:Multitool.gif]] multitool. A menu will open showing each wire, its associated light, and the options for cutting/mending, pulsing, or attaching a signaler. An example of this menu is listed below under the airlocks section.


=== [[File:Multitool.png]] With a Multitool ===
The wirecutter is the basis for all hacking. They are used to cut and mend wires which will either permanently change an aspect of the device, or return that function. They are necessary for hacking anything.
==== 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 [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.
The multitool is an electrical device which, in the context of hacking, can “pulse” a wire. This will usually get a specific response from the device in question. Sometimes the response is triggering a normal function in the device, or it is temporary causing a state otherwise made permanent by wirecutters. It is not a necessary device, but is very useful to get specific responses or to hack a device without leaving a trail.
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring
# With a [[File: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 ====
The crowbar is used for a very specific purpose. Its purpose relative to hacking is almost exclusively for the purpose of prying open an airlock after its power has been removed. While it has a very narrow purpose, it is quite useful to make a way into or through an area without removing ID restrictions.
If you have a multitool, getting through doors gets a lot easier and faster.
# Have the [[File:Multitool.png]] multiool in one hand and a [[File: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.''


=== [[File:Multitool_no.png]] Without a Multitool ===
== [[File:Airlock.png]] [[File:Airlock external.png]] Airlocks ==
==== Finding the Right Wires ====
[[File:airlock-hacking.png|right|thumb|Typical airlock hacking UI.]]
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.
Both internal and external access airlocks are hackable, though [[File:Hazard_Door.png]] hazard doors are not hackable. Wires are randomized at the start of each round, but are standardized throughout the vessel (e.g., every orange wire might toggle the bolts). The [[Chief Engineer]]’s blueprints have the wire colors for each airlock function. However, high security airlocks are always randomized, have extra decoy wires to make hacking harder, and are not covered by the CE’s blueprints.
# Remember to equip [[File:Yellowgloves.png]] insulated gloves to prevent electric shock.
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on the airlock to open the panel and expose the wiring
# Equip [[File: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 [[File:Screwdriver tool.png]] screwdriver.
# Using the [[File:Wirecutters.png]] wirecutters, cut all wires EXCEPT for the door bolts wire that you found earlier.
# Use a [[File: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 [[File: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.
The hacking menu shows the 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.


=== Wire Functions ===
=== 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.
* '''IDscan wire''': ''Pulsing'' will flash the 'access denied' red light; ''cutting'' will allow anyone regardless of ID to open the airlock.
* '''AI control wire''': ''Pulsing'' will flash the 'AI control light' off and on quickly; ''cutting'' will prevent the AI from accessing the door unless s/he hacks the power wires
* '''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.
* '''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.
* '''Backup power wire (2)''': ''Pulsing'' will turn off the 'test light' and 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 bolts; ''cutting'' will drop the bolts.
* '''Bolt control wire''': ''Pulsing'' will toggle the door bolts. ''Cutting'' will drop the bolts and they will remain dropped even when mended.
* '''Bolt light wire''': ''Pulsing'' will toggle if the bolt/access lights will flash or turn on. ''Cutting'' will turn the lights off until 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.
* '''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. This will cause the safety light to flash. 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.
* '''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 safeties wire''': ''Pulsing'' will cause the 'check wiring' light to toggle. ''Cutting'' will permanently turn off the safeties until mended. This will cause the door to not check if someone <s>or some animal</s> is in the door before closing, crushing them.
* '''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 immediately as it can. ''Cutting'' it will turn off the timer 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 ===
== [[File:Apc.png]] APCs ==
* '''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.
 
== [[File: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.
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:Screwdriver tool.png]] Screwdriver in hand, click on APC to open the panel and expose the wiring.
* '''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. ''Cutting'' will disable the power to both the APC and the room.
# Equip a [[File:Multitool.png]] multitool.
* '''AI control wire''': Like the airlock, ''pulsing'' will flash the light off and on quickly; ''cutting'' will disable AI control
# Put [[File: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).
* '''APC lock wire''': ''Pulse'' will unlock the APCs controls.
#* '''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.


== [[File:AirAlarm.png]] Atmospheric Alarms ==
== [[File:Airalarm.gif]] Atmospheric Alarms ==
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.
Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.
# [[File:Screwdriver tool.png]] Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.
* '''Id Scan''': ''Pulsing'' will toggle the lock for the alarm. ''Cutting'' will not allow people to access the alarm even if they have the correct ID. ''Mending'' will allow normal operation.
# Equip a [[File:Multitool.png]] multitool and[[File:Wirecutters.png]] wirecutters.
* '''Alarm''': ''Cutting'' will cause an atmos alert in the area. ''Pulsing'' will reset the alarm status. ''Mending'' allows the alarm to work again.
#* '''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.
* '''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.
#* '''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.
* '''AI Control''': ''Cutting'' this wire will prevent the AI from using the alarm. ''Pulsing'' it disables AI access for 10 seconds.  ''Mending'' allows AI control.
#* '''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.
* '''Power''': ''Cutting'' this wire will deactivate the alarm. ''Pulsing'' turns it off for a period of time.  ''Mending'' restores power.
#* '''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.


== [[File:Autolathe.gif]] Autolathes ==
== [[File:Autolathe.gif]] Autolathes ==
# [[File:Screwdriver tool.png]] Screwdriver the autolathe to open the maintenance panel.
Used to create tools and items out of raw material. It is often used in Operations, Science, and Engineering to get tools, non-lethal ammunition, and so on. It can be quite powerful when hacked, however, as normal restrictions are removed allowing the creation of lethal ammunition and otherwise illegal/dangerous items.
# Click on the autolathe with an empty hand to access the wiring.
*'''Power''': ''Cutting'' will turn off the lathe. ''Mending'' will turn the lathe back on, and a whirring noise will return. ''Pulse'' temporarily disables the lathe.
# 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.
*'''Electrifying Wire''': ''Cutting'' will shock anyone not wearing insulated gloves, and ''mending'' fixes this. ''Pulse'' temporarily electrifies the lathe.
# Have fun accessing some new options:
*'''Hacking Wire''': ''Cutting'' allows contraband items and lethals items to be made, such as tactical knives, lethal ammunition, etc. ''Mending'' resets the item restrictions. ''Pulse'' temporarily hacks the lathe.
#* Compressed matter cartridges (for the RCD)
#* Handcuffs
#* Infrared beam (security)
#* Infrared sensor
#* Bullets
#* Other stuff
 
== [[File: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 ===
{| class="wikitable"
|-
! 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
|}


== [[File:Security_Camera.gif]] Cameras ==
== [[File:AI_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.
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.
* '''Power Wire''' - ''Cutting'' it will disable the camera, fixing it will enable the camera. ''Pulsing'' will kick-off anyone who is viewing 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.
* '''Alarm Wire''' - ''Cutting'' will trigger an alarm which can be fixed by ''mending'' the wire. ''Pulsing'' causes the camera to beep.
#* '''Power Wire''' - Cutting it will disable the camera, fixing it will enable the camera. Pulsing toggle the camera on and off.
* '''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.
#* '''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.
* '''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.
#* '''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.
* Two '''Nothing Wires''' - They do nothing, still required to deconstruct the camera.
#* '''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 [[Guide_to_construction#Security_Camera_2|here]].
You can find a guide to deconstruct cameras [[Guide_to_Construction#Security_Camera|here]].


== Particle Accelerator ==
== [[File:merc_nuke_idle.png]] Mercenary Nuclear Bomb ==
What a better way to release the [[Singularity Engine|singularity]] than to do it REMOTELY! That or you can hack it to make it shoot more powerful particles!
A bomb! By now you’re probably already having a bad day, this will only make it worse. The nuclear bomb has 7 wires, only 3 of which are useful. Better have steady hands!
 
# 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.
# 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
# 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
# Screwdriver in hand, click on the bomb to open the panel and expose the wiring
# With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.
# With a multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.
# CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.
# CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.
#* '''Boom wire''': ''Pulsing'' will explode the bomb instantly if the bomb is live and ''cutting'' will do much the same! There's no way to prepare for the boom wire if the bomb is already live, it's just an inherent risk. Cutting a boom wire that's not live will make the bomb unusable.
#* '''Safety wire''': ''Pulsing'' will turn on and off the bomb safety for 10 seconds. If the safety is on, the bomb will be quiet. If the safety is off, a whirring noise can be heard. ''Cutting'' this wire will '''detonate''' the bomb if the countdown is active.
#* '''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!
#* '''Timing wire''': ''Pulsing'' will '''detonate''' the bomb if the countdown is active, ''cutting'' will secure the bomb making it safe. Good job!
#* '''Delay wire''': ''Pulsing'' will add time to the clock of the bomb, giving you a little more breathing room.
#* '''Light wire''': ''Pulsing'' makes the bomb appear on or off. ''Cutting'' causes the bomb to appear off until mended.
#* '''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.
Keep in mind that randomly pulsing a live bomb carries a chance of pulsing the wrong wire and detonating the bomb prematurely. Cutting carries the same risk. With a bit of luck and skill, you can find the right wire and save the day.


== Hardsuits ==
== [[File:eva-rig.png]] Hardsuits ==
These hightech [[hardsuit|hardsuits]] are hard to come by, but can be hacked to be bent to your will.
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 [[file:crowbar.png]] to open it. An [[emag]] might come in handy.
#Swipe your ID on the Hardsuit to unlock the panel, then use a [[file:crowbar.png]] to open it. (An emag might come in handy.)
# Equip a [[File:Multitool.png]] multitool and[[File:Wirecutters.png]] wirecutters.
# Equip a [[File:Multitool.gif]] multitool and [[File:Wirecutters.png]] wirecutters.
#* ''' Security Wire''': Can be cut to disable Security Checks on the suit. The suit will twitch when this wire is pulsed.
#* ''' 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.
#* ''' 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.
#* ''' System Control''': Can be pulsed or cut to toggle some malfunctions. Pulsing this wire will also cause it to shock the user!
#* ''' Interface Lock''': Can be pulsed to toggle whether the interface can be accessed. The suit will click audibly when this wire is pulsed.
#* ''' 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.
#* ''' Interface Shock''': Can be pulsed to toggle whether the suit shocks the user or not.
# Close the panel.
# Close the panel.
== [[File:SMES.gif]] Supermagnetic Energy Storage Unit==
* '''Nothing Wire''' - It does nothing.
* '''Input Wire''' - ''Cutting'' it will disable the SMES' input (without toggling the setting in the UI) and turn the green light off, fixing it will enable the input. ''Pulsing'' will toggle the charge mode in the UI.
* '''Output Wire''' - Has the same effects as the Input Wire, but for the Output.
* '''Grounding Wire''' - ''Cutting'' or ''Pulsing'' will cause the SMES to discharge to 5% of its maximum charge and cause the red light to blink. A SMES that is discharging has a small chance to damage a connected APC, and will continually produce sparks. A discharge can be stopped by ''Mending'' the wire, regardless of if it was originally cut or pulsed.
* '''Remote Control Wire''' - ''Cutting'' this will stop the AI or an RCON console from using the SMES until the wire is mended. ''Pulsing'' has the same effect temporarily. Remote Control is indicated by the blue light, where if it is on, remote control is enabled.
* '''Fail-safe Wire''' - ''Cutting'' this will disable the SMES' fail-safes until fixed, as well as cause the red light to blink. ''Pulsing'' has the same effect temporarily. Disabling a SMES' fail-safes is extremely dangerous.
While the fail-safes are disabled, any modification can be made to the SMES, such as [[Guide_to_Construction#Advanced_Machinery|installing coils]], regardless of the SMES' charge level. This may cause the SMES to experience system failure. The chance of system failure is equal to the charge present within the SMES (A SMES at 50% charge has a 50% chance to fail when modified). If a SMES experiences total failure, the following effects occur:
* Always - The SMES discharges down to 0% charge.
* Always - The SMES emits sparks. They are harmless, but may ignite flammables.
* Always - The SMES electrocutes the user. The damage caused is proportional to the amount of charge remaining in the SMES. Insulated gloves can mitigate the damage, but at charge of 35% they will cease to block all the damage. At levels of 60% charge or higher, the damage is likely to be lethal.
* >15% Charge - The SMES emits an EM Pulse, disabling or damaging nearby electronics. The size of the EMP is proportional to the remaining charge.
* >35% Charge - The SMES overload a directly connected APC, either overloading the APC's lighting circuit or damaging the APC itself. If another power source, such as another SMES, is in between the failing SMES and the APC, the APC will not be affected. Both effects have a chance that scales according to the charge level remaining, with direct APC damage being rarer than overloading the lighting circuits.
* >60% Charge - With a 50% chance, the SMES suffers total magnetic containment failure. If this is triggered, the SMES will detonate after 30-60 seconds, causing severe damage. There is no way to avert this at this point. It's in [[Traitor|everyone's]] best interests to avoid this. Keep in mind that at this charge level, the electrocution will likely kill whoever triggers this, regardless of whether magnetic containment failure occurs.
== [[File:generic_borg.png|32px]] Robots ==
Robots, specifically [[Cyborg|ship-bound borgs]], exist to serve a variety of functions and to generally assist the crew and [[AI]]. However, like most other pieces of machinery, robots can be hacked to restore function, disable function, or cause general chaos.
* '''Lawsync Wire''': ''Cutting'' will stop the robot from getting law updates from the [[AI]]. ''Mending'' will restore this function. ''Pulsing'' does nothing.
* '''AI Link Wire''': ''Cutting'' will remove the robot from an AI's control and otherwise prevent AI control. ''Mending'' restores this. ''Pulsing'' resets the robot's AI selection, allowing them to select a new one.
* '''Camera Wire''': ''Cutting'' prevents anyone from watching the robot's camera, and kicks anyone currently watching off of it. ''Mending'' fixes this. ''Pulsing'' kicks off anyone watching and loudly refocuses the camera.
* '''Lockdown Wire''': ''Cutting'' locks down the robot until it is ''mended''. ''Pulsing'' toggles the lockdown.
== [[File:Vendcola.gif]] Vending Machines ==
Used for vending items, obviously. Occasionally, a software malfunction will infect the various vending machines across the vessel. In these situations, the firing wire needs to be reset.
*'''Firing wire''' when cut causes the machine to fire stuff at people. When pulsed it will turn on or off the firing function. 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 the purple light to a yellow light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone.
*'''Shock wire''' when cut electrifies the machine causing it to shock anyone who touches it without insulated gloves. When pulsed, it electrifies the machine for 30 seconds. The orange light indicates whether it is electrified or not.


== Minor Hackables ==
== Minor Hackables ==
I haven't a clue why you'd ever want to hack any of these things, but you can!
I haven't a clue why you'd ever want to hack any of these things, but you can!


=== [[File:FireAlarm.png‎]] Fire Alarms ===
=== [[File:Fire_alarm.gif]] Fire Alarms ===
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 pulsed will not detect or activate the fire doors in the case of a fire or a breach. If it is cut, the wires are removed and the alarm is turned off completely.


=== [[File:Station Bounced Radio.png]] Station-Bounced Radios & [[File:Signaler.png]] Signalers ===
=== [[File:Station_Bounced_Radio.png]] Station-Bounced Radios & [[File:RemoteSignalingDevice.png]] Signalers ===
# Screwdriver in hand, click on the offending radio so it can be modified or attached
Station-Bounced Radios are used primarily for times where the headset radio does not work, such as when you are off the vessel where Telecomms cannot reach your headset or if Telecomms is not active.
# 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.
Signalers are used to send out a signal, or pulse in the case of hackable devices. Signalers, Station-Bounced Radios, Tracking Beacons, and Intercoms all follow the following wire scheme. Please note that one of three wires is missing as it is practically useless.
# 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)
* '''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.


=== [[File:Securebriefcase.png]] Secure Briefcases ===
=== [[File:Securebriefcase.png]] Secure Briefcases ===
Line 212: Line 143:
#Screwdriver the panel shut.
#Screwdriver the panel shut.


=== [[File: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.


{{Engineering}}
{{Engineering}}
{{Gameplay Guides}}
{{Guides}}
[[Category:Guides|Hacking, Guide to]]
[[Category:Guides]]

Latest revision as of 15:13, 26 June 2024

Hacking can be a powerful and sometimes vital tool. Engineers benefit the most from knowing this skill as it allows them to repair broken machines, fix angry vendors, and get to work locations that would normally be locked off. It is also a tool for those with other intentions. Regardless of who, or what is hacking, the following information will help in whatever situation is at hand.

What You'll Need

  • Gloves insulated.png Insulated gloves - Necessary to not get shocked while hacking. Make sure they are not the budget kinds!
  • 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.gif Multitool - For pulsing wires; not necessary for most hacking, but makes life a lot easier.
  • Crowbar.png Crowbar - For prying open a door after its power has been hacked. Not a necessary tool, but useful to get access to places you shouldn’t be.

The Basics

Hacking any piece of machinery listed below follows the same guidelines. There is a selection of coloured wires which are linked to a function of that device. When a device is opened using a Screwdriver tool.png screwdriver or impact wrench, the wires are exposed allowing you to hack it with Wirecutters.png wirecutters and a Multitool.gif multitool. A menu will open showing each wire, its associated light, and the options for cutting/mending, pulsing, or attaching a signaler. An example of this menu is listed below under the airlocks section.

The wirecutter is the basis for all hacking. They are used to cut and mend wires which will either permanently change an aspect of the device, or return that function. They are necessary for hacking anything.

The multitool is an electrical device which, in the context of hacking, can “pulse” a wire. This will usually get a specific response from the device in question. Sometimes the response is triggering a normal function in the device, or it is temporary causing a state otherwise made permanent by wirecutters. It is not a necessary device, but is very useful to get specific responses or to hack a device without leaving a trail.

The crowbar is used for a very specific purpose. Its purpose relative to hacking is almost exclusively for the purpose of prying open an airlock after its power has been removed. While it has a very narrow purpose, it is quite useful to make a way into or through an area without removing ID restrictions.

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 vessel (e.g., every orange wire might toggle the bolts). The Chief Engineer’s blueprints have the wire colors for each airlock function. However, high security airlocks are always randomized, have extra decoy wires to make hacking harder, and are not covered by the CE’s blueprints.

The hacking menu shows the 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.

Wire Functions

  • IDscan wire: Pulsing will flash the 'access denied' red light; cutting will allow anyone regardless of ID to open the airlock.
  • 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' and 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. Cutting will permanently turn off the safeties until mended. This will cause the door to not check if someone or some animal is in the door before closing, crushing them.
  • 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.

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.

  • 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. Cutting will disable the power to both the APC and the room.
  • AI control wire: Like the airlock, pulsing will flash the light off and on quickly; cutting will disable AI control
  • APC lock wire: Pulse will unlock the APCs controls.

Airalarm.gif Atmospheric Alarms

Used to monitor environmental factors in a room, such as temperature, pressure, toxins, etc.

  • Id Scan: Pulsing will toggle the lock for the alarm. 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. 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 disables AI access for 10 seconds. Mending allows AI control.
  • Power: Cutting this wire will deactivate the alarm. Pulsing turns it off for a period of time. Mending restores power.

Autolathe.gif Autolathes

Used to create tools and items out of raw material. It is often used in Operations, Science, and Engineering to get tools, non-lethal ammunition, and so on. It can be quite powerful when hacked, however, as normal restrictions are removed allowing the creation of lethal ammunition and otherwise illegal/dangerous items.

  • Power: Cutting will turn off the lathe. Mending will turn the lathe back on, and a whirring noise will return. Pulse temporarily disables the lathe.
  • Electrifying Wire: Cutting will shock anyone not wearing insulated gloves, and mending fixes this. Pulse temporarily electrifies the lathe.
  • Hacking Wire: Cutting allows contraband items and lethals items to be made, such as tactical knives, lethal ammunition, etc. Mending resets the item restrictions. Pulse temporarily hacks the lathe.

AI 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.

  • Power Wire - Cutting it will disable the camera, fixing it will enable the camera. Pulsing will kick-off anyone who is viewing the camera.
  • Alarm Wire - Cutting will trigger an alarm which can be fixed by mending the wire. Pulsing causes the camera to beep.
  • 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.

Merc nuke idle.png Mercenary Nuclear Bomb

A bomb! By now you’re probably already having a bad day, this will only make it worse. The nuclear bomb has 7 wires, only 3 of which are useful. Better have steady hands!

  1. 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.
  2. 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
  3. Screwdriver in hand, click on the bomb to open the panel and expose the wiring
  4. With a multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.
  5. CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.
    • Safety wire: Pulsing will turn on and off the bomb safety for 10 seconds. If the safety is on, the bomb will be quiet. If the safety is off, a whirring noise can be heard. Cutting this wire will detonate the bomb if the countdown is active.
    • Timing wire: Pulsing will detonate the bomb if the countdown is active, cutting will secure the bomb making it safe. Good job!
    • Light wire: Pulsing makes the bomb appear on or off. Cutting causes the bomb to appear off until mended.

Keep in mind that randomly pulsing a live bomb carries a chance of pulsing the wrong wire and detonating the bomb prematurely. Cutting carries the same risk. With a bit of luck and skill, you can find the right wire and save the day.

Eva-rig.png Hardsuits

These hightech hardsuits are hard to come by, but can be hacked to be bent to your will.

  1. Swipe your ID on the Hardsuit to unlock the panel, then use a Crowbar.png to open it. (An emag might come in handy.)
  2. Equip a Multitool.gif multitool and Wirecutters.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 or cut to toggle some malfunctions. Pulsing this wire will also cause it to shock the user!
    • 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.
  3. Close the panel.

SMES.gif Supermagnetic Energy Storage Unit

  • Nothing Wire - It does nothing.
  • Input Wire - Cutting it will disable the SMES' input (without toggling the setting in the UI) and turn the green light off, fixing it will enable the input. Pulsing will toggle the charge mode in the UI.
  • Output Wire - Has the same effects as the Input Wire, but for the Output.
  • Grounding Wire - Cutting or Pulsing will cause the SMES to discharge to 5% of its maximum charge and cause the red light to blink. A SMES that is discharging has a small chance to damage a connected APC, and will continually produce sparks. A discharge can be stopped by Mending the wire, regardless of if it was originally cut or pulsed.
  • Remote Control Wire - Cutting this will stop the AI or an RCON console from using the SMES until the wire is mended. Pulsing has the same effect temporarily. Remote Control is indicated by the blue light, where if it is on, remote control is enabled.
  • Fail-safe Wire - Cutting this will disable the SMES' fail-safes until fixed, as well as cause the red light to blink. Pulsing has the same effect temporarily. Disabling a SMES' fail-safes is extremely dangerous.

While the fail-safes are disabled, any modification can be made to the SMES, such as installing coils, regardless of the SMES' charge level. This may cause the SMES to experience system failure. The chance of system failure is equal to the charge present within the SMES (A SMES at 50% charge has a 50% chance to fail when modified). If a SMES experiences total failure, the following effects occur:

  • Always - The SMES discharges down to 0% charge.
  • Always - The SMES emits sparks. They are harmless, but may ignite flammables.
  • Always - The SMES electrocutes the user. The damage caused is proportional to the amount of charge remaining in the SMES. Insulated gloves can mitigate the damage, but at charge of 35% they will cease to block all the damage. At levels of 60% charge or higher, the damage is likely to be lethal.
  • >15% Charge - The SMES emits an EM Pulse, disabling or damaging nearby electronics. The size of the EMP is proportional to the remaining charge.
  • >35% Charge - The SMES overload a directly connected APC, either overloading the APC's lighting circuit or damaging the APC itself. If another power source, such as another SMES, is in between the failing SMES and the APC, the APC will not be affected. Both effects have a chance that scales according to the charge level remaining, with direct APC damage being rarer than overloading the lighting circuits.
  • >60% Charge - With a 50% chance, the SMES suffers total magnetic containment failure. If this is triggered, the SMES will detonate after 30-60 seconds, causing severe damage. There is no way to avert this at this point. It's in everyone's best interests to avoid this. Keep in mind that at this charge level, the electrocution will likely kill whoever triggers this, regardless of whether magnetic containment failure occurs.

Generic borg.png Robots

Robots, specifically ship-bound borgs, exist to serve a variety of functions and to generally assist the crew and AI. However, like most other pieces of machinery, robots can be hacked to restore function, disable function, or cause general chaos.

  • Lawsync Wire: Cutting will stop the robot from getting law updates from the AI. Mending will restore this function. Pulsing does nothing.
  • AI Link Wire: Cutting will remove the robot from an AI's control and otherwise prevent AI control. Mending restores this. Pulsing resets the robot's AI selection, allowing them to select a new one.
  • Camera Wire: Cutting prevents anyone from watching the robot's camera, and kicks anyone currently watching off of it. Mending fixes this. Pulsing kicks off anyone watching and loudly refocuses the camera.
  • Lockdown Wire: Cutting locks down the robot until it is mended. Pulsing toggles the lockdown.

Vendcola.gif Vending Machines

Used for vending items, obviously. Occasionally, a software malfunction will infect the various vending machines across the vessel. In these situations, the firing wire needs to be reset.

  • Firing wire when cut causes the machine to fire stuff at people. When pulsed it will turn on or off the firing function. 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 the purple light to a yellow light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone.
  • Shock wire when cut electrifies the machine causing it to shock anyone who touches it without insulated gloves. When pulsed, it electrifies the machine for 30 seconds. The orange light indicates whether it is electrified or not.

Minor Hackables

I haven't a clue why you'd ever want to hack any of these things, but you can!

Fire alarm.gif Fire Alarms

Fire alarms on getting pulsed will not detect or activate the fire doors in the case of a fire or a breach. If it is cut, the wires are removed and the alarm is turned off completely.

Station Bounced Radio.png Station-Bounced Radios & RemoteSignalingDevice.png Signalers

Station-Bounced Radios are used primarily for times where the headset radio does not work, such as when you are off the vessel where Telecomms cannot reach your headset or if Telecomms is not active. Signalers are used to send out a signal, or pulse in the case of hackable devices. Signalers, Station-Bounced Radios, Tracking Beacons, and Intercoms all follow the following wire scheme. Please note that one of three wires is missing as it is practically 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)

Securebriefcase.png Secure Briefcases

  1. Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
  2. 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 the panel shut.


Engineering Department
Head of Department Chief Engineer
Personnel Engineer - Atmospheric Technician
Useful Guides Guide to Atmospherics - Supermatter Engine - Guide to the INDRA - Guide to Thrusters - Telecommunications - Integrated Electronics
Guides of the Horizon
General Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes - Chain of Command
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink