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Insulated Gloves for mitigating shocks. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It's possible to hack without them, but it will be slow, painful, and you'll need ointment. Alternatively you can drink Grey Bull, which makes you immune to shocks for a short while.
Screwdriver for opening up panels and the like. A necessary tool.
Wirecutters for cutting and mending wires.
Multitool for pulsing wires. Not necessary for most hacking, but makes life a lot easier.
Signaler can be used as a ghetto alternative to a Multitool and to pulse wires remotely. Attach one to a wire, then use a second signaler to pulse that wire.
Station blueprints for easy peasy wire identification. If you can get it, it contains a map of all the hackable wires when read. It will remove the need for testing wires to find their function.
Both internal and external access airlocks are hackable. Wires are randomized at the start of each round FOR EACH DEPARTMENT. E.g. if the orange wire toggles bolts on an airlock in engineering , the same wire will do the same on other airlocks in engineering. Some examples of areas can be found here. After opening the hacking window you can read on top which type of airlock you are looking at.
Remember, cutting power to the door will stop everything else from working.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Main Power (2 wires) | Disables main power. | Restores main power. May shock you, but does not electrify door. | Disables main power for 1 minute (not refreshable from pulsing until on again). |
Auxiliary Power (2 wires) | Disables auxiliary power. May shock you, but does not electrify door. | Restores auxiliary power. May shock you, but does not electrify door. | Disables auxiliary power for 1 minute (not refreshable from pulsing until on again). |
ID Scan | Makes door reject everyone if it has any access restriction. Makes it so pulsing the 'open' wire will open the door. | Restores normal ID-checks. | Flashes lights on the door, as if someone without access tries to open it. |
Bolts | Drops door bolts. | Nothing. | Drops door bolts if they are up. Raises them if they are down and door is powered. |
Bolt Lights | Disables the red bolt lights. Only testable if bolts are down. | Enables bolt lights. | Toggles bolt lights. |
Open | Nothing. | Nothing. | Opens the door if it either requires no access or if ID scan wire has been cut. Works even if the open wire has also been cut. |
AI Connection | Disables AI control. | Restores AI control. | Very briefly disables AI control. |
High Voltage Ground (the 'shock' wire) | Electrifies the door. | De-electrifies the door. | Electrifies the door for 30 seconds. |
High Voltage Circuit (2 wires) | High chance to shock you, but does not electrify door. | High chance to shock you, but does not electrify door. | Nothing. |
Safety | Disables safety, letting the door crush people when it closes. | Enables safety. | Toggles safety. |
Timing | Disables timer, stopping the door from automatically closing . | Restores door timer. | Toggles door speed (speed light), causing the door to close faster. Can't be toggled if wire is cut. Off = fast. |
Nothing (2 wires) | Nothing. | Nothing. | Nothing. |
Name | Status | Means |
---|---|---|
Bolts | The door bolts look up. | Door bolts are up (not locked). |
The door bolts have fallen! | Door bolts are down (locked). | |
Power | The test light is on. | Door is powered. |
The test light is off. | Door is not powered (can be opened with or with a crowbar). | |
AI Connection | The AI connection light is on. | AI can control the door and hasn't hacked it. |
The AI connection light is off. | AI either hacked a door or can't control it. | |
Safety | The 'Check Wiring' light is on. | Door safety is off (can crush people). |
The 'Check Wiring' light is off. | Door safety is on (can't crush people). | |
Timer | The timer is powered on. | Door closes automatically. |
The timer is powered off. | Door doesn't close automatically. | |
Timing | The speed light is on. | Door timing is normal (closes after a delay). |
The speed light is off. | Door timing is reduced (closes without delay). | |
Emergency light (Has no hackable wire) | The emergency light is on. | Emergency access is enabled (no access restrictions). |
The emergency light is off. | Emergency access is disabled (normal access restrictions). |
Click expand to see a list of EXAMPLES of airlock area subtypes:
MAINT
COMMAND
SERVICE
SECURITY
ENGINEERING
MEDBAY
SCIENCE
AI
PUBLIC
Some airlocks are more secure than normal, and their wire panel is covered by a layer of shielding. To see the airlock's security level, examine it.There are 3 levels of airlock security:
Normal airlocks, they have no additional security.
To create a medium security airlock, use 2 sheets of metal on a normal airlock with an open panel.
No change in door resistance.
To access the wire panel, you need to:
To create a high security airlock, use 2 sheets of plasteel on a normal airlock with open panel.
Armor is multiplied by 1.5, making the door harder to destroy through brute force.
To access the wire panel, you need to:
A few selected airlocks are special 'safety airlocks', which simply means they can be opened with bare hands after a delay when unpowered instead of requiring a crowbar. Some airlocks in arrivals and departures have this property.
Controls power to its assigned room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, so hope that whoever's fucking with the power isn't paying attention.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power (2 wires) | Disables power. May shock! | Restores. May shock! | Disables power for 2 minutes. You must cut and mend the wire to restore power. |
ID lock | Disable toggling the lock with an ID card. | Restores. | Unlocks APC interface for 30 seconds. |
AI control | Disables AI control. | Restores. | Very briefly disables AI control. |
Name | Status | Shows that |
---|---|---|
Lock | The interface light is red. | APC is locked. |
The interface light is green. | APC is unlocked. | |
Power | The short indicator is on. | APC is not working. |
The short indicator is off. | APC is working. | |
AI control | The AI connection light is off. | AI/borgs can't interact with APC. |
The AI connection light is on. | AI/borgs can interact with APC. |
Have fun accessing some new options.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power (shows red light if off) | Power off. | Power on. | Short (~30 secs) toggle off. |
Electrocution (shows green light if on) | Electrocution. | Off. | Short (~30 secs) toggle on. |
Hacked options (shows blue light if on) | Options on. | Off. | Short (~30 secs) toggle on. |
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands.
Disabled Air Alarms will show no lights.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power | Disables power. | Restores. | Disables power. Can be restored with mending. |
Access | Locks the interface completely until mended. | Unlocks. | Toggles interface ID lock on/off. |
Siphon | Starts PANIC SIPHON | Nothing | Toggles PANIC SIPHON on/off. |
AI control | Disables AI control. | Restores after ~30 secs delay. | Temporarily (~30 secs) disable. |
Alarm | Starts the alarm. | Nothing | Resets the alarm. |
The malfunctioning AI cannot siphon your air if you disable its eyes.
Cameras do not have a wire panel, simply click on the camera with the tools to hack it.
The AI will receive a camera alert upon re-activation of a camera, or if it gets deactivated from brute force.
Use these tools in this order to hack a borg:
Afterwards:
Borgs have seven wires; five working ones and two duds:
Name | Purpose | Cutting | Mending | Pulsing |
---|---|---|---|---|
Law sync module | Borg laws get updated when their master AI's laws do. Only works when AI link/slaving is active. | Stops the borg from receiving law updates from its AI. | Re-enables LawSync. | Synchronizes laws with the borg's AI. Borg gently chimes. |
Intelligence link | Slaves the borg to an AI, forcing it to obey its orders. Needed for LawSync. | Unslaves the borg from its current AI and disables LawSync. | Nothing. You have to pulse the wire to slave a borg. | Allows you to pick an AI for the borg to be slaved to. |
Camera light | Toggles the borg's camera. | Toggles the camera status and kicks out anyone using it. | Same as cutting. | Same as cutting. Borg's camera lense focuses loudly. |
Lockdown indicator | Locks down the borg. Can also be done with a robotics console. | Enables lockdown. | Disables lockdown. | Toggles lockdown status. |
Reset module hardware (marked 'Reset Module') | Resets the borg's module so it can pick another one. | Resets the Cyborg's module and prevents it from selecting a new one. | Allows the borg to pick a new module. | Nothing. Borg's module servos twitch. |
Two dummy wires | Nothing | --- | --- | --- |
An emagged cyborg will have no LawSync or AI link and cannot be reset: it must be deconstructed (or blown) and rebuilt.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
It's also a dick move to blow a non rogue borg. Think of it as chopping someone's arms and legs off; you'll get bwoink'd unless you did it for a good reason.
No better way to get away from it all with a joyride on a MULE! And run over some people with it too.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power (2 wires) | One or both cut = disables power. | Restores. | The charge light flickers. -message. |
Motor (2 wires) | One cut = increases speed slightly. Other cut = increases speed greatly. Both cut = disables motor. | Restores. | The drive motor whines briefly. -message. |
Radio (4 wires) | One or more cut = disables PDA control. | Restores. | You hear a radio crackle. -message. |
Safety | Disables safety, awakens thirst for blood. (DON'T DO THIS UNLESS YOU'RE A TRAITOR OR WANT TO DIE) | Restores. | The external warning lights flash briefly. -message. |
Load | Allows non-standard cargo (people, cyborgs, and other bots). | Disables. | The load platform clunks. -message. |
Who wants to unlock contraband?
This allows you to order contraband (for example advanced clowning supplies). This will not unlock as many crates as an Emag. Also lets you sell non-bounty organs (for tiny prices).
(Note that contraband is illegal. Security can do whatever they wish to it, and therefore you for bringing it on board)
Unhappy with your requests priority level? Crank it up to 'EXTREME'!
What safer way to release the singularity than doing it REMOTELY! That, or you can hack it to make it shoot more powerful particles!
You can also attach a Signaler to these wires to release the singularity, such as remotely pulsing the strength wire. Bonus points if you also pulse the interface wire so that people can't stop it!
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Power | Disables power. | Restores. | Toggles power on/off. |
Strength | Sets strength to 0 and prevents people from turning it up. | Restores. | Increases the strength. |
Interface | Stops people from being able to use the control computer. | Restores. | Toggles interface off/on. |
Limit | Allows PA to be turned up to strength 3. | Restores. | Makes a large whirring noise. |
Nothing | Nothing. | Nothing. | Nothing. |
Can easily be done in <30 seconds
There is only one wire: Pulse it to fire the emitter.
A bomb! Are you a bad enough dude?
Keep in mind that randomly cutting live bomb wires carries a 40% risk of sudden death when pulsing carries just a 20% risk of sudden death! Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate. There's a test bomb in the armory if you want to practice without the risk of boom. At end of the day, your chance to blow yourself up by a mistake is 50% when using a multitool first, and 66.66% if you just randomly cut the wires.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Activate | Stops the countdown. | Nothing. | Adds time to the timer. 'The bomb seems to hesitate for a moment.' |
Delay | Nothing. | Nothing. | Adds time to the timer. 'The bomb chirps.' |
Bolt | Releases the bolts (if they were activated) so that the bomb can be moved. | Nothing. | 'The bolts spin in place for a moment.' |
Proceed | Explodes. | Nothing, u ded. | Reduces time on the timer! 'The bomb buzzes ominously!' |
Boom | Explodes. | Nothing, u ded. | Explodes. |
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Activate | Nothing. | Nothing. | Starts the countdown. |
Delay | Nothing. | Nothing. | 'The bomb chirps.' |
Bolt | Releases the bolts (if they were activated) so that the bomb can be moved. | Nothing. | 'The bolts spin in place for a moment.' |
Proceed | Nothing. | Nothing. | 'The bomb buzzes ominously!' |
Boom | Makes the bomb unusable. | Restores. | Nothing. |
To remove the payload from a syndicate bomb (or bomb assembly crafted from 10 plasteel) follow these steps:
For an awesome way to go out! These do not need to be opened with a screwdriver first.
You can attach a Signaler to make a remote bomb.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Explode (2 wires) | Explodes. | Nothing. | Explodes. |
The only thing worth hacking!
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Firing | Causes the machine to fire stuff at people (turns off red blinking light). | Restores. | Toggles firing on/off. |
Contraband | Nothing. | Nothing. | Toggles illegal/rare goods availability on/off (shown by a green light). |
Access | Activates the access restriction. | Nothing | Toggles the access restriction(purple/yellow light). |
Shock | Causes the machine to electrocute people (shown by an orange light). | Restores. | Electrifies the machine for 30 seconds. |
Click R to lock it. Locking works even if no code has been set. You can set a new code with the above steps even if it's locked. Alt-click an unlocked briefcase/safe to open it.
A safe can be opened by doing the following while holding a stethoscope:
Interestingly, Tracking Beacons also count as radios.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Output | Disables speaker. | Restores. | Toggles speaker on/off. |
Input | Disables microphone. | Restores. | Toggles microphone on/off. |
Dummy | Nothing. | Nothing. | Toggles both the microphone and speaker on/off. |
Security Gas Mask has a hidden aggressiveness setting. Higher aggressiveness equals meaner 'shitcurity' shouts coming out when the HALT-feature is used.
Use a screwdriver to change it from lowest (first) to highest (last) setting. For maximum aggressiveness, use wirecutters. Note that this can't be reset once you wirecut it.
Turn the setting to BEEPSKY MODE by using an Emag.
The thing nobody remembers to check.
Make sure the storage unit is closed, and then open the maintenance panel with a screwdriver.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Hack | Increases decontamination power (The UV bulb is glowing). | Restores low decontamination power (The UV bulb is dim). | Toggles decontamination power (unless wire is cut). |
Safety | Disables safety check, letting you decontaminate living people (Service light on = safety off). | Restores safety check (Service light off = safety on). | Toggles safety check. |
High Voltage Circuit | Spark effect. | Spark effect. | Spark effect. |
Nothing (2 wires) | Nothing. | Nothing. | Nothing. |
Name | Status | Shows that |
---|---|---|
Power | The UV bulb is dim. | Low power. |
The UV bulb is glowing. | High power. | |
Safety | The service light is off. | Safety on. |
The service light is on. | Safety off. |
The wires may all get cut after decontaminating on high power, or mended if already cut.
Only one wire: Pulse it to trigger a tesla shock. Great if you attach a remote signaler!
Hacking this can not help you cheat the odds of winning, but you can do a few other things.
Remove the top with a welding tool to be able to access the wires. Afterwards reattach the top by using the welding tool again.
Name | Cutting | Mending | Pulsing |
---|---|---|---|
Shock | Shocks you and can disable power. | Restores power. | Shocks you. |
Bolts | Drops bolts even if power is off. | Nothing. | Toggles bolts if power is on. |
Reset Owner | Shocks you. | Nothing. | Resets owner and removes anti-theft lock. |
Vend Prize | Shocks you, dispenses 10% of the owner's account balance and triggers anti-theft lock. | Nothing. | Shocks you, dispenses 20% of the owner's account balance and triggers anti-theft lock. |
Name | Status | Shows that |
---|---|---|
Bolts | The machines bolts look up. | Not anchored. |
The machines bolts have fallen! | Anchored. | |
Power | The main circuit is 'on']. | Power is on. |
The main circuit is 'off']. | Power is off. | |
Lock | The main system lock appears to be 'off'. | Anti-theft lock is off. |
The main system lock appears to be 'on'. | Anti-theft lock is on. | |
Linked Owner | The account balance system appears to be 'disconnected'. | Nobody has taken ownership by swiping their ID. |
The account balance system appears to be connected to 'Name'. | Machine is linked to 'Name's' ID and account. |