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What you'll need

  • Boxinggloves.gif Gloves of some kind
    • Yellowgloves.png Captaingloves.png Insulated gloves, Captain's gloves: Grant total protection from electrical shocks while hacking.
    • LGloves.png Latex gloves grant 70% protection from shock.
    • Yellowgloves.png Budget Insulated Gloves have randomly generated shock protection: 100% reduction (14%) or 50% reduction (57%) or 25% reduction (14%) or -50% reduction (14%)
    • Boxinggloves.gif Most gloves, especially those from the Autodrobe, provide 50% shock protection.
    • BGloves.png Combat gloves grant 40% protection from shock.
    • BoGlove.png Botanical gloves grant 10% protection from shock.
  • Screwdriver tool.png Screwdriver: The first step in any hack is to open the maintenance panel by clicking with the screwdriver.
  • Wirecutters.png Wirecutters: Used in most hacks which seek a permanent effect, such as permanent electrification. Not necessary for many hacks, but always useful to have. You must have these in your hand while cutting on the wire prompt.
  • Multitool.png Multitool: Used in almost all hacking, without the ability to pulse wires your options will be extremely limited. They are somewhat harder to come by than wirecutters and other tools.
  • Crowbar.png Crowbar: Used in deconstruction of machines and prying open unpowered airlocks. Optional if you intend to do neither.

Basic Hacking

Hacking is relatively simple, it consists of experimenting on various wires to see how they change the indicators or behaviors of the machine to figure out what each wire does. The colors and order of each wire are randomized every shift, but stay consistent between machines of the same type for the same shift. For example, if you determine that the contraband wire is blue for vending machines, all vending machines will use that same wire for contraband for the current shift.

You may wish to experiment your first time with something that has few wires, such as an APC, as it will be less confusing.

  1. Equip your gloves to your glove slot (not your hands).
  2. Take your Screwdriver tool.png Screwdriver in your active hand and click the machine you wish to hack. This will open the panel.
  3. Click on the now-open machine with an open hand, Wirecutters.png Wirecutters, or Multitool.png Multitool to get the wire prompt.

At this point, you will have a prompt that lists a number of wires colors with links to cut and pulse, and often some indicators at the bottom. To cut wires, you must have your wirecutters in your active hand. To pulse, you must have your multitool in your active hand.

Airlock.png Airlock external.png Airlocks

Both internal and external access airlocks are hackable, though Hazard Door.png hazard doors are not hackable. You can also weld doors shut, or in the case of hazard doors, weld them shut or open. Remember, wires are randomized, so you need to identify them the first time. The most important ones to identify are the "test light" wire and the "door bolts" wire. The airlock has a staggering twelve wires.

  • ID Scan wire: Pulse to flash bolt lights. Cut to prevent any ID from opening the door (except on public doors).
  • Main Power wires (2): Pulse either to disable power for 60 seconds, but backup power will kick in after 10 seconds if available. Cut either shocks and disables main power permanently. Note that if pulsing a main power wire becomes unresponsive, cutting and mending the wire will reset its timer, allowing a fresh pulse. While the door is unpowered, it can be forced open with a Crowbar.png crowbar.
  • Bolt wire: Pulse to toggle bolts if the door is powered. Cut drops the bolts and prevents them from being raised.
  • Backup Power wires (2): Pulse either to disable backup power for 60 seconds. Cut either to disable backup power permanently.
  • Open wire: Pulse to attempt to open the door or close without an ID, which fails if there are any access requirements. Cut does nothing.
  • AI Control wire: Pulse to disable AI control for 10 seconds. Cut to indefinitely disable AI control until mended. The AI can hack the door to bypass this as long as it is powered.
  • Electrify wire: Pulse to electrify for 30 seconds. Cut to electrify indefinitely until mended.
  • Safety wire: Pulse to disable safeties (and close the door if open), which means instead of beeping if someone is inside the door when it tries to close, it will instead crush them, causing about ten brute damage and causing the victim to collapse. Repeatedly opening and closing the door can cause rapid death. Cut disables safeties. Mend restores safeties.
  • Speed wire: Pulse to toggle the faster door closing option. Cut to disable autoclosing, mend to enable autoclosing (and close the door if open). Doors normally close after 15 seconds. Faster option decreases that time to 2 seconds.
  • Bolt Light wire: Pulse to toggle the lights which indicate if a door is bolted. Cut to disable the lights, Mend to restore the lights.

It has the following indicators:

  • Door bolts: Fallen if the door is bolted, preventing entry. Up, otherwise.
  • Bolt lights: On if the bolt lights are functional. Off, otherwise.
  • Test light: On if the door is powered and off otherwise. While the door is unpowered, such as due to wiring tampering, APC failure, ion storm, or other anomalies, the door can only be opened by crowbar.
  • AI control allowed light: On if AI control is functioning normally. Off if temporarily or permanently disabled, and also if the AI has hacked past the disabled wire.
  • Check wiring light: Off if the safeties are working normally. On, otherwise.
  • Check timing mechanism light: Off if the door closes after a normal fifteen seconds. On if the door timer has been shortened.


  • Basic Breaking & Entering: Slowly pulse each wire, starting from the top. If you see that the bolts have dropped, pulse that wire again to fix the door. Continue until the test light goes out, and quickly use a crowbar on the door to open it. Memorize that wire so you can quickly pulse it later to get through other doors.
  • Entry Without a Multitool: First, find a door that is out of the way and useless to you, such as an external airlock. Cut each wire until the test light goes out. If the bolts drop, the door is broken, which is why you should use a useless door to "research" the bolt wire.
  • Obstacles: Simply cut all wires. Anyone attempting to get through will have to wait sixty seconds after fixing the power wires, then have to locate and pulse the bolt wire. It also won't display that it is bolted because the bolt light wire will be cut. For less subtlety but more delays, weld the door shut as well.
  • Remote Doorcrush: Cut the safety wire and attach a signaler to the open wire on a public airlock, such as one in a main hallway. As someone passes through, pulse rapidly to cause the door to crush them repeatedly.
  • Remote Lockdown: Attach a signaler to the bolt wire to create a panic button to quickly bolt the door in an emergency. Great for getaways.

APC.png APCs

Used to control power to a certain room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, and can be remotely controlled from there.

  1. Screwdriver tool.png Screwdriver in hand, click on APC to open the panel and expose the wiring.
  2. Equip a Multitool.png multitool.
  3. Put Wirecutters.png wirecutters in your other hand to quickly Cut and Mend a wire if you short out the power accidentally (which will likely happen).
    • Power wires (2): Pulse will short out the APC. You must cut and mend the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely.
    • AI control wire: Like the airlock, pulsing will flash the light off and on quickly; cutting will disable AI control
    • APC lock wire: This is the wining wire you want to pulse in order to unlock it.
  4. Use a screwdriver to close the wiring panel back up.

AirAlarm.png Atmos Alarms

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

  1. Screwdriver tool.png Screwdriver in hand, click on Air Alarms to open the panel and expose the wiring.
  2. Equip a Multitool.png multitool andWirecutters.png wirecutters.
    • Id Scan: Pulsing will unlock the alarm for 30 seconds. Cutting will not allow people to access the alarm even if they have the correct ID. Mending will allow normal operation.
    • Alarm: Cutting will cause an atmos alert in the area, and most likely alert the AI as well. Pulsing will reset the alarm status. Mending allows the alarm to work again.
    • Panic Syphon: Cutting or Pulsing this wire will activate the panic syphon. Mending does nothing, and it must be turned off from the actual alarm.
    • AI Control: Cutting this wire will prevent the AI from using the alarm. Pulsing it flashes the light on and off quickly. Mending allows AI control.
    • Power: Cutting this wire will deactivate the alarm. Pulsing it turns it off for 30 seconds. Mending restored power.
  3. Use a screwdriver to close the wiring panel back up.

Autolathe.png R&D Machines

  1. Screwdriver tool.png Screwdriver the R&D machine, usually a fabricator, to open the maintenance panel.
  2. Click on the fab with an empty hand to access the wiring.
  • Useless wires (2): These serve no purpose.
  • Disable wire: Cutting or pulsing will toggle the fabricator between disabled and enabled. The wire does not need to be intact to function.
  • Shock wire: Cutting or pulsing toggles indefinite shock, becoming very dangerous. The wire does not need to be intact or broken for the machine to be electrified.
  • Contraband wire: Pulse to enable contraband options. Does nothing on a general fabricator, protolathe, exosuit fabricator, circuit printer, deconstructive analyzer, R&D server, reverse engine, blueprinter, or flatback fabricator.

It has these indicators:

  • Red light: On if functional. Off, otherwise.
  • Green light: On if normal. Off, if shocked.
  • Blue light: On if normal. Off, if contraband enabled.

Contraband unlocked by hacking an autolathe:

  • Compressed matter cartridges (for the RCD)
  • Handcuffs
  • Infrared beam (security)
  • Infrared sensor
  • Bullets
  • Other stuff


  1. First, click on the MULE and unlock the interface.
  2. Unscrew the panel as normal and you will be presented with a long list of wires.
  • Power wires (2): Cutting either will disable the MULE. Both of these wires are necessary for the MULE to run.
  • Avoidance wire: Cutting this will prevent the MULE from checking for humans in its way, causing them to become run over. Do not cut this if you are not out to cause death to random innocents.
  • Load check: Cutting this will lift the cargo type restrictions, allowing Cargo Techs to climb up on board. To climb aboard, drag your icon onto the MULE.
  • Motor wires (2): Cutting both of these will immobilize the MULE. Cutting solely the first motor wire will double its speed, and Cutting solely the second motor wire will quadruple its speed.
  • Remote receiving wire: Cutting this wire will prevent remote communication with the MULE by PDA. Pulsing will cause the radio to crackle.
  • Remote transmission wire: Cutting this wire will prevent the MULE from transmitting its status. Pulsing will cause the radio to crackle.
  • Beacon receiving wire: Cutting this wire will prevent the MULE from picking up on homing beacons, making it impossible to navigate. Pulsing will cause the radio to crackle.
  • Nothing wire: This wire is just here to confuse you.

It has these indicators:

  • Charge light: On if both power wires are intact. Off if either has been cut.
  • Warning light: Off if the MULE will avoid running over people. Gleaming ominously if the avoidance wire has been cut.
  • Platform: Elevated if taking on normal loads. Riding low if the load check wire has been cut.
  • Regulator light: Green if both motor wires are intact, yellow if one is intact, and red if none are intact.

Supply computer.png Supply Shuttle Console

The console used for ordering shit from centcom. Allows ordering of contraband crates when hacked.

  1. Use a screwdriver on the console
  2. Use the crowbar to pry out the screen and put the glass aside
  3. Cut the wires with a pair of wirecutters and put the wire aside with the glass
  4. Get your screwdriver back out and use it on the console again
  5. Pry the chip out with the crowbar
  6. Holding the chip in one hand, use the soldering iron on it and set it's spectrum to BROAD
  7. Place the chip back in and use the wires on the console
  8. Screwdrive the console and place the glass back in by clicking it with the glass in your active hand.

Security Camera.gif Cameras

Used to view rooms from. Can be upgraded and deconstructed.

  1. With a screwdriver in hand, click on the camera.
  2. After opening the panel, use your wirecutter or multitool on the camera.
  • Focus wire: This wire was once used for focusing the view distance of a camera, but now it does nothing but affect an indicator.
  • Power wire: Cutting disables the camera entirely, Mending enables it. Pulsing toggles the camera's active state. Note that disabled but not-deconstructed cameras are extremely obvious from the Advanced Security Camera computer, which displays non-functional cameras in red.
  • Light wire: Cutting disables the AI from turning on the camera's onboard light.
  • Alarm wire: Cutting puts out a camera alert to all cyborg units and the station AI. Pulsing gives off a harmless beep.
  • Nothing wire (2): These do nothing, but cutting them along with all other wires is required to deconstruct the camera.

Cameras have the following indicators:

  • Focus light: On if the focus wire hasn't been cut or pulsed. Off, otherwise.
  • Power light: On if the camera is usable. Off, otherwise. Note that if the camera will also visibly stop moving when this light is off.
  • Light light: Off if the camera light is turned off. On, otherwise.
  • Alarm light: On if currently alarming. Off, otherwise.

Particle Accelerator

The accelerator has five wires:

  • Toggle Wire: Pulse toggles power. Cut turns off, Mend turns on.
  • Strength Wire: Pulsing increases intensity if turned on and not at intensity limit. Otherwise, does nothing.
  • Interface Wire: Pulsing toggles the ability to interact with the interface. Cut disables, mend re-enables.
  • Limiter Wire: Pulsing will produce a message about a whirring noise. Cutting increases the intensity limit to 3. Mending reduces it back to 2.
  • Nothing Wire: Does nothing when pulsed or cut.

It has these indicators:

  • Keyboard light: On if the interface wire is intact. Blinking if it has been cut.
  • Regulator light: Teal if the limiter wire is intact, purple if the limiter wire has been cut.

Also note that if the particle accelerator is turned on at level three, it will fire purple instead of teal waves.

Syndicate Bomb

A bomb! Are you a bad enough dude to attempt to defuse a live explosive that, if it should explode, will reduce you to a fine red mist?

  1. Check the description of the bomb to see if you have enough time left to even attempt a defuseal. Use your best judgement for how much time you will need.
  2. If you have a lot of time see if theirs a bomb-suit and helmet around, which reduces the penalty for failure from death to only slight death. Also look for a multi-tool if you don't have one, the odds are better.
  3. Screwdriver in hand, click on the bomb to open the panel and expose the wiring
  4. With 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.
    • Boom wire: Pulsing will explode the bomb instantly if the bomb is live and cutting will do much the same! There's no way to prepare for the boom wire if the bomb is already live, it's just an inherent risk. Cutting a boom wire that's not live will make the bomb unusable.
    • Bolt wire: Pulsing will hint at this wire's function, cutting will release the bolts holding the bomb down if they were activated to begin with. Ditch that bomb!
    • Delay wire: Pulsing will add time to the clock of the bomb, giving you a little more breathing room.
    • Proceed wire: Pulsing will reduce the clock, making your life that muich harder. Cutting this wire while the bomb is live will explode the bomb!
    • Activate wire: Pulsing a bomb that isn't live will start the countdown and cutting a bomb that IS live will stop the countdown. If you've identified this wire, you've won!

Keep in mind that randomly pulsing a live bomb carries a 20% risk of sudden death, but randomly cutting carries a 40% risk. Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate.


Produces sweet, sweet music.

  1. Screwdriver tool.png Screwdriver in hand, click on the jukebox to open the panel and expose the wiring.
  2. Equip a Multitool.png multitool or Wirecutters.png. Click on the jukebox with an open hand to start hacking.
  • Power wires (3): Pulse will toggle the music on or off and displays the difference between the wire's frequency configuration offset and the previous wire's frequency configuration offset. Cutting any of the three will shock and disable the jukebox and lower that wire's frequency configuration offset by one (more on this later). If the offset is 0, it is instead raised to 14.
  • Shuffle wire: Pulse to immediately shuffle the song. Cutting disables shuffle mode and forces the juke into play-once mode.
  • Capitalism wire: Pulse to randomize price between 0 and 20 credits (extremes inclusive). Cut to disable song picking.
  • Transmission wire: Pulse to emit a dangerous burst of radiation. This burst has a cool-down of around five seconds, but it is still very dangerous. Two pulses will cause severe damage to a human without shielding. Cutting shocks and disables the multitool menu.
  • Configuration wire: Pulse to play a static sound. Cut will put the Jukebox into "Syndicate" mode, as if emagged, but only if all three power wires have a frequency configuration offset of exactly 0.
  • Maintenance wire: Pulse to enable access to the options menu. Cut shocks.

It has these indicators:

  • Decorative tube with bubbles: Glowing if the power wires are intact. Dim, otherwise.
  • Green slider bar: Modulating around full if the transmit wire is intact. Off, otherwise.
  • Maintenance button: Lit if the options menu is unlocked. Off, otherwise.
  • Unlabeled light: Blinking occasionally if normal. Dark if in syndicate mode.

Radio Transmitter

Used in transmitting jukebox sounds to sound systems and boomboxes.

  1. Screwdriver tool.png Screwdriver in hand, click on the jukebox to open the panel and expose the wiring.
  2. Equip a Multitool.png multitool or Wirecutters.png. Click on the transmitter with an open hand to start hacking.
  • Power wire: Pulse toggles the transmitter on or off. Be careful, as accidentally enabling the transmitter without radiation protection may result in sudden collapsing and death. Cut shocks and disables the transmitter.
  • Radiation wires (2): Cut to lower base radiation per tick output by 50%. The transmitter needs at least one to function.
  • Link wire: Pulse to clear all links. Cut to disable multitool menu and shock.
  • Setting wire: Pulse to update the cryptic display.

It has these indicators:

  • Backlight: Illuminated if the power wire is intact. Dim, otherwise.
  • Radiation warning light: On if at least on radiation wire is intact. Off, otherwise.
  • Cryptic display: If the setting wire has been pulsed, gives a percentage of local environmental temperature over safe operating temperature. Useful for ensuring the transmitter does not overheat.

Vendcola.gif Vending machines

The only thing worth hacking!

  • Firing wire: Pulse toggles the vending machine's shoot inventory function, firing items (including contraband if enabled) for free. Cutting disables firing, mending enables firing.
  • Contraband wire: Pulse toggles the ability to buy new items. Cut or mending resets the contraband items to hidden.
  • Access wire: Pulse toggles access requirements. Cut or mending resets access to default.
  • Shock wire: Cut electrifies indefinitely. Pulse electrifies for 30 seconds.

It has these indicators:

  • Orange light: On if the machine is electrified. Off, otherwise.
  • Red light: Off if shooting inventory. Blinking, otherwise.
  • Green light: On if contraband is revealed. Off, otherwise.
  • Final light: Purple if access requirements are active. Yellow, otherwise.

Minor Hackables

FireAlarm.png Fire alarm

Fire alarms on getting cut will not detect or activate the fire doors in the case of a fire or a breach.

Station Bounced Radio.png Radio & Signaler.png Signaler

  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

  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.

SSU.pngSuit Storage Unit

  1. Screwdriver in hand, click on the SSU to open the panel and expose the controls.
  • Small dial pointing to 185nm: Standard disinfection cycle. Deals moderate damage to living beings inside. Disinfects objects in the storage slots, removing blood or otherwise.
  • Small dial pointing to 15nm: Advanced disinfection cycle. Kills who or whatever is inside the SSU. Destroys objects in the storage slots.
  • GREEN LED: Safety is on. Unable to disinfect contents while living beings are inside.
  • RED LED: Safety is off. Fire away at the guy you just stuffed inside.
Guides of /vg/station 13
New Player Guides
General Help - The Basics - Rules - A Crash Course In Roleplaying - Guide to Construction - Guide to Combat - Terminology - Shortcuts - Troubleshooting
Service Guides
Guide to Cargo Orders - Guide to Food and Drinks - Guide to Hydroponics - Guide to Beekeeping - Guide to Xenobotany - Guide to Vox Hydroponics - Guide to Cash Registers
Medical Guides
Guide to Medicine - Guide to Surgery/Autopsy - Guide to Chemistry - Guide to Virology - Guide to Genetics - Guide to Cloning
Scientific Research Guides
Guide to Research and Development - Guide to Robotics - Guide to Toxins - Guide to Telescience - Guide to Mechanic - Guide to Xenobiology - Guide To Xenoarchaeology
Engineer Guides
Guide to Engineering - Guide to Wiring - Guide to Construction - Guide to Advanced Construction - Guide to Singularity Engine - Guide to Atmospherics - Guide to Solars - Guide to Antimatter Engine (AME) - Guide to Thermoelectric Generator (TEG) - Guide to Supermatter Engine (SME) - Guide to R-UST - Guide to Space Pods - Guide to Telecommunications - Guide to Hacking - Guide to Assemblies
Security and Command Guides
Space Law - Standard Operating Procedure - Guide to Security - Guide to Forensics - Guide to Command - Chain of Command - Guide to Silicon Laws
Antagonist Guides
Guide to Traitor - Guide to Nuclear Operations - Guide to Revolution - Guide to Xenomorph - Guide to Cult of Nar-Sie - Guide to AI Malfunction - Illicit Access - Random Events
Misc Guides
Guide to Hypothermia - Makeshift weapons - Guide to Ghetto Chemistry - Races - Creatures - Guide to Paperwork - List of Pastebins specific to /vg/station - Reading Material - NTSL (Nanotrasen Scripting Language)
Admin and Coder Guides
Guide to Admin Tools - Understanding SS13 Code - Guide to Git CLI - SS13 for Experienced Programmers - Guide to Spriting - Guide to Mapping - Guide to GitHub/Merging Upstream Changes - Getting Your Pull Accepted - DM/BYOND: Undocumented Stuff