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==Taking Control== You have a vast assortment of tools to complete your objectives. You can hack APCs, use special powers, use regular AI-powers, task your cyborgs to help you, and trick the crew. ===[[File:APC_emagged.gif|64px]]Hacking=== You get a few special AI powers you can buy from a list in your AI command list called AI modules, which cost processing time to use. You obtain it by hacking APCs: Simply press on the Hack UI button and wait for a minute; it will then add 10 processing time. You start with 50 processing time to spend. The more APCs you hack, the more you will be able to do, but hacked APCs are very obvious to anyone who sees them, and will get the crew against you. ===Shunting=== Malfunctioning AIs may shunt their core processes into any APC they have hacked, at any time, and as often as they'd like. Do this by clicking on the hacked APC, and then clicking the "Shunt Core Process" button. AIs can survive while shunted even if their AI core is destroyed. However, AI modules can only be used from the AI core, and shunted AIs cannot interface with anything while hacking other APCs. Losing your core will severely cripple your ability to fight the crew. ===Malfunction Modules=== Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with and can acquire by hacking APCs. * '''Doomsday Device (Costs 130 CPU):''' Starts a 450 second countdown, warning all the crew, while preparing to activate a device that will wipe all non-silicon lifeforms off the station. This countdown will only be stopped by your death or shunting, pinpointers will point to your location, allowing the crew to find you. You must stay on the station z-level to use the Doomsday Device. * '''Robotic Factory (Costs 100 CPU and removes Shunting):''' Allows you to place a cyborg transformer in an area that has camera coverage and at least 3 tiles wide and 1 tile tall. Living humans go in the right side, and come out as loyal, 5000-charge borgs at the left. Has a 1 minute cooldown between transformations. Beware, this power removes shunting! * '''AI Turret upgrade (Costs 30 CPU):''' Adds 30 hit points to every turret, and makes them shoot heavy lasers instead of normal ones, basically doubling their damage. * '''Hostile Station Lockdown (Costs 30 CPU):''' Close, bolt and electrify all airlocks, blast doors and firelocks. They will return to normal after 90 seconds. * '''Destroy RCDs (Costs 25 CPU):''' This causes all RCDs to explode. More RCDs can still be made after you use this. * '''Override Thermal Sensors (Costs 25 CPU):''' Disables all fire alarms' thermal sensors, so they won't activate in case of fire. If someone clicks on a fire alarm they'll notice this. * '''Air Alarm Safety Override (Costs 50 CPU):''' Disables all air alarms' safeties, giving you access to the Flood environimental mode, which disables scrubbers and can go above the vent safety limit. * '''Viral Mech Domination (Costs 30 CPU):''' Allows you to hack a mech's onboard computer, causing you to shunt into it and ejecting any occupants. This is not reversible, so do not get killed or leave the station. * '''Machine overload (Costs 20 CPU):''' This gives you two uses of the Overload Machine command each time you select it. Overloaded machines explode in a 1 tile radius, and may open that tile to space, possibly killing non-human targets. The explosion takes five seconds to happen after you initiate it, and there's a loud buzzing noise that gives any non-humans in the area a warning. This is your second-best tool for crippling the station's production capabilities. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list. * '''Override Machine (Costs 30 CPU):''' This gives you four uses of the Override Machine command each time you select it. Overrided machines become creatures that will pursue everyone but the AI itself, including borgs. There's a loud buzzing noise that gives any non-humans in the area a warning. This is your best tool for crippling the station's production capabilities. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list. * '''Blackout (Costs 15 CPU):''' Gives 3 uses of Blackout. Blackout gives every APC a 30% chance to overload its lighting circuit, blowing up all the lightbulbs. Every APC that did not overload its lighting circuit has an increased chance to do it if Blackout is used again. This is very useful if the station is flooded with plasma, since overloaded lights cause sparks. * '''Reactivate Camera Network (Costs 10 CPU):''' This fixes a broken camera in an area, and has 30 uses. That's it, but it's useful if the non-humans are proactive about cutting cameras. * '''Upgrade Camera Network (Costs 35 CPU):''' This upgrades all cameras giving them X-Ray vision, night vision and making them EMP-proof. * '''Enhanced Surveillance (Costs 30 CPU):''' This allows you to hear conversations near the cameras you're viewing. ===AI Powers=== A digital mind is a terrible thing to waste. [[AI|AIs]] already have a wide array of powers available to them, but making the most of those abilities requires a little finesse. * Shock damage from doors depends on the amount of power currently available to the circuit. You can mess with the SMES batteries' output to maximize the amount of power available for an assassination. Just set the power output to max on the three SMES batteries in the engine room, and on the four SMES batteries on the solar panels, and you'll have made any shocked doors or APCs have a good chance of seriously wounding a target. If you lower output after the killing you will be less likely to be discovered. * Atmospherics can be tampered with. Plasma is a favorite, but nitrous oxide or carbon dioxide can be more subtle. CO2 in particular has very little warning. Be sure to have your cyborg clip the wiring on the atmospheric alarms though, since anyone on the bridge or in atmospherics can take note of station alerts. If the AI cut-out is engaged, you can assign an engineering cyborg to replace the valve with a straight pipe. * Sabotage in general. Destroy research by deleting it from the research server. Stop bomb testing by turning the power to the mass driver off before the doors can open. Disable telecoms. Set the holodeck on fire. Delete stored DNA from the buffer in genetics, subject the subject in the DNA modifier to massive doses of radiation, and re-upload the ruined SE DNA under the same label the researcher was using. Disable bot safeties. * Use the crew against each other. Report falsified PDA messages that indicate planned actions against the command officers or other crew members. Report falsified recordings made with local intercoms tuned to obscure channels. Report suspicious behavior. Report made-up suspicious behavior. Rile the crew up into a paranoid frenzy. * Be proactive about assigning arrest status to people who have committed any crime, or anything that could potentially be called a crime. That way people will be used to trying to avoid the securitrons, and when you assign your cyborgs to go on a kill-spree, people will be more likely to be confused, since they will believe the initial complaints to be about Beepsky. * While not the best use of a cyborg, blowing a cyborg does act like a small bomb and causes some sparks around it sufficient to start a fire in a gas-filled room. The cyborg might not appreciate being used in such a way, but if you're going to lose him anyway it's better to get something out of the loss than nothing. * As the malf AI you can hack the robotics terminal in the RD office to give your borgs [[Syndicate_Items#Emag|emagged]] slots, which can be useful for when you want an army of cyborgs to murder the station or throw people off your trail suggesting the borg may have been [[Syndicate_Items#Emag|emagged]]. Only do this if you are willing to accept the possibility of being discovered. ===Cyborg Abilities=== Cyborg allies are great. They have initiative, they're supposed to be completely loyal, and they're really tough to kill without the right tools. * The most useful cyborgs are the Peacekeeper borg and the Engineering borg. The Standard borg is a good second-tier choice. The Service and Mining borgs are third-tier choices, and are good choices if you're a subtle AI. Janitor borgs are great too if you want them to slip someone and drag them to hot burning flames. * All cyborgs are vulnerable to flashes (wall mounted, hand-held, and portable). Flashes stun the cyborg for a short amount of time, which in a malf round will likely lead to their demise. Keep your cyborgs away from flashes if possible. * Engineering bots can repair dents on other cyborgs, but they need a friendly human to repair fire-damaged cabling. Since any human who can do that probably also knows how to cut the AI control wire in the cyborg, you should instruct your cyborgs to avoid fire and EMP damage if possible. * If you can no longer see a cyborg on the robotics control console, it has had its AI wire cut or it belongs to another AI. In a malfunction round this likely means that cyborg will be attacking you. Instruct your remaining cyborgs to attack it with their flashes and weapons. * Standard and Engineering cyborgs can spacewalk, thanks to their fire extinguisher. Service bots can use their eyedropper to mix chemical reagents in chemistry. Mining bots have no abilities that are very useful to a traitor or malfunctioning AI, but because they are expected to be in the mining asteroid they will not arouse suspicion by being there. * The Achilles' heel of all cyborgs is the robotics control console. There is one in the Research Director's office, and a circuit board for another in the secure part of tech storage. If you want to keep your cyborg allies, make sure whoever has the spare board is dead, and that the finished console in the RD's office is disabled. If you want to be thorough, make sure the circuit imprinters (in Research and Robotics) are also destroyed.
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