Post by coral on Aug 16, 2005 15:28:53 GMT -5
Revolver and Ammo:
the revolver & ammo are both hidden throughout SS13, we shall show you where to acquire them
The Ammo
go to the top right corner of the assembly room, drill your way going up, you will notice that there was a tunnel hidden back here, it contains 2 clips of revolver ammo (14 bullets)
The Revolver
aside from the two radio's on SB there is one means to acquire a revolver, if you retract the air tunnel and use a space suit you will see that one section of wall is not reinforced wall but is in fact regular wall, one of these walls is a secret door which leads to a small empty room, aside from three large scrubbers there is the revolver
you can also retract the air tunnel and then extend it, using the air tunnel itself to get to the revolver room without having to use a space suit/jetpack
you will also find that if you build a metal floor in space using floor tiles you can get to the revolver room as well
whichever option you choose your going to need a gas mask and oxygen tank (if not a space suit/jetpack) to acquire the gun itself as space doesnt count as a breathable atmosphere
-Feodrich
Secret Base Traitor Items
on the secret base are two radio's, they look like ordinary station bounces radio's yet are IN FACT syndicate radio's, you can get cloak, revolver (without ammo), an EMAG, 1 Flashbang (pointless since there are several boxes of them scattered throughout SB & CC) or if you want an implanter (which allows you to escape from being handcuffed by typing *chuckle)
the cyanide pill doesnt work, it gives you a flashbang
-Feodrich
Getting Sword
is simple to do, as we all know the emergency shuttle is docked at CC (if not picking people up at SS13)
what some people DONT know is that abit BELOW the emergency shuttle at CC there is another emergency shuttle
however it is unfinished, in the place of the shuttle console is a present containing a random gift, sometimes you can get a sword from said gift, sometimes a flash, sometimes a shield, sometimes a taser and sometimes a laser
you will need either a pod, a space suit/jetpack or an oxygen tank, gas mask and steady supply of metals to get to said shuttl
-Feodrich
Teleporters
he teleporter seems complicated to some but in reality it is a fairly simple device
teleporters home into frequencies
for example, if you set a radio headset to the frequency 148.9 and left it in the crew quarters and then set the teleporter to the frequency 148.9 it would lock in and when you entered the teleporter you would appear at the radio headset in crew quarters (unless someone moved the radio headset elsewhere or changed the frequency)
let us say however that there was a radio headset in crew quarters and an intercom in the bridge with the same frequency set
then when you chose that frequency to lock in two options would pop up
I- ##, ##, ##
RH - ##, ##, ##
RH stands for Radio Headset and I Stands for Intercom (obviously) so if you chose the RH then you would appear at the radio headset and if you chose the I you would appear at the intercom, if someone changed the frequency of either the radio headset or the intercom however then it would lock in to the still available of the two (you have no way of knowing which of the two)
now then, for the complicated stuff
earlier you saw there were several numbers alongside the I and the RH, these numbers are spacial coordinates
what are spacial coordinates you ask? they are a specific point in the game and each spacial coordinate is different, for example, the coords for Medsat and SB are both highly different however the spacial coordinates for the chryo and the square right below the chryo are only slightly different
how does one learn which coordinates lead where? you must use a locator, there are only about three in the game, two of which are on CC and the third being on SB (it puzzles me as to why they are so rare but they are)
if you set the frequency of the teleporter to 145.9 then remember that most all the intercoms, headsets, radio's, beacons and whatnot are set to 145.9 so if you didnt have any idea which of those lead where and if you werent able of finding out then picking one at random most likely would send you in a direction quite opposite of where you desired to go and may even send you to a place which could gaurantee your death, allways be prepared for any eventuality and wear a flame retardant suit, gas mask and oxygen tank with internals set on before entering a teleporter (unless of course you are experienced in its use)
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Hand Teleporters
hand teleporters are far simpler then their larger, stationary counterparts
most people believe the hand teleporter teleports you to where a teleporter currently is, this information is FALSE
to use a hand teleporter a large teleporter must be currently turned on and it must currently be going somewhere
use the hand teleporter and then select which of the active teleporters you wish to teleport from, the hand teleporter will create a portal and said portal will send you to where the LARGE teleporter was going
allow me to provide an example
teleporter #1 was going to medlab
Teleporter #2 was going to CC
the others were all turned off
you used your hand teleporter and selected teleporter #1, a portal appeared under you, you moved and then entered the portal, you are sent to medlab
you can also rename the large teleporters to make it easier to know which teleporter is which so that you have a better idea of where you are going when using a hand teleporter (other then that we dont actually have much idea as to where we are going)
one thing to keep in mind, using hand teleporters is significantly more dangerous then a regular one because there is a certain risk of being telefragged
telefragged means you are severely damaged and also unconcious when you exit the teleporter, if you dont get medical attention (cryo or sleeper) IMMEDIATLY after being telefragged then your chances of dying are very high, being telefragged may even make it impossible for you to be revived allthough my knowledge on such is sketchy at best
we currently know the location of 3 hand teleporters
1. Secret Base, near the stationary teleporter
2. CC, also near the stationary teleporters
3. in the south shield, the south shield is a large tunnel filled with grilles, you can get inside said tunnel by entering the room in atmospheric with all the portable siphons and then cutting south (note that the south shield has no air, bring a decent supply) you may also fill the tunnel with air by breaking oxygen canisters within, to turn it into an auxiliary tunnel (or to use it to break people out of prison, you gotta be very fast and preferably armed when doing this because without infrared goggles you have no way of knowing whether or not the cops noticed you breaking into the prison cell as they usually dont broadcast it happening until you are allready in their custody or have allready freed the prisoners)
-Feodrich
for a simple, signaler bomb you need the folllowing materials
2 remote signal devices
1 plasma tank
1 welder
1 screwdriver
1 igniter
first, you must begin by heating the plasma, you must place the plasma tank in a heater (to our knowledge theres 1 on CC, 1 in SB, 1 in Engineering and 1 in Toxin Lab) and then siphon the plasma from the plasma tank into the heater, afterwards begin heating the plasma, when it reaches 500 degrees it is ready
while the plasma is heating let us begin constructing your ingiter assembly, first set both of your signalers to the SAME code/frequency and then use a screwdriver on one of the signalers and the igniter, then use the attachable signaler to the igniter and you will have a signaler/igniter assembly, use a screwdriver on the assembly and then double check to make sure the assembly and the signaler are on the same frequency
if the plasma is done heating then use the assembly on the heated plasma tank, you have what appears to be an explosive, you arent done yet though, use a welder on the bomb
you now have a finished explosive, to detonate it simply use the signaling device you didnt modify to send a signal to the explosive which will detonate it
you get larger explosions by placing the explosive near a supply of plasma tanks, you may find them in Atmospheric Storage, Engineering and Toxin Lab
places you might place the bomb which will gaurantee it wont be found are simple, behind the cryo (people cant see it), under most all tables or in one of the many small tunnels hidden throughout the ship
-Any old griefer
Breaking through R-Walls
use these tools on the reinforced wall in the exact same order
screwdriver
welder
crowbar
wrench
welder
crowbar
wrench
you have now broken through a reinforced wall
if you havent gotten down to the girders yet then you can repair the damages you did to the wall by using a piece of metal on the damaged reinforced wall
if you HAVE gotten down to the girders then you must make a sheet of reinforced metal and then use it on the girders
-Any old Technician
There is more, if you request.
the revolver & ammo are both hidden throughout SS13, we shall show you where to acquire them
The Ammo
go to the top right corner of the assembly room, drill your way going up, you will notice that there was a tunnel hidden back here, it contains 2 clips of revolver ammo (14 bullets)
The Revolver
aside from the two radio's on SB there is one means to acquire a revolver, if you retract the air tunnel and use a space suit you will see that one section of wall is not reinforced wall but is in fact regular wall, one of these walls is a secret door which leads to a small empty room, aside from three large scrubbers there is the revolver
you can also retract the air tunnel and then extend it, using the air tunnel itself to get to the revolver room without having to use a space suit/jetpack
you will also find that if you build a metal floor in space using floor tiles you can get to the revolver room as well
whichever option you choose your going to need a gas mask and oxygen tank (if not a space suit/jetpack) to acquire the gun itself as space doesnt count as a breathable atmosphere
-Feodrich
Secret Base Traitor Items
on the secret base are two radio's, they look like ordinary station bounces radio's yet are IN FACT syndicate radio's, you can get cloak, revolver (without ammo), an EMAG, 1 Flashbang (pointless since there are several boxes of them scattered throughout SB & CC) or if you want an implanter (which allows you to escape from being handcuffed by typing *chuckle)
the cyanide pill doesnt work, it gives you a flashbang
-Feodrich
Getting Sword
is simple to do, as we all know the emergency shuttle is docked at CC (if not picking people up at SS13)
what some people DONT know is that abit BELOW the emergency shuttle at CC there is another emergency shuttle
however it is unfinished, in the place of the shuttle console is a present containing a random gift, sometimes you can get a sword from said gift, sometimes a flash, sometimes a shield, sometimes a taser and sometimes a laser
you will need either a pod, a space suit/jetpack or an oxygen tank, gas mask and steady supply of metals to get to said shuttl
-Feodrich
Teleporters
he teleporter seems complicated to some but in reality it is a fairly simple device
teleporters home into frequencies
for example, if you set a radio headset to the frequency 148.9 and left it in the crew quarters and then set the teleporter to the frequency 148.9 it would lock in and when you entered the teleporter you would appear at the radio headset in crew quarters (unless someone moved the radio headset elsewhere or changed the frequency)
let us say however that there was a radio headset in crew quarters and an intercom in the bridge with the same frequency set
then when you chose that frequency to lock in two options would pop up
I- ##, ##, ##
RH - ##, ##, ##
RH stands for Radio Headset and I Stands for Intercom (obviously) so if you chose the RH then you would appear at the radio headset and if you chose the I you would appear at the intercom, if someone changed the frequency of either the radio headset or the intercom however then it would lock in to the still available of the two (you have no way of knowing which of the two)
now then, for the complicated stuff
earlier you saw there were several numbers alongside the I and the RH, these numbers are spacial coordinates
what are spacial coordinates you ask? they are a specific point in the game and each spacial coordinate is different, for example, the coords for Medsat and SB are both highly different however the spacial coordinates for the chryo and the square right below the chryo are only slightly different
how does one learn which coordinates lead where? you must use a locator, there are only about three in the game, two of which are on CC and the third being on SB (it puzzles me as to why they are so rare but they are)
if you set the frequency of the teleporter to 145.9 then remember that most all the intercoms, headsets, radio's, beacons and whatnot are set to 145.9 so if you didnt have any idea which of those lead where and if you werent able of finding out then picking one at random most likely would send you in a direction quite opposite of where you desired to go and may even send you to a place which could gaurantee your death, allways be prepared for any eventuality and wear a flame retardant suit, gas mask and oxygen tank with internals set on before entering a teleporter (unless of course you are experienced in its use)
-----------------------------------------------------------------------
Hand Teleporters
hand teleporters are far simpler then their larger, stationary counterparts
most people believe the hand teleporter teleports you to where a teleporter currently is, this information is FALSE
to use a hand teleporter a large teleporter must be currently turned on and it must currently be going somewhere
use the hand teleporter and then select which of the active teleporters you wish to teleport from, the hand teleporter will create a portal and said portal will send you to where the LARGE teleporter was going
allow me to provide an example
teleporter #1 was going to medlab
Teleporter #2 was going to CC
the others were all turned off
you used your hand teleporter and selected teleporter #1, a portal appeared under you, you moved and then entered the portal, you are sent to medlab
you can also rename the large teleporters to make it easier to know which teleporter is which so that you have a better idea of where you are going when using a hand teleporter (other then that we dont actually have much idea as to where we are going)
one thing to keep in mind, using hand teleporters is significantly more dangerous then a regular one because there is a certain risk of being telefragged
telefragged means you are severely damaged and also unconcious when you exit the teleporter, if you dont get medical attention (cryo or sleeper) IMMEDIATLY after being telefragged then your chances of dying are very high, being telefragged may even make it impossible for you to be revived allthough my knowledge on such is sketchy at best
we currently know the location of 3 hand teleporters
1. Secret Base, near the stationary teleporter
2. CC, also near the stationary teleporters
3. in the south shield, the south shield is a large tunnel filled with grilles, you can get inside said tunnel by entering the room in atmospheric with all the portable siphons and then cutting south (note that the south shield has no air, bring a decent supply) you may also fill the tunnel with air by breaking oxygen canisters within, to turn it into an auxiliary tunnel (or to use it to break people out of prison, you gotta be very fast and preferably armed when doing this because without infrared goggles you have no way of knowing whether or not the cops noticed you breaking into the prison cell as they usually dont broadcast it happening until you are allready in their custody or have allready freed the prisoners)
-Feodrich
for a simple, signaler bomb you need the folllowing materials
2 remote signal devices
1 plasma tank
1 welder
1 screwdriver
1 igniter
first, you must begin by heating the plasma, you must place the plasma tank in a heater (to our knowledge theres 1 on CC, 1 in SB, 1 in Engineering and 1 in Toxin Lab) and then siphon the plasma from the plasma tank into the heater, afterwards begin heating the plasma, when it reaches 500 degrees it is ready
while the plasma is heating let us begin constructing your ingiter assembly, first set both of your signalers to the SAME code/frequency and then use a screwdriver on one of the signalers and the igniter, then use the attachable signaler to the igniter and you will have a signaler/igniter assembly, use a screwdriver on the assembly and then double check to make sure the assembly and the signaler are on the same frequency
if the plasma is done heating then use the assembly on the heated plasma tank, you have what appears to be an explosive, you arent done yet though, use a welder on the bomb
you now have a finished explosive, to detonate it simply use the signaling device you didnt modify to send a signal to the explosive which will detonate it
you get larger explosions by placing the explosive near a supply of plasma tanks, you may find them in Atmospheric Storage, Engineering and Toxin Lab
places you might place the bomb which will gaurantee it wont be found are simple, behind the cryo (people cant see it), under most all tables or in one of the many small tunnels hidden throughout the ship
-Any old griefer
Breaking through R-Walls
use these tools on the reinforced wall in the exact same order
screwdriver
welder
crowbar
wrench
welder
crowbar
wrench
you have now broken through a reinforced wall
if you havent gotten down to the girders yet then you can repair the damages you did to the wall by using a piece of metal on the damaged reinforced wall
if you HAVE gotten down to the girders then you must make a sheet of reinforced metal and then use it on the girders
-Any old Technician
There is more, if you request.