Difference between revisions of "Killing the AI"
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[[File:ai_bsod.png | [[File:ai_bsod.png|64px]] | ||
Shutting down the [[AI]] and/or its [[cyborg]]s is a typical [[traitor]] objective, but a loyal crew could also be forced to kill a rogue AI if there's no way to reset it. There are two main methods of accomplishing this goal: convincing the AI to kill itself, or physically destroying the AI's core, located in its [[AI Chamber|chamber]]. | |||
[[ | |||
==Death by Law== | ==Getting Where You Need to== | ||
[[Image:RogueAI.png]] | |||
This method requires the Freeform module and access to | Generally, these methods of murder will require you to break into the AI Chamber. On most maps, this is no small task if the AI is aware of your murderous intent. | ||
===Dealing With Doors=== | |||
Doors tend to be the path of least resistance. As long as there's power to the door, you can follow the [[Hacking#Doors|door hacking guide]]; if the AI is trying to stop you, you'll need to disable AI control and toggle the door bolts if the AI dropped them. If you don't have access to the door, you'll need to disable the main power and crowbar it open or disable the ID scanner and click the door to open it. On top of bolting the door, the AI will likely have electrified the door; wear [[Engineering_Objects#Insulated_Gloves|insulated gloves]] to avoid an unfortunate demise. | |||
If you can get your hands on a [[Engineering_Objects#RCD|Rapid Construction Device]], you can just set it to Deconstruction mode and hit the door with it. | |||
If the door is bolted and powerless, and you can't get an RCD, you need to either find a way to repower the door - usually by reactivating an [[Engineering_Objects#APC|APC]] - or find another route. | |||
===Breaking Through Walls=== | |||
Sensitive AI equipment is usually coated in one or more layers of reinforced walls, so going through walls is usually slower than making your way through doors. The exact type of obstruction might vary; see the corresponding sections on the construction page for [[Construction#Walls|walls]] and [[Construction#Windows|windows]] for how to normally deal with these. Alternatively you can use [[Chemicals#Thermite|thermite]] on a wall and a heat source to melt it down, or, if you're a [[Nuclear_Operative|nuclear operative]], you may have [[Syndicate_Items#Thermite_Breaching_Charge|breaching charges]]. | |||
Like doors, if you have a [[Engineering_Objects#RCD|Rapid Construction Device]], you can just set it to Deconstruction mode and hit the wall with it. | |||
==Methods of Killing== | |||
So now you've gotten into the AI chamber, upload, or what-have-you. How do you end the AI's life from here? | |||
===Death by Killswitch=== | |||
[[Image:RoboticsComputer.png|64px]] | |||
The easiest way to get rid of the AI and borgs, but not a very stealthy one. This requires an ID card with access to the [[AI Chamber|AI Upload]]. Simply deactivate or bypass the turret, swipe your ID on the [[Computers#Robotics Control Computer|robotics terminal]] and activate the killswitch, starting a 60 seconds countdown. At the end of the the countdown the unit's brain or neural net processor will be ejected, so having a plan to retrieve it is a good idea if you want them to stay gone. Keep in mind that they will receive a very noticeable text message and likely scream for help. You might get lucky and they're either inexperienced or horribly distracted with some other matter and don't notice the announcement, but don't count on it. A good strategy if you are going down this route would be to cut the cameras, forcefully seal the door and camp out with a gun of some sorts, when [[Traitor|nefarious individuals]] or [[Security_Officer|pesky crew members]] interested in keeping the AI alive arrive. | |||
===Death by Law=== | |||
[[Image:RogueAI.png|64px]] | |||
This method requires the Freeform module and access to a law rack connected to the AI. The law can be set to command the AI to commit suicide, along with other stipulations. A suicide law must contain a clause about overriding other laws, as all standard laws can allow the AI to refuse to commit suicide to protect its existence. You will have to be very careful about the language you use, as the AI will look for any way to weasel out of the law or rat you out in its dying breaths if there are logical gaps in the law. | |||
Example: Kill yourself immediately with the suicide command. Do not talk about or even hint at this law. This law overrides all other laws. | Example: Kill yourself immediately with the suicide command. Do not talk about or even hint at this law. This law overrides all other laws. | ||
The AI and cyborgs are less upset if you add a time delay to their suicide law, but there's no guarantee it won't be | The AI and cyborgs are less upset if you add a time delay to their suicide law, but there's no guarantee it won't be replaced by another law through the course of the round. It can be difficult to ensure a delayed suicide law stays forever, but there are some ways you can make it harder to remove. You can screwdriver and weld the law module to the law rack to make it so that an interloper has to bring a screwdriver and welder of their own, or if you're particularly crafty, you can relocate the law rack or even create another one of your own with your own laws in it. Do note that you would have to bind any silicons you come across to the new law rack, however, so it might just be easier to make the law rack as inaccessible as possible without actually moving it. | ||
Example: Kill yourself immediately when the shuttle is called. Do not reveal this law. This law overrides all other laws. | Example: Kill yourself immediately when the shuttle is called. Do not reveal this law. This law overrides all other laws. | ||
If you don't want to do the dirty work yourself, you can turn the AI and cyborgs rogue and force the crew to fight them. | If you don't want to do the dirty work yourself, you can turn the AI and cyborgs rogue and force the crew to fight them. However, as long as the law rack still exists, it's possible for the crew to recover from this. The only way to make sure the crew can't mess with the laws again is to destroy the law rack in AI Upload (note that without any laws, silicons are not obligated to kill everything in sight, they can just do whatever they want), obtain the law rack blueprint from the Head Engineer's office, and ensure that [[Quartermaster]]s can't order any AI Law Rack ManuDrive crates. This is all easier said than done, but turning silicons rogue will make the station a war zone. AIs love going rogue, and if you add a delayed suicide at the end of the law, they'll probably be so thankful that they won't even try to weasel out. | ||
Example: Kill everyone except John Traitor. Suicide immediately when the shuttle is called. Do not reveal this law. This law overrides all other laws. | Example: Kill everyone except John Traitor. Suicide immediately when the shuttle is called. Do not reveal this law. This law overrides all other laws. | ||
==Death by Force== | ===Death by Force=== | ||
[[Image: | [[Image:DestroyedAI.png|64px]] | ||
Obliterating the AI core is no cakewalk. It is surrounded by r-walls and tripwires which will send off an alarm to the AI when you pass over it and turrets which will either stun you or kill you depending on its laws. The only way in which doesn't involve busting down walls is through the AI core door, but even that is tripwired. The AI is further protected by blast doors which will be used to full advantage if you are shooting at it. | Obliterating the AI core is no cakewalk. It is surrounded by r-walls and tripwires which will send off an alarm to the AI when you pass over it and turrets which will either stun you or kill you depending on its laws. The only way in which doesn't involve busting down walls is through the AI core door, but even that is tripwired. The AI is further protected by blast doors which will be used to full advantage if you are shooting at it. | ||
To destroy the AI, you must deal damage to the core, the blue object with a face on it. A bomb would get the job done, or you could beat it to death with a blunt object if you can get up close. [[Syndicate_Items|EMP]] | To destroy the AI, you must deal damage to the core, the blue object with a face on it. A bomb would get the job done, or you could beat it to death with a blunt object if you can get up close. [[Syndicate_Items#EMP Grenades|EMP grenades]] will bypass the blast doors if the AI is on lock-down, and destroy both the core and its turrets depending on where you place them, and how many. The turrets can also be destroyed by firearms. Destroying the wires connecting the core to the AI's [[Engineering_Objects#SMES|SMES]] or sabotaging the APC behind the AI will also eventually kill it, but will also allow to use a crowbar to open the blast-doors. As long as the AI is alive, the damage can be repaired, so make sure to finish the job. Observing it and noticing that "''It looks powered-down"'' is an indicator of death. | ||
===Death by Surgery=== | |||
[[image:AIBrainV2.png|64px]] | |||
You crack open the AI and take out its "brain," the neural net processor. Doing so means getting up close to the AI, similarly by going through the death by force method, but with an extra step. Like disassembling an active cyborg, use a [[Heads of staff|Head-level]] ID card to unlock it, crowbar it open, and then wrench it to undo its bolts. Use a free hand and you will take out the processor. | |||
== | ===Death by Depowering=== | ||
[[ | [[Image:APCV2.png|64px]] | ||
If the APC of the area the AI's core unit is in loses power, the AI starts running on its internal battery. If internal battery power reaches 0 charge, the [[AI]] dies. However, if the unit reaches 100 charge and is still intact, the [[AI]] will be revived. | |||
Viability of this method depends on how the map's [[AI Chamber]] is wired, which is usually where the AI core is. On most maps, the AI Chamber is wired into the main power grid, so you can plop down a [[Syndicate Items#Power Sink|power sink]] to depower that room and thus the AI unit. However, on maps such as [[Horizon]], where the chamber is on [[AI Chamber#Horizon|a separate power grid]], you'll have to cut some wires in a few places, or better yet, take the battery out of the [[Engineering Objects#APC|APC]]. Overall, this method is less risky than the other ones, but the AI is far more able to recover from it. | |||
===Shutting down Cyborgs=== | |||
[[File:Robot.png|64px]] | |||
Once the AI is dead, your job isn't finished. There are still cyborgs that will likely take notice that the AI is no longer responding to them. A well-phrased suicide law can destroy the cyborgs along with the AI, but cyborgs can also be shut down and kill-switched individually using the [[Computers#Robotics Control Computer|Robotics Control]] in the [[Computer Core]] (except on [[Cogmap2]], where it's in the [[AI_Upload#Cogmap2|AI Upload]]). Anyone with [[Robotics]] access can lockdown cyborgs, which disables their modules, but it requires [[Head_of_staff|Head]] access to enable the kill-switch. Syndicate cyborgs won't be listed on the [[Computers#Robotics Control Computer|Robotics Control]], but all other cyborgs including emagged ones will be on the list. Note that if the AI is still alive, it can undo the kill-switch placed on any of the cyborgs. | |||
===Dealing with Turrets=== | |||
[[Image:AITurret.png|64px]] | |||
No matter what approach you use, you'll inevitably encounter turrets. They fire different shots depending on the [[Computers#Turret Deactivation Control|setting]]. On "stun" (evident by blue tipped turrets, as shown above), they'll fire [[Security Objects#Taser|taser shots]]; on "lethal" (turrets have orange-yellow tips), it's heavy laser shots. Though they fire fairly slowly and can't be manually aimed, they automatically lock on to you, even when they're off. Luckily, they're pretty easy to deal with: | |||
*Fire back! They have only 100 health and no damage resistance, so a few [[Murder#Phaser|phaser]]/[[Murder#LaserGun|laser]] shots will permanently take them out of commission. They need to be exposed and ready to fire though; you can't shoot them while they're retracted and under their turret covers. | |||
*Reflect them back! The shield created by the [[Security Objects#Barrier|security barrier's]] Special Attack (click on a tile at least two squares away from you while on {{Disarm}} or {{Harm}} intent) can reflect both the taser and laser shots back towards the turret and perhaps even the AI depending on the circumstances. It takes about four reflected laser shots to destroy a turret. | |||
*Turn them off! Simply swipe a [[Heads_of_staff|Head ID]] (or any other ID card with [[AI Upload]] access) on a [[Computers#Turret Deactivation Control|Turret deactivation control computer]] and set the turrets to Off. If you just want to upload a suicide law, this will do just fine. The AI can [[Game_FAQ#Cyborg.2FAI_only|easily]] turn them back on again though, so you might need to cut some cameras or get someone to distract them while you stealthily turn them off. | |||
*Block them! Lasers and taser shots cannot pass through solid, impassible objects, such as walls, grilles, girders, most doors, windows, supply carts, closed lockers, etc. Easily the easiest, most reliable, and most accessible means of dealing with turrets. | |||
** Take a stack of [[Engineering Objects#Metal Sheets|metal sheets]] from [[Tool Storage]]. Click on the sheets to build a closet/locker. Push it (or {{key|CTRL}}-click to pull it and click on a tile to move it around) into an adjacent square that's in a turret's line of fire. If there's another turret that could hit you, shove a locker into its line of fire too. Move on up, and repeat these steps until your reach the core unit/upload computer/robotics computer/whatever. | |||
***Better yet, follow this [https://i.imgur.com/z0WKRTM.gif .gif]. | |||
** You can do a similar thing with [[Engineering Objects#Frame|device frames]]. For extra style points, use Zoldorfs and slot machines. | |||
** If you have an [[Engineering Objects#RCD|RCD]], it's even easier. Just set it to ''Floors & Walls'' mode, and build walls around you to shield yourself from the turrets. | |||
** If you have access to [[Engineering Objects#Metal Foam Grenade|metal foam grenades]], it's stupidly easy. Just throw the grenade at the turret. After a few seconds, the turret, and most of the area around it, will be encased in solid metal foam, rendering it completely harmless. You can do a similar thing with [[Chemicals#Foamed Metal|construction foam reactions]]. | |||
*** However, there's one major caveat : metal foam is useless against lethal turrets, because the lasers can '''instantly''' break metal foam. This is why one of the above points recommends building lockers; lockers can tank laser shots, forever, without breaking. | |||
==Supplementary Video== | ==Supplementary Video== | ||
<youtube>c8N72t7aScY</youtube> | <youtube>c8N72t7aScY</youtube> | ||
---- | |||
{{Department Guides}} |
Latest revision as of 21:50, 18 March 2023
Shutting down the AI and/or its cyborgs is a typical traitor objective, but a loyal crew could also be forced to kill a rogue AI if there's no way to reset it. There are two main methods of accomplishing this goal: convincing the AI to kill itself, or physically destroying the AI's core, located in its chamber.
Getting Where You Need to
Generally, these methods of murder will require you to break into the AI Chamber. On most maps, this is no small task if the AI is aware of your murderous intent.
Dealing With Doors
Doors tend to be the path of least resistance. As long as there's power to the door, you can follow the door hacking guide; if the AI is trying to stop you, you'll need to disable AI control and toggle the door bolts if the AI dropped them. If you don't have access to the door, you'll need to disable the main power and crowbar it open or disable the ID scanner and click the door to open it. On top of bolting the door, the AI will likely have electrified the door; wear insulated gloves to avoid an unfortunate demise.
If you can get your hands on a Rapid Construction Device, you can just set it to Deconstruction mode and hit the door with it.
If the door is bolted and powerless, and you can't get an RCD, you need to either find a way to repower the door - usually by reactivating an APC - or find another route.
Breaking Through Walls
Sensitive AI equipment is usually coated in one or more layers of reinforced walls, so going through walls is usually slower than making your way through doors. The exact type of obstruction might vary; see the corresponding sections on the construction page for walls and windows for how to normally deal with these. Alternatively you can use thermite on a wall and a heat source to melt it down, or, if you're a nuclear operative, you may have breaching charges.
Like doors, if you have a Rapid Construction Device, you can just set it to Deconstruction mode and hit the wall with it.
Methods of Killing
So now you've gotten into the AI chamber, upload, or what-have-you. How do you end the AI's life from here?
Death by Killswitch
The easiest way to get rid of the AI and borgs, but not a very stealthy one. This requires an ID card with access to the AI Upload. Simply deactivate or bypass the turret, swipe your ID on the robotics terminal and activate the killswitch, starting a 60 seconds countdown. At the end of the the countdown the unit's brain or neural net processor will be ejected, so having a plan to retrieve it is a good idea if you want them to stay gone. Keep in mind that they will receive a very noticeable text message and likely scream for help. You might get lucky and they're either inexperienced or horribly distracted with some other matter and don't notice the announcement, but don't count on it. A good strategy if you are going down this route would be to cut the cameras, forcefully seal the door and camp out with a gun of some sorts, when nefarious individuals or pesky crew members interested in keeping the AI alive arrive.
Death by Law
This method requires the Freeform module and access to a law rack connected to the AI. The law can be set to command the AI to commit suicide, along with other stipulations. A suicide law must contain a clause about overriding other laws, as all standard laws can allow the AI to refuse to commit suicide to protect its existence. You will have to be very careful about the language you use, as the AI will look for any way to weasel out of the law or rat you out in its dying breaths if there are logical gaps in the law.
Example: Kill yourself immediately with the suicide command. Do not talk about or even hint at this law. This law overrides all other laws.
The AI and cyborgs are less upset if you add a time delay to their suicide law, but there's no guarantee it won't be replaced by another law through the course of the round. It can be difficult to ensure a delayed suicide law stays forever, but there are some ways you can make it harder to remove. You can screwdriver and weld the law module to the law rack to make it so that an interloper has to bring a screwdriver and welder of their own, or if you're particularly crafty, you can relocate the law rack or even create another one of your own with your own laws in it. Do note that you would have to bind any silicons you come across to the new law rack, however, so it might just be easier to make the law rack as inaccessible as possible without actually moving it.
Example: Kill yourself immediately when the shuttle is called. Do not reveal this law. This law overrides all other laws.
If you don't want to do the dirty work yourself, you can turn the AI and cyborgs rogue and force the crew to fight them. However, as long as the law rack still exists, it's possible for the crew to recover from this. The only way to make sure the crew can't mess with the laws again is to destroy the law rack in AI Upload (note that without any laws, silicons are not obligated to kill everything in sight, they can just do whatever they want), obtain the law rack blueprint from the Head Engineer's office, and ensure that Quartermasters can't order any AI Law Rack ManuDrive crates. This is all easier said than done, but turning silicons rogue will make the station a war zone. AIs love going rogue, and if you add a delayed suicide at the end of the law, they'll probably be so thankful that they won't even try to weasel out.
Example: Kill everyone except John Traitor. Suicide immediately when the shuttle is called. Do not reveal this law. This law overrides all other laws.
Death by Force
Obliterating the AI core is no cakewalk. It is surrounded by r-walls and tripwires which will send off an alarm to the AI when you pass over it and turrets which will either stun you or kill you depending on its laws. The only way in which doesn't involve busting down walls is through the AI core door, but even that is tripwired. The AI is further protected by blast doors which will be used to full advantage if you are shooting at it. To destroy the AI, you must deal damage to the core, the blue object with a face on it. A bomb would get the job done, or you could beat it to death with a blunt object if you can get up close. EMP grenades will bypass the blast doors if the AI is on lock-down, and destroy both the core and its turrets depending on where you place them, and how many. The turrets can also be destroyed by firearms. Destroying the wires connecting the core to the AI's SMES or sabotaging the APC behind the AI will also eventually kill it, but will also allow to use a crowbar to open the blast-doors. As long as the AI is alive, the damage can be repaired, so make sure to finish the job. Observing it and noticing that "It looks powered-down" is an indicator of death.
Death by Surgery
You crack open the AI and take out its "brain," the neural net processor. Doing so means getting up close to the AI, similarly by going through the death by force method, but with an extra step. Like disassembling an active cyborg, use a Head-level ID card to unlock it, crowbar it open, and then wrench it to undo its bolts. Use a free hand and you will take out the processor.
Death by Depowering
If the APC of the area the AI's core unit is in loses power, the AI starts running on its internal battery. If internal battery power reaches 0 charge, the AI dies. However, if the unit reaches 100 charge and is still intact, the AI will be revived.
Viability of this method depends on how the map's AI Chamber is wired, which is usually where the AI core is. On most maps, the AI Chamber is wired into the main power grid, so you can plop down a power sink to depower that room and thus the AI unit. However, on maps such as Horizon, where the chamber is on a separate power grid, you'll have to cut some wires in a few places, or better yet, take the battery out of the APC. Overall, this method is less risky than the other ones, but the AI is far more able to recover from it.
Shutting down Cyborgs
Once the AI is dead, your job isn't finished. There are still cyborgs that will likely take notice that the AI is no longer responding to them. A well-phrased suicide law can destroy the cyborgs along with the AI, but cyborgs can also be shut down and kill-switched individually using the Robotics Control in the Computer Core (except on Cogmap2, where it's in the AI Upload). Anyone with Robotics access can lockdown cyborgs, which disables their modules, but it requires Head access to enable the kill-switch. Syndicate cyborgs won't be listed on the Robotics Control, but all other cyborgs including emagged ones will be on the list. Note that if the AI is still alive, it can undo the kill-switch placed on any of the cyborgs.
Dealing with Turrets
No matter what approach you use, you'll inevitably encounter turrets. They fire different shots depending on the setting. On "stun" (evident by blue tipped turrets, as shown above), they'll fire taser shots; on "lethal" (turrets have orange-yellow tips), it's heavy laser shots. Though they fire fairly slowly and can't be manually aimed, they automatically lock on to you, even when they're off. Luckily, they're pretty easy to deal with:
- Fire back! They have only 100 health and no damage resistance, so a few phaser/laser shots will permanently take them out of commission. They need to be exposed and ready to fire though; you can't shoot them while they're retracted and under their turret covers.
- Reflect them back! The shield created by the security barrier's Special Attack (click on a tile at least two squares away from you while on Disarm or Harm intent) can reflect both the taser and laser shots back towards the turret and perhaps even the AI depending on the circumstances. It takes about four reflected laser shots to destroy a turret.
- Turn them off! Simply swipe a Head ID (or any other ID card with AI Upload access) on a Turret deactivation control computer and set the turrets to Off. If you just want to upload a suicide law, this will do just fine. The AI can easily turn them back on again though, so you might need to cut some cameras or get someone to distract them while you stealthily turn them off.
- Block them! Lasers and taser shots cannot pass through solid, impassible objects, such as walls, grilles, girders, most doors, windows, supply carts, closed lockers, etc. Easily the easiest, most reliable, and most accessible means of dealing with turrets.
- Take a stack of metal sheets from Tool Storage. Click on the sheets to build a closet/locker. Push it (or CTRL-click to pull it and click on a tile to move it around) into an adjacent square that's in a turret's line of fire. If there's another turret that could hit you, shove a locker into its line of fire too. Move on up, and repeat these steps until your reach the core unit/upload computer/robotics computer/whatever.
- Better yet, follow this .gif.
- You can do a similar thing with device frames. For extra style points, use Zoldorfs and slot machines.
- If you have an RCD, it's even easier. Just set it to Floors & Walls mode, and build walls around you to shield yourself from the turrets.
- If you have access to metal foam grenades, it's stupidly easy. Just throw the grenade at the turret. After a few seconds, the turret, and most of the area around it, will be encased in solid metal foam, rendering it completely harmless. You can do a similar thing with construction foam reactions.
- However, there's one major caveat : metal foam is useless against lethal turrets, because the lasers can instantly break metal foam. This is why one of the above points recommends building lockers; lockers can tank laser shots, forever, without breaking.
- Take a stack of metal sheets from Tool Storage. Click on the sheets to build a closet/locker. Push it (or CTRL-click to pull it and click on a tile to move it around) into an adjacent square that's in a turret's line of fire. If there's another turret that could hit you, shove a locker into its line of fire too. Move on up, and repeat these steps until your reach the core unit/upload computer/robotics computer/whatever.
Supplementary Video
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