Uncle Chop's Rocket Shop

Uncle Chop's Rocket Shop

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Anti-tamper modules and Safe cracking?
I have encountered several ships with a safe inside that have an anti-tamper module near them. This is almost always a run killer because if I crack the safe, I'm heavily fined for stealing. But, if I don't open the safe, I'm moderately fined for not cracking the safe. I've opened the anti-tamper module and tried to follow the instructions (figure out start square based on serial number and do the operation indicated to a wire in the module), but nothing ever happens. It just sits there with a blank display after my first action and the run dies because I get a ludicrously high fine for messing with the anti-tamper module. I've cracked the safe and then tried fiddling with the anti-tamper and it's the same story, it just sits there and does nothing. I can crack a safe in any other ship WITHOUT an anti-tamper module in Wilbur's sleep and never get fined.
My question is, are the safe and the anti-tamper module connected somehow? If they are, what are the "rules" that I'm not seeming to find in the grimoire? How do you activate/deactivate the anti-tamper module so that you can steal stuff undetected?
Side question, when the instructions say "a wire", they mean, any random wire in the module, right? It doesn't specifically say to do the operations to specific wires. I have encountered this module probably a dozen times so far and have literally NEVER gotten the display to activate on it even once, despite it seemingly activating and catching me stealing every time. What am I doing wrong? Please help!
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Showing 1-4 of 4 comments
So yes. You have to disarm the anti-tamper unit before you can attempt to open the safe.

Open the manual to the correct section and follow the directions for finding the correct beginning location on the grid. Perform the action indicated in the beginning location. It doesn't matter which wire you perform the action on -- you can cut any of them, move any of them, remove any of them, etc. You just have to perform the correct action in the correct square.

If you perform the action indicated and the screen goes blank, that means you should perform the exact same action again -- cutting, moving, removing, adding, etc. More typically, however, a series of arrows will pop-up. Follow the arrows from your current square to the square indicated and perform that action.

You'll be required to perform around five or so (never really counted) actions before there will be a little chime and the screen will turn into the image of a tree or something. That means it is now safe to, well, crack the safe.

I crack every single safe I can get my hands on. I have never had it 'not work' or 'fail'. It works if you do it correctly. That's basically the number one rule of this game. 'Correctly' isn't always intuitive or easy to figure out, but there is always a 'correctly'.

Cheers.
Originally posted by thelefthorse:
So yes. You have to disarm the anti-tamper unit before you can attempt to open the safe.

Open the manual to the correct section and follow the directions for finding the correct beginning location on the grid. Perform the action indicated in the beginning location. It doesn't matter which wire you perform the action on -- you can cut any of them, move any of them, remove any of them, etc. You just have to perform the correct action in the correct square.

If you perform the action indicated and the screen goes blank, that means you should perform the exact same action again -- cutting, moving, removing, adding, etc. More typically, however, a series of arrows will pop-up. Follow the arrows from your current square to the square indicated and perform that action.

You'll be required to perform around five or so (never really counted) actions before there will be a little chime and the screen will turn into the image of a tree or something. That means it is now safe to, well, crack the safe.

I crack every single safe I can get my hands on. I have never had it 'not work' or 'fail'. It works if you do it correctly. That's basically the number one rule of this game. 'Correctly' isn't always intuitive or easy to figure out, but there is always a 'correctly'.

Cheers.

That's what I figured. It just doesn't seem to be "active" and it's not on my printout of stuff to fix, so it just seems like the module is in some kind of weird limbo? It can be broken by fiddling with it, but there's nothing to "fix" by default.
If it's not on the list of stuff that's broken, does it still need to be "disarmed" before opening a safe normally?
Rlocks Mar 19 @ 5:42pm 
That's what I figured. It just doesn't seem to be "active" and it's not on my printout of stuff to fix, so it just seems like the module is in some kind of weird limbo? It can be broken by fiddling with it, but there's nothing to "fix" by default.
If it's not on the list of stuff that's broken, does it still need to be "disarmed" before opening a safe normally? [/quote]
From my experience, it is entirely safe to ignore as long as you dont ♥♥♥♥ up 3 times on the safe itself. it just boots you out of the job early if you ♥♥♥♥ up the safe too much, so my priority usually is just to do the job, then do the safe last, reactors and all put back before messing with the safe.
Originally posted by Rlocks:
From my experience, it is entirely safe to ignore as long as you dont ♥♥♥♥ up 3 times on the safe itself. it just boots you out of the job early if you ♥♥♥♥ up the safe too much, so my priority usually is just to do the job, then do the safe last, reactors and all put back before messing with the safe.
This seems to have been my mistake. If the anti-tamper module is not on the repair checklist, it does not need to be disarmed or anything like that before (or after) opening the safe. I'm still not sure why I was being tagged for theft on some runs and not on others, but I think it had something to do with me taking the bolt off of the skull door and opening it to look for trading cards. I'll have to fiddle with it again and send WIlbur back through another loop...
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