On this page of our guide to Void Bastards we have comprehensively described how to deal with turret towers and Secbots, i.e. the main varieties of security machines. You will learn how to effectively get rid of turret towers and robots by destroying, reprogramming or disabling them.
- Disabling security systems of entire zone
- Destruction of the turret towers
- Reprogramming towers
- Secbot Robots
Disabling security systems of entire zone
Disabling protective systems throughout the ship is the best way to solve the problem with towers and robots that might otherwise prevent you from comfortably exploring the surroundings.
Find the SEC room on the ship where the main security computer is located. You have two options here:
- Temporary disable security systems. It's a good way if you're exploring a small ship. You can inspect a significant portion of it before the protection systems return online, as well as easily return to the SEC room (you have three uses of this action).
- Disabling the protection and security system permanently. It is necessary to make authorization by using the terminal and you have to pay for it. The default is 30 Credits, but the price increases as the campaign progresses. This is the best option if you have a large ship with potentially more towers and robots that may cause problems when you explore.
Some visited ships have security systems disabled by default (as one of the special features). In such situations, you can completely ignore the use of the SEC computer.
Destruction of the turret towers
Turrets are the primary defense options on explored spaceships - Gunpoint varieties attack by using machine guns, and Boompoint varieties attack with rocket launchers (and cause a lot more damage). All towers are stationary.
If you have plans to destroy the turret, we recommend that you start by using the Zapper gadget. It'll temporarily immobilize the tower. You can use this to destroy them in any way, or if you don't have it or don't want to spend ammo you may peacefully bypass such turret tower.
If you start a mission at a station without electricity, you can use this opportunity and easily destroy inactive towers or Secbots.
The default option of reprogramming towers is unavailable. To unlock it you need to purchase the Gunpoint MGR project available in the workbench menu. It lets you use a Transit Regs, which can be crafted or found as a loot.
Before attempting to gain control of the Gunpoint turret, try to electrocute it (Zapper) or temporarily disable it (SEC computer). Find an interactive terminal and pay for the procedure. By default, the price is 15 credits, but it can increase in the rest of the campaign.
Correctly reprogrammed towers have purple color. It will attack all enemies in the vicinity until it gets destroyed (turrets are not very durable).
Secbots are more serious problem than the turret towers. These robots can move and patrol the station after they get switched ON. They deal a lot of damage and have strong armor.
By default Secbots are inactive. The most common reason for their activation is the initiation of alarm on the investigated ship. The problem can be dealt with in two ways (we're not counting in the sabotage of the entire security system):
- Destroy Peeper cameras on a regular basis along your way. These can trigger the alarm if they notice your character and you won't neutralize them fast enough.
- Run away from the Secbots, using the fact that they do not move very quickly. After a while the alarm eventually shuts off, and Secbots will return to the SEC or HELM rooms.
In the further part of the game, you will be able to get Secbot Manager project (requires WCG Policy part). Get it as quick as possible. With it, you can reprogram robots in the same way as stationary turrets. However, the "hacking" itself can be much more expensive.