Terminals

**Terminals** are access points for Agents to deactivate cameras, control power, open doors, accrue money, and gain information. Terminals range in levels, but any agent can attempt a hack or hardwire.

## Actions and Failure

All terminals can be accessed by any agent. Only agents with a 100% chance of success will have the interaction curser appear without forcing.  Hacking or  Hardwiring a terminal requires time and being adjacent to and in front of the terminal. Guaranteeing the hack requires the agent having adequate skill level.

All Terminals have levels. These levels are indicated by lights on the terminal and in the data screen pulled up when selecting the terminal.

Pressing Alt+left click will force an agent to hack even if the chances of success are less than 100%, but this will risk being  stunned or killed. The default success chance of hacking terminals is as follows:

Agents may be  Cloaked, start cloak, or end cloak while accessing a terminal.

The  Proxy Hacker gear will enable agents besides the Hacker to use the Hacker's  Hacking level to hack terminals.

The [!] Mission Control map will show a green circle with a check mark  over terminals that have been hacked. These ckecks can be selected to show terminal information.

## Security Terminals

**Red Security Terminals** can allow access for the agents to a specific door, gate, or facility (Access Points) or take control of a Turret. These terminals are generally accessed by the Hacker using the  Hacking skill. Security Terminals can be from 0 level (anyone can access) to level 5. Access will be granted from the time the hack is complete until the specified time has elapsed. Access points can have 1 to 3 security terminals securing them from a side. Every access point and Turret has a security terminal. Most, but not all, access points have a terminal on both sides. In  World Scan view, there are red lines leading from camera terminals to the access points or Turrets they operate. Security Terminals do not appear on maps.

## Camera Terminals

**Purple Camera Terminals** control the CCTV cameras connected to them. These terminals are generally accessed by the Hacker using the  Hacking skill. Camera Terminals can be from level 1 to level 5. Access will be granted from the time the hack is complete until the specified time has elapsed. In  World Scan view, there are purple lines leading from camera terminals to the cameras they operate. Camera Terminals do not appear on maps unless they are hacked, which are indicated by the green circle check . Finishing a hack on a camera terminal while a camera is identifying or reporting will pause the action.

## Data Terminals

**Yellow Data Terminals** are often used to gain information for [!] Missions. These terminals are generally accessed by any agent, but some may need the Hacker or a  Proxy Hacker. Security Terminals can be from 0 level (anyone can access) to level 5. Data Terminals appeir on maps once hacked as yellow SD Cards.

## ATM Terminals

**Green ATM Terminals** (white in world scan) will grant a small amount of cash per second. These terminals are generally accessed by the Hacker using the  Hacking skill. ATMs can be from level 1 to level 5. Funds will be granted indefinitely. ATMs that have been hacked will have a green circle with a checkmark appear when mouse hover. . ATM Terminals appear on maps once hacked as green dollar signs. Completing the Bank [!] Missions in each of the districts will display the location of all unhacked ATMs on the map as gray dollar signs.

Hacking all the ATM's in a district will grant a Steam achievement for each district.

## Power Routers

**Blue Power Routers** control the function of Cameras, Doors, Zip Lines, and Jammers connected to them. Unpowered devices will have a lightning bolt crossed out above them . These terminals are generally accessed by the Soldier using the  Hardwiring skill. Power Routers Terminals can be from level 1 to level 4. Power will be shut off 30 minutes and may be turned back on at any time. In  World Scan view, there are blue lines leading from Power Routers to the devices they operate. Power Routers do not appear on maps. Finishing a  Hardwiring on a Power Routers while a camera is identifying or reporting will pause the action. Unpowered doors cannot be opened with the security terminals while their power is shut off. Power Generators have 400 inorganic HP and may be destroyed resulting in the loss of power to all their connected devices. Restarting the game session will replace destroyed power generators with new ones.

## Hardwire Panels

**Blue Hardwire Panels** open and close doors. These panels are generally accessed by the Soldier using the  Hardwiring skill. Hardwire Panels can be from level 1 to level 4. Once hardwired, the door will remain open for a 12 seeconds. If the power is cut off, hardwiring the door will still opene the door, but it will remain open indefinitely or until hardwired closed. In  World Scan view, there are blue lines leading from hardwire points to the doors they operate. Hardwire points do not appear on maps and are not on every door. Hardwired doors cannot be opened with the security terminals while their power is shut off.

## Poison Valve

 File:PoisonValve WorldScan.png
**Green Poison Valves** (white in world scan) actuate most gas lines and gas to some vents. These terminals are generally accessed by the Soldier or by agents with the Atlas: Full Arm Replacement. Poison Valves do not have levels. The gas may be shut off completely or alternate where the gas goes. Gas pipes often create puzzles. In  World Scan view, there are white lines leading from Poison Valves to the pipes they operate. Poison Valves do not appear on maps and are not on gas pipe.

## Jammers

 File:Jammer WorldScan.png

**Blue Jammers** inhibit the  Hijack skill. These Jammers are generally accessed by the Soldier using the  Hardwiring skill. Jammers can be from level 1 to level 4. Power will be shut off indefinitely and may be turned back on at any time. In  World Scan view and in the [!] Mission Control there is a red circle indicating the range of the jammer. Jammers appear on maps as signal bars with an X. Jammers have 400 inorganic HP and may be destroyed resulting in the loss of power. Restarting the game session will replace destroyed jammers with new ones.