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Change item to Container structures, mentioned that Missions may require hacking and capitalized terms |
Removed epithets, specified what makes minigames identical, substituted goal for object, omitted needless words, specified what a Node may contain, omitted the Minesweeper reference |
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[[File:Hacking_Indications.png|400px|thumb|right|The hacking minigame with systems indications.]] | [[File:Hacking_Indications.png|400px|thumb|right|The hacking minigame with systems indications.]] | ||
The hacking minigames always work the same and have the same goal. The goal of the hacking minigame is to '''find and disable the Container’s System Core'''. You do this by maneuvering a virus through the board of nodes that represent the Container’s electronics. | |||
Explored nodes are orange. Unexplored nodes adjacent to explored nodes are green. Clicking on an unexplored node will reveal its contents: if the node is empty, it will turn orange and allow you to further explore adjacent nodes. A node may contain a Defensive or Utility Subsystem or a Data Cache. | |||
If the newly explored node is unoccupied it will briefly display a number from 1 to 5. The number says how far you are from the nearest Utility Subsystem, System Core, or Data Cache node. 4 means you are 4 nodes away, while 5 means you are 5 or more nodes away from the nearest non-empty node. Use these numbers as a guide to reach the System Core. | |||
Note that the number doesn't tell you how distant you are from the nearest Defensive Subsystem. | |||
===Defensive Subsystems=== | ===Defensive Subsystems=== | ||