Difference between revisions of "Terminal"

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{{Lore|query=Terminal|content=
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{{:Query(Terminal)}}
Interactive station connected to the central network via reliable hard line. Relevant information is monitored and relayed by the terminal's Operator. Types of information accessible directly from each terminal are limited in order to mitigate the negative impacts of unauthorized access. Access is restricted by shielding the system behind multi-layered security, the first layer of which requires a dynamic key to clear without triggering defense mechanisms.
 
}}
 
Terminals are the most common type of interactive machine, providing access to local and central networks and databases. At the time of access, the terminal interface lists all potential hacking targets found for direct hacking. Unlisted targets can be hacked by manually entering the associated command, though so-called "indirect hacking" is more difficult (-15% chance, though tunneling hackware can be used to counteract this difficulty, and even make indirect hacks easier). The precise difficulty of indirect hacks is also an unknown factor, making them more dangerous for the inexperienced hacker.
 
  
Operators are stationed at some terminals. Destroying the operator and retrieving its data core will extract its dynamic key and provide a 1.5x bonus to the first hack at that operator's terminal, but only if the connection is established before the key expiry.
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Terminals are the most common type of interactive machine, providing access to local and central networks and databases. At the time of access, the terminal interface lists all potential hacking targets found for direct hacking. Unlisted targets can be hacked by manually entering the associated command, though so-called "indirect hacking" is more difficult (-15% chance per security level). The precise difficulty of indirect hacks can be seen after entering the command.
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Operators are stationed at some terminals. Destroying the operator and retrieving its [[Data Core]] will extract its dynamic key and provide a 1.5x bonus to the first hack at that operator's terminal, but only if the connection is established before the key expiry.
  
 
Higher security terminals have direct access to more functions at once.
 
Higher security terminals have direct access to more functions at once.
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=== Access() ===
 
=== Access() ===
 
   Access(Branch)
 
   Access(Branch)
This command reveals locations of any Branch stairwells.
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This command reveals locations of any Branch stairwells. (Base chance: 30%)
 
   Access(Emergency)
 
   Access(Emergency)
This command scans a small radius around you and will highlight any 'emergency' doorways, a.k.a. hidden doors.
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This command scans a small radius around you and will highlight any 'emergency' doorways, a.k.a. hidden doors. (Base chance: 60%)
 
   Access(Main)
 
   Access(Main)
This command downloads the locations of all main stairways on the current floor.
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This command downloads the locations of all main stairways on the current floor. (Base chance: 20%)
  
 
=== Alert() ===
 
=== Alert() ===
 
   Alert(Check)
 
   Alert(Check)
Outputs the current security level of the floor.
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Outputs the current security level of the floor. (Base chance: 80%)
 
   Alert(Purge)
 
   Alert(Purge)
Lowers your current 'threat rating', displayed as a Security Rating. This persists from floor to floor, making it rather useful to lower. Each Alert(Purge) lowers your rating by 200, and each Security Rating (i.e. 1, 2, 3, 4) is twice the previous amount of points away. More explicitly, Security Rating 4 is hit when you reach 1600, Security Rating 3 is at 800, Security Rating 2 at 400, and Security Rating 1 at 200.
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Lowers your current 'threat rating', displayed as a Security Rating. This persists from floor to floor, making it rather useful to lower. Each Alert(Purge) lowers your rating by 200, and each Security Rating (i.e. 1, 2, 3, 4) is twice the previous amount of points away. More explicitly, Security Rating 4 is hit when you reach 1600, Security Rating 3 is at 800, Security Rating 2 at 400, and Security Rating 1 at 200. (Base chance: 40%, -10% after each use on the same floor)
 
 
=== Analysis() ===
 
  Analysis(BOTNAME)
 
Gives a little bio on a unit. BOTNAME must be exact, e.g. 'Analysis(M-28 Smith)'. You cannot just type in Mechanic.
 
 
 
=== Control() ===
 
  Control(Machines)
 
Attempts to sabotage a [[machine]] elsewhere on the map, i.e. a fusion reactor. If successful the machine detonates, drawing attention (perhaps away from you). Can possibly be used multiple times.
 
  
 
=== Enumerate() ===
 
=== Enumerate() ===
 
   Enumerate(Assaults)
 
   Enumerate(Assaults)
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Gives you positions of any assault teams present. Whenever you manage to cause significant disturbance in an area the AI will dispatch those. (Base chance: 30%)
 
   Enumerate(Exterminations)
 
   Enumerate(Exterminations)
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Reveals where any [[Programmer]] squads send to attack you are. (Base chance: 30%)
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  Enumerate(Garrison)
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Any bots emerged from [[Garrison Access]]es as garrison support will have their coordinates made available to you. (Base chance: 40%)
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  Enumerate(Guards)
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Picks up on whereabouts of [[Sentry|Sentries]]. Note that this is a 'security request' which will limit the range of detection. (Base chance: 30%)
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  Enumerate(Intercept)
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Present only in [[Access]] those squads mean trouble. Hack this to get advance warning where the trouble is coming from. (Base chance: 20%)
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  Enumerate(Investigations)
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Grants knowledge of presence and location of any Investigation teams present. Those are typicall called after full trace event at a [[machine]]. (Base chance: 50%)
 
   Enumerate(Maintenance)
 
   Enumerate(Maintenance)
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Gives you the breakdown and location of [[Mechanic]]s, [[Builder]]s, [[Recycler]]s, [[Tunneler]]s and [[Worker]]s. On your map any of those will be marked by a "m" so do not count on going after a specific maintenance bot type just by this. (Base chance: 70%)
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  Enumerate(Patrols)
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Downloads coordinates of patrolling squads which are present since the generation of a location. (Base chance: 30%)
 
   Enumerate(Reinforcements)
 
   Enumerate(Reinforcements)
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Reveals whereabouts of any reinforcements sent. Those types of squads are most commonly attracted by allowing [[Operator]] to lock out a terminal or damaging a [[Builder]]. (Base chance: 50%)
 
   Enumerate(Squads)
 
   Enumerate(Squads)
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Lists type and amount of each squad. It is also one of easiest enumerations to check. (Base chance: 60%)
 
   Enumerate(Surveillance)
 
   Enumerate(Surveillance)
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Reveals locations of [[Watcher]]s. (Base chance: 30%)
 
   Enumerate(Transport)
 
   Enumerate(Transport)
This one has many possible states. It will give you the current location of the targets. 'Assaults', 'Exterminations', and 'Squads' are all combat unit-related. 'Maintenance' will give you the location of Mechanics. 'Transport' will tell you where the haulers are ('a' and 'A').
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Tells you where the [[Hauler]]s are but not what they carry nor what are their escorts if any. Hack manifests for that. (Base chance: 50%)
  
 
=== Index() ===
 
=== Index() ===
 
   Index(Fabricators)
 
   Index(Fabricators)
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  Index(Garrisons)
 
   Index(Repair Units)
 
   Index(Repair Units)
 
   Index(Terminals)
 
   Index(Terminals)
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   Index(Recycling Units)
 
   Index(Recycling Units)
 
Use this to gain the locations of all requested devices. There is a discrepancy between what is known as 'Repair Stations' being called 'Repair Units' on the command, and same with 'Recycling Units'.
 
Use this to gain the locations of all requested devices. There is a discrepancy between what is known as 'Repair Stations' being called 'Repair Units' on the command, and same with 'Recycling Units'.
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(Base chance for Fabricators: 30%)
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(Base chance for Garrisons: 10%)
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(Base chance for Repair Units: 20%)
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(Base chance for Terminals: 50%)
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(Base chance for Scanalyzers: 30%)
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(Base chance for Recycling Units: 40%)
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   Index(Machines)
 
   Index(Machines)
Downloads coordinate data for ALL [[machine]]s on the current floor.
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Downloads coordinate data for ALL [[machine]]s on the current floor. (Base chance: 0%)
  
 
=== Inventory() ===
 
=== Inventory() ===
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   Inventory(Prototypes)
 
   Inventory(Prototypes)
 
Lists prototypes and their locations. These get marked on your radar.
 
Lists prototypes and their locations. These get marked on your radar.
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=== Recall() ===
 
=== Recall() ===
 
   Recall(Assault)
 
   Recall(Assault)
 
   Recall(Extermination)
 
   Recall(Extermination)
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  Recall(Investigation)
 
   Recall(Reinforcements)
 
   Recall(Reinforcements)
 
Recalls the given squad.  
 
Recalls the given squad.  
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(Base chance for Assault: 10%, -10% after each use on the same floor)
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(Base chance for Extermination: 20%, -10% after each use on the same floor)
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(Base chance for Investigation: 40%, -10% after each use on the same floor)
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(Base chance for Reinforcements: 30%, -10% after each use on the same floor)
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=== Traps() ===
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  Traps(Locate)
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In a radius around the terminal all [[traps]] are revealed. (Base chance: 60%)
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  Traps(Disarm)
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Disables one group of traps within terminal's influence area. When there are multiple groups of traps the affected one is chosen at random. (Base chance: 45%)
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  Traps(Reprogram)
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Turns a group of traps friendly to you and allies while turning it hostile to 'native' bot population of the area. (Base chance: 30%)
  
 
=== Other Commands ===
 
=== Other Commands ===
 
   Manifests
 
   Manifests
Displays data on what haulers are hauling. Will NOT give you the locations on the haulers.
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Displays data on what haulers are hauling. Will NOT give you the locations on the haulers. (Base chance: 50%)
 
   Open
 
   Open
 
Used at special Terminals to open blast doors.
 
Used at special Terminals to open blast doors.
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   Query(NAME)
 
   Query(NAME)
 
Downloads a text article containing [[lore]] on your subject. Viewed on Terminals as "Record [Earth]".
 
Downloads a text article containing [[lore]] on your subject. Viewed on Terminals as "Record [Earth]".
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  Layout(Zone)
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Maps out some of the surrounding area. (Base chance: 50%)
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--
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For both Analysis and Schematic hacks, all robots and schematics have a tier associated with them. The maximum tier of hack at any terminal is (Security of Terminal + Floor Level + 10).
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Put simpler, on the first floor, -10, on a level 1 terminal, you can perform schematic and analysis hacks on level 1 robots and items. On a level 2 terminal, still on -10, you can perform hacks on level 2 robots and items. On floor -9, on a level 1 terminal, you can perform hacks on level 2 robots and items.
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Note that prototypes are considered to be two tiers above their number. A tier 5 prototype will have the equivalent requirement of a tier 7 item.
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  Analysis(BOTNAME)
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Gives a little bio on a unit, and grants +10% damage and +5% accuracy against the robot. (Base chance: 70% - (6% per robot tier)).
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Analysis(ROBOT CLASS) will default to the highest class of robot that can be hacked from a level 1 terminal. For example, Analysis(Grunt) on floor -10 will attempt to analyze [[G-34 Mercenary]]. Analyze(Grunt) on floor -8 will attempt to analyze [[G-47 Trooper]], then (if you have not yet analyzed it) G-34 Mercenary. Note that Analysis(Grunt) will not attempt to analyze the tier 3 G-47 Trooper until floor -8, regardless of the terminal's security level.
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   Schematic(NAME)
 
   Schematic(NAME)
Use this command to attempt to download the target schematic. Works for [[part]]s, even those you have not yet seen in the current run. Also works for [[robot]]s, but only if you have the exact name (E.g. 'Schematic(M-28 Smith)' not 'Schematic(Mechanic)').
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Use this command to attempt to download the target schematic. Works for [[part]]s, even those you have not yet seen in the current run. Also works for [[robot]]s, entering the class name will auto-select the best relevant variant available at the given terminal, from among those you don't already have.
  Layout(Zone)
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Maps out some of the surrounding area.
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(Base chance for Item Schematic: 45% - (4% per rating))
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(Base chance for Prototype Item Schematic: 45% - (7% per rating))
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(Base chance for Robot Schematic: 60% - (6% per robot tier))
  
== Unauthorized Hacks (Indirect Hacking) ==
 
  Trojan(Track)
 
Reports to you the current location of all robots within a square zone around the terminal, as if you were standing there with sensors and an Adv. Signal Interpreter. The area of effect is determined by the security level of the Terminal--higher tier systems have a greater range.
 
  Trojan(Assimilate)
 
An Operator attempting to use this Terminal will instead be permanently converted to an ally (to join your personal hacker network :D).
 
  Trojan(Botnet)
 
As long as this terminal is active, it provides a bonus to both direct and indirect hacks at any other machine on the same floor. This effect stacks across multiple infected Terminals (with diminishing returns, in the same way multiple allied Operators stack). Build your own network!
 
  Trojan(Detonate)
 
Sets all explosive machines within the Terminal’s zone of influence to explode immediately when your enemies pass by. Create your own oversized minefield!
 
 
[[Category:Machines]]
 
[[Category:Machines]]

Latest revision as of 19:23, 15 May 2018

/Results/
>>Query(Terminal)

Interactive station connected to the central network via reliable hard line. Relevant information is monitored and relayed by the terminal's Operator. Types of information accessible directly from each terminal are limited in order to mitigate the negative impacts of unauthorized access. Access is restricted by shielding the system behind multi-layered security, the first layer of which requires a dynamic key to clear without triggering defense mechanisms.

X

Terminals are the most common type of interactive machine, providing access to local and central networks and databases. At the time of access, the terminal interface lists all potential hacking targets found for direct hacking. Unlisted targets can be hacked by manually entering the associated command, though so-called "indirect hacking" is more difficult (-15% chance per security level). The precise difficulty of indirect hacks can be seen after entering the command.

Operators are stationed at some terminals. Destroying the operator and retrieving its Data Core will extract its dynamic key and provide a 1.5x bonus to the first hack at that operator's terminal, but only if the connection is established before the key expiry.

Higher security terminals have direct access to more functions at once.

Manual Commands (Indirect Hacking)

While accessing a terminal, pressing 'z' will allow you to enter the following manual prompts.

Access()

 Access(Branch)

This command reveals locations of any Branch stairwells. (Base chance: 30%)

 Access(Emergency)

This command scans a small radius around you and will highlight any 'emergency' doorways, a.k.a. hidden doors. (Base chance: 60%)

 Access(Main)

This command downloads the locations of all main stairways on the current floor. (Base chance: 20%)

Alert()

 Alert(Check)

Outputs the current security level of the floor. (Base chance: 80%)

 Alert(Purge)

Lowers your current 'threat rating', displayed as a Security Rating. This persists from floor to floor, making it rather useful to lower. Each Alert(Purge) lowers your rating by 200, and each Security Rating (i.e. 1, 2, 3, 4) is twice the previous amount of points away. More explicitly, Security Rating 4 is hit when you reach 1600, Security Rating 3 is at 800, Security Rating 2 at 400, and Security Rating 1 at 200. (Base chance: 40%, -10% after each use on the same floor)

Enumerate()

 Enumerate(Assaults)

Gives you positions of any assault teams present. Whenever you manage to cause significant disturbance in an area the AI will dispatch those. (Base chance: 30%)

 Enumerate(Exterminations)

Reveals where any Programmer squads send to attack you are. (Base chance: 30%)

 Enumerate(Garrison)

Any bots emerged from Garrison Accesses as garrison support will have their coordinates made available to you. (Base chance: 40%)

 Enumerate(Guards)

Picks up on whereabouts of Sentries. Note that this is a 'security request' which will limit the range of detection. (Base chance: 30%)

 Enumerate(Intercept)

Present only in Access those squads mean trouble. Hack this to get advance warning where the trouble is coming from. (Base chance: 20%)

 Enumerate(Investigations)

Grants knowledge of presence and location of any Investigation teams present. Those are typicall called after full trace event at a machine. (Base chance: 50%)

 Enumerate(Maintenance)

Gives you the breakdown and location of Mechanics, Builders, Recyclers, Tunnelers and Workers. On your map any of those will be marked by a "m" so do not count on going after a specific maintenance bot type just by this. (Base chance: 70%)

 Enumerate(Patrols)

Downloads coordinates of patrolling squads which are present since the generation of a location. (Base chance: 30%)

 Enumerate(Reinforcements)

Reveals whereabouts of any reinforcements sent. Those types of squads are most commonly attracted by allowing Operator to lock out a terminal or damaging a Builder. (Base chance: 50%)

 Enumerate(Squads)

Lists type and amount of each squad. It is also one of easiest enumerations to check. (Base chance: 60%)

 Enumerate(Surveillance)

Reveals locations of Watchers. (Base chance: 30%)

 Enumerate(Transport)

Tells you where the Haulers are but not what they carry nor what are their escorts if any. Hack manifests for that. (Base chance: 50%)

Index()

 Index(Fabricators)
 Index(Garrisons)
 Index(Repair Units)
 Index(Terminals)
 Index(Scanalyzers)
 Index(Recycling Units)

Use this to gain the locations of all requested devices. There is a discrepancy between what is known as 'Repair Stations' being called 'Repair Units' on the command, and same with 'Recycling Units'.

(Base chance for Fabricators: 30%)

(Base chance for Garrisons: 10%)

(Base chance for Repair Units: 20%)

(Base chance for Terminals: 50%)

(Base chance for Scanalyzers: 30%)

(Base chance for Recycling Units: 40%)

 Index(Machines)

Downloads coordinate data for ALL machines on the current floor. (Base chance: 0%)

Inventory()

 Inventory(Components)

Lists stockpiles and their locations. These get marked on your radar.

 Inventory(Prototypes)

Lists prototypes and their locations. These get marked on your radar.

Recall()

 Recall(Assault)
 Recall(Extermination)
 Recall(Investigation)
 Recall(Reinforcements)

Recalls the given squad.

(Base chance for Assault: 10%, -10% after each use on the same floor)

(Base chance for Extermination: 20%, -10% after each use on the same floor)

(Base chance for Investigation: 40%, -10% after each use on the same floor)

(Base chance for Reinforcements: 30%, -10% after each use on the same floor)

Traps()

 Traps(Locate)

In a radius around the terminal all traps are revealed. (Base chance: 60%)

 Traps(Disarm)

Disables one group of traps within terminal's influence area. When there are multiple groups of traps the affected one is chosen at random. (Base chance: 45%)

 Traps(Reprogram)

Turns a group of traps friendly to you and allies while turning it hostile to 'native' bot population of the area. (Base chance: 30%)

Other Commands

 Manifests

Displays data on what haulers are hauling. Will NOT give you the locations on the haulers. (Base chance: 50%)

 Open

Used at special Terminals to open blast doors.

 Prototypes

Downloads data on prototypes. Note: this command only gives you info on a few prototypes. It must be used multiple times if you want comprehensive information.

 Query(NAME)

Downloads a text article containing lore on your subject. Viewed on Terminals as "Record [Earth]".

 Layout(Zone)

Maps out some of the surrounding area. (Base chance: 50%)

--

For both Analysis and Schematic hacks, all robots and schematics have a tier associated with them. The maximum tier of hack at any terminal is (Security of Terminal + Floor Level + 10).

Put simpler, on the first floor, -10, on a level 1 terminal, you can perform schematic and analysis hacks on level 1 robots and items. On a level 2 terminal, still on -10, you can perform hacks on level 2 robots and items. On floor -9, on a level 1 terminal, you can perform hacks on level 2 robots and items.

Note that prototypes are considered to be two tiers above their number. A tier 5 prototype will have the equivalent requirement of a tier 7 item.

 Analysis(BOTNAME)

Gives a little bio on a unit, and grants +10% damage and +5% accuracy against the robot. (Base chance: 70% - (6% per robot tier)).

Analysis(ROBOT CLASS) will default to the highest class of robot that can be hacked from a level 1 terminal. For example, Analysis(Grunt) on floor -10 will attempt to analyze G-34 Mercenary. Analyze(Grunt) on floor -8 will attempt to analyze G-47 Trooper, then (if you have not yet analyzed it) G-34 Mercenary. Note that Analysis(Grunt) will not attempt to analyze the tier 3 G-47 Trooper until floor -8, regardless of the terminal's security level.

 Schematic(NAME)

Use this command to attempt to download the target schematic. Works for parts, even those you have not yet seen in the current run. Also works for robots, entering the class name will auto-select the best relevant variant available at the given terminal, from among those you don't already have.

(Base chance for Item Schematic: 45% - (4% per rating))

(Base chance for Prototype Item Schematic: 45% - (7% per rating))

(Base chance for Robot Schematic: 60% - (6% per robot tier))