Found in: Engineering, Primary Tool Storage and many places around the station including tool storage and the locker room Used for: Contains tools which are needed whenever you want to construct or deconstruct something Strategy: It is very heavy, useful for the beating up of people. Contains the tools all engineers need to have
Contents
Description
This toolbox contains many tools needed in the day to day lives of engineers and traitors alike. If you want a reliable way to break into an area, then this toolbox has just about all the tools you'll need. If your job is to repair damage, the tools will be needed when you'll have to fix the inevitable mistakes you'll make.
Found in: Engineering, Primary Tool Storage, Tech storage Used for: Contains tools which you'll need when fixing or breaking electrical equipment Strategy: The electrical toolbox is good to have when traitoring. Although you'll likely also need a weldingtool and multitool to be an effective traitor
Contents
Description
The electrical toolbox's contents are intended to help fix (and break) electrical equipment. Insulated gloves are a must when dealing with electricity though.
Yellow toolboxes have a small chance of containing a pair of insulated gloves.
Emergency toolbox
Emergency Toolbox
Found in: emergency lockers and storage areas Used for: Contains tools which are useful in emergencies Strategy: It is very heavy, useful for the beating up of people. Contains a flashlight which is very useful as well as a crowbar.
Contents
Description
The toolbox contains a flashlight (50% chance of a flashlight, or a flare), a crowbar, a radio and a fire extinguisher. All of which are very useful not only when emergencies hit but also when trying to cause an emergency.
Be quick in getting one as they tend to get looted quickly if you wait until an emergency strikes.
Stores tools on your belt slot. Most found on station are empty, however, Engineers and the ones ordered from the Cargo Bay are filled with all the tools you'd need, except for a multitool.
Crates
Crates are a container for items. Especially large items -- such as corpses, lockers, and certain robots or equipment -- cannot fit inside. Just because an item comes packed in a crate when the quartermaster receives it doesn't mean it will go back inside once the crate is opened, either! The people at the supply depot have strange ways indeed.
Give Onto the QM his Dues
Crates are worth a certain amount of points to a Quartermaster, which can be used to get more supplies for the station's whole benefit. The quartermasters like it when people bring crates, and will often give things without hassle to people with crates brought in.
Of Locks and Access
Just like the rest of the station, even crates have variable levels of access. The quartermasters can't unlock anything that is locked by default, for various reasons, the primary one being it would be pointless to make since all crates go through the quartermasters anyway. Security crates can be opened by security personnel and those with higher access, and et cetera. An emag can get into locked crates, however.
Lockers
Lockers are among the most common and arguably the most useful of containers on the station. Nearly anything can fit inside, barring other lockers, crates, and certain especially large objects like racks and MULEbots. Coffins count as lockers.
Of Locks and Access
Besides being welded shut, some lockers can be, well, locked. Several levels of access exist, such as security-, captain-, and private-level access. These can be opened with the proper level identification card, emag item, or a few good laser blasts.
If you yourself are inside a locker you can see your surroundings. Normally you can move in any direction to exit the locker, but if the locker is locked or welded you will be unable to exit, and you cannot unweld or unlock your cell from inside - at that point if you try to move around you will instead throw yourself against the sides of the locker, making a BANG BANG sound that can be heard from several squares away.