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To access an executive hangar, seven unique compboards are required, which can be found in various locations in the Pyro [[Contested Zones|contested zones]].
Completing an executive hangar grants the in-game ownership of one of five available ships. Each ship will be either the military or the stealth variant.
* [[F7A_Hornet_Mk_II|Anvil F7A Hornet Mk II Executive]]
* [[F8C_Lightning|Anvil F8C Lightning Executive]]
* [[Corsair|Drake Corsair Executive]]
* [[Cutlass_Black|Drake Cutlass Black Executive]]
* [[Syulen|Gatac Syulen Executive]]
Rare [[:Category:Personal weapons|FPS weapons]] (such as Grenade Launchers and Railguns) as well as Grade-A [[ship components]] can also be found within the hangar.
== Security Doors ==
Each Contested Zone features locked doors that cannot be opened by regular means.
=== Fuse Doors ===
The most common type of locked door, the Fuse Door can be found in all contested zones with the exception of the Executive Hangars.
To open this door, the player must insert a Fuse into the receptacle on the front of the door (low on the door, and left of center). Fuses can typically be found somewhere near the Fuse door, in red sparking boxes on the walls. Looted fuses will re-spawn within a few minutes. Fuses can also be fabricated on [[:Category:Salvage ships|salvage ships]] ([[Vulture]], [[Fortune]], [[Reclaimer]]), or purchased at certain [[:Category:Outposts|outposts]].
You can Carry the fuse directly off the wall (hold F when looking at it, and select Carry). Alternatively, you can Store it first in your [[Personal armor|armor]]/[[backpack]], and then Carry it later (press i to open the inventory, right-click the Fuse, and then click Carry). While Carrying a fuse, an "Insert Fuse" UI element should be visible when close to the fuse receptacle in the door.
Sometimes, the "Insert Fuse" UI element will be missing. If this happens, you can still insert the fuse into the receptacle by using a tractor beam. Note, however, that the orientation of the Fuse is VERY sensitive and specific.
* Drop the fuse onto the ground, and pick it up with a tractor beam.
* Move the fuse close to the receptacle. A Yellow placement outline should appear.
* While holding R (rotation mode), move the mouse left/right, up/down, and scroll your mouse wheel to rotate the Fuse.
* Orient the fuse so that the back is facing the door, the side with the arrow is facing away from the door, and the arrow is pointed down.
* The placement outline for the fuse should turn Green if the fuse is correctly oriented. Left-click to place the fuse.
In rare circumstances, a fuse can become stuck in the receptacle without actually locking into place to activate the door. If this happens, you can dislodge the fuse by activating your tractor beam onto it, and rotating / pushing / pulling. It may take a few tries, but it should eventually become dislodged.
Once the Fuse Door is open, it will remain open for approximately 30-60 seconds before automatically closing. To help protect yourself from approaching players, it is recommended that you manually close the fuse door behind you. Looking back at the Fuse Door, you can find the control panel on the left part of the door. When the Fuse Door is closed, you can also open it from the inside using this control panel, either to escape the zone, or to allow other players to follow you in.
=== Keycard Doors ===
[[File:PYAM-SUPVISR Maps.png|thumb|Map of PYAM-SUPVISR-3-4 and PYAM-SUPVISR-3-5]]
Keycard Doors can be found on all three of the primary Contested Zones ([[Checkmate Station|Checkmate]], [[Ruin Station|Ruin]], and [[Orbituary]]). They prevent direct access to valuable loot, such as Boards 1 through 7, Grade B ship components, or various mid-tier ship weapons.
Return to Guide:Executive Hangars.