The message "Fix Lights (%x)."—blinking red and yellow—appears at the bottom of the task list of every player, including Impostors. The percentage starts at %100, but quickly decreases down to %0.
Due to being a Sabotage, players cannot press the emergency button until the Sabotage is resolved, and Impostors cannot create another Sabotage until the cooldown after this emergency is fixed ends.
During Fix Lights, anywhere from one to five of the five switches on the lights panel will be flipped off. To resolve Fix Lights, all switches on the lights panel must be flipped to on. When a switch is flipped to on, the light underneath it will become green. Once the Sabotage is resolved, the panel window will automatically close. Switches turned on can be flipped off, which is not what Crewmates should do. Impostors can flip them off to slow down resolving the Sabotage, but will draw suspicion if they are the only non-verified player at the panel and a Crewmate sees switches being flipped off.
Like all other Sabotages, any living player can resolve the Sabotage. All players share the same set of switches, so if multiple players toggle the same switch, it will be flipped multiple times, potentially turning the switch off immediately after it is turned on.
On The Skeld and Polus, the lights panel is located in Electrical. On MIRA HQ, it is located in Office. On The Airship, panels are located in Cargo Bay, Gap Room, and Viewing Deck; the Sabotage only needs to be resolved at one location. Reporting a dead body does not resolve Fix Lights, similarly to Comms Sabotaged.
|The sound played when the player flips the switch.|
- If vision is set high enough in the game's options, Fix Lights may not greatly affect living Crewmates.
- Although the Sabotage icon on The Airship is in Electrical, the Sabotage is not fixed there.
- Fix Lights and Comms Sabotaged are the only Sabotages that appear on all maps.