Fix Wiring is a common task in Among Us featured on all currently available maps.

Overview

Fix Wiring is done by connecting each colored wire from the left-hand side of the screen to the matching color on the right-hand side. The colors on the left side are randomized, while the colors on the right side are always in the same order: red on top, followed by blue, then yellow, and finally magenta. As of v2020.10.22o, the wires have also been fitted with symbols at their bases to add extra clarification and help players that are color-blind.[1]

Wire Symbols 
Color Symbol Description
Red Triangle
Blue Cross
Yellow Circle
Magenta Star

Three wiring panels must be fixed for this task to be completed. In the background behind the four colored wires are eleven wires for aesthetics. If while performing the task, one closes the tab and reopens it, the starting wires will be positioned in different locations.

Possible locations

Room Map(s)
Admin The Skeld
Armory The Airship*
Cafeteria The Skeld
Cargo Bay The Airship
Communications The Airship*
Decontamination Polus
Electrical The Skeld, Polus
Engine Room The Airship
Greenhouse MIRA HQ
Hallway MIRA HQ
Laboratory MIRA HQ, Polus
Locker Room MIRA HQ
Lounge The Airship
Main Hall The Airship
Meeting Room The Airship
Navigation The Skeld
O2 Polus
Office Polus
Security The Skeld
Showers The Airship
Storage The Skeld, MIRA HQ
Vault The Airship*
Viewing Deck The Airship

*: Fake panels

Task Order

While the three panels are selected randomly, they always appear in a strict order that cannot be violated. This order is determined by the map. It should be noted that the panels are randomized for each player. Thus, two Crewmates likely do not have the same set of panels.

Because of the specific order, there are several key observations which can help Crewmates catch Impostors. Knowing the correct order as An Impostor can help fake the task believably. When faking tasks, they should be faked in this order, and Crewmates should keep a lookout for others breaking the order.

The Skeld

There exist six Fix Wiring locations on The Skeld, and 20 combinations of them are possible permutations.

Order: Electrical > Storage > Admin > Navigation > Cafeteria > Security

Exhaustive Permutation List
  • Electrical > Storage > Admin
  • Electrical > Storage > Navigation
  • Electrical > Admin > Navigation
  • Storage > Admin > Navigation
  • Electrical > Storage > Cafeteria
  • Electrical > Admin > Cafeteria
  • Electrical > Navigation > Cafeteria
  • Storage > Admin > Cafeteria
  • Storage > Navigation > Cafeteria
  • Admin > Navigation > Cafeteria
  • Electrical > Storage > Security
  • Electrical > Admin > Security
  • Electrical > Navigation > Security
  • Electrical > Cafeteria > Security
  • Storage > Admin > Security
  • Storage > Navigation > Security
  • Storage > Cafeteria > Security
  • Admin > Navigation > Security
  • Admin > Cafeteria > Security
  • Navigation > Cafeteria > Security

Key observations:

  1. Fix Wiring never begins in Cafeteria or Security.
  2. Fix Wiring never ends in Electrical or Storage.
  3. If a player is assigned the panel in Electrical, it always comes first.
  4. If a player is assigned the panel in Security, it always comes last.
  5. There exists only a single permutation that begins at Navigation.
  6. There exists only a single permutation that ends at Admin.
First panel Middle panel Final panel
Electrical 50% (10) 0% (0) 0% (0)
Storage 30% (6) 20% (4) 0% (0)
Admin 15% (3) 30% (6) 5% (1)
Navigation 5% (1) 30% (6) 15% (3)
Cafeteria 0% (0) 20% (4) 30% (6)
Security 0% (0) 0% (0) 50% (10)
Each panel has a 50% chance of appearing in the sequence.

MIRA HQ

There exist five Fix Wiring locations on MIRA HQ, and 10 combinations of them are possible permutations.

Order: Storage > Hallway > Locker Room > Greenhouse > Laboratory

Exhaustive Permutation List
  • Storage > Hallway > Locker Room
  • Storage > Hallway > Greenhouse
  • Storage > Locker Room > Greenhouse
  • Hallway > Locker Room > Greenhouse
  • Storage > Hallway > Laboratory
  • Storage > Locker Room > Laboratory
  • Storage > Greenhouse > Laboratory
  • Hallway > Locker Room > Laboratory
  • Hallway > Greenhouse > Laboratory
  • Locker Room > Greenhouse > Laboratory

Key observations:

  1. Fix Wiring never begins in Greenhouse or Laboratory.
  2. Fix Wiring never ends in Storage or Hallway
  3. If a player is assigned the panel in Storage, it always comes first.
  4. If a player is assigned the panel in Laboratory, it always comes last.
  5. There exists only a single permutation that begins in Locker Room.
  6. There exists only a single permutation that ends in Locker Room.
First panel Middle panel Final panel
Storage 60% (6) 0% (0) 0% (0)
Hallway 30% (3) 30% (3) 0% (0)
Locker Room 10% (1) 40% (4) 10% (1)
Greenhouse 0% (0) 30% (3) 30% (3)
Laboratory 0% (0) 0% (0) 60% (6)
Each panel has a 60% chance of appearing in the sequence.

Polus

There exist six Fix Wiring locations on Polus, and 20 combinations of them are possible permutations.

Order: Electrical > O2 > Office > Decontamination > Laboratory (right) > Laboratory (left)

Exhaustive Permutation List

Note: In the following list, the left panel in Laboratory is labeled as "Bathroom" to help distinguish it from the right panel.

  • Electrical > O2 > Office
  • Electrical > O2 > Decontamination
  • Electrical > Office > Decontamination
  • O2 > Office > Decontamination
  • Electrical > O2 > Laboratory
  • Electrical > Office > Laboratory
  • Electrical > Decontamination > Laboratory
  • O2 > Office > Laboratory
  • O2 > Decontamination > Laboratory
  • Office > Decontamination > Laboratory
  • Electrical > O2 > Bathroom
  • Electrical > Office > Bathroom
  • Electrical > Decontamination > Bathroom
  • Electrical > Laboratory > Bathroom
  • O2 > Office > Bathroom
  • O2 > Decontamination > Bathroom
  • O2 > Laboratory > Bathroom
  • Office > Decontamination > Bathroom
  • Office > Laboratory > Bathroom
  • Decontamination > Laboratory > Bathroom

Key observations:

  1. Fix Wiring never begins with either of the panels in Laboratory.
  2. Fix Wiring never ends in Electrical or O2.
  3. If a player is assigned the panel in Electrical, it always comes first.
  4. If a player is assigned the left panel in Laboratory, it always comes last.
  5. There exists only a single permutation that begins in Decontamination.
  6. There exists only a single permutation that ends in Office.
First panel Middle panel Final panel
Electrical 50% (10) 0% (0) 0% (0)
O2 30% (6) 20% (4) 0% (0)
Office 15% (3) 30% (6) 5% (1)
Decontamination 5% (1) 30% (6) 15% (3)
Laboratory (right) 0% (0) 20% (4) 30% (6)
Laboratory (left) 0% (0) 0% (0) 50% (10)
Each panel has a 50% chance of appearing in the sequence.

The Airship

There exist seven Fix Wiring locations on The Airship, and 35 combinations of them are possible permutations.

Order: Viewing Deck > Engine Room > Main Hall > Showers > Lounge > Cargo Bay > Meeting Room

Note that there are also three fake wiring panels, located in Armory, Vault, and the hallway outside Communications.

Exhaustive Permutation List
  • Viewing Deck > Engine Room > Main Hall
  • Viewing Deck > Engine Room > Showers
  • Viewing Deck > Main Hall > Showers
  • Engine Room > Main Hall > Showers
  • Viewing Deck > Engine Room > Lounge
  • Viewing Deck > Main Hall > Lounge
  • Viewing Deck > Showers > Lounge
  • Engine Room > Main Hall > Lounge
  • Engine Room > Showers > Lounge
  • Main Hall > Showers > Lounge
  • Viewing Deck > Engine Room > Cargo Bay
  • Viewing Deck > Main Hall > Cargo Bay
  • Viewing Deck > Showers > Cargo Bay
  • Viewing Deck > Lounge > Cargo Bay
  • Engine Room > Main Hall > Cargo Bay
  • Engine Room > Showers > Cargo Bay
  • Engine Room > Lounge > Cargo Bay
  • Main Hall > Showers > Cargo Bay
  • Main Hall > Lounge > Cargo Bay
  • Showers > Lounge > Cargo Bay
  • Viewing Deck > Engine Room > Meeting Room
  • Viewing Deck > Main Hall > Meeting Room
  • Viewing Deck > Showers > Meeting Room
  • Viewing Deck > Lounge > Meeting Room
  • Viewing Deck > Cargo Bay > Meeting Room
  • Engine Room > Main Hall > Meeting Room
  • Engine Room > Showers > Meeting Room
  • Engine Room > Lounge > Meeting Room
  • Engine Room > Cargo Bay > Meeting Room
  • Main Hall > Showers > Meeting Room
  • Main Hall > Lounge > Meeting Room
  • Main Hall > Cargo Bay > Meeting Room
  • Showers > Lounge > Meeting Room
  • Showers > Cargo Bay > Meeting Room
  • Lounge > Cargo Bay > Meeting Room

Key observations:

  1. Fix Wiring never begins in Cargo Bay or Meeting Room.
  2. Fix Wiring never ends in Viewing Deck or Engine Room.
  3. If a player is assigned the panel in Viewing Deck, it always comes first.
  4. If a player is assigned the panel in Meeting Room, it always comes last.
  5. There exists only a single permutation that begins at Lounge.
  6. There exists only a single permutation that ends at Main Hall.
First panel Middle panel Final panel
Viewing Deck 42.9% (15) 0% (0) 0% (0)
Engine Room 28.6% (10) 14.3% (5) 0% (0)
Main Hall 17.1% (6) 22.9% (8) 2.9% (1)
Showers 8.6% (3) 25.7% (9) 8.6% (3)
Lounge 2.9% (1) 22.9% (8) 17.1% (6)
Cargo Bay 0% (0) 14.3% (5) 28.6% (10)
Meeting Room 0% (0) 0% (0) 42.9% (15)
Each panel has a 42.9% chance of appearing in the sequence.

Trivia

  • Fix Wiring is the only common task available on all four maps.
  • Originally, Fix Wiring had no symbols on the wires. However, in September 2020, Innersloth added symbols to improve the wires to work better for color-blind players.[2] The change was originally in beta, but was taken out of beta in November 2020.
  • In an early version of Among Us, the Fix Wiring task used to have four stages. This could be because connecting wires are stages, and only done at one location.
  • Wires are able to connect to the incorrect wire, but they must be connected to the correct wire to complete the task.
    • Additionally, multiple wires can be connected to the same wire.
  • For players with the task, it used to be possible to complete the stages of Fix Wiring via the panels located in O2 and Office on Polus through the wall. In Office, players could avoid the vent located inside, but this bug has been fixed.
  • The Task Tester 2000 toggle for this task on The Airship is in the Electrical folder, despite there not being any Fix Wiring panels in Electrical.
  • This task may be a reference to Dimwit's minigame in Dumb Ways to Die.

Audio

Description Audio
The sound that plays when the task window is opened.
The sounds played when the wires are connected.
The sound that plays when the task window is closed.

Gallery

References

  1. "The Future of Among Us". itch.io, Innersloth. September 23, 2020. Retrieved October 22, 2020.
  2. "Small Patch and Small Roadmap". itch.io, Innersloth. November 3, 2020. Retrieved November 13, 2020.
Tasks
The Skeld.png
Common: Fix Wiring · Swipe Card
Align Engine Output · Calibrate Distributor · Chart Course · Clean O2 Filter · Clear Asteroids · Divert Power · Empty Garbage · Fuel Engines · Inspect Sample · Prime Shields · Stabilize Steering · Start Reactor · Submit Scan · Unlock Manifolds · Upload Data
MIRA HQ.png
Common: Enter Id Code · Fix Wiring
Assemble Artifact · Buy Beverage · Chart Course · Clean O2 Filter · Clear Asteroids · Divert Power · Empty Garbage · Fuel Engines · Measure Weather · Prime Shields · Process Data · Run Diagnostics · Sort Samples · Start Reactor · Submit Scan · Unlock Manifolds · Water Plants
Polus.png
Common: Fix Wiring · Insert Keys · Scan Boarding Pass · Swipe Card
Align Telescope · Chart Course · Clear Asteroids · Empty Garbage · Fill Canisters · Fix Weather Node · Fuel Engines · Inspect Sample · Monitor Tree · Open Waterways · Reboot Wifi · Record Temperature · Repair Drill · Replace Water Jug · Start Reactor · Store Artifacts · Submit Scan · Unlock Manifolds · Upload Data
The Airship.png
Common: Enter Id Code · Fix Wiring
Calibrate Distributor · Clean Toilet · Decontaminate · Develop Photos · Divert Power · Dress Mannequin · Empty Garbage · Fix Shower · Fuel Engines · Make Burger · Pick Up Towels · Polish Ruby · Put Away Pistols · Put Away Rifles · Reset Breakers · Rewind Tapes · Sort Records · Stabilize Steering · Start Fans · Unlock Safe · Upload Data
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