Defeat Fingerprint Sensor#
There is definitely something fishy going on in Kringle Castle. It might be time to explore Santa's office for any information on the culprit.
Bypass the Santavator fingerprint sensor. Enter Santa's office without Santa's fingerprint.
Looking at the code that runs the elevator, we see that
btn4 (the button for Santa's Office) has a different function that handles click() events:
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Of particular note are the checks on line 5: a check to see that the button has a
powered, and that the user has a token
besanta. Solving the
check is simple: the function
hasToken checks for the existance of an item in the
powered is a bit trickier. The
powered class is added to the button by the function
renderTraps(), called inside a continually-updating event loop for drawing the Sparkle Stream on the screen. Manually adding
powered as a class to the button, or modifying the
powered state being removed. One can build a rather convoluted method to split and color the Sparkle Stream:
But there is a simpler solution: power a single receiver, such as the green one:
Then change what floor the button sends us to when it is clicked. Open the elevator
panel, make sure the green receiver is powered, then open the Developer tools. In the
Inspector tab, find the one of the buttons that has the
Then, edit the
data_floor attribute to be
3 (the floor number of Santa's Office):
Click the modified button, and you'll be taken to Santa's Office.
Visit Santa's Office.