Airshark says:
... Looks like we're kinda stuck here. ...
You guys have options, but need to choose what to do.
Airshark says:
... Is there a chance another airlock ...
Checking the schematic on page 195, it only shows one airlock to the outside world. That seems foolish to me, and I assume one would want at least another airlock on other side in case of emergencies?
Airlocks are not mentioned in the Spacecraft Construction Chapter, so they don't appear to cost anything. Each one is a place you could be boarded through, though, so limiting the number of places you need to guard also makes some sense.
It is up to you guys if you want more.
There are also the two Cargo Bay doors. Using them will vent the ship's cargo area to space, but that should not matter now since you can assume there is no (significant) atmosphere in there and you will have to get the life-support running before you can work in there without spacesuits anyway.
I don't suppose the Cargo Bay doors are supposed to be opened from the outside, but you can do that if the airlock proves too hard.
Airshark says:
... By that I mean is there a dice roll involved? Because if it is just RP it will probably be the same everywhere. ...
If you decide there is another airlock you can try it. The risks will be that it could also be locked, but also that it will be suspicious for you to be undocking and moving to the other side and then trying again, so it will draw may attention. Going in through the Cargo Bay seems like it will also be suspicious, though.
A roll will be called for based on what you do.
rulebook page 152 says:
... airlocks are locked down from the bridge and require a Very Difficult (12+) Electronics (computers) check to override from either the interior or exterior of the ship.
Abby can try to get in --hacking such codes is why you brought her. She has a good chance, what with her stats and the fancy hacking computer. If she fails you have options:
She can try again, till the caretaker gets suspicious, maybe she learns something from the first attempt and you guys can prepare for the next one and find some way to Help.
You can try another airlock and hope only this one is locked, or that another one was mistakenly left unlocked (you guys can decide if locking them while in storage is normal and expected (seems likely to me)). You may have to roll based on what you find. Either social to bluff the caretaker, or technical to hack the lock.
If there is only the one airlock --as per the book-- then you also have the Cargo Bay doors. They will be harder to get open, since they are not meant to be opened from the outside, and may be more Mechanical than just Computers (Skill).
You could say you have the code. Then you either need to explain how you got them, possibly in a flashback, possibly with a roll to judge the 'cost'; or possibly with you owing someone a favour to be determined at a later date. If so, you can decide if they are the full door codes (or override codes), if they are for this ship only or maybe work on the all the ships in the yard (useful of you plan to swipe fuel from the nearby ones?); or if they are only a suggestion of what sort of code they are to make Abby's roll easier, and you decide by how much. How powerful the codes you have are will define how powerful the 'cost' or favour needs to be.