Security interlock

Revision as of 16:05, 14 October 2025 by Lone Aristocrat (talk | contribs) (Added an acquisition section.)
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security interlock
$
180.00
Commerce Value
1
lb.
Weight
Complexity

4

Character

ç

ID?Use this ID to Wish for the item

SecurityInterlock

Spawns in

Items

[Implant] - security interlock

Fluted keys for every wavelength along every spectrum permit entrance through every portal.

You can unlock any door.

Destroyed when uninstalled.
Target body parts: Hands, Feet, Body, Back, Face, Arm, Head
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

3

Slots

Hands Feet Body Back Face Arm Head

Destroyed when removed

Yes

security interlock is a moderate cost cybernetic implant which upon installation allows the user to open various doors without needing a security card or key.

With the implant installed, whenever the user attempts to open or walk through a valid locked door "You interface with the locked door and unlock it" will be printed into the message log and the user will be able to fully interact with the door as though it is unlocked.

The door unlocking effect itself only works on security doors and the bronze silver and gold doors guarded by the trolls of Bethesda Susa. Other locked doors, such as the various doors and glass door located within the 3rd strata of Grit Gate as well as the Life Gate and Death Gate will remain locked until certain story conditions are met.

Advantages & Disadvantages

Advantages

  • Useful for locations with large numbers of locked doors, such as  Rusted Archway and the upper strata of grit gate.
  • Can be used to open the  purple security door present on the surface of  Golgotha.
  • Can be installed into any slot, allowing for use without necessarily having to worry about sacrificing other more slot-restricted implants to make space.

Disadvantages

  • Doors for the most part can be circumvented by destroying nearby walls with a  pickaxe, severely limiting the usefulness of being able to freely open them.
  • Moderate cost can be a bit prohibitive depending on the user's license tier and build goals.
  • Destroyed when uninstalled, reducing usability without careful planning and consideration.
  • Outside of static locations doors are relatively rare and often in random positions, limiting overall utility.

Acquistion

By nature of being a cybernetic implant, it is not necessarily guaranteed to find security interlock in a given playthrough, especially when the relatively limited availability of cybernetics (compared to other items) is taken into consideration. However, despite this scarcity, there are specific places where the user can look in order to maximize their chances of a successful acquisition.

  • Alternatively, if the user would rather guarantee eventual access to a copy of security interlock, they can take the following action:
    • Under normal circumstances, the guaranteed  gutsmonger present at the  Six Day Stilt only provides a restocking inventory of 6-8 implants taken from the cybernetics 1 drop table. However, gutsmongers, unlike most other merchants, adjust the tier of their wares to correspond with whatever zone they are currently standing within. This essentially means, that if the user were to make a gutsmonger a follower, such as by using the  Proselytize skill or a  love injector, the user could then transport said gutsmonger to a mid-tier location such as Ezra, in order to have access to a permanent and restocking source of mid-tier implants.
    • The newly transported gutsmonger can then be cloned with a rebuked  cloneling in order to massively increase the number of cybernetics available each restock. Allowing the user with enough dedicated farms to eventually obtain any implant of any tier.

Tips

  • While normally destroyed when uninstalled, it is possible to preserve the implant for future use. This can be achieved by initially installing the implant in a non-essential limb such as the face or hands and using the  Amputate Limb skill to remove the implanted part when needed. The cybernetic can then be reclaimed for eventual reuse by  butchering the newly dismembered limb.
  • Doors opened and closed by the user will remain locked for other creatures, providing potential escape options if the user were to happen upon an enclosed space with a security door.