Security interlock
1 lb. Weight | |
Complexity
|
4 |
---|---|
Character
|
ç |
ID?
|
SecurityInterlock |
Spawns in
|
|
Infobox data from game version 2.0.207.72
|
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.
- Due to security interlock being considered a mid-tier implant, the following sources provide the greatest odds of finding a copy:
Ezra's tinkerer
Yla Haj who offers a non-restocking selection of 6-8 cybernetics taken from the tier 5 cybernetics drop table.
village tinkers from villages which happen to spawn in mid-tier zones such as
jungles,
Rivers or
banana groves can, upon restock, sometimes offer 2-4 implants taken from the zone's corresponding cybernetics table.
- Historical sites which spawn in mid-tier zones like the
mountains or
Rainbow Wood, have a chance of containing
becoming nooks which each hold 1-2 zone-tier appropriate implants. The locations of such historical sites can be obtained with some reliability by water-ritualing legendary members of the Putus Templar and trading for secrets.
- The cybernetics ward on strata 13 of
Bethesda Susa contains 4
becoming nooks which together provide 4-8 implants taken from the tier 4 cybernetics drop table.
- Certain lower-ranking members of the Putus Templar such as
Knight Templars,
Banner-Knight Templars and
Gunner-Knight Templars have a 25% chance of spawning with the implanted prefix. Which, when killed and
butchered drop cybernetics pulled from the cybernetics 4 table at 80% efficiency.
- 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.
- Under normal circumstances, the guaranteed
Tips
- If the user is sufficiently fast, such as by using a
skulk injector and
sprinting or having installed
motorized treads, it is possible to run past the three trolls present in the upper strata of Bethesda Susa without having to fight or otherwise obtain the
keys
they
carry.
- 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.