Cryptographic Sequencer
Revision as of 00:07, 13 August 2021 by PopeDaveThe3th (talk | contribs) (Description updates and grammar)
This page is a more comprehensive list of all objects that can be interacted with in some way with the syndicate E-Mag (cryptographic sequencer) and the result of using it on them.
Machines and computers
Item | Item Location | Usage | Description |
---|---|---|---|
Airlock |
All over the station | Entering areas without required access or locking bolted doors behind you. | Opens the door, but leaving it unable to close until repaired. Warning: Emagging a bolted airlock will cause it to stay bolted shut. |
APC |
All areas that have power | Turning off power to areas, framing the AI. | Allows you to interact the APC interface without the required ID, but the APC's screen turns blue as if it were hacked by a malfunctioning AI. |
Air Alarm |
All areas that have working vents or scrubbers | Killing people using air, distracting to AI or Engineering by giving them atmospheric alarms. | Disables the lock and safeties, allowing you to open the interface with any ID. Additionally unlocks the 'flood' setting under 'modes', which shuts off scrubbers and increases vent output without any pressure check. |
Arcade Machines/Claw Game |
Arcade | Unique way of killing your target or causing chaos. | Makes games more harder and dangerous, causing certain events that happen in the arcade game to manifest themselves outside of it in some way. Boss related arcade games will be renamed to 'Outbomb Cuban Pete', The Orion Trail will enable 'Realism Mode' and the Claw Game all flavours upon luck. In addition, beating these games will give unique rewards, such as a reskinned minibomb for beating Orion Trail's realism mode. |
Bar Sign |
Bar | No real use other than decoration. | Changes the bar sign outside the bar to a syndicate one. |
Camera Monitor |
Bridge, brig | Viewing all cameras. | Allows you to access all cameras available at that camera monitor. |
Check-In/Out Library Console |
Library | Causing a distraction for security. | Allows you to print out an Arcane Tome. |
Communications Console |
Bridge, captain's office | Sending requests to the Syndicate. | Allows you to send a message to the Syndicate. |
Deployable Barrier File:Deployable barrier.png |
Warden's office backroom | Blocking off areas | Stops any ID cards, authorised or not, from being able to toggle the barrier off (and therefore move it). Must be repaired before it can be switched off and moved again. Can be repaired by a single tap from a wrench. |
Display Case |
Captain's Office | Opening up display cases you do not have access to. | Unlocks the display case, setting off the alarm in the process. |
Emergency Shuttle Control Console |
Emergency shuttle | Making the Hijack objective much easier. | Causes the shuttle to launch 10 seconds after being emagged. |
Emitter |
Engine containment, secure storage | Releasing the engine. | Turn on/off locked emitters without the need for a valid ID. |
Fax Machine |
Department head offices | Sending requests to the Syndicate in fax form. | Realigns transmitters to the Syndicate, allowing anyone to message the Syndicate with a fax. |
Fire Alarm |
All over the station | Making it easier for fires to spread. | Disables the fire alarm's thermal sensors, stopping it from reacting to a fire. When emagged it will activate the alarm. |
Firelock |
All over the station | Opening firelocks if you don't have a crowbar. | Opens the firelock as if it's being pried open with a crowbar. |
Holodeck Control Computer |
Dorms | Causing a distraction and killing your target. | Unlocks more dangerous simulations, along with allowing said simulations to interact with the outside world. |
Labour/Mining Shuttle Console |
Brig | Helping fellow agents escape from the labour camp. | Allows usage of the labour shuttle console without the use of a Security ID. |
Teleporter Control Console |
Teleporter room | Teleporting to syndicate areas. | Allows you to teleport to Syndicate beacons. |
Turret |
AI upload, telecomms sat, building your own | Making the turrets lethal | Emagging turrets will automatically set their guns to lethal regardless if it's non-lethal or not. This will cause them to shoot at anyone who dares to be in the turret's sight. |
Locked Locker |
All departments, locker room | Unlocking lockers to get to acquire the loot inside. | Similar to emagging an airlock, this permanently unlocks any locker. |
Mass Driver File:Massdriver.png |
Disposal maint, chapel, toxins | Spacing people harder. | Launches items and people at a much greater force. |
Message Monitoring Console |
Gravity generator area/RD server room | Obtaining the access key | Emag the console in order to print the key to access message monitoring. This will cause it to be rebooting and obviously hacked for a while, however! |
MULEbot |
Cargo | Unlocking controls of the MULEbot. | Unlocks and relocks the Mulebot's controls. |
PACMAN Portable Generator |
Secure storage, engineering | Exploding generators, distraction. | If emagged whilst running it can cause the generator to explode. |
Photocopier |
All head offices, library, cargo | Doesn't cause much damage, but enough to scare people off. | Overloads the laser printing mechanism. Causes burn damage to anyone who dares to print their posterior on it. |
Pool Controller |
Dorms | Roasting someone alive in your Extreme Hot Tub(tm). | Disables the temperature safeguards, allowing for the temperature settings 'frigid' and 'scalding' to become available. |
Secure Safe |
Captain's office | Unlocking the secure safe. | Shorts out and unlocks the lock on the safe. Like an airlock, this will be permanently unlocked and is obviously emagged. |
Supply Shuttle Console |
Cargo, Bridge | Getting extra agent gear. | Unlocks additional, ‘special’, supplies, listed in the Emergency section. Notably the “ERROR_NULL_ENTRY” (Null Crate) and “Special Ops Supplies” crates. The former contains a random selection of Syndicate items inside a box. The latter contains 5 EMP grenades (inside a box), 3 smoke grenades, 1 incendiary grenade, and a sleepy pen. |
Vending Machine |
All over the station | Get items from vending machines you don't have access to. | Vend items you wouldn't normally have access to because of your job. |
Items and objects
Item | Item Location | Usage | Description |
---|---|---|---|
Beacon |
Locations, where the teleporter can teleport to. Can be made in protolathes | Creating areas which people normally won't be able to get to. | Alters the beacon so that only emagged teleporters can lock on to it. |
Lazarus Injector |
Mining Rewards Vendor | Creating an alien attack dog. | The mob revived using the injector will be hostile to everyone except you. |
Locked Briefcase |
Around the station | Can be used to get stuff out needed, without access. | Opens the briefcase, breaking the locks. Similar to emagging airlocks or electronic safes. |
Security Gas Mask |
Security storage areas | Annoying people. | Changes the robotic phrase to the iconic Beepsky eat shit phrase. |
Light replacer |
Janitor's closer, can also be made using autolathes | Blowing people up, starting fires, and generally being a Shadowling's guardian angel. | Rigs light bulbs fitted with the device to explode when the light switch is turned on. Renames the device and changes its appearance so that it will be obvious that it has been emagged. |
Megaphone |
All department head offices | Causing confusion, annoying heads of staff. | Forces the user to say one of several humorous phrases, regardless of what they type when using it. Will only work a few times. E.g "FOR THE SYNDICATE!". |
Nano-Mob Hunter GO! Cartridges |
PTech Machine in Cargo Lobby | Screwing with people that actually play Nano-Mon GO | If you emag a Nano-Mob Hunter GO! cartridge before inserting it into your PDA, you can unlock a feature that allows you to spawn "trap" mobs that will shock players attempting to catch them. You have to have Nano-Mobs in your collection before you can do this, and the damage isn't enough to kill anybody outright |
Rapid Crate Sender |
Cargo, can be made using a autolathe | Teleporting away valuable items for later acquisition, murdering people by teleporting them (inside a locker) into space. | Allows the user to toggle between calibrated and uncalibrated modes. The standard calibrated mode can send crates/closets/lockers to one of three cargo telepads. The uncalibrated mode teleports the same sorts of items to a random location - most likely space. |
Cyborg parts |
Can be made using exosuit fabricators | Making a recently de-limbed person's bad day even worse. | Shorts out the safeties of the limb and makes it explode when it is removed off the person, after being attached. |
Recycler |
Can be found in Disposal's maint | Murdering people in a moustache-twirlingly evil fashion. | Overrides the safety and allows for the machine to recycle crew members. It instakills anyone unfortunate enough to slide in. |
Temperature gun |
Can be made using protolathes | Setting people on fire, instantly murdering slime people. | Overrides the temperature cap, causing its beam to set people alight if the temperature is set high enough. Description changes to notify the examiner that it has been hacked. |
Defibrillators |
Can be made using protolathes, found in Medbay, compact defib is a High-Risk Item owned by the CMO | Creating a nifty discount stunbaton that might instakill whatever poor sap you shocked. | Disables safeties, allowing you to shock people when used on harm intent, stunning them. Works for both the large units, as well as CMO's compact version. Has a 10% chance to cause cardiac arrest, and thus a very quick death. Description and appearance changes to notify the examiner that it has been hacked. |
Handheld defibrillator |
Can be made using protolathes | Creating another makeshift stun weapon, this time able to fit in your backpack! | Disables safeties, allowing you to shock people when used on harm intent, putting them to sleep instantly. Has a 10% chance to cause cardiac arrest, and thus a very quick death. Description changes to notify the examiner that it has been hacked. |