From Cryptark Wiki
Jump to: navigation, search

Systems are the player's strategic targets in Cryptark. The core represents the primary objective in that destroying it will defeat the ship and advance the player closer to the endgame. Each supporting system, however, will offer additional resistance, making it more difficult for the player to access or destroy the core.

The following is a list of systems in the game Cryptark.

List of Systems[edit | edit source]

Name Icon Description
Alarm System None Protects another system with a security alarm that triggers if that system is in danger. Additionally, this system controls Trip-Laser alarm emitters throughout the ship.
Alarm Systems are often linked to the Central Core, but can also be linked to other systems.
Central Core None Central AI Cortex that controls all systems and drones aboard the ship. This is the primary objective of the mission, destroying this target will neutralize the entire ship’s defenses.
Nuclear Defense System None Starts a nuclear explosion anytime a system is destroyed.
Door-Lock System None Maintains the door locks aboard the ship.
Armouring System None Provides all drones aboard the ship with an additional 25% health.
Multiple Armouring Systems stack, granting additive extra health (e.g. 2 systems = +50%).
Drone Repair System None All drones regenerate health while system is active.
Drone Factory None Manufactures and teleports a new enemy drone every 5 seconds.
Failsafe None Automatically assumes the functions of the last destroyed system.
Flak Controller System None Controls defensive Flak Turrets on the outside of the ship.
Sensor Jammer System None Interferes with Tactical Map visibility, hiding the interior of the ship.
An active Sensor Jammer prevents the placement of waypoints and reduces visibility to explored areas only.
Juggernaut Factory None Manufacturing plant that produces a Juggernaut drone every 100 seconds.
Repair System None Restores previously destroyed systems to full working order.
Ships may have multiple Repair Systems; all must be destroyed to prevent system repair.
Sentry System None Controls the multitudes of interior defense turrets within the ship.
Ships may have multiple Sentry Systems; all must be destroyed to disable the turrets.
Shield Generator System None Protects a single system with an impenetrable energy shield. Usually protects the Central Core.
Tanker System None Mobile system that periodically deploys minefield hazards. Retreats upon being seen.
Shuffle System -- Swaps the locations of ship systems at regular intervals.
The time to shuffle is displayed above the Shuffle System's icon.