Use it as a utility tool
The Jammer is a Rig sold by Noakes. It disables supported electronic devices and opens padlocked containers and doors. It offers useful shortcuts, but a locked route is not automatically a valid hack target.
Equip the Rig before the Trial. Approach a supported target, aim the Jammer at it and use your bound Rig input to start the hack. Keep a safe position while it completes, and check the target’s result before moving through the route. A lock opening, a device stopping or a trap changing state is the relevant result; merely aiming at the object is not a completed hack.
What it can and cannot do
| Target or action | What to expect |
|---|---|
| Supported televisions, radios and electronic traps | A device hack or disabling action |
| Padlocked containers and doors | Unlocking rather than solving the padlock normally |
| Supported rolling gates and secret-room mechanisms | Utility access, where that particular mechanism accepts the Rig |
| Gates that open only after a Trial objective | Not a general objective bypass |
| Fake objective traps | Not covered by the ordinary hacking function |
| Self-revival or a dead teammate | Requires Pacemaker, not the base purchase |
Leave yourself a fallback route. If the target is unsupported, finishing its real objective may be the only way forward.
Upgrades that change your plan
The Jammer starts at level 1. Each purchase or upgrade costs 2 Vouchers.
- Level 2 — Pacemaker: enables automatic self-revival and a ranged teammate revival, each once per Trial. Do not mistake ordinary trap hacking for this ability.
- Level 3 — Decreased Cooldown: reduces recharge waits; the amount depends on the action.
- Level 4 — Improved Jammer: speeds up hacking.
- Level 5 — Long Distance: extends the ordinary hack range from 2 m to 8 m.
- Level 6 — Rewire: turns eligible traps against enemies. Some devices are still simply disarmed, and a friendly trap triggering can still cause indirect harm.
Do not compare your level-1 Jammer with a fully upgraded demonstration and expect the same range or actions. Consult the menu for later upgrades and the current target-specific timing; this guide does not promise one cooldown for every use.
Jammer in Invasion
Season 7 changed its effect on human Imposters to instant Electric Disruption, replacing the earlier vomiting effect. Use that window to move away or advance an objective. It does not turn the mode into a reliable stun-and-kill loop.
What about Coyle’s baton?
Do not build your escape plan around disabling the baton itself. The available gameplay discussion raises that interaction as a question, rather than demonstrating a reliable counter. Treat Coyle as an active pursuer and use confirmed targets or a different escape tool.