FANDOM


The "Magic Box Trick" is a glitch in Syphon Filter: The Omega Strain and the main method of gaining access to the game's Beta Weapons, which are an "unofficial" part of the game and were dropped during the game's development.

In addition to being able to obtain normally unattainable weapons and equipment, players can use this technique to acquire great weapons on very low levels (equipment which otherwise needs to be unlocked by typical means), this method can therefore immensely aid players to get certain ratings (such as Tactical Explosives Specialist), not to mention that weapons with abnormal (much larger) magazines will be available for use.

Essentially, the objective is to make certain special weapon crates give you a different weapon which is not normally included in them (note that the trick only works with certain weapon crates).

Box Trick

Step 1 - Where are the special weapon crates located?

First of all, certain "special" weapon crates are necessary to perform the trick, look for crates which try to "remove" your weapon instead of surrendering a new one (the kind of crates in which the agent can deposit the weapon of the same kind).

For example, let's suppose our Agent is carrying a FA-MAS, upon interacting with a crate it will normally give the player the option to pick up additional ammo, those are the standard crates, which won't work for this trick. What we are looking for is a crate which, upon interaction, will not show any available weapon (in other words, it will have an empty "Available" item window).

The box locations are:

Carthage 2: A total of 5 magic boxes in this level.  

  • The first magic box is located in the C-4 train area: when you get to the train area there will be a small stair case walk up that and there's the first MB (magic box)  
  • The second is in the same area it's the shotgun box on the left side of the train.  
  • The third M.B. is in the power room it's the one on the bottom left corner of the room  
  • Go to the room with the three pipes where the guys keep coming out of; jump down in the water. Take that little tube and go all the way until you reach this room that has three boxes. There's a shotgun box that's one of the two that is in there.  
  • Same room as the 4th is the SG-36 box that's one too. 

Belarus 2: 1 M.B. in this level. It's located in the room with all of the things you can climb on A.K.A. the scaffolding room. The magic box is located on the very top one. There's a RPK already in there.

Tokyo: The magic box here is located in the 2nd garage area (where the big black van is also where you first begin your expedition through Murukawa Tower.) It's a little left of the van in the shadows. 

Yemen 1: Every box in the arms bazaar is a magic box. EVERY ONE OF THEM!!!! (but only in the market)

Minsk: Every DSC-1 case is a magic box; don't try the regular boxes because they're not magical. 

Step 2 - Weapon Selection

Equip your agent with a FA-MAS assault rifle (through the pre-mission Equipment Selection screen or by capturing one from the enemy but not from that specific crate). That particular crate generally surrenders a FA-MAS assault rifle (if no Back weapon is carried, or if a different back weapon is carried) but for the trick to work we cannot take one of the firearms from that specific box); the objective being to obtain the same type of weapon which is included in that crate after interacting with it.

Step 3 - How does it work?

Essentially, the box will "convert" its usual weapons (FA-MAS in this case) to the weapons we want depending on the number of rounds which are left in the magazine of our own rifle.

  1. After carrying a FA-MAS and getting to that specific crate in Carthage 2, opening the interaction window should show that nothing comes up under the "Available" option;
  2. If you have your FA-MAS with a full 25-round magazine press X, your weapon should have "vanished";
  3. Interact with the weapon crate yet again and note that it contains something;
  4. Press X to obtain the weapon (null), if you use it it won't show any weapon;
  5. Pause the game (Start button) and go to 'Equipment' (alternatively press and hold the Left directional button and highlight the new weapon);
  6. Press Down (directional button) and drop the weapon.
  7. Pick it up again (it should show up on your back).
  8. You can now use it as another weapon.

The crate is now "full" with this weapon (null), the XM29 OICW.

The reason the crate spawned this weapon (and "converted" its stored FA-MAS) was because of the number of rounds in the magazine (in this case - 25).

If you had 24 rounds it would spawn an MGL with an unusually large 24-round capacity (check the list below for the number of necessary rounds and the weapon it will spawn, note that the freshly spawned weapon will have the number of rounds corresponding to the number of rounds left in the magazine before it spawned).

Step 4 - Increasing the Array of Possible Obtainable Weapons

Since the FA-MAS has a limited 25-round magazine, it won't allow the player to obtain the weapons which require more than 25 bullets in each magazine, meaning that to obtain a weapon such as the Flamethrower (requires 158 rounds left in the magazine) it is necessary to obtain a weapon with a much larger magazine.

This is where the M249 (with a 200-round magazine) comes in:

  • Repeat the following steps but this time leave the FA-MAS in the crate with a 20-round magazine (fire 5 rounds and make sure the magazine has 20 left).
  • Obtain the M249 SAW machine gun and the number of possible obtainable weapons increase dramatically (because of the 200-round magazine).
  • (Optional) If you need additional ammo to reload the freshly-obtained weapon make sure you drop your current one and pick another one from the box (you can collect its ammo, allowing you to reload the machine gun's 200 round magazine).
    • After you have reloaded the M249, drop the reloaded weapon and choose the one from which you obtained the ammo.
    • Drop the empty weapon in the box and pick your loaded machine gun.
  • Fire the number of rounds to match your wanted weapon (see list below), for example let's suppose you want an M134 Minigun (93 rounds).
  • Fire until you have 93 rounds in the M249 magazine then drop it in the crate again.
  • Obtain the Minigun and go to the equipment screen then drop it, then pick it up again.
  • If you need extra ammo (which is understandable, given the M134's wild fire rate) repeat the first part of step 3, only with the Minigun.

Significant notes

  • Not all weapons which are able to be spawned in the crate are 'Back'-carried ones, in fact, equipment encompassing all the five categories of weapons which one can carry can be also obtainable (for example an 'Auxiliary' weapon such as the Helico 960 Submachine Gun or the Five Seven pistol which is a 'Sidearm'), make sure you drop the weapon of the corresponding type (if you're carrying it) to pick the new one up. The weapons can be seen with a corresponding category in the table below.
  • In the European (PAL) version of the game, other types of weapons (such as Auxiliary or Melee weapons) cannot be spawned through a crate which spawns a Back-carried weapon (such as the FA-MAS crate which was mentioned earlier).

Nonetheless, it's still theoretically possible to obtain other weapons via special crates corresponding to the specific type of weapon (for example, in the PAL version it's still possible to obtain a Desert Express .50 by using a crate which normally spawns handguns (such as the Desert Sniper .44 or Jerico-9 in the Arms Bazaar in Yemen 1); the same is true for Auxiliary weapons (such as the Uzi crate in said Arms Bazaar). The main problem is that there's no weapon with a large enough magazine to allow the player to spawn sidearms which require a larger number of rounds (such as the Makarov which requires 85 rounds in the magazine).

If a Back-carried weapon crate is used to obtain an auxiliary gun then it won't simply spawn the new weapon which was supposed to appear (outside of this, obtaining Back-carried weapons functions normally).

  • Certain special crates will require the player to drop more weapons of the same kind in order to spawn a new gun, an example is the special weapon crates in the Arms Bazaar in Yemen 1 (the player will need to pick up some extra Uzi SMG's from the enemy, then drop them in the Uzi crate in the bazaar; 5 weapons are required until the box can generate a new weapon), the same applies for the Jerico-9 and Desert Sniper .44 crates (though these are more limited by the number of rounds in their magazines).
  • Certain special boxes can be themselves "converted" to spawn other types of weapons (this is particularly useful in the PAL version of the game), for example if the player drops enough Galil Assault Rifles on an empty Uzi crate in the Arms Bazaar, it will be able to spawn back-carried weapons (potentially including the M249).

Weapon List

Here's a list of the currently known Magic Box obtainable weapons. Make sure the number of left rounds on the magazine match the specific weapon you want the box to spawn and note each weapon's corresponding category; also note that, depending on the game version, some crates might not spawn weapons as usual:


Number of Rounds Left in the Magazine
Spawned Weapon
Weapon slot Classification
0
M16
Back Assault rifle
1
Desert Express .50
Sidearm Pistol
2
Beretta 92F
Sidearm Pistol
3
M16 A1
Back Assault rifle
4
M4
Back Carbine
5
Uzi
Auxiliary Submachine gun
6
Uzi 45
Auxiliary Submachine gun
7

 Tec .45

Auxiliary Submachine gun
8
Tec 9
Auxiliary Submachine gun
9
Jerico-41
Sidearm Pistol
10
G 53
Auxiliary Submachine gun
11
Heckler and Koch G11
Back Assault rifle
12
C-36 Rifle
Back ???
13
SG-36
Back ???
14
C8 Rifle
Back Assault-sniper rifle hybrid
15
SG-8
Back ???
16
Mark 23
Sidearm Pistol
17
G51 A3
??? ???
18
MC 36
??? ???
19
M1 Super 90
Back Shotgun
20
M-249 SAW
Back General purpose machine gun
21
M4 Carbine
Back Carbine
22
MAK-10 10mm
Auxiliary Submachine gun
23
Mak 32
??? ???
24
MGL
Back Grenade launcher
25
Objective Individual Combat Weapon System
Back Assault rifle- grenade launcher hybrid
26
ShotHammer
Back Shotgun
27
PSM
Sidearm Pistol
28
RPG-7
Back Missile launcher
29
SSG 550
Back Assault rifle
30
Advanced Combat Rifle
Back Sniper rifle
31
ABRAM 2000
Auxiliary Submachine gun
32
Air Pistol
Auxiliary Target-shooting weapon
33
M82 BFG
Back Sniper rifle
34
AK-47
Back Assault rifle
35
Beretta 93R
Sidearm Pistol
36
Combat Shotgun
Back Shotgun
37
Biz 9
Auxiliary Submachine gun
38
SSG 550 Sniper
Back Sniper rifle
39
D229
Sidearm Pistol
40
SKS
Back Assault rifle
41
SMAW_Old
Back Missile launcher
42
Helico 960
Auxiliary Submachine gun
43
China Type 56
Assault rifle
44
China Type 67
Submachine gun
45
Colt .45 M1911 A1
Sidearm Pistol
46
CZ 75
Sidearm Pistol
47
CZ Mach-9
Sidearm Pistol
48
Desert Eliminator .357
Sidearm Pistol
49
Dragunov
Back Sniper rifle
50
FA-MAS
Back Assault rifle
51
FN FAL
Back Assault rifle
52
SSP 90
Auxiliary Submachine gun
53
Galil AR
Back Assault rifle
54
Galil SG-1
Back Sniper rifle
55
G-17
Sidearm Pistol
56
G-18 MP
Sidearm Machine pistol
57
G-20
??? ???
58
G 33E
Back Assault rifle
59
G 33 SG-1
Back Sniper rifle
62
PPK
Sidearm Pistol
70
M16K
Back Assault-sniper rifle hybrid
71
MDS A4
Auxiliary Submachine gun
76
FAL SG-1
Back Sniper rifle
77
Scorpion
Auxiliary Submachine gun
78
Close Assault Weapon System
Back Shotgun
79
Heckler and Koch PSG-1
Back Sniper rifle
81
SKS SG-1
Back Sniper rifle
82
M1 90
Back Shotgun
83
Desert Sniper .44
Sidearm Pistol
85
Makarov
Sidearm Pistol
86
HK_MSG90
??? ???
87
Spectre
Auxiliary Submachine gun
88
Tanfoglio_Ta90
??? ???
89
USAS 12
Back Shotgun
90
RAS-70
??? ???
91
UNP 45
Auxiliary Submachine gun
93
M-143 Minigun
??? Heavy machine gun
94
(Uzi)
Auxiliary Submachine gun
95
AK-47
Back Assault rifle
97
SG 36
Back ???
98
(UNP 45)
Auxiliary Submachine gun
99
Base
??? ???
100
Combat Shotgun
Back Shotgun
101
C8 Rifle
Back Assault-sniper rifle hybrid
104
Jerico-9
Sidearm Pistol
105
AK-74 SU
Auxiliary Submachine gun
106
92F
Sidearm Pistol
107
G11
Back Assault rifle
108
RPK
Back General purpose machine gun
109
VSS-Special
Back Sniper rifle
110
Shot Defender
Back Shotgun
111
Stava SG-76 H-BAR
Back General purpose machine gun
112
Mark 23 SD
Sidearm Pistol
113
SR-15
Back Sniper rifle
114
AU300 Mod-R
Back Assault-sniper rifle hybrid
115
Marz FMG
Auxiliary Submachine gun
116
Vek R4
Back Assault rifle
117
M16 A2
Back Assault rifle
118
Sawed Off
??? Shotgun
120
M79
Back Grenade launcher
122
Riot Shotgun
Back Non-lethal shotgun
123
Riot Pistol
Sidearm Non-lethal pistol
124
TH3 Blaster
Back Flamethrower
125
Stava M85
???
126
MDS-7
Auxiliary Machine pistol
128
DSC-1 Thermal
Back Sniper rifle
130
Slug Defender
Back Shotgun
131
AU300 SMG
Back Assault-sniper rifle hybrid
132
AU300 HBAR
Back Assault-sniper rifle hybrid
133
Helico pistol
Sidearm Pistol
134
CZ-58
??? ???
135
C3 Assault Rifle
Back Assault rifle
136
G-22 SD
??? ???
137
Grenade Launcher-69
??? Grenade launcher
138
M4_M203
Back Assault rifle with grenade launcher
139
SPAS-15
Back Shotgun
140
SPAS-12
Back Shotgun
141
MDS SD2
Auxiliary Submachine gun
142
MDS A3
Auxiliary Submachine gun
143
Slughammer
Back Shotgun
144
MDS-K PDW
Auxiliary Submachine gun
145
SKSM
??? ???
146
Sweeper 12 Gauge
Back Shotgun
147
US M60 E3
Back General purpose machine gun
148
VSS-DU
Back Sniper rifle
149
Stava B1
??? ???
155
Dragunov_Snow
Back Sniper rifle
157
SP-57
Sidearm Pistol
158
Flamethrower
Back Flamethrower
159
SMAW
Back Missile launcher
161
Shovel
Melee Close-quarters combat instrument