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. |
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APC |
All areas that have power | Turning off power to areas. | Allows you to interact the APC interface without the required ID, but the APC's color turns into blue. |
Air Alarm |
All areas that have working vents or scrubbers | Killing people using air, causing distractions to AI or Engineering by giving them atmospheric alarms. | Disables the lock and safeties, then touch your ID on it to open the interface. 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 flavors upon luck. |
Bar Sign |
Bar | No real use other than decoration purpose. | 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 |
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. |
Emergency Shuttle Control Console |
Emergency shuttle | Helps with hijack objective, because it doesn't let too many people get on the shuttle. | 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 | Easier time causing plasma fires | 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 pryed open by a crowbar. |
Holodeck Control Computer |
Dorms | Causing a distraction and a way to kill your target. | Unlocks more dangerous simulations. Simulations can also interact the outside world too. |
Labour/Mining Shuttle Console |
Brig | Helping fellow agents escape from 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 shoot out anyone who dares to be in the turret's sight. |
Locked Locker |
All departments, locker room | Unlocking lockers to get to the stuff you want to steal | Similar to emagging an airlock. Allowing someone to open a locked locker without the required ID. |
Mass Driver |
Disposal maint, chapel, toxins | Spacing people harder. | Launches items/people and other things 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 Файл:Pacman.png |
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 | No real strategic use. | Disables the temperature safeguards, allowing for the temperature settings 'frigid' and 'scalding' to become available. Not much useful though. |
Secure Safe |
Captain's office | Unlocking the secure safe. | Shorts out and unlocks the lock on the safe. Like an airlock, will leave unlocked and be obvious that it has been 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. |