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- <================ PRESENTS ================>
-
- SYNDICATE HINTS
- TYPED BY
- RODDERS & TRA
- FOR LSD
- TAKEN FROM AMIGA FORMAT
-
-
- GETTING STARTED: The first step is to get used to the controls and to how the
- man will react in different situations. Be aware of where you are clicking
- on the screen as your man will try to reach the exact point.
- As you are viewing the cityscape from an airship it is hard for you to
- direct your man to an area that you cannot see (behind a building, for
- example). Sometimes it is easier to click the location on the scanner.
- For the first missions you should only take in a single agent. If you take
- in too many agents then you run the risk of losing some while you are
- concentrating on just one of them. Stick with one agent until you feel
- confident with your degree of control. Then gradually start increasing the
- number of agents and use `GROUP` mode alot. Once you have got the hang that
- then you can move on to advanced tactics.
-
- CLOSED BARS
-
- A major gameplay feature in Syndicate is the use of the slider bars to affect
- each agent`s performance. It is possible to complete the game without
- altering the bars, but it isn`t recommended. Although the way in which you
- interact with the bars is very simple, the way in which they affect the agent
- is highly complex. Each bar has three values: the Actual Level (light bar),
- Grabber level (dark bar) and Natural level (white line).
- ACTUAL: The level that you set is the Actual level. This is the value that
- affects the agent directly. Moving the Actual level to the right of the
- Natural level raises the amount of fluid in the body, while moving it to the
- left lowers the amount.
- GRABBER: The Grabber level is the agent`s natural bodily defence systems.
- Overexposure to any fluid damages the body, so the other systems in the body
- try to counter this. The Grabber level works its way toward the Actual
- level. When it gets there it begins to drag the Actual level back towards
- the Natural Level.
- NATURAL : The Natural level is the base level of the fluid in the body.
- Exposure to alot of the fluid will raise the Natural amount in the body
- and thus reduce the body`s capacity for more. In short the person will
- not be able to gain as much from a fluid boost as the Grabber level will
- react more quickly.
- What all of this means is that you cannot turn the agent into a superhuman
- indefinitely. Boosting all the values at the start and keeping the agent
- running at full throttle for the whole game is impossible.
- After a period of major activity and boosting, it is advisable to find a
- quiet spot, if possible, to give your men a rest. Likewise, if you are
- expecting to have a prolonged period of extreme fluid use then rest the
- agents beforehand. By `rest` means move the Actual Level in the opposite
- direction to the way you will use it. So, if you expect a situation that
- demands high Perception, reduce the agent`s Perception beforehand. This
- will trick the body`s defences (Grabber level) and give you a longer
- period of higher Perception.
-
- ADRENALINE: In its simplest form, the Adrenaline level alters the agents`
- speed. The higher the amount, the faster the man will run. If the Adrenaline
- level is reduced to the minimum then the agent enters `rest` mode. The body
- reacts to the fluids quicker and tries to balance itself out. What this means
- is that the Grabber and Natural levels sort themselves out quicker. It also
- allows enhanced Chest Modifications to conduct spot reapirs on the body
- faster that they would normally.
-
- PERCEPTION: Perception governs how aware the agent is of his surroundings.
- When it comes to weapon using a high Perception will result in very accurate
- shooting, excellent for sniping or making every shot count. A low Perception
- results in shots going wild. With automatic weaponry such as the Uzi and
- Mini-gun this makes them ideal for mowing down enemy hordes. In addition,
- Perception is best used in conjuction with Intelligence to allow the agent to
- react to people in a wider area. Of course, if you don`t want the agent to
- react then lower the Perception so that he cannot see them.
-
- INTELLIGENCE: Intelligence has to be used in conjunction with Perception.
- The intelligence of an agent affects how he reacts to certain situations.
- With high Intelligence he will react to people he considers to be a threat.
- A threat is usually somebody trying to shoot him. If the agent has a
- selection of weapons then he will pick the best avaiable weapon and shoot the
- threat. This is useful for letting the agent clear out hostile buildings
- since you cannot see where the targets are. If the agent doesn`t have a
- weapon, or he is out of ammo, then a high Intelligence will ensure that he
- runs away from the threat. This does mean that he is unlikely to make the
- mad run to the gun lying on the floor when it is surrounded by armed psychos
- - lower Intelligence for that one. There are also situations where you don`t
- want the agent whip out his weapon and start blasting (like when you are
- surrounded by police officers). Lower Intelligence for that one as well.
-
- THE BEST LAID PLANS: The most important thing about any mission is the
- briefing. READ IT! There is alot of useful information in the briefings and
- it is always worthwhile spending the money on extra information.
- After reading the briefing you should then think about the equipment you
- will need.
-
- `I`D LIKE A BIG GUN THAT HOLDS LOTS OF BULLETS` SCENARIO: Getting the right
- equipment for the right situation is always important. Take the very first
- level as an example. Most of the guards are armed with pistols. You have a
- choice of Pistol or Shotgun. ~Aha!~ says an observant player. ~Shotguns are
- more expensive than pistols, they must be better! I`ll have half a dozen pump
- action 12 gauges.~ In walks Rutgar Hauer Jr with his arsenal and gets picked
- off by a weedy bloke with a hand gun. By the time he gets close enough to use
- his weapons he has been seriously wounded. It all boils down to the right
- tools for the right job.
-
- Pistols in the early levels can easily outrange people with shotguns. A
- Shotgun will kill an enemy agent a lot quicker than a Pistol or even an Uzi,
- if you get close enough to use it. It`s no use trying to pop a guy standing
- a screen away, even with a Mini-gun. Use a Long Range Rifle instead.
-
- WHAT WEAPON?
-
- PISTOL: A free weapon, with a slightly longer range than a shotgun. It`s good
- as a backup weapon or for use when the oppoents have Shotguns.
-
- SHOTGUN: Cheap and devastating at close range. Hide in doorways or around
- corners of buildings and wait for some poor sap to appear before firing. It
- will damage even the most armoured agent.
-
- UZI: All agents should carry an Uzi-they should become the mainstay of your
- arsenal. Relatively cheap to purchase and maintain, the Uzi has a moderate
- range, is useful against light vehicles such as ground cars or dust carts,
- but can run out of ammo fast.
-
- FLAMER: The most lethal weapon at a close range. It should be used in the
- same way as a Shotgun, although it is a tad on the heavy side and unmodified
- agents should stick to Shotguns. It has stacks of ammo and one blast is
- usually enough to barbecue even the toughest of agents.
-
- LONG RANGE RIFLE: The ideal sniper weapon. Use it to pick off your targets
- from rooftops far away from the combat zone. It`s not much use against
- heavily armoured targets or vehicles but is quite good at keeping enemy
- agents at bay.
-
- WE`RE A TEAM AND THERE`S NOTHING WE CAN`T HANDLE: Moving around the city as
- part of a team is fairly simple. With `GROUP` mode on, all agents will accept
- commands at once. This is devastating if you instruct them to fire at a
- target. However, it does turn them into a nice target for the enemy agents
- because they are all bunched together, hence the `SCATTER` option. When moving
- around in a city that has an active police force, always ensure your weapons
- are stashed away and not carried openly. You may have to lower the agents`
- Intelligence to stop them getting their guns out whenever they are startled
- by something.
- When you enter a combat situation that looks like it may continue for longer
- than a couple of bursts of Uzi fire, you should try to split your squad up.
- Try to come at the enemy from as many different sides as possible, the
- principle being that they cannot shoot in all directions at once and you
- should be able to tag them before they get you.
- Vehicles and other transport systems should be used as often as possible.
- Not only are they a lot faster tham an unmodified agent, but they provide a
- larger amount of protection. If the vehicle comes under heavy fire then be
- prepared to get out and make a run for it; you don`t want to get caught in
- an exploding car! While they cannot leave the road, vehicles under your
- control can run over people at pedestrian crossings or enemy agents that get
- too close.
- The same applies to defending an area. Set your men up with high
- Intelligence and Perception and ensure they have plenty of ammo. Cover all the
- attack points and keep your men spread out. Leave them in `GROUP` mode so that
- you can bring them all to fire on a single point if it looks like the enemy
- are about to get through.
- Once you have got the hang of moving in `GROUP` mode you may like to try
- these other, more complex methods of moving around.
-
- The `Skirmish Line`: Your agents line out side-by-side to cover almost the
- screen. They then move forwards until the enemy is engaged. When the enemy is
- found, then the line can concentrate its firepower on one spot. With any luck
- you should almost have sufficient width in the line to negate almost all cover
- that the enemy may have and you also automatically attack from multiple
- directions.
-
- The `Drag` formation: One agent on point with two others as flankers, three
- blocks behind and to either side. The fourth agent hangs back with support
- weaponry (either a Mini-gun, Long Range, Laser or Gauss Gun). The point man
- will reveal where the enemy is (ensure he is well armoured or has an energy
- shield) and if the flank agents cannot deal with them, then open up with the
- support agent. Don`t worry about shooting your own lads unless you are using
- the Gauss Gun because the explosion will kill your guys too.
-
- DUG IN DEEPER THAN AN ALABAMA TICK: Here is how to get rid of those annoying
- guards in hard to reach places....
-
- Any guard in the open: Shoot them with a Long Range Rifle. Wait well out of
- range and then pop them in the head.
-
- Guards in the open but not far enough away: If possible, drive past them in
- a car and give them a taste of Shotgun in the gut. If not, then split the
- squad and come at the guard from two directions. Get the agents as close as
- possible using available cover. When in position switch to `GROUP` mode and
- move them in, shooting as you go.
-
- Guards at the end of road bridges: Run `em over. Bounce `em off the bonnet. If
- they`re not on the road then drive up and shoot them.
-
- Guards behind closed doors: Come at the door from both sides. You should get
- right up on it before it opens. Make sure you have Shotguns selected and high
- Intelligence and Perception. Turn your Adrenaline right down so that if you
- do get hit you will heal alot faster. When you are ready move your agents to
- the doorway so that the door opens. If the guards are too far back you will
- need to select a differeent weapon.
-
- PLAYING THE FIRST COUPLE OF LEVELS
-
- Western Europe: Before starting the mission, set your research boys looking
- into Automatics. Take in two agents with Pistols. Leave one agent at the
- start zone and move the other towards the base entrance. He should be
- approached by two guards, one from the west and one from the south. As long
- as his Intelligence and Perception are high then he should deal with them
- himself. The building to the north of the courtyard (top left of screen)
- also houses a guard. Be aware of him as you move towards the target building
- to the north west. As you approach the building, the target will attepmt to
- leave in the ground car. When he opens the door then blow him away. If he
- makes it to the car then shoot the car as well.
- There is also an Uzi up for grabs which will come in handy for the research
- team. It is currently being used by a guard on the south entrance to the base.
- Drive up to him in the car, park next to him and shoot him in the head. The
- Uzi is then yours for the taking.
-
- Scandinavia: Take in two agents. Only use the second agent if the first is
- lost. Equip them with
- Persuadertrons and Pistols. If you have an Uzi then bring that too. Head
- straight for the first target, west of the city. Select your Persuadertron
- on for the journey, as when you arrive you may be able to pick up a couple
- of unlucky civvies on the way.
- You should now be facing a small building at the top of a large area of
- steps. There are three guards here; one has a Pistol, one a Shotgun and one
- a Uzi. If you have onyl got Shotguns then you will get hammered going up the
- steps. Try another way. If you have Pistols or Uzis, go for high
- Intelligence and Perception before going up the steps. Once you have disposed
- of the guards and robbed them of their weapons head inside and <Persuade> the
- target. To do this, select the Persuadertron, and click the pointer on the
- south east corner of the building (pointer be a crosshair first). Once he is
- taken, head towards the second target leaving the persuadertron on and finally
- the drop zone.
-
- - END -
-
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