*******************************************************************************
______ _ _ _______ ______ _ _______ _______ _______ _______
/ _____)| | | |(_______)(______) | |(_______)(_______)(_______)(_______)
( (____ | |___| | _ _ _ _ | | _ _______ _ _____
\____ \ |_____ || | | || | | || || | | ___ | | | | ___)
_____) ) _____| || | | || |__/ / | || |_____ | | | | | | | |_____
(______/ (_______||_| |_||_____/ |_| \______)|_| |_| |_| |_______)
_ _ _ _______ ______ ______
(_)(_)(_)(_______)(_____ \ / _____)
_ _ _ _______ _____) )( (____
| || || || ___ || __ / \____ \
| || || || | | || | \ \ _____) )
\_____/ |_| |_||_| |_|(______/
*******************************************************************************
PlayStation
FAQ/Walkthrough, Version 0.25
Last Updated - 10/01/2008
By cactuar001 (
[email protected])
Copyright (c)2008 Lee Winter. All rights reserved.
*******************************************************************************
+--------------+
| Legal Notice |
+--------------+
The ONLY site that may have this FAQ is:
http://www.gamefaqs.com
I'm sorry, but this is the only site that I will allow to host the FAQ. This is
merely to make updating it as simple for me as possible. If you do see this FAQ
on a site other than Gamefaqs, then please contact me straight away.
+-----------------+
| Contact Details |
+-----------------+
If you see a fault of any kind or if you would wish to contribute then email me
at
[email protected]. Please have the subject title as 'Syndicate Wars FAQ'
or 'SW FAQ' or something equally understandable. Full credit will be given in
due course.
===============================================================================
----------------
INTRODUCTION
----------------
===============================================================================
Hello and welcome to the Syndicate Wars for the PS1 FAQ/Walkthrough. This text
document will provide you with a full walkthrough for the campaigns of both the
Eurocorp Syndicate and The Church of the New Epoch.
I have played through this game many a time, enjoying it every time and I love
just about everything that embodies it, from the atmosphere to the various
tactics that can be employed to bring about success.
I hope that you enjoy this game as much as I do, and I hope that this guide is
of use to you in one way or another.
-cactuar
===============================================================================
---------------------
TABLE OF CONTENTS
---------------------
===============================================================================
1. Version History
2. Game Overview
2.01. Story
2.02. Controls
2.03. Ops Screen
2.04. Weapons
2.05. Cybernetic Enhancements
2.06. Psychotropic Influences
2.07. Populous
2.08. Vehicles
2.09. Objectives
2.10. Banks/Money
2.11. Tactics
3. Syndicate Walkthrough
3.01. London
3.02. Detroit
3.03. Hong Kong
3.04. Matochkin Shar
3.05. Singapore
3.06. Phoenix
3.07. Rome
3.08. Phoenix
3.09. New York
3.10. Cape Town
3.11. Adelaide
3.12. Nuuk
3.13. Tokyo
3.14. Bangkok
4. Church Walkthrough
5. FAQs
6.Conclusion and Special Thanks
===============================================================================
----------------------
1. VERSION HISTORY
----------------------
===============================================================================
+---------------------------+
| Version 0.25 - 09/15/2008 |
+---------------------------+
All of the groundwork and the first 8 missions for the Syndicate.
+--------------------------+
| Version 0.32 - 10/01/2008|
+--------------------------+
Just a quick update with some more missions for the syndiacte done.
===============================================================================
--------------------
2. GAME OVERVIEW
--------------------
===============================================================================
-2.01. Story-
Welcome to the bleak future of Syndicate Wars. In the original Syndicate,
corporations from across the globe battled it out in the streets of major
cities for control of the resources of the planet and the minds of the
population; the Eurocorp Syndicate triumphed and now, in the sequel, they are
the sole rulers of the entire planet. Until something happened...
Eurocorp's power over the general populace comes via the mind control chip
implanted into everyone. A threat to the Syndicate's power has emerged from
a mysterious group calling themselves The Church of the New Epoch and once
again the Syndicate must dispatch agents into cities across the world to
contain this threat and the fallout from their actions.
-2.02. Controls-
-------------
Menu Commands
-------------
Move cursor - D-pad
Select option - X
Go back - Triangle
Scroll text - D-pad to select up or down then X
----------------
In-Game Commands
----------------
Pause/Unpause - Start
Group agents - Select
Move agent/s - D-pad
Spin view clockwise - L1
Spin view anti-clockwise - R1
Change to agent 1 - L2 + D-pad up
Change to agent 2 - L2 + D-pad right
Change to agent 3 - L2 + D-pad down
Change to agent 4 - L2 + D=pad left
Pick up object - R2 + D=pad left/right
Get in/out of vehicle - R2 + D-pad up/down
Point mode - Triangle
Send agents to point - Triangle
Select from weapons - Square + D-pad up/down
Drop weapon - Square + D-pad left
All agents same weapon - Square + D-pad right
Shield on/off - Circle + up/down
Blue funk/Red mist - Circle + left/right
Fire - X (hold to charge weapon)
Self Destruct - Square + Triangle + X + Circle
Restart/quit mission - Press and hold Start + Select
-2.03. Ops Screen-
The Ops Screen is the focal point for the preparation of your agents before
each mission.
--------
Briefing
--------
This is pretty obvious, you go here to learn what is required to complete the
next mission. You first get a straight to the point description of what to do,
followed by a more in depth background to the situation. If you are playing as
the Church, you will get an excerpt from the Book of Cataclysm at the end in
order to steel your devotion to the cause.
-------
Cryovat
-------
Outside of the missions, your agents are suspended in the LIMBO-class
cryogenics facility. From here, any body modifications that have been
researched will be available for upgrading the performance of the agents.
Note that it costs money to upgrade your agents so keep an eye on your
finances!
---------
Equipment
---------
Ah, the good stuff. This is where you kit out your agents for the mission ahead
with an assortment of the finest weapons technology can deliver. You will start
off with a poor selection of weapons, but as the game progresses more shall be
researched and subsequently made available to you. Note that it costs money to
equip your team with this stuff so beware of your budget!
-------
Options
-------
This is a typical options screen, providing you with the ability to alter sound
levels, save and load your game etc.
-2.04. Weapons-
---
Uzi
---
A very cheap and basic weapon. This gun is useless so never waste any money on
it. The only good thing about it is that early in the game you can pick them up
for selling to earn yourself a little bit of extra money.
-------
Minigun
-------
This is a very handy weapon at the early stages of the game. It has average
range and stopping power, especially with all four agents firing.
-----------
Pulse Laser
-----------
The rate of fire is not the best, however this is made up for with the ability
to be charged, making the beam more powerful.
-------------
Electron Mace
-------------
This is the Church's equivalent to the pulse laser. Instead of a laser beam,
this gun produces a tendril of electricity. Like the laser this can be charged
for a more powerful shot. An added benefit is that metallic structures will
conduct the released burst of electricity, injuring anyone touching it.
------------
Plasma Lance
------------
A devastating weapon that will destroy almost anything in seconds; it also
drains your ammo reserve slower than a lot of weaker weapons. This is a must,
buy it as soon as it is available.
--------
Launcher
--------
Another weapon with immense power. This is best suited to taking out vehicles,
at least until you acquire the Plasma Lance. It can also be used to demolish
buildings in a pinch.
---------------
Nuclear Grenade
---------------
Cataclysm! Used correctly, this an extremely efficient weapon for thinning out
large groups of enemies. Always take a couple into a mission if you can afford
it. Plus they are fun!
-------------
Persuadertron
-------------
Not every mission is "go there, kill them", you will need to persuade people to
complete some missions and this is what you use. Only ever have one agent
equipped with this. This will not work on the Church's zealots.
------
Flamer
------
Do not underestimate the ability of this weapon. If used correctly, this will
devastate almost any crowd you will come across. As an added bonus, it is
also sparing on your ammo reserve. See the tactics section for more details on
how to use this sweet weapon.
---------
Disruptor
---------
This produces a field which will nullify anyone persuaded by your enemies. I
don't have much to say about this as i never use it and the opportunity to
use it is rare.
------------
Knockout Gas
------------
This will render anyone unconscious for a short amount of time. It will end up
becoming useless as later body modifications provide immunity from it's
effects.
----------
Psycho Gas
----------
This little canister of fun makes anyone caught up in the gas go crazy,
if they have a gun then they will shoot anyone. Like the Knockout Gas, enemy
combatants will eventually become immune to it's effects.
--------
Ion Mine
--------
This is a proximity triggered mine which releases a surge of energy to a small
surrounding area. The damage this produces is weak, but it does have some
tactical uses.
---------
Explosive
---------
The good old explosive(aka bomb) is useful for various situations including
demolishing walls, large, car only doors and of course buildings. Obviously
this makes short work of banks.
----------------
Long Range Rifle
----------------
The LR Rifle comes highly recommended as it will drop an enemy with one round
from a long distance. It's drawbacks are that is has a long reload time and it
depletes your ammo reserves quickly. Towards the later stages of the game, the
enemies you face will take two shots to put down, making the Plasma Lance the
better choice.
--------------
Satellite Rain
--------------
Equip this weapon and press fire. A little while later fire will rain down
from above. I find that this is a poor weapon because you have to run into the
middle of your enemies to use this effectively; and they will probably give
chase meaning that it will miss. There is only one mission that I found this
to be useful on and considering it's extremely high price, you should use it
sparingly.
----------
Razor Wire
----------
An almost invisible wire that is useful as a trap. Unfortunately it is fairly
weak and so is pretty much useless unless you want to kill civilians. It will
harm your agents.
------------
Trigger Wire
------------
Similar to the Razor Wire, except that it is an explosive. This is much more
useful and can actually cause some real damage. If you want to make a trap,
then this is useful stuff. Your own agents/persuaded allies can pass through it
without setting it off.
---------------
Persuadertron II
---------------
Just a more powerful version of the Persuadertron. It can persuade a Zealot of
the Church.
------------
Stasis Field
------------
This produces a field which will slow down pursuing enemies, either giving you
time to escape or to group them together so you can hit more of them together.
---------
Chromotap
---------
An interesting device. It absorbs a small amount of energy from anyone you
come near. The result is that you can fill up to give yourself an extra energy
bar.
-------------
Displacertron
-------------
Firing this weapon at the enemy will make them disappear for a period of time.
Like the Stasis Field, this is useful for buying you time to recover.
------------
Cerberus IFF
------------
This is basically a sentry that will attack any enemy of yours with a Pulse
Laser type weapon. Not really needed unless you want to set a trap. Its power
source will be depleted after an extended firing period.
-----------
Automedikit
-----------
If your health reaches a dangerously low level this will kick in and heal
you, saving your agent's life. I highly recommend giving each agent one as
soon as they become available.
------------
Clone Shield
------------
This will make your agent look like a civilian, meaning that he can get where
he would otherwise be attacked.
------------
Graviton Gun
------------
I can't really say much about this as you are never in possession of it.
-2.05. Cybernetic Enhancements-
During the course of the game, body modifications will become available to you
for upgrading your agents via the cryovat screen. Here is a quick overview of
the various enhancements. Each part has 3 levels, with each new level
improving the benefits of that mod.
----
Body
----
The body modification provides the single biggest protection from punishment
you can give a cyborg. At least a level one body is required for the support
of other mods, a level one body also brings with it the option of using the
self destruct.
----
Arms
----
Upgrades to the arms of your agent's will increase their accuracy, and
subsequently save ammo.
----
Legs
----
Upgrades to your agent's legs will boost both their top speed and their
stamina.
-----
Brain
-----
The brain mod increases basic perception, improving an agent's ability to
recognise and deal with adversity independently of your input.
----
Skin
----
There are four types of skin, each providing some from of protection or
tactical advantage. Unfortunately I only know of the location of two of these
skins and shall point them out during the missions.
Hard Skin - Reduces damage from projectile weapons
Flame Skin - Lowers incendiary damage
Energy Skin - Absorbs damage from energy-based weapon systems
Stealth Skin - Makes it hard for the enemy to get a weapon lock
-2.06. Psychotropic Influences-
For the most part, unless an agent is instructed, he will not attack a threat
posed to the team. To combat this this, the use of psychotropic mood
altering substances in needed. It is advisable not have your agents
continuously 'dosed up', but rather apply the required substance as needed.
This is because not only will they become tolerant, but they have side-effects
such as lower accuracy, slower healing and longer stamina recovery.
---------
Blue Funk
---------
This drug will induce paranoia in the agent exposed to it, he will therefore
fire upon any person straying within weapons range. This is not used often,
but it does come in handy in some rare circumstances.
--------
Red Mist
--------
Red Mist on the other hand is a very useful drug. It heightens situational
awareness and instils an acute battle mentality into the agent, meaning
that he will attack any potentially hostile target - bearing arms is usually
sufficient criteria for the agent to attack.
-2.07. Populous-
Here is a quick rundown of the people you can expect to encounter during your
missions.
------
Agents
------
Agents are generally better equipped and hardier than most, do not
underestimate them. They wear the trademark trenchcoats.
-------
Militia
-------
Eurocorps security force, expect to see them in larger groups. They may be
physically weak, but they will carry the latest weapons. They appear as black
dots on the map and wear black clothing.
-------
Zealots
-------
The Church's Zealots are easily recognisable in their gowns, they are equal to
the Syndicate's agents in terms of firepower and strength.
--------
Citizens
--------
CHIPped and oblivious to the reality of the world, they happily go about their
business. Useful for persuading purposes. A small, armed army can be quickly
amassed; however they are extremely weak.
------------
The Unguided
------------
Citizens who have broken free from the CHIP's control, they sport blue hair
and punk attire. A force unto their own, they can interfere with a mission so
be prepared to take them down. They are generally well armed but are not much
more physically stronger than a normal citizen, so they will employ a strength
in numbers tactic.
------
Police
------
Police will attack you if they see your weapons and as such are a nuisance.
Their available weaponry is behind the curve throughout the game. Their only
positive is that they will attack the unguided, saving you the trouble. Note
that on some occasions, a police force will be dispatched to the scene of a
bank robbery.
---
EWS
---
Experimental Weapon Systems. They look like giant mechanical spiders with pulse
lasers for weapons. Be careful confronting these things.
-2.08. Vehicles-
----------
Hover Cars
----------
The most common form of transport in the game, they follow the maglev roads of
the city. Later in the game flying versions will become available, providing
quick access to anywhere in a city.
---
APC
---
Armoured personnel Carriers look like beefed up hover cars. Being armoured they
can take a greater amount of punishment. They come in both standard hover and
flying varieties.
---
MBT
---
The Main Battle Tank is the heaviest of armoured vehicles. A heavily armoured
hover tank with awesome offensive abilities, be wary of taking these on in
battle.
-2.09. Objectives-
Here is a quick rundown of the types of missions you will encounter.
---------
Eliminate
---------
Kill a specific target or group, as easy as that.
--------
Persuade
--------
Use the persuadertron to persuade the target given, usually a scientist or an
executive.
--------------
Escort/Protect
--------------
Safeguard a person or building from an enemy onslaught.
-------
Acquire
-------
The enemy has an item that your bosses want, get it.
-2.10. Banks/Money-
A healthy balance allows you to buy the latest weapons and body mods as they
are researched. Money can be earned by completing missions, but far more
capital can be made from robbing banks. It is advisable to rob any bank that
has money. A bank is indicated by the flags with large dollar signs. A single
bomb placed in the center of the bank will demolish it. Use your map to
locate the cases of money, they appear as small yellow dots.
-2.11. Tactics-
Here I will list the tactics that can be employed for gaining the upper hand in
confrontations.
-------------------------
Keep 'em at rifle's reach
-------------------------
A very simple tactic, use the LR Rifle and use it to kill you enemies from a
distance. A dosing of Red Mist will make your agents take turns to shoot,
ensuring that no two agents fire on one target unless necessary. If all three
other agents are reloading then fire your LR Rifle. This technique can be used
with other weapons, but the LR Rifle's range makes it the weapon of choice.
----------------
Corner of flames
----------------
This simple yet devastating tactic involves the flamer and, you guessed it,
corners. The flamer is useless at medium and long ranges but is deadly at
close quarters. Get your enemy's attention and lead them around a corner, camp
just round that corner with your flamers and let rip as the hapless opponents
come round. You could also duck inside a building as an equally effective
alternative, this will also give you protection from flying vehicles.
--------------
Proximity Bomb
--------------
As we all know the bomb/explosive is a timer detonated device, however it can
be turned into a proximity triggered device. Firstly you will need either an
ion mine or trigger wire, this acts as both the proximity sensor and the
trigger for the explosive. It is important that you do not place the bomb with
the 'fire' button, instead use the drop weapon button and drop it close to the
triggering device and there you go - a proximity bomb! Great for traps.
----------------------
Stasis field/Cataclysm
----------------------
Not yet field tested.
===============================================================================
----------------------------
3. Syndicate Walkthrough
----------------------------
===============================================================================
Before we start here are some basics which apply to most missions:
You will begin most missions standing near what is known as an IML link, you
will finish your missions by returning to it.
I will list the weapons that my agents will take into each mission, you don't
have to use the same ones as me, they are what I find most useful. Experiment -
maybe you would prefer the Pulse Laser to the flamer.
If there is a bank then rob it. I will not point this out for every mission,
however there are a couple of special circumstances which I will cover when
they turn up. following this logic, you should ensure that there is always at
least one agent carrying an explosive. One explosive placed in the very center
of the bank will demolish it.
Pick up weapons to sell after the mission. At the start of the game money is
tight so collect what you can, plus why buy a gun if you can pick it up?
If you use an unresearched weapon there is a one in four chance of it
depleting your ammo reserve. Be careful.
Avoid taking on small armies of enemies. Pick your fights and make sure that
you have a place to retreat to if needed. Use a long range weapon to pick off
those at the front, thinning out the threat.
Persuading enemy agents will give you more agents for you to use. Do this if
you want to - I will not be covering any other persuading in this guide other
than when the mission calls for it.
Upgrade your agents as soon as a new mod becomes available, if you can afford
to.
If you lose an agent then restart the mission. A fully equipped, fully modded
agent is quite an investment.
Cars can come in handy as a shield from enemy fire, armoured cars more so.
-3.01. London-
-----------
Pre-mission
-----------
Buy all agents the level 1 body mod.
Sell all uzis and persuadertrons.
Buy agent 1 a minigun.
Agent1 - Minigun
Agent2 - N/A
Agent3 - N/A
Agent4 - N/A
-------
Mission
-------
Orders: Quell disorder.
A simple mission to begin with. Take your agents west with agent1 armed with
his minigun and take out the four punks in the wooded area. Pick up their uzis
and arm the rest of your team. Carry on heading west towards the blip on the
map and take down the last two punks. Return to where you started.
-3.02. Detroit-
-----------
Pre-mission
-----------
Agent1 - Minigun
Agent2 - N/A
Agent3 - N/A
Agent4 - N/A
-------
Mission
-------
Orders: Seek out members of the Church of the New Epoch and terminate them.
Neutralise category U-unguided citizens.
Go west and take out the four punks you encounter and take their weapons.
Disarm all agents so that the police will leave you alone for a minute and keep
heading west until you reach the road. Follow the road north and when you reach
the crossroads head north-west and you will come across a car park with a
single car in it.
Wait nearby and the police will move in on your position, but they are after
the punk in the car who will run out and plant a bomb next to the building.
Ignore both the police and the punk and take the bomb that he dropped - free
bomb! The police should have killed the punk for you so head south-east to the
destroyed entrance of the compound.
Be ready, for as soon as you enter the compound a zealot will plant a bomb
north of you so quickly run and pick it up - another free bomb! The zealot will
now attack you so kill him. Follow the wall north then east then wait at the
edge of the road for another zealot. Kill him and he will drop a bomb - yes,
yet another free bomb! Proceed east and clear the area of the remaining
zealots. You will then be ordered to kill some punks in a car park - a straight
forward objective, just follow the blip on the map then return to the IML link.
-3.03. Hong Kong-
-----------
Pre-mission
-----------
Agent1 - Minigun
Agent2 - Uzi, Bombs(3)
Agent3 - Uzi
Agent4 - N/A
-------
Mission
-------
Orders: Persuade Yamaguchi technicians.
Stay back and allow the punks and enemy agents to fight it out, the punks will
lose. Now go and take out the enemy agents. You will find miniguns, a
persuadertron and a case(most likely money). Get in the armoured car and head
to the southern car park across the bridge. Get out and go east then north,
taking out any police that you meet, until you reach the zealot occupied area.
Edge towards the first two zealots and they will run away - don't chase them as
they will return so get them then. They have psycho gas on their person but
they will not use it. Go around the side of the building and rush your team
round the corner and finish off the rest of the zealots. One of them will drop
some razor wire. Head back to your car and drive it to the little island fort.
When you arrive stay in the car for protection and kill the hostiles. Once the
coast is clear go and persuade the technicians and take them back to the IML
link.
-3.04 Matochkin Shar-
-----------
Pre-mission
-----------
Agent1 - LR Rifle
Agent2 - Bombs(3)
Agent3 - N/A
Agent4 - Persuadertron
-------
Mission
-------
Orders: Seek and persuade Bluesky Tendencies scientists.
Once the mission begins you will receive an update - eliminate unguided threat
- and we will, but first we will take on the Church here for the goodies that
they possess. From the IML link head east and take out any police en route.
Once you are over the bridge head north until the foot bridge comes into view.
De-group your agents and take agent1 halfway across the bridge and then back to
re-group with the other agents. This will cause some of the zealots to come to
you, so pick them off with the LR Rifle but do not kill them on the bridge as
you will lose any items dropped by them, and one of them is carrying a case.
Now take your team across the footbridge and finish of the remainder of the
zealots. Enter the northern pyramid and retrieve a second case(skin level 1)
then go back across the footbridge and go south to the edge of the level.
There is a police van driving around that you may want to take out. Go up the
ramp/hill and take down the distracted punks. Soon two enemy agents will arrive
in an armoured car, let them exit the car and kill them. With all the punks
dead take the armoured car and drive to the southern stronghold. Kill the
militia here and persuade the scientists. Repeat this for the northern base. If
you wanted to, you could take out all the militia in both bases before you
persuade any scientists, it's up to you. Anyway, when you have the scientists
get in one of the flying cars and fly everyone straight to the IML link to
finish.
-3.05. Singapore-
-----------
Pre-mission
-----------
Agent1 - Flamer, LR Rifle
Agent2 - Flamer, Bombs(3)
Agent3 - Flamer
Agent4 - Flamer, Persuadertron
-------
Mission
-------
Orders: Deliver bullion car to evac zone.
Before we start this mission it should be noted that a frontal assault of the
bank is possible, it is just not very successful most of the time.
Go north and take out the two LR Rifle wielding agents. Now take a quick look
at the bank, note the three militias to the right of the bank. During an attack
they will go to the bullion car and drive it away, failing your mission, so
they are our main priority. Back to your agents, follow the road north while
staying on the far side to the bank, then west. On the south side is an agent
guarding a footbridge, take him out and follow the bridges around to the back
of the bank. Now go down the side of the bank where the militias are waiting
and pop them with your LR Rifle and make a quick retreat. All you now have to
do is pick off the advancing agents and then clear out the one remaining near
the bullion car. Take the bullion to the drop off point to finish this mission.
There are two punks near the drop off point, but if you drive straight to it
then they will pose no threat to you.
-3.06. Phoenix-
-----------
Pre-mission
-----------
Agent1 - Flamer, LR Rifle
Agent2 - Flamer, Bombs(3), LR Rifle
Agent3 - Flamer, LR Rifle
Agent4 - Persuadertron, Flamer, LR Rifle
-------
Mission
-------
Orders: Penetrate the defense of the cult's temple and steal technology
secrets.
Group your agents as soon as possible - but don't arm them - and run west then
wait at the south side of the bank. Two punks will run up and place two or
three bombs so do your civic duty and take them. Now just sit back for a few
minutes and let the police fight the punks, we will be taking on the punks in a
bit and this will help thin out their numbers. Once things quieten down destroy
the bank and loot the wreckage but be warned - any punks in the area will also
go for the money. Now start to take out the punks, once you begin to kill them
the rest should come after you a few at a time so take your time, let them
come to you and pick them off.
Once you have disposed of the punks then attack the zealots patrolling outside
the church compound. As with the punks, once you kill a zealot the others will
come to you so let them. Kill the zealot guarding the entrance and a couple
more should come out of the compound to be eliminated. Now run into the
compound and up the ramp then run out of the compound west and into the
building. The rest of the zealots should come after you as well as a flying car
so use the building as cover and take them all out at your own pace. One of the
zealots should drop the item you are after so pick it up and return to the IML
link.
-3.07. Rome-
-----------
Pre-mission
-----------
Agent1 - Flamer, LR Rifle
Agent2 - Flamer, Bombs(3), LR Rifle
Agent3 - Flamer, LR Rifle
Agent4 - Persuadertron, Flamer, LR Rifle
-------
Mission
-------
Orders: All category U citizens must be eliminated. Prevent emergence of
independent syndicate; neutralise local garrison.
Go south and up the ramp then east to the road. Pump up the Blue Funk and cross
the road near the zealot and your agents should take him out. Now go back
across the road, turn off the Blue funk(put on a bit of red mist) and wait for
the rest of the zealots to attack you and kill them off. You may at some point
be attacked by some syndicate agents in an armoured car so deal with this if it
happens. Some of the buildings in this level will blow up as you near them so
don't be alarmed if there is a sudden explosion, also there are some punks
roaming the streets and they have bombs on them.
Your first job is to take out the various punk fortifications on the level; I
am going to follow the road in a clockwise direction, dealing with these bases
in that order. Following the road clockwise takes us to our first base on the
north of the level. Keep the team at a distance and run one agent in and out of
the base, we do this because a punk will throw some knockout gas at us. Return
the agent to the group and prepare for the punks who will have followed you out
onto the streets and deal with them. Enter the base now if any stragglers
remain.
Proceed south towards the police station. As you near the police station some
militia will get out of one of the cars in the carpark and they will then use
flamers on the police. Once the police have been killed they will turn their
attention to you so take them out from a distance. Now follow the road west
then north so that you are in between the last two punk bases. Attack the east
base first as it is easy then head for the west base. Satellite Rain will be
triggered when you enter so take just one agent in then out, as usual this will
also cause the punks in the base to come after you. When the Satellite Rain has
finished then go in and finish off any survivors. When they are all dead
quickly exit the base as two spider bots have appeared near your location. Take
your time and deal with each one individually, four LR Rifle rounds will
destroy a spider bot.
We now have orders to kill the guards in the rogue syndicate's compound
situated on the eastern side of the level. Blow up the gate and run an agent in
and out to get their attention and then pick them off from the other side of
the hole where the gate was. Now that we have thinned out their numbers go in
and clean up the rest. Once all the guards are dead you will be ordered to kill
the agent in the south-east corner. The easiest way to get to him is to destroy
the bank next to his location, this has the added benefit of releasing the
funds in the banks vault. Sometimes the explosion from the bank will take out
the agent but if not go and finish him off, being careful of the Cerberus IFFs
near him. When you are done return to the IML link.
-3.08. Phoenix-
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Pre-mission
-----------
Agent1 - Launcher, Flamer, LR Rifle
Agent2 - Launcher, Flamer, Bombs(3), LR Rifle
Agent3 - Launcher, Flamer, LR Rifle
Agent4 - Launcher, Persuadertron, Flamer, LR Rifle
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Mission
-------
Orders: Neutralise rogue agent. Return to base for further instructions.
As soon as the mission starts the bank(which has no money in it) will blow up
and some zealots will attack you so deal with them quickly. The base with your
target is in the north-east part of the level. There are a lot of punks and
zealots roaming the streets, you can kill them if you wish but it is not
necessary to do so to complete the mission. Go to the gate of the base and blow
it up. Pop an agent in and out and wait. Two flying church cars turn up, kill
the zealots that come out of them and then enter the base and kill everyone
inside, including the rogue agent. Now return to the IML link to finish this
short level.
-3.09. New York-
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Pre-mission
-----------
Agent1 - Launcher, Flamer, LR Rifle
Agent2 - Launcher, Flamer, Bombs(2), LR Rifle
Agent3 - Launcher, Flamer, LR Rifle
Agent4 - Launcher, Persuadertron, Flamer, LR Rifle
-------
Mission
-------
Orders: Persuade Jennifer Taks.
To get to Taks we must persuade an NAA employee. Even though he is not the
ultimate gaol of this mission, if he dies at anytime it will be declared as a
failure. But before we go anywhere near him we need to clear the city of
hostiles.
Group your team and edge out of the west exit of the IML link area, some
militia will come after you but they are easily dealt with. Now move to the
paved area south of the IML link and move south. A taxi will land and more
militia will get out and attack you so kill them. The taxi is boobytrapped so
destroy it. At some point during all this a flying armoured truck will attack
you so be prepared for that, also take note of the buildings east of where they
landed - they are a good place to defend yourself after blowing up the bank.
In fact now is probably a good time to rob the bank if you intend to; this is
by far the hardest bank to rob due to the extremely large force that appears
after the bank has been destroyed. It is best to blow the bank up and then run
to a safe place, leaving the money in the rubble as no one will steal it.
From the ruins of the bank head south to a car park and get in a car.
South-east of your position is a walled off area with two armoured cars, drive
your car in there and destroy the armoured cars. Get back in your car and park
it just a bit west of the exit of where you are(on that side of the road). Get
out, cross the road and head east towards the target. Note the civilian at the
corner standing still, civilians don't usually do that. Also note that you
cannot get a weapons lock on him. This is because he is a bad guy with a clone
shield and a bomb, waiting for you to get in the armoured car up ahead so he
can bomb it. You may not be able to get a weapon lock but that will not stop
the flamer so burn him. If you go too far near the road ahead you will set off
a large group of agents and militia, it is best to use the LR Rifle and pick
them off from a comfortable distance. All of the agents have bombs.
In the middle of the level is an area, above ground level, with a flying
armoured truck in it. I recommend that you now take a car up there and destroy
it. Now that we have dealt with everything go and persuade the NAA employee and
get in a car(armoured preferably). Drive the car to where Taks is and during
the ride group your three agents, leaving the agent who persuaded the NAA
employee alone. When you arrive quickly get your three agents out of the car
and deal with the police, now wait for a flying armoured car to appear and take
it out. Get rid of the Ion mine left in the road, re-group your team and
persuade Taks. Get everyone into the flying police car and fly back to the IML
link.
-3.10. Cape Town-
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Pre-mission
-----------
Agent1 - Launcher, Flamer, LR Rifle
Agent2 - Launcher, Flamer, Bombs(3), LR Rifle
Agent3 - Launcher, Flamer, LR Rifle
Agent4 - Launcher, Persuadertron, Flamer, LR Rifle
-------
Mission
-------
Orders: Persuade scientist.
The mission starts with a quick look at your target. Once you have control take
your team through the opening in the wall north east of your position. Continue
north up onto the grassy hill, on the way a flying church car may attack so
fight back. The police and punks will have a bit of a fight and the survivors
will come for you, they are easy prey but quite a few punks have bombs. Once it
is quiet go back through the hole in the wall and follow the wall west. Cross
the road, carry on going west and you will come across a building that is good
for taking cover in. Leave two agents in this building and take the other two
agents back to the road.
Follow the road south and you will come to a church car being guarded by two
zealots. Kill the zealots and approach the car. When you are near it a group of
zealots and a flying car will attack so run back to the safe building and deal
with it all there. Now take all your agents and blow up the front gate of the
church compound. Entering will cause a few zealots and a flying car to attack
you so retreat and deal with them. Now enter the compound and finish off the
rest of the zealots at your own pace. When the place is clear persuade the
scientist and take him back to the IML link to complete the mission.
-3.11. Adelaide-
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Pre-mission
-----------
Agent1 - Launcher, Flamer, LR Rifle, Automedikit
Agent2 - Launcher, Flamer, Bombs(3), LR Rifle, Automedikit
Agent3 - Launcher, Flamer, LR Rifle, Automedikit
Agent4 - Launcher, Persuadertron, Flamer, LR Rifle, Automedikit
-------
Mission
-------
Orders: Persuade scientist.
You begin the mission in a little fenced off area, use this to get a tactical
advantage by letting everyone run in to you and then give them a bit of the
flamer. Across from the entrance to this area are three LR Rifle wielding
punks, taking them out will cause more punks to come to your position. Do not
leave your safe place yet, a load of police will turn up and this is a good
place to deal with them. OK now leave and some more punks will attack from the
west but they are no match for you.
The Church's base takes up the entire east side of the level. Go to the
north-east corner of the level and start to edge near the base, you are trying
to get the attention of one of the flying cars patrolling the area. When you do
get it's attention take it out quickly and prepare for a steady stream of
zealots that will now come your way. They will not attack in a large group so
they are pretty easy to deal with. When things quieten down edge closer to the
base and get the attention of the second flying car and take it out.
Now move along the east side of the base and start picking off the remaining
zealots. With the coast clear persuade the scientist and take him back to the
IML link. Some sneaky person has laid razor wire near the entrance to the IML
link so be careful.
-3.12. Nuuk-
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Pre-mission
-----------
Agent1 - Launcher, Flamer, LR Rifle, Automedikit
Agent2 - Launcher, Flamer, Bombs(3), LR Rifle, Automedikit
Agent3 - Launcher, Flamer, LR Rifle, Automedikit
Agent4 - Launcher, Persuadertron, Flamer, LR Rifle, Automedikit
-------
Mission
-------
Orders: Conduct a full sweep of the city. Eliminate hostiles.
Equip one agent with the flamer and kill the two guards. As in the last
mission, we shall be using the area you start in as a flame trap. Edge out
towards the lamp post to get the attention of the zealots in the nearest
pyramid, don't go too far though or you will get too many zealots coming at you
at once. Just keep pushing slightly further until the pyramid is empty and all
that remains are the two guards at the entrance. A flying car will probably
attack you during this so deal with that as well, there is a second car flying
about that you will have to take out at some point soon. Now that the first
pyramid is empty edge around it and take out the guards, now head back to near
the start.
Go either north or south and eliminate the zealots in the corner. When you
start to cause trouble quite a few zealots will come, but no large groups so
hold your ground and kill them. When things go quiet do the same in the other
corner. Now pick either the north or south pyramid. Run up to the western wall
with flamers ready and let the zealots come to you for a good flaming. Repeat
this for the other pyramid and then clear out the final, eastern, pyramid. Now
time for the hard bit. Have a look at the remaining group, the idea is to pick
one of the spider bots and run at it and fire a volley of LR Rifle rounds which
will destroy it. Now give your agents Launchers and a good dosing of Red Mist;
as you retreat they will take down the two flying cars which are now chasing
you. With the cars out of the picture return to the LR Rifles and deal with the
zealots and the other spider bot, keep your distance and remember that you now
have the entire level to give them the run around. One of the flying cars and
a zealot will be carrying a case each so be sure to pick them up as well as the
two cases at the far eastern edge of the level then return to the start to
finish.
-3.13. Tokyo-
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Pre-mission
-----------
Agent1 - Launcher, Flamer, LR Rifle, Automedikit
Agent2 - Launcher, Flamer, Bombs(3), LR Rifle, Automedikit
Agent3 - Launcher, Flamer, LR Rifle, Automedikit
Agent4 - Launcher, Persuadertron, Flamer, LR Rifle, Automedikit
-------
Mission
-------
Orders: Rescue Professor Drennan from the cultists.
A flying church car will attack you at the start so deal with it, but be
careful as the pilot is carrying a bomb. An army of punks are heading south
through the middle of the map, they are going to attack the pyramid - let them.
Note that there are some civilians among their number, and they are armed with
nuclear grenades! It's alright though as they are always killed, leaving the
grenades for you. While the punks are doing this you might as well go and rob
the bank.
Follow the road south to the IML link where you have to take Drennan. Just
north of it is a building that makes a good place to deal with the fairly large
police response to robbing the bank. It's best to drop the team in that
building and take your bomber to the bank, drop the bomb and retreat back to
the others. Once the bank has been destroyed and the police force dealt with,
go and collect the rather large amount of cash. Go to the crossroads south-east
of the bank, the surviving punks should be loitering around here. Pick a fight
with a punk and the rest should come to you, and their death. Now that they are
out of the way head south then east from the crossroads to the sacked
pyramid.
Follow the road north to the T-junction, the building on the north-west corner
is a great safe house to lure the church into. Dump three agents in the safe
house and take your lone agent up the road to the remaining church stronghold
and shoot a zealot to get some attention. Run back to your safe house and flame
the incoming zealots. Repeat this if needed, and deal with the flying cars when
you can. You should be left with two zealots on the north side of the
stronghold so go and kill them now.
Opposite the entrance to the stronghold are two automatic laser cannons
- destroy them if you wish but if you stay on the far side of the road they
will not bother you. With all the threats dead, go and collect Drennan.
You don't need to persuade him, just walk up to him and he will join your
group. Now just escort him to the IML link, being careful of those laser
cannons if you didn't destroy them.
-3.14. Bangkok-
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Pre-mission
-----------
Agent1 - Minigun, Launcher, Flamer, LR Rifle, Automedikit
Agent2 - Minigun, Launcher, Flamer, Bombs(3), LR Rifle, Automedikit
Agent3 - Minigun, Launcher, Flamer, LR Rifle, Automedikit
Agent4 - Minigun, Launcher, Persuadertron, Flamer, LR Rifle, Automedikit
-------
Mission
-------
Orders: Escort the Professor to the Eurocorp R&D centre. Ensure the Professor
reaches his destination unharmed.
The Minigun is a very effective weapon for this mission, especially if used in
conjunction with the flamer. Drennan can take a fair beating and he is immune
to your flamer, which is nice. There is not much I can say about this mission,
you need to learn the route and be prepared for it all. Run ahead and clear out
future problems when you can, the razor wire trap is a prime example. Near the
end a zealot may drop an Ion Mine near a crossing so be ready to deal with
that. There is a bank on this level and it is possible to blow it up, but it is
empty.