Syndicate FAQ
By Mike Jenista
[email protected]
Version 1.00
January 2005


Table of Contents
-----------------

I. Introduction
II. Controls
  A. HQ Controls
  B. Mission Controls
III. Enemies and Objectives
IV. Equipment and Upgrades
V. Strategies
VI. API Levels
VII. The Code System
VIII. Level Walkthroughs
IX. Acknowledgements
X. Legal Mumbo-Jumbo



I. Introduction
---------------

Syndicate for the SNES is a pretty fun game.  Some of the levels are
really easy, and they also get repetitive, but the graphics and sound
are pretty sweet.  Also, it's one of those games that just has
charm.

The game takes place in the far future when corporations have armed
themselves with chemical population controls and gang warfare.  It
will remind you of Shadowrun, if you are a serious gamer.  You are a
young and ambitious Syndicate boss with a few agents under your
control.  Show the world how to take care of business!


II. Controls
------------

There are two control areas: Headquarters and In-Mission.  HQ is
where you arm, equip, upgrade, and select your agents as well as set
research goals, taxes for your territories, and select the next
mission.  The mission is where the action takes place, where you
assert your domination through assassination, persuasion, and theft.

A. HQ Controls
--------------

There are seven icons at the bottom of the HQ screen: Globe, File,
Agent, Weapon, Wrench, Lightbulb, Arrow.  Scroll through them with
the L and R buttons, then press Y to select that icon.

Globe: This is your map area.  Use the control pad to inspect a
territory and highlight it for your next mission.  Press A to
increase the tax rate in the selected territory (the white ones are
yours, but you start out with nothing), and B to decrease the rate.
Press X to auto-select the 'next' mission area, but you can really
do them in any order, I think.

File: This screen describes the mission for the territory selected on
the Globe screen.  Unfortunately, the missions rarely are as cool as
the mission briefing is.

Agent: This is the cryochamber screen.  Here is where you select up
to four of your available agents for the mission.  Use left and right
to select which position you want, up and down to select which agent
you want, and A to select that agent for that position.  When an
agent is already selected, he/she will have a number next to their
name for their position.  Press B to unselect an agent.

Weapon: This is the armory screen.  Use left and right to select
which agent you want to outfit, then use up and down to select the
weapon or item you want to equip, and A will equip that item.  Watch
yourself, because some things are quite costly.  Also, if you press
the X button, you will toggle between 'sell' and 'buy' mode.  In buy
mode, press A to sell the selected item.

Wrench: This is the lab or surgery center where you outfit your
agents with cybergear.  Again, left and right to select agent, up and
down to select upgrade, and A button to upgrade.  You CAN NOT sell
an upgrade, as they are permanent!

Lightbulb: This is the research screen.  Use up and down to select
the item or upgrade you want to research (use X to toggle between
items and upgrades), then press the left directional button to
increase the funding.  As you increase funds, a line will appear that
becomes steeper and steeper with more money.  The bottom axis shows
how many days it will take to complete the research at that rate,
while the left axis shows how much has been completed.  You can
change the research rate up or down once you have started without
resetting to 0%, so if you are spending too much, lower your funds
with the right directional button.

Arrow: This is not really a screen, it is the "GO" button.  It takes
you to the mission when you are ready, but you can also do this at
any time by pressing start (you must select a territory you DO NOT
control in order to go into a mission).

B. Mission Controls
-------------------

In the mission there are two way to control agents.  You can control
them one at a time or all at once.  Most of the controls for group
action are the same as for a single agent, but I will explain the
different ones.

Single Agent:
Directional Pad - move agent
A button - fire selected weapon
B button - nothing
X+left and X+right - scroll through items and weapons
X+up and X+down - pick up or put down an item/weapon
Start - pause game; you can scroll around the map when paused
Select - toggle between single/group control
Y+left and Y+right - select agent that you directly control
L+R - instantly increase API levels to maximum and switch to most
       effective weapon (the ranking of 'effective' guns is laser,
       minigun, uzi, chiller, shotgun, longrange, pistol, gauss gun)
L+Y, X, or A - decrease A, P, or I level, respectively
R+Y, X, or A - increase A, P, or I level, respectively

Car controls: You must press the actual direction you want to go,
so you need to press two directions at the same time.  You can shoot
from the car while moving, just press the fire button, but it is hard
to hit anything unless they are relatively close to the road.

Note that when you are behind walls or in buildings, you can not see
your agents.  However, if you look down at the map on the bottom of
your screen, you can see everything that is hidden.  Here is a key:

Blue lines: impassable walls
Black areas: this is where you can walk around
Purplish gray areas: water or solid objects
White dots: your agents
Red dots: enemy agents (and police drones?)
Blue dots: civilians (sometimes purple because of background)
Yellowish dots: sentry drones

Also at the very bottom of your screen is your current objective and
an arrow pointing to where that target is.  When the target is on
the screen, there is a yellow arrow above it, even if it's inside
a building.

Group Control:
When you are controlling all agents, switching weapons sometimes
affects them all and sometimes only the directly controlled agent.
Also, only the directly controlled agent will pick up and drop
things.  Moving, API controls, and firing (when locked on) affects
all agents.

Whichever agents are following the directly controlled one will
often get stuck behind things.  In a case like this, just switch to
single control and move them past the obstacle to easier walking
grounds.  Also, when your directly controlled agent gets in a car,
all the agents will eventually file in with you.  Be careful to not
move while they are near because often you will run them over and
kill them.



III. Enemies and Objectives
---------------------------

There are three types of enemy and three types of objective.

Enemies
-------
Police Drone: These blue robots with red tops float around and
rarely fire first.  They are easy targets, and the weapon they drop
can add to your arsenal.

Guard Sentry: These beige robots sit tight until shot at.  When you
shoot, they open fire, but you should be able to take them out fast.
They also drop weapons.

Enemy Agents: Enemy agents are looking for you, and in later levels
they are armed with longer ranged weapons.  Sometimes they are just
wandering around shooting at civilians, and they mostly come in
groups.  If you have a good Chest upgrade, then agents will not be
a problem unless they have lots of firepower and superior numbers.
Without superior armor, you will need to use the long range rifle and
sneakiness to pick off agents one by one, especially when they are
armed with long range rifles and miniguns.  Even some early levels
have agents equipped with miniguns.  However, there is one strategy
that is nearly foolproof: multiple agents.  If you go into a level
with three or four agents armed with ANYTHING, you will have no
trouble whatsoever killing enemy agents.  With two, you won't have
trouble until they come in groups of four to five with lots of
firepower.  I prefer to always use one agent for the extra challenge.

Objectives
----------
Assassinate Person: Look for the person (civilian, agent, or drone)
with the yellow arrow over their head, then kill.

Persuade Person: Look for the civilian with the yellow arrow above
their head, then use your Persuadertron to turn them to your side.
You only get a few shots, and the gun will persuade anything that
the target locks on to, so be careful.

Pick Up Item: Find the item with a yellow arrow over it and pick it
up (the item is usually in a building, but you can still see the
arrow).  Don't forget to leave a space open before trying to pick
up the item.

NOTE: Whenever a target is inside a car, you have to destroy the car
to get to the target.  In an assassination, this is easy.  In a
persuasion, it takes more skill.  In particular, the chiller will
always destroy the car without killing the target, but you need to
take careful aim to hit it.  I find that shooting from directly
below the car is best.



IV. Equipment and Upgrades
--------------------------

Time Bomb: After eight ticks, it kills anything in its blast radius,
which is sizable.  It is really only useful in a few levels, where
you can catch a large group of enemies that are looking for you.

Medikit: Restores health once.  Useless after you get the better
chests, which heal you automatically.

Energy Shield: Makes you invulnerable for a while, and recharges
when not in use.  Really, it makes the game far too easy.  Turn it
on, switch to your favorite weapon and start wreaking havoc.

Persuadatron: A key item that allows you to gain control of other
people and drones.  Just select it and wait for your target to
appear on the objective to be persuaded.  It will automatically get
persuaded.  You can only persuade a few people with each agent.

Pistol: A decent weapon that is also cheap.  It works well at first,
but you should always use at least an uzi when you can afford it.
Ammo-32 / Range-2560

Uzi: More damage than the pistol, the uzi is probably my
favorite weapon.  Your enemies drop these frequently, so you can
switch out when yours runs low on ammo.
Ammo-32 / Range-2560

Shotgun: Very powerful at close range, but useless at a distance.
Enemies drop these often as well, so use them when you need more
ammo, but don't rely on them as your first option.
Ammo-16 / Range-2560

Chiller: The chiller is kind of fun, but it is too easy to waste
ammo since it travels slowly (instead of instantly like bullets).
When you hit a target with a puff from the chiller, it freezes them,
then they keel over after a little bit.
Ammo-64 / Range-2048

Laser: This weapon, although an automatic kill, is crap.  You often
miss, and it has few shots.  Further, if you have one, whenever you
auto-jack yourself, you select it when you may not want to.  I
rarely use it.  It is also too expensive.
Ammo-6 / Range-4608

Long Range: A much better weapon than the laser, the long range hits
at great distance, but it has much more ammo.  It's a good way to get
the enemies that haven't seen you yet, but it is a little weak for
a big fight.  It's a good combo with the Uzi since pressing L and R
will switch right to the Uzi if you run into a big group of enemies.
Two things you need to be careful about are using this gun at short
range and while moving.  Stop, wait for the target to appear, then
fire for best results.
Ammo-32 / Range-3072

Mini-gun: This big fat gun will decimate enemies, but be careful how
much you fire.  If you just tap the fire button, you should kill
enemies without wasting ammo.  This gun can replace the uzi as your
stock weapon if you have the cash, but it has a little less distance
so be sure to get in close.
Ammo-24 / Range-2048

Gauss Gun: The Gauss Gun is like a little rocket launcher.  It has
three shots and makes a big impact.  I usually don't use these
unless I know there will be a large group of enemies I can get the
drop on, and in a close fight, it will probably kill your own agents.
Also, enemy agents equipped with Gauss Guns sometimes have a lot (and
I suspect unlimited) of ammo.
Ammo-3 / Range-6144

Eyes: Eye upgrades improve your agent's shooting and the speed with
which your agent locks on.  Higher versions will target enemies first
when there are multiple targets.

Brain: You need brain upgrades to persuade enemy agents and drones.
Version 1 persuades civilians faster.  You can not persuade some
agents even with Version 3 because they will ALSO have it, which
protects them from persuasion.

Heart: Increases the effective period of API chemicals.

Chest: Increases your armor, and also heals you slowly.  The higher
versions heal you faster and provide more armor.

Arms: You can carry more items and weapons without slowing down too
much as you upgrade your arms.

Legs: You move faster and faster with leg upgrades.  Version 3 makes
you so fast you can always get the drop on your enemy.

NOTE: I've said it before, but here it is again.  The upgrades do
not function unless you increase your API levels!

Recommended Research:
Get 2 for the chest, so you have good armor.
Then legs and eyes, in order to make you faster and a better shot.
Upgrade the heart next to increase the effectiveness of all upgrades,
then finally upgrade anything else you haven't already.  You will
want the long range rifle and uzi as your first guns (they are the
first item researched under "automatic" and "assault" respectively),
then the minigun.  You will also want the chiller for Iran, but there
are opportunities aplenty to bring one back to the lab, so wait
until then.

An optional path is to research brain upgrades first so
you can persuade agents and drones to do your bidding.  Then you can
upgrade your chest, eyes, and legs later to boost your own agents'
firepower.  It is more difficult to play this way, though, since the
persuaded enemies don't stick close like regular agents.

It usually takes about half the missions to finish all research. Try
to beat easier missions first so you will be better equipped for
hard missions.



V. Strategies
-------------

* Keep taxes high for early cash, but bring them back down when you
have enough territories to bring in the bucks.  You won't need too
much money early on except to research and buy chest upgrades.

* In order to persuade ONLY the person you want and no one else,
isolate the target by herding other civilians away.  They will run
from you whenever you have a gun out, so just scare them away until
your target is all alone, then move in, select the persuadatron and
take control of the target.  Switch away from the persuadatron in
order to prevent any wandering civilians from using up another shot.

* If you don't have to persuade anyone in a mission, find enemies to
persuade.  You can only persuade a certain number at a time, but as
they die, you can replenish your posse with further enemies.  If you
have no gun drawn, you can get pretty close, especially if an agent
is standing still and not paying attention.  If you do choose to
create a posse, you might want to keep API levels lower until you
actually get in a fight because your persuaded buddies will be too
hyper to control, especially agents and drones which have a wider
patrol range around your agent.

* Most levels require only one agent.  If you use too many for each
level you will find that you spend a lot of money simply outfitting
the agents for each mission.  Waste of cash.

* When you need to bring a civilian somewhere, be very careful.  The
persuaded civilian will follow you as long as you are in their line
of sight, but if they hit something in the way, they turn until they
find you again.  If they don't see you, they start wandering all
over the place.  When you have multiple civilians, it can be very
tough to get them where you want them to go, so be very careful.

* Try to kill all agents and drones before persuading people.  It
will eliminate the chances of the persuaded target from getting
killed before the end of the mission.

* Persuaded civilians will pick up weapons from the ground, so you
can often get a small gang going to back you up if you can't
persuade advanced agents or drones.

* Time goes by while you are in the missions and while you are at
HQ.  So you can set your research funding low if you have little
money and simply let your agents sit around after completing a
mission, or if you have a bunch of cash, you can set your funding
high and wait at HQ for a few minutes until it finishes.  This works
especially well for early weapons research which is pretty cheap.

* Do not underestimate the effectiveness of the cars.  You can often
avoid entire groups of enemies by zipping to your objective and then
zipping to the evac point.

* When you find weapons/items in a level that you have not yet
researched, bring them back to HQ and your research department will
give you the option to research that specific item, instead of
researching a general subject.



VI. API Levels
--------------

Two things to remember about your API levels:
1) Always go into battle with API maxed out.  Your cybernetic
upgrades will come online and make you very difficult to deal with.
2) If your API markers catch up to the increased levels, simply
bring your API levels down to the minimum and wait for the markers
to hit the left of the gauge.  When this happens, you can max out
again and start rocking.  Careful!  When you decrease levels below
the markers, your agent becomes nearly useless, so don't do anything
if you're waiting for the markers to go down.



VII. The Code System
-------------------

I am not really sure how the codes work.  I know that they store
your research, your territories, and your money, but they seem to
randomize other things.  Also, your agents reset to no equipment,
no upgrades, and new names while your territories reset to 30% tax
rates and Very Happy.  In short, do not try to manage your empire
because the code system will just undo what you did.

This code system is the biggest drawback to the game because it
destroys any sense of closeness you may feel with your syndicate.
Your agents' names are changing all the time and you can't rule your
territories with any continuity.


VIII. Level Walkthroughs
-----------------------

All mission solutions use a single agent.  If you find that you
can't handle a level with a single agent, then go to two agents, but
you really should not have any trouble with only one.  Also, I never
use the energy shield as it makes the game TOO EASY.  If you have
trouble, use it when you get it.  And more than anything else, don't
keep trying a level if you can't beat it.  Try other missions until
your upgrades are better.

Some missions have little to no strategy, so when I provide no info,
that means you should just jump in the level and start kicking butt.


Western Europe: Kill the two agents.

Scandinavia: Persuade five people across the map.  Lots of drones, so
shoot 'em or avoid 'em.  Make sure to switch away from your
persuadatron so you don't use up your shots on the wrong civilians.

Central Europe: Persuade one guy, then kill everyone else.  Make sure
to bring several guns so you have enough ammo.  Several weak agents
ripe for the killing.

Urals: You have to destroy all of the guard drones, so shoot every
one that you see on the way to the scientist you need to persuade.
Don't forget to kill sneaky agents snooping around.  There is also
a chiller hanging out in the top left building.  Bring it back for
research!  Don't forget the scientist's notes.  One of the agents
drops a briefcase, but I don't know what it does.

Mongolia: Get in a car and kill all the agents and police drones as
you drive around the little square.  Bring a few guns so you don't
have to get out and collect more.  Once you have cleared most of the
enemies out, leave the car and take out all remaining enemies.  Only
then should you assassinate your targets and persuade the last guy.

Siberia: There are hidden agents near the building with your second
target for persuasion.  Sneak along the edge of the map to avoid
them because they have mini-guns and they are hard to sneak up on.
They won't come at you if you stay away from them.

Kazakhstan: Persuade that guy in the farthest corner from your
starting position, then assassinate the guy behind the wall on the
south edge of the map.  There are agents with long range rifles here,
so be careful to take them one at a time.

China: DO NOT ENGAGE THE EIGHT AGENTS FROM THE WEST EDGE OF THE MAP!
Run as fast as you can to the cars.  One has a bomb on it (it's a
little black cube) and the other belongs to a guy who is about to
jump in.  Get there first, and drive to the southeast corner of the
map to kill your target and take his briefcase.  Then jump back in
the car and zip back to where you started to evacuate.  That pack
of agents will take you down unless you are seriously armored and
packing a Gauss Gun or something.  They are simply not worth it.

India: You need to kill all the enemy agents and then take the
chiller gun in the middle building.  Don't go hunting for agents; let
them come to you.  Scroll around while paused to find isolated
agents.  Also, many are behind fences, but don't go right up to the
fence.  Wait for them to wander over, then move in quick to catch
them unawares.  When they are all dead, grab the chiller (behind two
guard robots) and evacuate.

Iran: While you are killing all the agents in this level, one of your
targets will get in a car and zip around town until he gets stuck
behind a parked car.  LEAVE HIM THERE.  Make sure to take out the
agent in the northeast building by going through the back door (the
one farther from the edge of the map).  He won't see you this way.
Once you have no more enemies, persaude the first target, then
approach the car of the second target.  The last car has some police
drones in it that are protecting the target; blow the car up and the
drones if they get out.  Then use a single burst or two of the
chiller to spook the guy out of the car so you can persuade him.  If
you blow up the car, he won't die, but he might run into the flames
of the wreckage, so get ready to persuade him fast.  Then escort the
two of them to the northeast edge for evacuation.

Pacific Rim: There is a guy in the very middle of the map at the
crossroads who does not wander around.  He is the guy you must
protect.  Very few of the agents are actually trying to approach the
target, so take them out first.  What you want to do is immediately
start demolishing enemy cyborgs.  They are everywhere, so pause,
find the closest one, then kill him, repeat.  Some have bombs, some
have miniguns, and many stay put in their hideouts.  You should not
have a hard time with this level unless some agent sneaks up on the
guy you are protecting, but this has never happened to me.

Indonesia: I will give this one warning: if you are not well-equipped
with cybernetic upgrades, especially armor, then you will have
trouble on this mission (if using only one agent).  There is an agent
who appears to have a gun with the power and speed of a minigun but
the range of the long range rifle.  He is in the middle of the map
and he is tough to kill.  I recommend a long range rifle and Version
2 or 3 legs, or a laser if you like that thing.
You need to persuade four people and evacuate them.  The
agents in this level are equipped with long range rifles, miniguns
and probably Version 2 eyes.  They are looking for you and also
trying to kill your persuasion targets, so you must act fast.  One
effective thing to do is to sweep through the first building below
you with a minigun, then start killing every agent to the west and
south until you get to the corner of the map.  Then switch to a long
range rifle and take out agents and police drones one by one along
the south side toward the small park on the southeast corner.  Next,
start picking off agents that are grouped around the middle.  If you
are low on life, wait until you heal up or bring some medikits to
heal fast so you can head in.  Find the stragglers and when they are
dead, persuade your four targets (slowly, so you don't lose them by
running off to the next one) and evacuate.

Kamchatka: All of the enemy agents are grouped around the top of the
map.  Take long range weapons and one automatic.  Take the car and
drive by the agents as they start coming out of their little hideout.
When you kill a few, get out and start picking off the others with
your long range rifle.  Then take the car inside the square, pick up
the laser, then check your map to see how to get to the Gauss Gun,
and go pick that up as well.  Evacuate to the agents' hideout.

Far East: There are a lot of people around this level, but you can
do this easily.  It will take time though, so put your research on
something that takes a long time before you go in.  Immediately go
through the square and out the triple doors in the south wall.  Then
head west and kill the four agents standing still (they are so easy),
and finally pick up the medikit inside that little square building.
Now go back in the square, kill your target, persuade the others, and
evacuate.

Alaska: Go waste the agents by heading all the way around the north
and east side of the map.  You can persuade a bunch of agents or bots
if you want, but make sure to save some persuasion for your target.
When they are dead, persuade your target, then evacuate to the same
area where the agents were.

Iraq: Kill all the agents (they are easily handled by a long range
rifle) and then persuade your target and evacuate.

Arabia: You have to kill everyone on this mission, so don't waste
your ammo.  The agents are tame, just take your time.  Pick up the
two briefcases and evacuate.

Northwest Territories: The agents on this mission are pretty easy to
kill, but the house with the gun is guarded by about eightish police
drones.  Set a time bomb, use the gauss gun, or just wait for them
to float at you one by one.  You should be able to pick them off and
then rush the last three or four.  Get the gauss gun and waste the
chick, then evacuate.

Yukon: Kill all the weenie agents and evacuate.

Northeast Territories: This level has a lot of water, so stock up on
long range weapons to kill agents from across the lakes.  There are
two isolated islands with a single agent on them, and these agents
have a laser.  Do not approach them, unless you feel ballsy.  Kill
your targets and evacuate, but make sure to take out any agents you
see on the way.

Greenland: Kill all of the guard bots (from a distance, I suggest)
and pretty much just kill everything.

Newfoundland: This level is slightly difficult to navigate, so take
a look at your map screen as you move about.  Make sure to hustle to
the target, because the enemy agents are moving towards him to steal
your kill.  Assassinate and evacuate.

New England: There are many agents here, and a small posse that heads
right for you in the beginning.  All agents are armored and well
armed, so you should probably have Version 3 chest and Version 2
everything else at the least.  Long range rifles and miniguns should
make short work of them as long as you are careful, but you may need
a heavier gun for that first group, like a gauss or a chiller.

California: Kill these wimps.

Rockies: Almost all of the agents are inside buildings in a big
group.  To avoid trouble, stand at the doorway and pick off a few
by waiting for the target to appear.  You should be able to kill a
good number of them before they catch on.  Then either draw them out
or take them on if you have good upgrades.  Repeat for the smaller
buildings, then blow up the two cars and evacuate.

Midwest: Assassinate the police chief.  The drones have chillers,
but this mission is quite easy.

Southern States: You have to kill everything here, and the agents
have lasers and upgraded armor.  Just take your time and don't face
too many enemies at once.

Colorado: There are only drones in this mission, so you can easily
slip past them with the car, take out your targets, and leave.

Mexico: Again, you must kill all civilians.  If you run low on ammo,
take the guns from fallen agents.

Libya: There are easily persuaded agents in this mission, but all you
have to do is destroy the police drones that are hanging around all
over the place.

Algeria: There are eight super-ranged police drones at the end of the
little lane you start on.  A long range rifle or laser can take them
out as long as you make sure to wait for them to come to you.  They
will get the drop on you if you try to approach them.  Stand to their
right side, maybe entice them by running in and then out, then snipe
them as they float towards you.  Now you must kill the students and
the agents that are hanging out with them.  They have Gauss Guns, so
be careful.  You will probably want to snipe again.  Take out the
students and evacuate.

Sudan: Persuade the bank manager and then kill some dudes.  This is
far too easy.

Mauritania: You must destroy all of the guard bots, and you will want
to take out the agents as well.  When you kill the two bots hanging
outside of the door of the building near the top left edge of the map
you need to wait for the civilian inside to move to the other side
of the room.  If you destroy those bots while she is close to them,
the explosion will kill her and you will lose.  Once the bots are
done, persuade her and evacuate.

Nigeria: You must kill about a zillion agents in this level.  Some
are strong, some are weak, but almost all are susceptible to a
Version 3 Brain.  Persuade the first group of agents you see and then
start hunting others.  When your posse gets thinned out, persuade
more agents.  This will save your ammo and keep the heat off of you.
I recommend the long range rifle for most of your killing.

Zaire: Kill the punks who stole the car, then kill the dude in the
car.  Take the car and evacuate.  I don't know if you lose this
mission by destroying the car, but I would avoid it all the same.

Kenya: There are well-armed agents in this level, but their armor is
still weak.  Take them out as you make your way to the bomber's
house.  Persuade her and then walk her outside.

Mozambique: Quickly kill all the agents that are prowling around the
neighborhood, and once they are all dead, cross the border gates.
There are drones and agents here; kill them also.  Then go back into
town and persuade the family of the dictator and escort them over the
border and to the evac point.

South Africa: This map can be a little tough because there are
several politicians milling around that can get killed and lose the
mission for you.  Immediately head to the middle of the map where
they are congregating.  Waste the agents that approach from the north
east and from the south.  When these guys are dead, you can go kill
the remaining agents (which won't approach the middle) and
assassinate your targets.  Evacuate to the top of the map when done.

Colombia: You must destroy all the police drones and grab the energy
shield in the large bunker.  The drones are easy, but the enemy
agents are packing Gauss Guns, so pick them off with a long range
weapon.  You have to evacuate to the small platform with two agents,
so be careful not to take a Gauss rocket to the face.

Venezuela: Assassinate one guy and persuade another, but make sure to
either kill or persuade the lone agent in the southwest building.
He may try to jump out and kill your persuadee as you head for the
evacuation point.

Peru: You have to pick up all kinds of crap, so don't be afraid to
waste ammo if you brought a lot of guns.  The agents are wimpy.

Argentina: This mission can be a little annoying if you are not
careful.  You need to persuade the police chief's daughter and then
the chief himself, except that the chief is not a civilian he is a
police drone.  He is one of the drones on the left edge of the map,
so don't shoot any of those.  There are many agents around, but many
are so out of the way you don't need to worry about them,
specifically the agents who are hanging around under the highway.
Head to the northeast building, and kill the agents inside.  Then
carefully kill the agents surrounding your target.  If you have to
take hits in order to wait for your target to appear, do it because
you do not want to kill her.  Once you persuade her, escort her to
the place you started where the chief-bot is floating about, persuade
him and then escort both to the plaza outside the mansion.

Uruguay: Routine mission; slay the agents and drones, then
assassinate and persuade.

Paraguay: There are Gauss Gun agents hiding behind pillars and
buildings, so check your map at all times as you go about
assassinating and persuading.  Evacuate your targets.

Brazil: Kill everything, but be wary of the few strong agents on this
mission.

Western Australia: Kill all the police drones and evacuate.  Booo!

New South Wales: Clear out the initial group of wimpy agents and kill
the guy in the first building where you start out.  Persuade and
evacuate (you shouldn't have to go back because you already killed
the assassination target).

Northern Territories: This is the hardest level to complete with one
agent and no energy shield.  Upping agents or equipping an invincible
belt will ease your pain here, but it is possible to win without
either of these.  However, if you do not have Version 3 everything
(not brain, of course, that won't matter against these agents), you
will most likely die.
Bring three miniguns and five lasers.  Immediately juice up and run
out of the central building.  Head up and to the left to the small
peninsula.  You will have to kill a few agents and a guard bot on the
way, but there is a cache of loot up on this peninsula.  The hard
part is enticing small groups of agents from the assault force so you
can divide and conquer.  Basically, scout their location, then edge
near them until a bunch run at you.  Laser them one by one as they
come at you.  If they start hitting you, RUN, do not make a stand.
Your only hope is to pick this large group off one by one, and you
can not face them all at once.  When you have killed them all
(hopefully your laser ammo should hold out), start hunting the loner
agents around the map.  There is a tunnel that runs all the way
around the right and bottom of the map into a series of caves under
your field of view.  One cave is filled with agents.  They are the
last thing separating you from victory.  You can rush them, but I
suggest picking off at least two before doing so.  When you have
done this, drop your empty weapons and go collect the series of
medikits and evacuate.

Atlantic Accelerator: A pitiful final level.  If you have all Version
3 stuff, as you should at this point, just run amok.  Nothing can
stop you, and you should basically rip through this level with no
trouble at all.  Enjoy he extremely unsatisfying ending (there is no
ending).
Note that the names of the game developers in the credits seem very
familiar...




IX. Acknowledgements
--------------------

I want to thank all cyberpunk fans who made such a game worth making,
even if it is not quite up to par.  Also, two guys from the GameFaqs
chatboards helped me figure out exactly what the heart and brain
upgrades do, so thanks, whoever you guys are.

And thank you to Molyneux, my favorite agent of all.



X. Legal Mumbo-Jumbo
---------------------


Copyright 2005, Mike Jenista

This may not be reproduced under any circumstances except for
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