SYNDICATE WARS OFFICIAL TIPS With thanks to Cathy Campos at Bullfrog General Tips During the early missions keep your agents together. This will bring more firepower to bear on each enemy. Try to collect spare weapons during a mission and sell them at the end for much needed cash. Research High explosive as soon as you can.You will need it to blow up the banks. Blow up any banks you come across,they hold money in underground vaults which can only be accessed when the building is destroyed.Watch out for a police response to bank robbing. Try to get a variety of weapons spread across your agents and ensure you always carry high explosive for the banks. The long range rifle is the most efficient weapon but it takes a long time to reload.Learn to sniper the first couple of adversaries then switch to another weapon for the rest of the gunfight. If the enemy outnumbers you then try KO gas or sniping from a distance. Razor wire is effective when used as part of an ambush , it will injure the enemy and perhaps even slow them long enough to sniper more of them off. Beware people carrying explosives because when they die their explosives are primed and will blow up unless you pick them up first.Shooting the bomb will detonate it earlier. Flying vehicles that attack you cannot shoot you if you hide under a building. Always have healing kits with you and remember to use them. If the action gets too much then put on your super shield and run. Mission 1 London: Take at least one minigun and buy some body mods for your agents. Head through the portcullis then turn left towards the Unguided. This area has a few unguided in it which should be easy kills unless you attract them all at once.Don't worry about civilians getting caught up in the crossfire they are expendable. Once the objectives are dead collect as many uzis as possible and head home but be on the lookout for more unguided. If you get overpowered then run back to base where the lackeys defending your base will assist you if you are followed. The bank in London does not contain any cash. Mission 3 Hong Kong: Start the mission with at least two miniguns and a persuadertron. The first thing you will come across after leaving the IML link is a small group of enemy agents battling some Unguided. The best move is to try and leg it left up the road avoiding them until you have persuaded a small army of civilians and cops. You can now persuade the agents as your peruaded army gives your persuadertron extra power. If this fails then start shooting.Keep your guns concentrated on one enemy until he drops before turning to the next target. Try not to destroy the green vehicle as you will need this to get through the gates to the Yamaguchi compound. Once the agents are neutralised get in the vehicle and drive across the bridge to the Yamaguchi compound where their security will attack you. Persuade or kill them. Next persuade the scientists and get back in your car and wait until they are in too. Drive back to the IML link. Mission 3 Beijing: Start the mission with a persuadertron and at least two miniguns. There are four executives to be persuaded but remember that the security forces guarding them will attack anyone with a weapon drawn. There is also an unguided presence in the city centre so keep your eye on anyone you persuade as they will be very prone to attack if you run off ahead of them. Persuading a crowd of civilians then persuading the security forces and any hostile unguided is probably the safest tactic but not the easiest. This will also give you the peruadertron power needed to persuade the agents at the end of the mission. When using the persuadertron you will find it tough to get close to the enemy sometimes as their bullets will be pushing you back, the solution is to run at them and if the start firing just put on your super shield until they are persuaded. Pick up the briefcases that are scattered in the blast. Mission 4 Geneva: Start the mission with a persuadertron and as many miniguns as you can afford. The main concern on this city drop is keeping the scientists alive so shoot anyone else you see who might have a gun.The scientists are in most danger once you have persuaded them so ensure the area is clear before you do. Look out for an executive being escorted by security men, he is carrying some cash so mug him if you see him. Avoid the Church enclosure, it is trapped. Mission 4 Matochkin Shar: Equip your men with miniguns KO gas and a persuadertron. You will get jumped at the IML as soon as you arrive so be ready. The Bluesky Laboritories are defended by security forces which you would be better off persuading as they will help against the unguided onslaught that attacks you from all sides after you persuade the scientists. Watch out for someone shooting the scientists in a crossfire.Once the unguided have been dealt with head back to the IML where a zealot ambush awaits.They will be using ion mines so be sure to clear the area before your presuaded people catch up. At some point in this city drop a zealot convoy will enter the city and be ambushed by the unguided forces. This convoy is in the possession of a large sum of cash which the unguided are trying to steal. Mission 4 Vancouver: Start the mission with a persuadertron. Head straight through the city to the elevated car park and kill the unguided.A syndicate vehicle will arrive and two agents will get out, kill them and steal their car. If you attack the larger of the two compounds first you will gain access to a flying vehicle. Do not start persuading scientists yet as you will not want them to follow you into the church grounds. Now that you can fly try attacking the zealots and have a rummage through their corpses for money and anything else of interest.Once this is done it is safe to start persuading scientists.Kill of all enemy syndicate presence then take the persuaded scientists back to the IML link. Mission 5 Singapore: Equip your agents with KO gas. This mission needs tactics. All you have to do is get the centre vehicle to the rendezvous point. Unfortunately the enemy syndicate have deployed a lot of forces there so you will need to use the long range rifles carried by the IML guards.Take out one Guard at a time with the LR rifle then run back to the rest of your agents and minigun any retaliational strike.If they respond in force use KO gas to buy some time. As soon as one of the enemy has entered the objective vehicle there is little you can do so when the guards are dealt with run into the bank courtyard and jump straight into the truck and shoot the remaining guards from inside.If the truck gets destroyed the mission will be a failure. Mission 6 Phoenix: This mission is broken down into two problems, the unguided saturation of the city and the Zealot stronghold. The Punks will be everywhere but you will be better of later if you take them out at the beginning.Your first target should be the punks robbing the bank next to the station.Use KO gas and miniguns and take out the bank guards and any punks near the back of the bank. There will be money lying on the ground now so grab it. The unguided will probably be swarming all over you by now so use short bursts of minigun fire and a generous spreading of KO gas.When your weapon energy is depleted then run, picking off those who pursue you.Hide and recharge. The zealot stronghold has outer and inner guards. Take out the zealots at the entrance and enter the temple area. The inner guards will call for flying car backup when they start losing and if the situation gets beyond hope for them the temple security systems will activate, releasing crazy gas everywhere.Your best bet is to draw the zealots out of the stronghold and hide around a corner for toe to toe gunfighting. Once the zealots are dead grab the objective item and run for the IML. Mission 7 Rome: There are four main areas that need clearing in Rome. The first objective area is a punk stronghold which the enemy syndicate will hit with satellite rain as soon as you enter the area. The best tactic is to run your agents into the area kill a couple of unguided and flee before the explosions start.Stand across the street and sniper any punks that make it clear of the devastation zone. Behind you is another,smaller, stronghold that can easily be stormed. Take out this area after you have snipered the spider droids the zealots have sent.These machines are pretty tough so use the rifles and keep a distance from them. After the two strongholds there is another unguided area which is over the other side of the city.If you run in there one of them will drop KO gas on you so when you do enter get off ground level as quickly as possible Once this zone is cleared you will need a vehicle to get into the syndicate base (unless you destroy the gates). There are several cop cars behind the station on the opposite side of the city but be careful as there are some flamethrowing syn guards who will attack the police station. Let them. Clear up any survivors and steal a car. The syndicate base has two big patrols and several men near the entrance. When you drive into the base stay in your car as long as possible , using it as cover. This should be enough to clear the first wave. Now ambush the patrols one at a time using KO gas. Your last objective is to get an agent who has holed up in the corner of the compund. The best tactic is to blow up the bank (and collect their money) then attack from that side. Watch out for the Cerberus IFF's. Once you have killed him there will be a Cerberus IFF that you can pick up. Mission 10 New York: Weapons needed - Miniguns, LR Rifles, RAP's, 1 Persuadertron, 1 High Explosive (optional), Medikits. Netscan - The Police have upgraded their vault breach teams recently - costly but worth looking at to discover the location of a bank on the level with lots of free money. Start point - IML station. The player should group all agents together and equip LR Rifles. The player should go to the East and pick off the small group of five Syndicate Guards with LR Rifles and miniguns, they should then quickly equip their RAP's to take out the two flying vehicles that will then attack them. Do not be too afraid to use medikits at this point if they are required. If the flying taxi lands and four Syndicate Guards emerge from the taxi, they should be killed with either LR Rifles or RAP's but on no account should the taxi be approached, it is best to attack the taxi (now grounded) with either LR Rifles or RAP's and then the player should wait until the High Explosive that is in the taxi explodes before they try to run past it. Now is a good time to obtain some Lazers to sell at the end of the level to get some extra money. With this small war finished, the player should run East but only until they see a large number of enemies appear on the scanner and then they back off a bit and take out as many of the enemy as they can with LR Rifles and then switch to RAP's, the player should be advised that four of these enemies have High Explosives on them and that they should not get too close to them. If the attack is handled properly, one of the first enemies that is killed should drop a High Explosive which will take out the main body of the enemy but remember that there are still three more Explosives somewhere amongst the bodies of the dead and that they should wait until these explode before they continue to the next stage of the level. The next stage of the level involves running towards the armoured Syndicate car that lies just to the East of the previous battle. IMPORTANT : The player will see a male civilian walking directly towards the car from the South. He should be taken out with LR Rifles and the player should then run and pick up both of the weapons that he drops QUICKLY. The civilian is in fact an enemy Syndicate Agent with a clone shield on and if he is not killed and his weapons picked up quickly, the mine that he is carrying will explode next to the target vehicle and the player will find it very hard to complete the level. If the civilian is ignored, he will un-cloak from the clone shield, place the mine and run towards the player where he will quite happily self-destruct and roast the players Agents. Now that this little worry is out of the way, the player should persuade the nearby target and then enter the vehicle and scan the map for the next target, whereby, they should click to move to a point that is just inside the door of the compound which houses the target. En-route, the player should equip the Agents with LR Rifles and be ready to switch to RAP's when these are used once. The player must beware that they will attacked by flying vehicles when the ground troops are destroyed in the raised compound and they should take out the flying enemy with their RAP's as this the most efficient way to disable a flying target. When the two flying enemies are destroyed, the player should persuade Miss Taks, the target, and get into the waiting Police car (which conveniently has the ability to fly) and click directly on the evacuation point (the IML station). This will enable the player to finish the level if they wish. They can, of course, now choose to attack the bank and retrieve a large amount of money, if they want to. But they need to bear in mind that there is a small possibility that Miss Taks will get killed by the enemy and that they will then fail the mission altogether. This bank, as the netscan says, has increased security and this is not that obvious when the player is only confronted with a small force of five police. However, when the police are killed and the bank is demolished with the High Explosive, the player will be attacked by four flying police cars. These are easy to deal with if the player is expecting them and equips RAP's to take them out quickly. If they are not ready for the attack and get taken by surprise, it is very possible that they will lose an agent before they know what is happening and this is tantamount to suicide. Four agents can take the Police cars down quite easily but three will really struggle. The player must not forget that if they get into real trouble (and provided that Miss Taks has been killed by the ground or air Police, failing their mission), the player can press the space bar to finish the level at any point that they wish.