Syndicate Wars Walkthrough by Universal Hint System ============================================================== -------------------------------------------------------------- About this UHS file =============================== Who wrote this? This hint file was written by Marc Stynen. It took 7 months to complete this file (with lots of re-playing). It will never be complete, though, so suggestions, comments or corrections are always welcome. I can be reached at marcstynen@hotmail.com. Who made the game? This splendid game was created by Bullfrog, the creators from "Theme Park", "Magic Carpet" , "Dungeon Keeper", and of course the original "Syndicate". What if I played the original Syndicate game? If you liked the original game, the basics are still the same. Here are 10 enhancements in comparison to the original game: 1. You can choose which side to play. You can be the EuroCorp agents or the Church of the New Epoch agents. 2. Full Rotation of the city is possible. 3. More things -- such as street lights, buildings, etc. -- can be destroyed. 4. You can use thermal imaging to lurk around in the dark. 5. There are fifteen exciting new weapons, in addition to the goodies from the original Syndicate like the UZI, the good old Minigun, persuadertron, and high explosives. 6. There are more ways to make money. (Rob a bank, anyone?) 7. Citizens can now see when you are walking around with a persuadertron, and they run away. 8. There are 6 types of Utopia citizens: Agents, Class-C Citizens, Police Officers, Operatives, Zealots and Class-U Citizens (Unguideds). 9. There are new and improved vehicles -- cars fly, and there are even tanks and spiders walking around! 10. Multi-player support -- up to 8 players on a network, or 2 on modem or serial cable -- is offered. What if I didn't play the original Syndicate game? It's not necessary to have played the original game. The manual explains it all, and there's no reference at all to the previous game. This is a completely new game. The Story =============================== The story is revealed in parts during the missions and is also included in the Mission guides as "background information". This section describes what happens during the game. If you want to discover the story yourself while you're playing, don't read on. THE SITUATION: It is 95 years after the first Syndicates fought for control. (This refers to the original Syndicate game.) An oppressive peace has reigned, but the controlling Syndicate, EuroCorp, hasn't been idle. Not only have they been upgrading the computer control Chips embedded in people's brains, but they have also set up a research team to find out how they can utilise more of the brains they control. Based in Reykjavik, Iceland, for the purposes of secrecy, C3 (the Cybernetic Cognition Conference) started as a group of ten top scientists, lead by Paul Vissick, carrying out experiments into mind-expansion. If anything, they were too successful. By trying their own newly-acquired mental enhancement technology, nine of the ten C3 members drove themselves insane. Nevertheless, they saw the repression of the Syndicate who funded them and decided to counter it by setting up the Church of the New Epoch. They are generally referred to as "The Nine". Only one member -- Paul Vissick -- resisted the madness of total understanding. After an explosion in Reykjavik, he left C3. He starts leading a group called the Unguided. He knows what the Church is planning and he's aware of the approaching Cataclysm. But he's no fan of EuroCorp, so he won't throw in his lot with them. In fact, he's leading his group of free-thinkers to their own destiny. They have their own ideas about the future of the planet and they, too, are willing to fight to the death for them. The Nine became determined to overthrow the EuroCorp Syndicate by recruiting people to their new religion. Their thinking was so advanced that they compiled it into a large document called the Codex (written by their leader called Chodak) along with theoretical designs for an entirely new system of weapons, far more advanced than anything EuroCorp possessed. The first thing The Nine's Church did was to introduce a computer virus into the Utopia global control network, which the Syndicate uses to "guide" the population. Chips failed in droves, and suddenly the masses saw the world for what it was. The Nine were there, ready to snap them up into the Church of the New Epoch. Their Indoctrinators, the Church version of the Persuadertrons, were virtually overheating with the numbers of new converts they were attracting. Thus begins the war for the minds of the Global Asylum Earth. The Church is arming their disciples with ever more advanced weaponry and the Syndicate is fighting back with highly trained troops and upgraded vehicles, weapons, and strategies of their own. The Syndicate simply wants to restore order, but The Nine, being clinically insane, have a master plan... on the moon. EuroCorp AI centre in London first deals with syndicates who declared themselves independent from EuroCorp after the strike of the Harbinger virus. Through Jennifer Tasks, they can locate some "Gel Data" scientists, who used to work with Paul Vissick. The last Mission of Paul Vissick in Reykjavik becomes common knowledge, and by sending agents to that city, EuroCorp can recover the Codex. A EuroCorp meeting with professor Drennan, meant for study on the Codex, turns into a fiasco when his aide Lucy de Saxo kidnaps him. EuroCorp agents can bring him back, and after some unsuccessful persuasion attempts they can kill the aide. Afterwards, it's revealed that she was an undercover agent for EuroCorp, but in the end, she joined the Church. EuroCorp at Bahrain can destroy the "Unguided" revolt, but Paul Vissick disappears and will never be heard of again. (That's for the next game, I suppose.) In Colombo, the Church's objective becomes clear. With an orbital elevator they intend to destroy Earth while they are on the Moon. In the final mission, EuroCorp can prevent this, regain control of the elevator, take a shuttle to the moon, and kill The Nine. Guides and Tactics =============================== General Hints ------------------------------- Caution with the red drug When you use the red drug, your agents can react or run much faster, but they either do not heal at all, or heal slowly if they do heal. If your agents need healing and they can hide in a building for a while, be sure to stop the red drug. Waiting to heal? Make sure that there's no enemy near, and press CONTROL-F2 to speed up the waiting process. Press CONTROL-F2 again to return to a normal view. Be sure not to have selected an active weapon when you do this, because the CONTROL key will trigger it. Need an army? If you persuade about 40 citizens, they will act as a live shield around your 4 agents. Persuaded citizens also steal weapons from dead bodies. They will fire at the same target as your four agents. Remember though that your army of 40 citizens can be easily leveled to 0 by one high explosive. And they will not defend themselves if they are under attack. Your agents must fire -- only then your persuaded followers will help you. Little hints Your first steps in a Mission should be automatic: group all your agents, and take the long range rifle. This way you have the best view to get a first look at the city. I changed the suits of my agents into green as it distinguishes them more from the others. Don't be ashamed to use the B button if necessary. I know you don't see any of the beautiful buildings this way, but this game is about surviving, isn't it? Know how to ungroup and group your agents. This isn't mentioned in the manual, but you can group any combination of agents. If you start with number 1 and use the group button, the nearest agent will join him. So you should first gather together the agents that you want to group and separate them from the others. Then, use the group button. Money Tactics ------------------------------- The official way to make money Win missions, and rob a bank once in a while. A bank can easily be recognised, because it always has stairs leading to 3 gates. How can I rob a bank? There are banks that you can rob to take whatever money was inside. The easiest way to do this is to blow it up and collect the briefcases left on the ground. Watch it, though -- doing this will alert the local police force or set off some sort of alarm, so be ready to waste them. If you want do it the easy way you can first blow up the police station (or every other enemy whom the money belongs to). How can I find the suitcases? A money suitcase isn't always visible on the map. You have to blow up a building before you can see the suitcases. They are presented on the map as yellow dots. The banks are most of the time shown as some sort of bunker with three access ports to it. Is there a way to tell whether some money can be found in a mission? Yes. On the map, at the city name, a $ (dollar) sign is noticeable. Different from the original Syndicate game In the original game you could replay a Mission until it was successful. If a particular Mission was really easy, and you didn't mind having to do it again, you could kill off anything harmful in the mission, and go watch a movie. Money would add up over time, and the longer the movie the more money you'll get, so you could go watch Braveheart or something. Sadly, this does not work with this game, because if the Mission objective is not reached, the complete game is a failure and you have to restore from a previous savegame. The unofficial ways of money making Bullfrog overlooked some bugs, related to money making. This is an easy way of getting money: equip one agent with the most expensive weapon. Click on the agent's weapon so that the sell button comes up. Click the "all agents" button. Notice that the sell button remains up. Click on the sell button, and you will get cash as if you sold one for every agent (total of 4), even though you only sold one. So if you equip one agent with 4 High-Explosives and sell all four, you'll make around 250000 credits! I discovered that you can replay the REF 3 Mission forever, provided that you never finish the mission. In this particular mission, you have to persuade a bunch of scientists. After you get the money, pause the game, and quit. You'll gain the money for your account, and you can go back to the city for another $200,000. And don't worry about not finishing the mission. The subsequent missions will keep popping up so you can leave Mission 3 there and go back anytime you want. Look at the cheats section in this file. The Money Missions Following EuroCorp missions are money-providers: REF 3 Vancouver REF 5 Phoenix REF 6 Rome REF 10 Buenos Aires REF 11 Christchurch REF 14 Tokyo REF 17 Cairo REF 19 Bahrain Money strategy for the Church in the first missions If you choose to play the Church side, you will notice that you will have to be a lot more careful with your money in the early missions. You don't have any decent weapons at the start of the game: only the Uzi and knockout gas are at your disposal. On the first Mission you can not research anything. Do not spend money yet on cybernetic modifications because you will need the money later on. At the end of Mission REF 1, DO NOT research miniguns and DO NOT buy medikits. Save your money for Mission REF 2, because you HAVE to buy a indoctrinator, and it's quite expensive. If you can't buy it, your game is over because you can't win this Mission in any other way. You only have to equip one of your agents with the indoctrinator. In this Mission REF 2, you will find your first bank. It contains 1000000 credits. After this Mission, you can finally go shopping: buy cybernetic parts level 1 and the medikits, and start to research the miniguns as fast as you can. Put a lot of money into it. Mission REF3 is definitely the last Mission you can win with the Uzi's alone. Persuading Tactics ------------------------------- Do brain mods effect persuasion capabilities? Brain mods increase the range of persuasion. Unlike in the original Syndicate game, they do not decrease the amount of points needed to persuade someone. What's the difference between the Persuadertron I and II? With version number II, you can also persuade agents from the Church of the New Epoch. Persuading Hints If you are not able to persuade someone, count your persuaded persons and refer to the table of persuasion. Please note that Epoch Agents (or "Zealots") can only be persuaded with the Persuadertron II. People only run away if you have a weapon in your hand. If you disarm all of your agents, you can get as close as you want and then activate the Persuadertron. When your objective is to persuade someone, first kill any enemy that is near the target. Persuaded persons are easy targets for your opponents. I have run out of agents! You might notice that after awhile, you are running out of agents, because you lost some on the road to victory. I would try not to get into this position, because new agents have to be equipped again from zero. And that costs a lot. It's possible to make a new agent, but you will have to gain lots of persuasion-points. If you need more agents, first persuade heaps of civilians. Then, find a lonely syndicate agent and right click on the energy bar to activate your shield. Run towards the agent and just before you reach him, turn on your Persuadertron. The table of persuasion You can always persuade Class-C Citizens or scientists. If you want to persuade another type of person, you first will have to persuade enough normal citizens. For every type of person you are given an amount of points. It takes several points to persuade a person. TYPE POINTS WORTH POINTS NEEDED Class C Citizen 1 0 Unguided 2 10 Scientist 5 0 Police 2 6 Agent 3 15 Epoch Agents 5 20 Please note that Epoch Agents (or "Zealots") can only be persuaded with the Persuadertron II. Research Tactics ------------------------------- Weapons or Cybernetic Modifications? It's a give-and-take dilemma: if you first research the cybernetic part, you'll be behind schedule for weapons in comparison to the enemy. On the other hand, you'll be stronger and will almost always be able to outrun them. If your research is mainly based on weapons, you will be able to knock them down with the latest technology, but at the cost of lower protection, speed, and effectiveness. I followed this strategy: after researching some standard weapons like the explosives, I first got most of the level 1 cybernetic modifications researched. Then I started with the weapons, combined with the mods. (Note that you can research two items at the same time, but only 1 will be completed when you end a mission.) I must say that, working this way, I did not have enough missions to research all weapons (e.g. the graviton gun, the ion mine, and the chromotap). But these are only useful for such specific situations that I didn't miss them. Should I still research a weapon If I already have it from the enemy? YES! You can use it, but the energy drain is much much more. Which weapons are most important to research? You should read the weapons guide. It gives you an important clue on which weapons are most important. You MUST research these weapons as soon as they are made available to you: Minigun Long Range Rifle Plasma Lance Launchers High Explosives Automedikit Which cybernetic modifications are most important? I found everything important enough to research. With better legs, your agent can run faster (it's no shame to run away in a mission). With better brains, your agent can defend himself even when you do not have direct control over him. Also the persuasion range enlarges with every brain upgrade. With better arms, his aim will be better. With a better body, his global protection is better. Weapon Guide ------------------------------- About the weapon guide This guide gives a complete list of weapons available in the game. 4 Characteristics are given for each weapon: 1) power: the amount of damage it may inflict 2) range: how far it can be used 3) energy consumption: how much one shot (click) drains your energy 4) cost: the purchase price for one weapon I have given the best weapon in the first three categories an 8 (++++++++). This maximum of 8 belongs to: Power: Graviton Gun Range: Long Range Rifle Energy Consumption: Nuclear Grenade For each weapon, there's also a short comment, based on my experience with the weapon. This is purely subjective. I didn't use some weapons, but I can imagine they would be useful sometimes. A more detailed description of every weapon can be found in the other topics below. What should be standard equipment? This is a very difficult question, because it depends on which weapons you research. Here's my list of FUW's (frequently used weapons): In the early missions: medikit minigun long range rifles knockout gas In the later missions: automedikit launcher high explosive (one agent with 4 packages) In the last missions: plasma lance trigger wire (one agent) clone shield A persuadertron may also be necessary for a Mission objective. Automedikit Power: N/A Range: N/A Energy Consumption: N/A Cost: 13000 If your health bar drops to critical, automedikit activates immediately to restore it. Note that the agent must have a few seconds time to do this: if it's constantly under fire, then it won't activate itself. Cerberus IFF Power: +++++ Range: +++++ Energy Consumption: +++++ Cost: 65000 The Cerberus IFF serves as an automatic guard armed with a pulse laser. It attacks any suspicious object in range. It's unbelievable what you can take with you in your pocket, isn't it? Chromotap Power: N/A Range: ++ Energy Consumption: +++ Cost: 120000 Takes energy from dead bodies into your agents. Useful after a firefight to regain your agent's health, but you can also use the CONTROL-F2 combination to speed up your waiting-time to full health. If you take along the two types of medikits, you should be safe too. Clone Shield Power: N/A Range: N/A Energy Consumption: +++ Cost: 100000 Quite expensive, but very useful sometimes. Every Mission has another touch to it when you use this weapon. It's a disguise to make your agents look like c-class citizens. Remember that the enemy is not stupid: show yourself as an agent just for a few seconds, and the disguise won't work anymore. Displacertron Power: N/A Range: +++ Energy Consumption: +++++ Cost: 130000 Lets your agent disappear by creating some sort of time gate. Be aware, though, not to step in to it too, because you will be lost in time... forever. I first encountered it in the last mission, but never got a chance to have it myself. I don't think I would use this. Disrupter Power: N/A Range: N/A Energy Consumption: + Cost: 20000 The disrupter jams ships control, so if the enemy has persuaded someone, you can free him again with the disrupter. I never used it, but there are missions with wandering ex-EuroCorp agents. Instead of killing them, I suppose that freeing them with the disrupter is more fair. Electron Mace Power: ++++ Range: +++++ Energy Consumption: + Cost: 42000 Not a very useful weapon, though it's a Church of the New Epoch standard for a long time. Same rates as the pulse laser, but it costs more. Flamer Power: ++ Range: ++ Energy Consumption: ++ Cost: 16000 For some reason, I used it a lot in the original Syndicate game, and I almost never found it useful in this game. In the original game, lots of enemies would stay very close to each other. I then waited on the corner of a building until they appeared. I didn't see an opportunity in the Syndicate Wars missions. Zealots can't be harmed with this weapon, but the Unguideds are more flammable. Graviton Gun Power: ++++++++ (maximum) Range: ++++++ Energy Consumption: ++ Cost: 6553500 (maximum) The best hand-carried weapon of the game, but I didn't hear of this weapon until I tested the cheats. Only when you've researched all the other weapons is it possible to research this one. It's also very expensive. It's not necessary to have this weapon in the last Mission -- the plasma lance is good enough. High Explosive Power: +++++++ Range: ++ Energy Consumption: +++ Cost: 48000 This should be standard equipment. It's very effective against buildings, cars. It's also fun if you can lure a large group of enemies near it when it explodes. I did not find it very effective against tanks and spiders, but it's effective on the other vehicles. Note that you can always let the explosive explode before the timer reaches zero by firing some launcher rockets at it. This is very helpful when you see that your timing of the explosive is not right. Ion Mine Power: + Range: ++ Energy Consumption: +++ Cost: 62000 Disables weapon systems on vehicles, tanks, etc. The mine does not explode but kind of eats the target's energy. It can be useful when you know for sure where the vehicle is going to pass. Knockout Gas Power : N/A Range: +++ Energy Consumption: ++++++ Cost: 8000 This can be a life-saver when you are overrun by enemies. Throw one in the middle of a group and they are knocked out. You can finish them while they are lying unconscious on the ground. The effect is only for a limited time. Launcher Power: +++++ Range: ++++++ Energy Consumption: ++++++ Cost: 75000 Now this is a very good weapon. Your enemy will possess it sooner than you, though. If you hold down the mouse button before you fire, the rocket will guide itself to its target. I always had it in my standard equipment list once I researched it. It's a shame that it consumes lots of energy. It's very useful for striking groups of enemies, and is also effective against flying cars. Long Range Rifle Power: +++++++ Range: ++++++++ (maximum) Energy Consumption: +++ Cost: 30000 Low price, great weapon. Standard Equipment. Very effective against Unguideds because one shot is sufficient. Epoch agents must be hit twice once they are carrying launchers. Not to be used on massive attacks because of its long reloading time. When you use this, let agent 1 shoot alone, then switch to 2, then 3, then 4. Number 1 will be reloaded this way when it's his turn again. I cannot stress the importance of the LR Rifle enough. It is what will keep you alive in many missions. Medikit Power: N/A Range: N/A Range: N/A Cost: 3000 Get your health back. Minigun Power: +++ Range: ++++ Energy Consumption: ++++ Cost: 12000 This should be standard equipment. You can survive the missions up to EuroCorp Mission REF 7 with four miniguns (firing at the same time at one target). Once the plasma lance (and launchers) were researched, I hardly used this anymore. When all your agents' energy is drained, you usually can still use this weapon, though the bullet rate will be lower. Doing so saved my life many times. Nuclear Grenade (capitalism) Power: +++++++ Range: +++ Energy Consumption: ++++++++ (maximum) Cost: 100000 The effect is similar to a high explosive. It has no time trigger, though, and you can throw it towards your enemies. The voice says "capitalism" when you select this weapon, but research refers to the "nuclear grenade" name. Persuadertron (Indoctrinator) Alias: Indoctrinator (Church of the New Epoch) Power: N/A Range: + Energy Consumption: N/A Cost: 15000 Not a real weapon. Standard for persuading missions. Check the persuading guide for more info. Persuadertron II Power: N/A Range: + Energy Consumption: + Cost: 45000 A follow-up to the Persuadertron. Now you can persuade Zealots too. Plasma Lance Power: ++++++ Range: +++++ Energy Consumption: ++ Cost: 200000 Costs a fortune, but it's worth its price. Standard equipment in the later missions. I rarely used the minigun (or even the launcher) any more from the moment I researched it. Pulse Laser Power: ++++ Range: +++++ Energy Consumption: + Cost: 37000 This has never been my favourite. It should replace the minigun, but the minigun can fire constantly, while the pulse laser has a button to load. The longer you load, the greater the power. Its range is better than the minigun's. I used this weapon against flying vehicles, as long as I did not possess the long-range rifle. Psycho Gas Power: N/A Range: +++ Energy Consumption: ++++++ Cost: 10000 This makes the target go nuts, and sometimes he shoots his own. Knockout gas is better. Razor Wire Power: ++ Range: N/A Energy Consumption: ++ Cost: 10000 A wire which slows down agents or even kills them if you are lucky. Forget this weapon. Use the trigger wire instead. Satellite Rain Power: ++++++++ (maximum) Range: +++++++ Energy Consumption: + Cost: 105000 A real destruction device. Make sure you are not too close when it's coming. You send a signal to a satellite, and it "shoots" a lot of high explosives to that location. Although it seems to be very effective, for some reason, I never used it. Stasis Field Power: N/A Range: +++ Energy Consumption: ++++ Cost: 110000 Slows down other's reaction speed. You'll first encounter it in the hands of the enemy as some sort of alarm, when you want to steal some money. It actually alters the time. I never used it. Trigger Wire Power: ++++++ Range: N/A Energy Consumption: +++ Cost: 100000 Standard equipment for one agent in your team. It's a wire that explodes when an agent comes too near. Very effective in small corridors as a trap. One condition: you must have enough time to build the trap. It also drains your energy a lot -- you will have to give the wire to another agent when he's out of energy. Uzi Weapon power: + Range: +++ Energy Consumption: ++ Cost: 4000 Standard weapon. I only used it in the first mission. Its price is its only good thing. When you get the minigun, throw away this one. Persons Guide ------------------------------- Cybernetic Agents There are two types of cybernetic agents: the EuroCorp agent and the Church of the New Epoch agent. The EuroCorp Syndicate have been ruling the world for 50 years now, after they were victorious after the great Syndicates battle. (This refers to the original Syndicate Game.) By implanting CHIP technology implanted in every human being, they gained control of all of the world's citizens, and it seemed like they were unbeatable. The Cyborg Agent is the security force for EuroCorp. They are CHIPped, cybernetically enhanced, have no fear, have superhuman reflexes, and they exist only to serve its Executive (that's you behind that keyboard). There are no more then a few hundred EuroCorp agents because they are extremely expensive. They are only used for the most dangerous missions. Sure, they were unbeatable... until the Church of the new Epoch arose. Their birth is a mystery, and nothing more can be told. It's an Alpha 1 security threat. They are also called Zealots. They are cloaked in white surplices decorated with religious symbols. They float, because they have some sort of anti-gravitation device. STRENGTH: These agents (from the enemy side) are your worse nightmare. They also have the latest technology. You'll very often encounter weapons on them that you haven't even researched yet. They'll often attack with 40 at the same time. And even if they are dead, you still must be aware of the fact that their high explosives could ruin your day. The only chance to beat them is to fight them with the latest technology. And: - Research the proper weapons and use them wisely (see the weapon guide) - Have enough money to do this research (see money tactics) - Know how to defeat their vehicles (see vehicle guide) - Have good luck Operatives Day-to-day EuroCorp or Epoch Security is handled by Operatives. Recognisable by the combat fatigues, they are nothing more than hired security guards armed with heavy weaponry and unflinching loyalty, due to the CHIP's in their neck. They are nothing more than cannon fodder. STRENGTH: More than police agents, less than Cybernetic Agents. You won't encounter them very much, and you cannot see whether they are on your side or not. But the mission information makes this clear most of the time. Class-C Citizens A standard, CHIPped citizen, happy in its lot. STRENGTH: You should leave them alone, as they are no threat to you. However: casualties in battle are understandable, and you will not be punished for this. C-Citizens are the easiest persons to persuade and can perform as human shields. They can be comrades in arms, if you give them a chance to pick up a weapon from the dead bodies. Disadvantage: they are very weak, and most of the time they are killed with one hit from any weapon. Class-U Citizens Class-U citizens are those who have somehow broken their CHIP's influence. They are against EuroCorp AND Church of the New Epoch. Their gang is know as "The Unguided". They look like punks. STRENGTH: You'll encounter more Unguideds then Epoch Agents, especially in the later missions (except the very last one, of course). They have state-of-the-art weapon technology, but unlike Cybernetic Agents, they have no shields. For this reason, one single long-range rifle shot can kill them. Their greatest strength is in their numbers. Police Many cities maintain police forces, with EuroCorp's (or Church's) approval. They wear blue cloaks and have body armour and carry a lighter version of your force shield. Their standard weapon is a laser, minigun, or a long range rifle. They are there to protect the Class-C Citizens. STRENGTH: Police are on your side. But if they have had contact with the cybernetic enemy, it's known that they respond aggressively to your Agents, especially when you show some weapons. They will also attack you if you have killed a colleague of theirs, or if you wanted to steal some money from a bank. They are not very strong, and should not be able to defeat you. Enemy Vehicles Guide ------------------------------- Hover Cars Hover cars are the most common vehicles found in the game. They come in flying and non-flying versions. They all operate on the principle of magnetic levitation and can travel on specially-prepared roadways only. But note: later on in the game, research can produce the Anti-Grav engine, which allows the vehicles to move freely in all three dimensions. STRENGTH: The following weapons are useful against them, from most effective to less effective: Graviton Gun Plasma Lance Ion Mine Launchers Long Range Rifle Pulse Laser High Explosive APC (Armoured Personnel Carriers) The most commonly-encountered military vehicle, used both by you and the enemy (and the police) to ferry personnel in safety through combat situations. STRENGTH: see Hover Cars MBT (Main Battle Tank) The MBT is the heaviest of the armoured vehicles: it's a heavily-protected hover tank with awesome offensive capabilities. It's always equipped with four launchers, and it has a greater range than the hand-version of the gun. Its fire rate is also faster. STRENGTH: The strongest vehicle in the game. Use plasma lances or long range rifles to destroy it. Sometimes you can also steal it and drive it yourself. Its drawback: it's very slow in turning, and it seems to get stuck once in a while if it tries to take a passage which is not wide enough for the tank. Spider A huge, robotic spider-like drone. Armed with pulse lasers with quick fire rate. STRENGTH: This looks more dangerous than it is. Use the long range rifles or plasma lances to destroy it. The launchers, pulse lasers, or high explosives are not very effective against it. Fighting enemy vehicles These cars can sometimes be annoying, especially early on. Here's a tip for early missions: if you see a flying APC and it isn't coming towards you, but looks like it is patrolling, then you are in luck. Usually, these guys will patrol around a set area and you can fire long range rifles at them a few times before they wake up. I have sometimes killed APC's before they ever strayed from their patrol route to fire at me. As soon as you see a flying APC, yank out the LR-Rifles and pump up the drugs to the red. Fire the first volley of shots at it. If the APC doesn't charge at you, wait for it to come around again, and fire another volley of LR's. When the vehicle wakes up and does charge toward you, whip out the miniguns and continuously fire at it unil the LR's are reloaded. Fire another volley of LR's. Then switch back to miniguns. As soon as the APC starts falling out of the sky, run away from it. The last thing you want is flying debris, or even worse, the vehicle itself, to hit you. As soon as you see a car flying towards you, head for shelter by going into a building. They can't attack you there. Get back out when you're at full health. Cars always focus on one agent. Try to find the guy that the APC is going for, and leave him under cover. Next, group the other 3 guys around behind the APC and start blasting him out of the sky. Later on: use plasma lances to blow up the cars. Fighting the spiders Spiders are pretty scary the first time you see one, but they are also unexpectedly easy to kill. You'll be able to hear one coming -- it has a very mechanical sound in the distance. When you see it, take the long-range rifles and blast 4 shots into it. Next you can either run until your rifle has reloaded, or stand and shoot it with miniguns. Blast another four shots into the spider, and the spider is no more. This is very easy to do if you have four agents. EuroCorp Mission Guide =============================== About the Mission Guide There are 20 EuroCorp missions. Some, however, have multiple objectives, which must be achieved in different cities. When you count all these cities, there's a total of 35 "missions". To give a unique identification for every mission, I used the REF number (1 to 20) from the e-mail mission-icon, followed by the location. REFS 0 to REF 3 are mere trainer-missions. REFS 4 to REF 10 are tougher, but still not too difficult. REFS 11 to REF 15 become more challenging, and are quite difficult. REFS 16 to REF 19 are the hardest missions of the game. REF 20 is the last mission and is shared by EuroCorp and the Church. It's not really difficult, but you have to win three missions in a row, because you don't have the opportunity to save in between. I used a (1,2,3,4) numbering to specify agents, when they had to be distinguished. When I specified a specific location (e.g. the left corner), then it's related to the original map presentation at the beginning of the mission, because you can always rotate it during the game. Mission REF 0: London OBJECTIVE: Kill the Unguided in London (your HQ) BACKGROUND INFORMATION: Something strange is happening. The C-Class citizens are not responding to us anymore. Something is wrong with their chips. They call themselves the Unguided. We should eliminate them, because they are a threat to the C-Class Citizens. MISSION TACTICS: Get ready for the easiest Mission ever. This Mission and the next 5 to come are mere training missions, designed purely to be able to get used to the game controls. I can be short about this one. First, sell your Uzi's and buy the miniguns. Use the miniguns on the 5 unguideds you'll encounter, and go back to headquarters. Mission REF 1: Detroit OBJECTIVE: Seek the members from the Church of the New Epoch and terminate them. Neutralise the Unguided citizens. BACKGROUND INFORMATION: Agent Maritz from EuroCorp Intelligence reports to you. It seems like Utopia's centre in Detroit has been attacked, and the EuroCorp infrastructure has been compromised. The supreme EuroCorp command is being transferred to the London AI, and you will direct agents to execute missions in order to rebuild Utopia, from scratch if necessary. The attack was led by a new group, calling themselves "Church of the New Epoch". They released a virus "HARBINGER", and it's responsible for the rising amount of chip dropouts as it spreads throughout our network. This network guides our C-citizens, and people released from it are seeing the world as it is for the first time, and are therefore willing to join this new "Church". MISSION TACTICS: Training Mission #2. When you are dropped, the destruction of the Detroit AI is already a fact. From your starting point, you can eliminate the three Unguided with your four miniguns. Next, go to the car park to the south. One car contains some more Unguideds. They will step out of the car as you approach it. Kill them with your miniguns. Take a car and drive it to the entrance of the Detroit AI. You'll meet many dead EuroCorp agents... time to weep. But not for long, because there are five Epoch agents here. Get out of the car, and shoot them until you have killed one. At this point, the Epoch agents are probably grouped and are attacking you at the same time from the same spot. Use your shields, and run away. Not all of them will follow you. As you go further, stop for a minute and kill the one Epoch agent who is brave enough to follow you. Because they are no longer standing in a group, you can kill the other agents one at the time. One of them is carrying a high explosive. Pick it up. Congratulations: you are carrying your first not-researched weapon. There's only one Unguided left to kill. She's wandering somewhere in the Detroit City. Take your car to it and kill her. Be careful though not to get too close, because she'll explode as soon as she is dead. Back to the IML link, and your second successful (trainer) Mission is a fact. Mission REF 2: Hong Kong MISSION OBJECTIVE: Persuade the scientists. BACKGROUND INFORMATION: The virus is still threatening the EuroCorp centres. Some centres are isolating themselves for their own security. They want to become independent. Yamaguchi Holodata, our prime chip manufacturer, is attempting to establish an independent syndicate. To stop him, we shall destroy his main power station by persuading his scientists. The station, then without the scientists, will overload and explode. MISSION TACTICS: As you are dropped you'll notice that there's a fight going on between the Yamaguchi-agents and some Unguideds. Join the party, and kill every agent with your miniguns. It's worth the effort: some money can be found on one of the bodies (80000 credits, to be exact). You can also take the miniguns (if you don't have them yet), take some persuadertrons with you, and take some Uzi's . You can sell them when you're back home. In the beginning of the game you will need all the money you can get. Take the car that is parked nearby, and drive to the power station. After you pass the gate, three operatives will be there and will start shooting at you. Protected by the car, you can easily shoot the operatives. Take the persuadertrons and ... well ... what do you do with persuadertrons? Yes, persuade. You'll have to get very close to the scientists. Take them with you in the car, and go back to the IML link. If you had not enough yet, there's a Church of the new Epoch in this city. Fight them if you dare. It's not necessary for the successful completion of this mission, but the only way to learn how you can win a battle is by losing some. Mission REF 2: Beijing MISSION OBJECTIVE: Persuade executives of Yamaguchi. BACKGROUND INFORMATION: To complete the blow against Yamaguchi, we are going to persuade some of his executives. MISSION TACTICS: Training Mission #4. The first executives are quite near. Walk past the entrance of the building and go to the doctor who is just arriving with his ambulance. Persuade him. A scientist more will make research go faster. Now get inside with three agents, and leave the doctor behind with the agent that originally persuaded him. Kill the policemen guarding the target, and persuade the two executives. Group your 4 agents again as you step into the ambulance. Drive the car to the second target. Park the car before the building. Don't step out yet -- the car will protect us again. Take out the shooting policemen. They should know better than to attack a car with Uzi's. Leave two agents behind -- they will protect the already persuaded executives. Get inside the narrow alleys between the buildings and kill the policemen. The two buildings contain two executives, but don't forget the Unguided that is wandering around in the alleys a little bit further away. She might surprise you and kill your executives before you can say hello. So take her out first. Group your agents again, and get back in the car. Our last task is to kill some ex-EuroCorp agents (they are now obeying Yamaguchi). Park on the opening between the rocks, take your four agents and take out the three Yama-agents with your miniguns. Note that the persuaded executives will either help you if they got a chance to pick up a weapon, or they will stay behind your agents, protected by your agent's bodies. When your last target is killed, the Mission is a success. You don't even have to go back to an IML point. Mission REF 3: Geneva MISSION OBJECTIVE: Persuade the scientists and escort them to the IML link. BACKGROUND INFORMATION: The Church of the New Epoch gains more members every hour, converting citizens with a combination of brainwashing and chip-hacking by the virus. The church tells its followers that the end of the world is near and that only they have the technology to be saved from the great cataclysm. It seems that our persuadertrons don't work on the Zealots. For this reason, we'll have to research it with the highest priority. For this new research, we will need some brains. Persuade the scientists and bring them to us. MISSION TACTICS: Trainer Mission #5. You'll notice a church agent trying to persuade some citizens. You can kill him if you want to. As soon as you approach the entrance of the building where the scientists are located, you'll get some welcome greetings by Unguideds and by Zealots. You can take care of them without a problem if you have 4 miniguns. Persuade the scientists when the battle is over, and escort them to the IML link. Underway a car with some Unguideds will come near. Take them out as soon as they step out of the car. Be sure the scientists are far enough -- they may not be harmed. Watch out for the high explosives the Unguideds are carrying. Take them with you before they explode, or be at least far away from them when they do. Get back to the IML link and this Mission is over. Mission REF 3: Matochkin Star MISSION OBJECTIVE: Persuade the scientists BACKGROUND INFORMATION: see Mission REF 3 Geneva MISSION TACTICS: Trainer Mission #6. There's an update for the Mission objective as soon as you arrive at the city. First you'll have to take out the Unguideds who are demolishing a car park. To get there you will have to follow the street going to the upper level. Four miniguns will take out the Unguideds without a problem. As they are finished take a car, and drive to the Church located at the left corner. We are going to take out some Zealots, though it's not in our mission objective. This will be the first time that you are outnumbered. Don't just cross the bridge that leads to the Church; if the Zealots all fire at once your shield will be drained in a second. Lure them away: retreat as soon as you're in the middle of the bridge. For some reason, you can't really shoot them while they are on the bridge. Retreat to the street, and as they come closer (and as they leave the bridge) you can start firing. If they are beginning to form a group, put your shields up and back up a little bit so that you can recover. (Only one Church agent or so will follow you so don't worry.) When you have recovered, go back and take out the remaining agents. Get into the church because here you can find your first skin: epidermis version one. Fore more information about these skins, check the miscellaneous section. Drive to the first scientist-location. On your arrival ,some operatives will come and shoot the car -- no problem for our miniguns. Get inside, take out the couple of operatives there and persuade the scientists. It's time to learn how to drive a flying car: there are two cars waiting for you a little bit more to the north. Choose the one you like more, get the scientists into the car and fly to the second location. Fly over the second fortified location: you can easily take out the operatives this way. There's no danger for the scientists as long as you are in the car. If the coast is clear, land the car and persuade the two scientists. Get back to the IML link, and this Mission is a success. Mission REF 3: Vancouver OBJECTIVE: Persuade the scientists. BACKGROUND INFORMATION: see REF 3 Geneva MISSION TACTICS: Welcome to the last trainer Mission -- it's also the first real challenging mission. Your Mission is to persuade 2 scientists that are guarded by policemen. But more important: this Mission can provide you with the money you so desperately need. There are three cars, driven by Zealots. Each car has a suitcase of 200000 credits. As you arrive in the town, a battle will be going on more eastwards of the map. The battle is between the Unguided and some Epoch agents. Let the Unguideds do the dirty work; as soon as the cars are destroyed, join the battle and kill the remaining Unguided with the miniguns. Look out for the policemen, because they work with the Unguideds in this mission. Take the suitcases as a reward. As you walk closer to the location of the scientists, you'll encounter some more Unguided and policemen. Only two will attack you at the same time. Don't get too close to the scientists yet. When they notice you, they'll run away to the nearest tube entrance, and they will be transported to the other side of town before you know it. Stay close to the wall of the building, and first kill the two agents who will approach you. Wait until the other two (who are closer to the scientists) decide to leave their position. Then take those two out too. Now you can go to the scientists, armed with the persuadertron. They'll start running, but they'll stop as soon as they are persuaded to stay. Now run full speed to the tube entrance to the south, because Unguided forces are starting to close in on you from all directions. Take the tube (by walking through it) and it will take you quite close the IML point. Watch out for the scientists when they leave the tube, because they will start to walk back to the original tube entrance. It's not a bug: you just clicked more than once on the tube entrance to get all the agents boarded. Go back to the IML point and kill the two zealots who are waiting there. Be sure to be a little bit ahead of the scientists. But you must also be sure that no Unguided is sneaking up from behind, because this way he would have a clear shot on the scientists. It's only a matter of time before the Unguideds will notice the escape by tube, and if you wait to long, you will have to deal with them and at the same time protect the scientists. This is almost an impossible task. Walk to the IML point, and your Mission is over. Note: Check the money bug, related to this mission. Mission REF 4: Singapore MISSION OBJECTIVE: Hijack Bullion car and get it to the evacuation zone. BACKGROUND INFORMATION: Tang's syndicate has declared themselves independent. Bullion is to be moved under armed escort from the central bank vault to Tang's headquarters. There is no time to destroy the tank because the agents are there before you arrive, but try to hijack the armoured convoy before it reaches its destination. MISSION TACTICS: The missions are becoming more and more challenging. It's not such a difficult Mission, though, if you. take some knockout gas with you. First you'll encounter two ex-EuroCorp agents. They are carrying long-range rifles -- the rifle's first appearance in this game. Pick them up if you can. Although they will not be of service in this mission, they will be useful later on. Take the street that leads to the vault. Throw 4 knockout gas bombs as soon as an agent starts to fire at you. The gas will overwhelm most of them. "Shields up, captain!" and run towards the "Bullfrog" car. Get inside and drive away to the evacuation zone. Shoot at the agents who survived the gas attack. Remember that their beauty sleep from the gas is only temporarily effective, so if you wait to long, the resistance will become heavier. You will not encounter any resistance while you get to the evacuation zone. The agents will follow you on foot, but they can never catch you. As soon as you arrive at the evacuation point, the Mission is over. Mission REF 5: Phoenix OBJECTIVE: Steal Cultist technology BACKGROUND INFORMATION: The Church of the New Epoch is using weapons totally unknown to our R&D department. In Phoenix there's a large operational centre of the Church, where they train and indoctrinate new converted Zealots. They are tempered in the carnage wrought by the thousands of citizens who became Unguided, as a result of the Harbinger virus. Get to the centre, and see if you can find some of the new Epoch technology. MISSION TACTICS: As soon as you are dropped, you'll hear some fighting Unguideds. The Unguideds are planning to rob a bank and the police don't like it. The Unguideds will drop three high explosives near the building. You can either wait until the building is destroyed and pick up the suitcases with the money yourself, or you can even pick up the explosives. You can destroy the building only with one explosive. That leaves two high explosives available for later use. Be aware of the fact that the Unguideds have a claim for the money, so be fast because they will try to pick up the suitcases themselves. If they do you'll have to kill them to take over the money. You can destroy the building with one high explosive by placing it on one of the three doors. Run away, and watch the explosion. (Great, isn't it?) It takes lots of Unguideds with it. Grab the money and run. Take out the remaining policemen (I guess they want their money back) and also the remaining Unguideds (I guess they want it too). The 4 Miniguns are still sufficient enough for this mission. Back to the main objective: we must steal technology. Take a tour around the fortified place, and take out the Epoch agents that are wandering around. Note that there's also a police car patrolling in the neighbourhood, and they'll start to shoot at you. Let the guard notice you and take him out. Wait until four other agents will come out too. They don't have a chance against 4 miniguns. After your health has been restored, get inside, go towards the agent that carries the technology, and take out every other agent you encounter. As soon as you have the technology (suitcase), get back outside and run to the evacuation point. Remember that you don't have to take out every Epoch agent to win this mission. Besides, if you take out the last agent, an alarm (in the form of psycho gas) would be triggered, and you would also have to face your first APC (flying vehicle). If you encounter it, you will have to take it out with your four miniguns. This will take a while -- hide in a building to recover! Get to the IML point, and this Mission is over. Mission REF 6: Rome MISSION OBJECTIVE: 1. All Unguided citizens must be eliminated. 2. The ex-EuroCorp agents, who have now sealed themselves off from our syndicate, must be taken care of. BACKGROUND INFORMATION: Harbinger has been very effective in Rome. The Unguideds, who are destroying the whole city, must be eliminated. Also, the former EuroCorp security garrison has declared themselves independent. Neutralise all Garrison personnel. These two actions will show that EuroCorp still has control. MISSION TACTICS: Until now I almost always used the miniguns. From now on, other weapons will become more and more important. You should have the miniguns, the long-range rifle and the high explosives by now: either by research or by taking them from enemy bodies. Remember though that by stealing weapons from the enemy, they will drain a lot more energy. If you don't have these weapons yet, some Unguideds are carrying them in this Mission. To gain access to the local garrison, you'll have to use a high explosive to get in, or steal a car. You'll also encounter your first spiders. Miniguns can take them out, but long-range rifles are far more effective. (You can find some long range rifles in this Mission, if you don't have them yet from the previous missions.) You must go up the stairs and kill the first U-citizen you encounter there. There are three main reference areas: the first one is on the south-left corner -- an Unguided area. On the other side of the road there's a smaller building containing other Unguideds. On the west side of the city, the last Unguided area is located near the satellite dish. The entrance to the area of the ex-EuroCorp agents is at the east. The Church is also in town with a little area in the middle of the map. They can be annoying if you get too close. You can deal with them first, but their dead bodies are not necessary to win this mission. If you go to the first area, you will have to deal with the spiders. If you deal with this area last, you can run away from them as soon as your last Unguided is dead. The spiders are not within the Mission objective. If you don't have the long-range rifles, first go the Unguided area at the satellite dish. They can easily be taken out with four miniguns if you don't let them all attack you at the same time. Weapons on the bodies you can find here include long-range rifles, miniguns, knockout gas and lasers. It's as good as a local weapon-provider. Back to the first area. When you use the entrance near the motorcycle, you'll hear some noise from above. Get the hell out of there! It's satellite rain: something you will not have researched until much, much later. It will blow up the whole area (I guess it's some sort of self-destruct sequence of the area). This makes your job a lot easier. Caution though: after these huge explosions, two spiders will hunt you. They are armed with lasers, and their fire rate is very high. The key here is to shoot the long-range rifle, to get somewhere safe to get your energy back, and then to come out and shoot again. You can use the building near the parked motorcycle to recover. Or, if there's only one spider left, you can play hide and seek: keep on running around the building; this way you will stay always at the opposite side of the spider. The spiders, as long as they do not notice you, will also take out the patrolling garrison car if they come near. Two areas left: the garrison and the little area across the road. This last one can easily be dealt with if you use your miniguns. There are two ways to get into the garrison: you can take a police car parked near the police station but the agents will resist. You can also use a high explosive near the entrance of the garrison. This is recommended because the police won't bother you then. As you get inside about five ex-EuroCorp agents will attack you. Fortunately they will do so separately, so your four miniguns will be of service again. There are two patrolling groups. Walk to the car park on the left. Get into the first car on the south side. The car parked a little bit further contains agents so don't get too close. When the first patrolling group is near, get their attention and start to shoot the miniguns while you stay in the car. The car will protect you. When it's about to be destroyed, get into the second car. The explosion of the first car will kill some of the ex-EuroCorp agents. The second patrolling group will join the club after a while, so see to it that you have destroyed the first one in time. As a reward, the garrison contains 400000 credits. It's in the building with the three gates. Of course, you will have to blow it up first with high explosives. Mission REF 7: Hong Kong MISSION OBJECTIVE: Kill the rogue agents. BACKGROUND INFORMATION: An intercepted message explains that three agents, purporting to represent the EuroCorp, have carried out covert operations. These rogue agents have monitored EuroCorp activities. We must neutralise all unauthorised agents. In the mean time: the technology we stole in the previous Mission was an indoctrinator, which is the item that converts people for their "religion". It works almost the same way as our persuadertron. We are going to try to build an advanced persuadertron, which can persuade also Zealots. MISSION TACTICS: REF 7 was designed to have the time to research some weapons. During the three REF 7 missions I researched the long-range rifle, the laser and some cybernetic modifications. The missions from REF 7 missions are very easy. First you will encounter 5 ex-EuroCorp agents. In the town, there are some operatives who will bother you with lasers. Next, take the yellow car on the east side of the town to gain access to the rogue agent. You can blow up the gate, but it can also destroy the bridge and there's no other to reach him. With the car you can drive to the rogue agent, kill him, and drive back to the IML link. That's all folks. Mission REF 7: Beijing MISSION OBJECTIVE: Kill the rogue agent. BACKGROUND INFORMATION: check REF 7 Hong Kong MISSION TACTICS: This Mission is a piece of cake. Get to the entrance between the rocks. There's an operative and an automatic laser station standing over there. Stay at a safe distance, and get rid of the station and the operative with the long-range rifle. The Operative will need one shot, the station three. The operative was carrying razor wire -- be sure to take it with you. Inside the area there's another laser station. As you are coming near the rogue agent, some other operatives will try to stop you, but four miniguns (or long range rifles) will keep their mouths shut forever. The rogue agent is inside a building but he will come out as soon as you are near enough. The guy is carrying a flamer. On the way back you'll meet three operatives near the entrance but they should not be a problem for the miniguns. Back to the HQ and you have gained another successful Mission on your list. An epidermis version 2 can be found in this Mission in the building in the middle of the map. An operative and an ex-EuroCorp agent guard its entrance. Mission REF 7: Phoenix MISSION OBJECTIVE: Kill rogue agent. BACKGROUND INFORMATION: see REF 7 Hong Kong MISSION TACTICS: This is another easy mission. The rogue agent is quite near, but you will have to pass the gate first. A high explosive or a car will gain you access. Once inside, ex-EuroCorp agents and operatives will attack you but they are no big deal for your miniguns. The rogue agent will run as far away from you as possible. In the mean time, two flying vehicles with two Zealots will land near the entrance. Take out the rogue agent. On the way back, kill those two Zealots. Take one of the cars to fly back to the IML, and that's it. Mission REF 8: Rome MISSION OBJECTIVE: Persuade the rogue agent BACKGROUND INFORMATION: The leader of the rogue agents from REF7 has escaped to Rome. He seems like a capable man, so we would like to persuade him to join our group. In the mean time, the leader of the Unguideds seems to be someone who used to be one of our researchers: Paul Vissick. MISSION TACTICS: It took a while before I could finish this mission. To be honest, I was stuck for quite a while and had even uninstalled the game from frustration at one point. The map consists of a road, which forms a large square. On the opposite side of the place where you are dropped, there's an entrance to an area where our target agent is located. The problem here is that you CANNOT get into this area with a vehicle, because there are simply no cars available. The only way to access the area is to put a high explosive in front of the gate. My initial problem was that I did not possess or had not researched that yet. Don't worry though if you are also in that situation: the first Unguided you encounter carries one with him: kill him and be sure to pick up the explosive (before it explodes, of course). To persuade our target agent is not that easy. You will have to persuade TONS of citizens: you need about 30 persuasion-points. It's difficult to keep your persuaded followers alive, so you will first have to deal with the enemy before you start to persuade. There are 2 Unguided vehicles driving around. Destroy them first; otherwise they will shoot the whole bunch of persuaded citizens as the cars pass by in pure Al Capone style. Secondly, there's a group of Unguided located in the left upper corner of the map. Finally, there's one Unguided in the middle of the map, armed with a disrupter. Take him out too. Now you can start to use the persuadertron. The only possible problem left are the police agents, but as long as you do not show your weapons they will not bother you. If you have enough persuading points (check the table of persuasion in this file) you can of course let them join your side too. Don't bother to enter the target area until you have at least 30 followers. Let them all meet at the initial dropping place. Now run full speed to the area entrance. The followers won't be able to follow you, so they should be pretty safe. They will not be in the combat zone while you are there. Drop the high explosive at the entrance. Get inside. If you want, you can first destroy the car parked at the left. Our target agent could use it later on to escape. If you have enough persuasion-points you can go right at him. He's hiding in a building and as you walk in to one door, he will try to escape through another door. Get close enough and persuade him. That's all. As you can see the keys to this Mission are the high explosive and enough persuasion points. What remains is quite easy. Mission REF 9: New York MISSION OBJECTIVE: Persuade Jennifer Task BACKGROUND INFORMATION: A new syndicate in New York, the NAA (New Atlantic Alliance), is posing a threat to us. Jennifer Task, an Ex-EuroCorp media chief, is using her privileges to locate scientists for the NAA. And she is very successful. We want her to join us, and we want to know where she gets her scientists. The centre's security is tight; you will have to persuade someone who leaves the centre, to obtain a pass to get inside. MISSION TACTICS: This Mission is packed with flying cars and roads. It's quite overwhelming and you will have to deal with the cars first before you can start with your Mission objective. But first things first. We have to persuade a citizen to gain access to Jennifer's place. On the road to this building you'll encounter some operatives, which can easily be taken out with miniguns or long-range rifles. However, a taxi car will land containing some more operatives, and a flying car will attack you with pulse lasers. First take out the operatives on foot because their hit rate is much higher. Switch to long range rifles if you want to destroy the flying car and hide in a building (or in a small alley) to recover. It will take about 8 shots. Our target is in a building. It seems to be safe, but as soon as you near the target, three ex-EuroCorp agents and some operatives will appear and will start to attack you. Take out the nearest EuroCorp agent with the long-range rifle, and then switch to the minigun. The dead agent will drop a high explosive, and this will kill all other enemies including the two other EuroCorp agents who were also carrying explosives. If the agent died too close to the building of our target, pick up the high explosive because a dead person can not be persuaded. You can also find a parked car near the building. You can use it as transportation, but beware: there's an operative around who carries a clone shield. In other words: he looks like a c-citizen. He/She will drop a high explosive as you near the car. Take him/her out with the long-range rifle. You can recognise him/her because he will start to run towards you as you near the car. If you killed him/her, pick up the high explosive that he/she wanted to drop, and also take the clone shield. This weapon is not very useful in this mission, but you'll be glad to use it in REF 15. Persuade our target, and take the car. You can leave the persuaded person behind; it doesn't matter if he gets killed now. We have got the pass, so who cares? There are two roads that lead upwards: one to an area where another flying vehicle is parked and the other one to the area where Jennifer and lots of policemen are located. If you just drive into this last area, flying cars from everywhere will crush you. The easiest way to complete this Mission is to take out the cars first. Outside the Jennifer-area, on the ground level, there's a bank guarded with three agents. Take out the guards. Four flying police cars will appear. You can take them out with the long-range rifles or pulse lasers, and hide in the bank if you need to recover. Repeat this until the four cars are destroyed. Place a high explosive in the bank and pick up the 700000 credits in the three suitcases. Two flying cars left. Take the other road going upwards, drive into the area and take out the flying car with the long-range rifles. Don't stay in the car, because if it gets destroyed you won't be able to leave this area. (If you lose your car elsewhere, there are 2 other cars in town you can drive: a yellow car and a Bullfrog car.) When every car is destroyed, it's finally time to drive towards Jennifer. You must enter it by car: A high explosive would blow up the entrance, but also the road and you with it. You can park the car just before the entrance and the doors will open. Take out the nearest policemen (who are still unaware of your presence) with the long-range rifle. If you drive into the area, other policemen will start to fire on you. Drive far enough into the area, otherwise the automatic laser guns on the entrance will make you an easy target. The policemen and the ex-EuroCorp agents can very easily be taken out with the miniguns. It's now a safe walk to Jennifer (who's behind the last building). Persuade her to come with you and take the flying police car parked near here to fly to the IML point. Mission REF 10: Santiago MISSION OBJECTIVE: Persuade scientists. BACKGROUND INFORMATION: Paul Vissick has sent a public message to incite the Unguided to rise up. Not only against the EuroCorp syndicate, but also against the Church. He claims that the Church would bring nothing less than a total Armageddon -- the global destruction of the world. Vissick's last assignment for EuroCorp was so classified that the nature of his Mission then is unclear. We do know that he was working with researchers from "Gel Data" in Iceland. Jennifer Tasks has given us the location of Gel Data scientists in Santiago and in three other cities. Persuade them in each city. MISSION TACTICS: The main problem in this Mission is the fact that the scientist is located in the centre of the town, and that you are on the outside border. And guess what: all bridges to town are blown up and there's no gate or door to take you close to the scientists. There are two possibilities: you can take public transportation (the train), or you can hijack a flying car. If you take the train, you will be forced to use a high explosive on one of the buildings. It didn't work for me, because the scientist was blown to bits as well. He keeps on walking around, but he was always very close at the time of the explosion. I guess it's possible to do it this way, but because of my failures I used the second possibility. Walk to the west of the map. At the corner, you'll see a flying car guarded by only a few Zealots. Watch out for the building near the fence because as soon as you come near it, four ex-EuroCorp agents will pop out and will start to attack you. If you don't alert the Zealots yet, you can withstand this attack without any problem. Then go to the Zealots area. On a very rare occasion in this game there's a policemen willing to HELP you. If all Zealots are killed, it's time to take the flying car, but do not take it to the scientist yet. We are going to return a favour. A little bit further north there's a battle going on between one police car and two flying Zealot-cars. Fly to it, park your car in the neighbourhood and choose a Zealot car to attack. The police will already have damaged the cars. Long range rifle shots and miniguns will do the trick. The other Zealot car will continue to focus on the police car. When your target car explodes run back to your car. Your health will be not so good anymore and the other police car is about to be defeated. When the police car has been destroyed, its attacker (the second Zealot car) will then focus on you. Protected by your car you should be able to take him out. If your health-energy is draining out, you can fly around the city at full speed to recover. The Zealot car will follow but will not be able to attack you while you're flying. What remains is quite simple. Park your car at the scientist area. Take out the few Zealots who are suicidal enough to attack you with their electronic maces. Persuade the scientist, get back into the car, and fly home safely. Mission REF 10: Buenos Aires BACKGROUND INFORMATION: check REF 10 Santiago MISSION TACTICS: If you have paid some money for more information about the mission, you are given two other important clues. There's a reserve vault containing 800.000 credits, and an additional cultist area has been detected. Great! The four Zealots wandering around the building near the IML point are your first enemy contact. Proceed to the vault because we're going to earn some money first. On your way to the vault you can encounter some more Epoch agents, but they are nothing to be worried about, because they attack separately. The mass attacks are reserved for the later missions. Place one high explosive on one of the gates of the vault and run away. If you are lucky enough only two flying police cars will come and attack you. It's possible that a yellow Zealot car will annoy you too if you're not so lucky. You will have to deal with it in this Mission anyhow. Choose a vehicle and shoot it. There's a building to the south of the vault where you can hide. A combination of long range-rifles and miniguns should suffice to destroy the cars. Our target is in the area next to the vault. Stay at a safe distance, and shoot the two Zealot guards with the long-range rifles. Other Zealots will begin to move towards the entrance, and you can shoot them one by one as they appear. Only some of them will stay in the area. They are within three buildings, but they can easily be taken care of. The first will come from a building to the north as soon as you enter the area. Use miniguns and long-range rifles to take them out. The other Zealots will not come out as long as you are not near their buildings. Be sure to pick up the epidermis that you can find in this building! The other two buildings have only three or four Zealots. Take them out before you persuade our scientist. After the persuasion, this Mission is not over. A new objective arises: kill every remaining Zealot in the city. I kept one agent behind with the scientist and I grouped the other three. The group can walk towards the Zealots at the other side of town. This way, you will keep your scientist out of dangerous situations. The area is covered with a fence. Blow it up with a high explosive. The building near the fence can now be accessed. Put another high explosive near a wall. Some Zealots will have noticed your attack. If you want to avoid this, you can always use the clone shield from a previous mission. The alarmed Zealots will move to the building to be able to attack you but the high explosive you had put there will kill nearly all of them. There's only one guard left a little bit further away. Group your 4 agents again and go to the IML point. Mission REF 10: Cape Town MISSION OBJECTIVE: Persuade scientist. Background INFORMATION: see REF 10 Santiago MISSION TACTICS: This Mission will introduce the launchers but unfortunately not on your side. Because Unguideds start to close in on you when you are dropped, get into the small path near the entrance and stand ready with your long-range rifles. Shoot the Unguided as they appear. Some of them are carrying high explosives. The timer is triggered when an Unguided gets killed. Unfortunately for them, this will kill all other Unguideds that are in the neighbourhood (which can be about 15 if you are lucky). Those explosions may already have made an entrance to our target area. If this is not the case, you can take one from the Unguided (or use one of your own) and place it at the guard tower near the street. The tower will collapse, and you can enter the area through the rubbish. The explosion also alarmed a Zealot car, so deal with it first before you enter the area. Use the forced entrance path. 3 Zealots will come. Use your long-range rifles again. Two guards are standing on the "normal" entrance to the area. 2 Shots with your rifle and they are history before they even knew they were under attack. Things seem to be clear now, but if you look through the entrance you can see another Zealot outside the area. He is carrying the launchers. Kill him with the long-range rifles but do not get outside the area. Note that Zealots with launchers are more protected against bullets, so it will take more long range rifle or minigun hits to kill him. It's necessary that you kill him now, because he would attack you as soon as you would have persuaded the scientist. Don't forget to pick up the launchers that he was carrying. Persuade the scientist and escort him outside the area through our forced entrance. Three Zealots will come from outside the area, but you should be able to get at the IML link in time. One of the Zealots is carrying launchers, but if you are near the small, forced entrance-path he will kill himself as his rockets will explode against the wall. When you are back to base, you will get the opportunity to research the launchers. Put a lot of money into it. It's worth the effort. Mission REF 10: Adelaide MISSION OBJECTIVE: Persuade scientist. BACKGROUND INFORMATION: see REF 10 Santiago MISSION TACTICS: The first enemies to deal with in this Mission are some Unguideds. Miniguns can take care of them without a problem. They are carrying lasers, long range rifles and miniguns. Take the long-range rifle guys out first. Take four of those long-range rifle bullets and you will be glad that you brought a medikit along. At the end, a flying police car will join the party. Walk to the Church but do not cross the street yet. Take your agent who is carrying the high explosives, and put 2 of the explosives on the wall near the street. The Epoch agents will be alarmed and will start to close in on you with 2 Zealot-flying-cars, but the explosion will kill many epoch agents and also at least damage the cars heavily. In my case, the first car was destroyed completely, and the second car only took me two more long-range rifle shots. The Zealots in the Church are only bringing their disrupters and electronic maces along. They should know by now that those maces are not good enough. They will soon realise this: from the next Mission on most of them will have launchers. I hope you are researching that weapon while you are playing this mission. It's very simple really. The surviving Zealots near our targets can be dealt with in any way you want (lasers, miniguns, rifles). Persuade the scientist and get back to the IML link. Too easy, right? Up to REF 11 then. Mission REF 11: Christchurch MISSION OBJECTIVE: BACKGROUND INFORMATION: More info is available about Paul Vissick. Before the Harbinger virus was introduced, he was working in Reykjavik to research a machine capable of amplifying human capabilities. However, the scientists you persuaded in REF 10 claim that in stead of designing, they actually built such a device. These researchers, known as "The Ten" or "Cybernetic Cognition Conference (C3) " are still not accounted for since the Harbinger attack. Reykjavik, reported as a failed IML link, now seems to be engineered to provide maximum security for the team. The C3 secretly commissioned its own IML link in Christchurch. Secure this link for our use. MISSION TACTICS: Ah, the fun begins right here. From now on, all Epoch agents will be harder to kill, because they are more protected against weapon impact, and their standard weapon will be the launchers. But hey, you've got them too, right? First there are some Zealots in the Church near the drop site. Those Zealots are still carrying electronic maces. Fools. Take the street leading northwards. 4 Cerberus IFF stations (read: static, automatic laser guns) are on the next crossroads. Finish them with four long-range rifle hits. The IFF stations are easy to take out this way, as long as you do not get too close. Don't get into their fire range. By now, you will encounter the first of three flying vehicles in this mission. You can forget the miniguns/long range rifle combination from now on. Use the launchers/long range rifles combination now. I even often stayed with the launchers, because unlike the rifles, their loading time is quite fast. Be sure to hold down the launcher button until the square around the target is at its smallest size. The enemy is on auto-target this way. You'll have a 99% hit chance then. Stay where you are after the car is destroyed. It's time to recover. After a while a second and third flying enemy car will arrive. Take them out the same way. More northwards there's a bank waiting for you. It contains 2000000 credits. Four IFF stations are located near it. Take these out first. Place a high explosive near the bank. As soon as it is dropped, four ex-EuroCorp agents will come out of it and start to attack you with lasers. I used the miniguns on them to keep them close to the bank. As the explosives do their job, they took the agents with them. The suitcases are not within the bank but on the bodies of the agents! They were trying to escape with it I suppose. Proceed to the target: the IML link. Take out the remaining Zealot agents. There's a building where two Zealots are patrolling. Take these out first with the launchers, and the others will come too. Use the launchers/miniguns combination. Don't be overwhelmed (you'll have plenty of time in the later missions to do that). Be sure to take out the launcher guys first, as they are your greatest threat. Get to the IML point, and this Mission is a success. Mission REF 12: Reykjavik MISSION OBJECTIVE: Find out what happened with the C3 project. BACKGROUND INFORMATION: Using the IML link in Christchurch you must proceed to Reykjavik and try to find out what happened to the C3 project. Recover evidence if possible from the C3 programme. We don't know what to expect in Reykjavik. MISSION TACTICS: The Mission objective becomes clearer when you start your drone connection. There are two scientists, and it seems like they are just waiting to be persuaded. Wishful thinking I'm afraid. This is one of my favourite missions. It's also a key Mission for the story. Zealots guard the entrance to the first scientist. Approach them from the OTHER side (not from the side you are dropped). Kill the Zealots armed with launchers. There's one Zealot that is going to drop a high explosive in the building in front of the entrance. Let him do his job, then take him out. The building will not collapse from the explosive. At least, as long as no launcher hits occurred. Three other Zealots will come out of the entrance. Fire four launcher rockets to the building when they are close enough to it. The building will be destroyed, and will take the three Zealots with it. Take the entrance that leads to another entrance further north. Place a high explosive, then get the attention of the first Zealot. A bunch of agents will notice you suddenly but the high explosive will put an end to that. The remaining agents can be taken out with launchers or long range rifles. (It's your choice.) No time to rest! As soon as the last Zealot gets killed, a Zealot will come out of a building to the east. Kill him as fast as you can, because he will try to destroy the Reykjavik base with a high explosive. Pick up the explosive to be sure that it can not damage anything. No time to rest before part II! A second self-destruct attempt of the Reykjavik base is underway! A flying car arrives, with one Zealot agent. He will ignore you and run more northwards of the base to drop an explosive. Take him out. He's quite tough but four long-range rifles should do it. Don't use launchers because it could damage the R&D facility or set off the explosive that he's carrying. Pick up the high explosive when he's killed. No time to rest before part III, either! A new group of zealots are coming from the town towards the first entrance. To recover, take the flying car from the Zealots. Fly it to a safe place, until your health is recovered. The Zealots will start to hunt you, no matter where you are. Just keep on flying through the town using and use the long-range rifles and launchers to kill the Zealots. If you have dealt with them, fly towards the first entrance again. Do not pass the wall to the area of our scientist. Use your launchers, and fire 8 shots into the blue and yellow barrels. A combination of high explosives and psycho gas from the barrels will take out 4 Zealots agents. Now you can safely fly over the wall and land. Take out the 4 remaining agents that are wandering around the area and persuade the scientist. Get back into the car. The second scientist should not be approached through the tube. The scientist will immediately play hide and seek: if you take the tube in he will take the tube out. The car makes it a lot easier. Fly around the two guards and the two laser stations, and fly directly towards the scientist. Arm yourself with the persuadertrons. He will immediately be persuaded, and the "mission successful" banner will appear. The Mission is over. Mission REF 12: Nuuk OBJECTIVE: Conduct a full sweep of the city. BACKGROUND INFORMATION: Nuuk has been completely sealed off from the outside world since the chip failures began. Nuuk is directly linked with the IML from Reykjavik. Since our previous Mission was successful, it's time to take a look at the city to know what is going on there. MISSION TACTICS: From this Mission on, you will love your launchers. They will prove their effectiveness. This Mission also includes the second appearance of the spiders. Nuuk is full of Zealot agents. The first two agents who guard the area in which you were dropped will not be a problem. But as soon as you start to move northwards, a very large group of agents will close in on you. This is the first time that something like that happens, but definitely not the last time. In this Mission you will prove those Zealots (again) that their mace weapons are worthless. Stay close to the southern church wall that you'll see when you pass the guards. The attacking agents will split up in two groups (left and right) and a flying car will come too. They will use the electronic maces, but 70% of their hits will be absorbed by the walls of the building. (Noticed the blue lines?). Take out the agents that ARE hitting you (the closest agents) and deal with the flying car with your launchers. Then you can start to deal with the remaining agents who are still "macing" the building. Further to the north, you can find the second bunch of Epoch agents. They are a bigger problem. First stay far away from them. There's another flying car around. Hit it with the long-range rifle to get its attention. Take it out with the launcher. Recover your health fully. Now it's time to shoot the first Zealot agent. From four sides agents will close in on you. Use the launchers! They stay close together and every rocket takes out three or four agents in one blow. If your energy is draining, back up to the south. Also remember that you can always use the miniguns when other weapons fail due to the energy drain. One last group of Zealots to go: 14 agents, and two spiders. Same strategy here: first use the long-range rifles to get their attention. Then retreat and place a high explosive. Keep your distance from the Zealots and when enough Epoch agents are standing close enough to the explosives, launch some rockets to the explosives. The rockets trigger the high explosives and take out most of the Zealot agents. The spiders, however, take no damage from them. It's very easy though to take them out if you stay far enough from them. Four long-range rifle hits are enough for one spider. Just keep on running to keep your distance between you and the spiders. Mission REF 13: London MISSION OBJECTIVE: Provide maximum security for the chief of executives meeting BACKGROUND INFORMATION: The origin of the Church of the New Epoch is finally revealed. The C3 team indeed manufactured a human intelligence-enhancing device. But against the orders of Paul Vissick, certain members used it on themselves. Tyrone Chodak was the first person to do this. He kept a logbook of this event, and it refers many times to a second book called the CODEX. It's now in our hands (thanks to the successful Mission in Reykjavik). It explains all enhanced abilities of the human intelligence device, and our labs our researching it. According to their Mission log, there was a struggle between Chodak and Vissick, climaxing in an explosion. Chodak accused Vissick of sabotage. Chodak also claimed the EuroCorp was involved. Vissick disappeared and became the guide of the Unguided. All other members of C3 followed Chodak. The explosion and the disappearance of the C3 happened 48 hours before the Harbinger-virus strike. Your Mission in Nuuk revealed that the Church is often referred to as "The Nine". It's logical to deduce that "The Nine" and the former C3 are one and the same. The Church of the new Epoch is a front to carry out Chodak's orders. Kurt Drennan and his aide are going to give a strategy meeting, based on the CODEX findings, with our chief of executives in London. Our EuroCorp team will have to protect the meeting against Unguided attacks. MISSION TACTICS: This Mission is quite unique. First off, the police are in a rare alliance with you. Don't attack them as usual because you will need their help. Secondly, your team will have to split up. Switching between them at the right moment is the key for winning this mission. At start, one team (3,4) will be located with professor Drennan, and the other team (1,2) is protecting the executives. Assign two leaders for each team. Most of the Unguided you will encounter will have long-range rifles. To attack them with only one agent would be suicide. The (3,4)-team will have to act quickly after the start of the mission. Leave the professor behind for a moment, and first attack the unarmed Unguideds who are in the neighbourhood. From the other side of the road, 5 Unguideds are on their way to (1,2), but (3,4) is quite near, so intercept them. As previously mentioned they are carrying long-range rifles. A long-range shot with the launcher can kill 3 of them at once (especially at their first arrival because they are quite close together). The other 2 can then be killed by the miniguns. Another quite effective way to eliminate them is by using the flamer when they appear from the alley between the two buildings. All this must happen very quickly because one other female Unguided is closing in to the professor, who we left alone. Run back at full speed. Use the red drug. Kill her quickly. Now would be the time to use a medikit if you need it, because another team of 5 Unguideds are going to attack you. Use the same strategy here: use the launcher and miniguns. Now it's time for the (1,2) team to do something. While you worked with the (3,4) team, an attack was being performed by some Unguideds in a vehicle, but the police are intercepting them quite effectively. They can handle this alone, but you'll need all the policemen you've got so help them a little bit. Watch out for the explosion of the vehicle. For the next few minutes your team can recover a little bit, while the aide is coming to pick up Kurt Drennan. She's coming on foot so it will take a while. Professor Drennan will follow her, but the professor does not seem to like walking because they'll take a car. Be sure that your (3,4) is in the car too. When the car stops, get out and follow them. Suddenly an Unguided vehicle will come and attack you. Handling them fast is the key here because another attack to the (1,2) team is imminent. Try the launcher just after the landing of the vehicle because they will still be standing in a group then. The favourite minigun will finish the job. Now quickly revert to the (1,2) team. Most of the Unguideds will have miniguns. Only a few of them (the females) possess long-range rifles. Kill those Unguideds first because they aim at your executives from a long range. Then kill the other ones with miniguns. In the mean time the professor and the aide are coming back on foot. Three Unguideds are planning to attack them; again, the female is carrying the long-range rifle. Intercept them with the (1,2) team. That's it. Once the aide and the professor have joined the executives meeting, they will all leave. But look: two of them are taking a car and driving away! What's going on? See Mission REF 14! Defeating those last three attacks like I described above is possible, but the first and second attack are almost happening simultaneously. So why should we not use the spare time we have while the aide is walking to the professor? Go to the corner of the map: you can find the Unguided car that would attack you later in the game there. If you destroy it with the launchers now, you will have an easier Mission later on. Mission REF 14: Tokyo OBJECTIVE: Rescue professor Drennan from the Cultists BACKGROUND INFORMATION: Professor Drennan has been abducted after the meeting of the previous mission. His aide had been replaced. Drennan is being held captive in Tokyo. His utopia chip is still okay so he is still useful to us. We must try to free him. MISSION TACTICS: You can see on your map that the professor is being kept captive in the left corner of the map, and that place is crawling with Cultists. At the right corner there's another camp. In the middle of the map there's a large group of Unguideds. You should leave them alone for now. They are going to be helpful, although they will not be aware of that. First we're going to rob a bank because this Mission can earn you 2.5 million credits. Kill the police agents you might encounter on your way to the bank. Take one of your agents into the bank and place an explosive. Run across the street and hide behind the movie screen on the corner. After the bomb explodes, 5 briefcases will lie on the ground and are for you to grab, but leave them alone for now because 4 police-cars are going to try to arrest you. Because you are hiding behind the screen, the 2 flying police cars can't attack but they will stay in the neighbourhood. They'll wait for your team to come out. A van will also approach with a dozen of policemen on foot. There's a fourth car parked behind it. Place another explosive behind the screen and run away on the road going southwards. The explosion will (at least!) damage the two flying cars and take some policemen with them. If a car survives the explosion because it just happened to be a little bit further away from the bomb, then it will only take a few launcher-hits to finish it. The cars will crash and take some other policemen (who survived the first explosion) with them to the grave. The remaining policemen can be eliminated in the usual way: use the miniguns and if they are standing in a group, use the launchers. It will take a few times to get the timing right, but it's the easiest way to survive. You can't face them directly in the open. Even now you'll be glad you have taken some medikits with you. Take the money. Remember: if the agent that carries your money dies, another agent one has to take over the cases. Otherwise you'll get home empty-handed. The hardest part of this Mission is over. You helped the Unguideds by luring the police away with your robbery because the Unguideds were attacking them at that time. Now they will help you! They will assault the Cultist fort in the right corner of the map. They always win as long as your team is out of their sight. Coming too close would lure their attention and break off their attack. When the battle's over, go the scene of the crime and kill the remaining Unguideds. Some of them are carrying launchers, but it seems that they don't know how to use it properly: they don't use the auto-tracking option. Just jump away if a rocket is being fired on your team. On one of the female bodies you can find a nuclear bomb. Take it with you. Now we're going to rescue the professor from the other camp. Another explosive will be very helpful. Take the road that leads from the right camp to the left camp and get close enough to get the attention of the cultists. A long range shot will wake them up. Get back as quick as you can and place an explosive under the floating movie-screen in the air. Hide behind the next corner on the crossroads or enter a building. The Cultists will not see you anymore, and they'll gather very near to the explosive. Their plan is to attack you when they are all gathered together. The explosive will kill them and also causes the movie-screen to fall on them, giving it an extra touch. Another possible solution here is to attack them with miniguns on the entrance of the fort. The laser-guided cannons will shoot anybody who's armed and will help you to take out the Cultists. Get back to the fort and take out the laser-guided cannons with your launchers or with your nuclear bomb. Inside the fort there will be 2 spider tanks, but if you just keep your distance, you can easily take them out with your long-range rifles. It takes 4 good hits. Get to Professor Drennan and he will follow you. Go to the police car parked near the ex-cannons and drive to the IML-link. That's the end of the mission. Mission REF 14: Bangkok OBJECTIVE: Escort Professor Drennan back to base. BACKGROUND INFORMATION: You rescued Professor Drennan in the previous mission. Now get him back to safety. MISSION TACTICS: This is an easy mission. Now that we're beginning to get used to be outnumbered (4 of you against 50), here there are only about 20 enemies and they do not attack at the same time. The beginning is the hardest part. About 10 Zealots are very near and are about to attack you. Don't worry about the professor though. He will walk away of them to a place where they cannot hit him. The enemies first have to pass your 4 agents at the gate, and you can easily take them out with the miniguns, or with some good launcher-hits. Don't walk downward on the map: there's a church of the cultists nearby and they would be alarmed. Escort the professor when he walks to the right. You don't have to stay close to him. Walk ahead of him and take out every cultist you encounter. There are about 10 Zealots left, and they are separated from each other. A good minigun hit will be sufficient. Your professor won't be attacked from behind. There will be no flying car to bother. There's no cultist hiding in a building. That's what makes this Mission so easy. The Mission is over when the professor has been brought to safety. If you are not satisfied with this Mission because it was so easy, you can go to the church and take out the remaining cultists. Blow up the church with a high explosive. Sure, it will not gain you anything. But it's fun. Mission REF 15: Hawaii OBJECTIVE: Provide security for a meeting with EuroCorp Honolulu personnel. BACKGROUND INFORMATION: Professor Drennan has been brought to safety thanks to you. He learned more about "The Nine", but he's undergoing neural calibration right now. In the meantime, Honolulu wishes to confirm an allied status with us. We scheduled a meeting that will transfer all resources to EuroCorp command. Your team will be there too. Make sure no one gets injured. MISSION TACTICS: Your Mission objective changes as soon as you arrive in town. The vehicle that dropped your team blows up just a few minutes later. The meeting is located by the pool, and consists of your team, 4 Honolulu agents and some local representatives. You must accompany the meeting guests to the nearest safe place: an IML-link. You can play this Mission the TOO HARD way (for the hard-core gamers), the DIFFICULT way (my choice) or the TOO EASY way. Choose your path before you read on. THE TOO HARD WAY: At first this Mission seems to be very hard to win. On your way to the IML, your party will be attacked by at least 2 EuroCorp gangs, lots of Unguideds and an EuroCorp tank. When you deal with them while the members are accompanying you to the IML link, it's nearly impossible to keep them all alive. OK, you have a team of 8 agents but even that doesn't really help. THE DIFFICULT WAY: To win this Mission more easily, you must leave one agent behind with the meeting and make a group with the three other agents. The meeting guests all follow one of your four agents: the other agents can leave without a problem. The guests will stay. The agent that triggers the guests must stay with them. This makes the Mission a lot easier: they are quite safe at the pool, and working this way provides you a buffer zone between war and peace. Initially two of your agents are guarding the entrance to the pool, and the two remaining agents are with the meeting across the pool. Group your three agents like I described above. It doesn't take long before your first Church attack is imminent. Enemies will have to pass the entrance of the pool. You can use the barbed wire to slow them down. Because of the small entrance, your launcher rockets will also be very effective. The entrance leads to a street. A tank is patrolling in this street. Shoot your long-range rifle at the tank to get his attention. Retreat until you reach the entrance again. The tank is quite harmless while it's moving. But when it stops and gets a lock on you with the missiles you better hide somewhere. The fire rate of the tank is quite high. The tank will try to advance through the entrance. Too pity its just a little bit too small. (Thank you, Bullfrog.) The tank will get stuck. You can now finish the tank any way you like: launcher rockets, long range rifle or with a high explosive underneath the tank. Go back to the street. Turn left until you reach an intersection. As soon as you approach it, two small groups of about 5 Unguideds will attack you. Kill them with 2 effective launcher shots. Turn right. Take the next path to the right. It will lead to the IML link. As soon as you enter it, a very large group of Epoch's will advance on you. Time to use the red drug and to run back to the entrance of the pool. Put a high explosive on the entrance. Use the launcher rockets when the first bunch of Zealots arrive. The rockets will trigger the explosive and kill at least 20 of them. Use your miniguns to finish the job and to kill the surviving Zealots. Take them out quickly, because a big group of Unguideds is underway. If some Zealots are still alive when the Unguideds arrive, they will fight against each other. The Zealots will be defeated, but you must fight the Unguideds now. They are armed with lasers, so the miniguns will do. This last battle will demand the utmost of your team. No matter what happens, don't let them pass you because they will go straight to the meeting. If you notice the battle is going the wrong way, you can always bring in the agent that stayed behind, and this also brings in the four Honolulu EuroCorp agents. With 8 agents, the Unguideds should be no match for your team. These five new agents run quite fast and arrive quickly at the scene of the battle. It will take a while before the Honolulu representatives will have kept up with them. But be sure that the battle is over before the representatives arrive. That's it. You'll encounter one group of Unguideds near the IML link, but they are not numerous and are very easy to take out. When you're at the IML the Mission is a success. THE TOO EASY WAY: Use your clone shield with one of your agents. Take the flying vehicle in the lower part of the city. Land at the pool and let everybody join the ride. Fly to the IML link. That's it. Mission REF 16: Johannesburg OBJECTIVE: Persuade Lucy de Saxo and bring her back alive. BACKGROUND INFORMATION: The woman that abducted Professor Drennan has been located in Johannesburg. Her name is Lucy de Saxo . This information was provided by an old agent, called Wu. He is going to try to persuade her. If he succeeds, Wu can become one of us again. MISSION TACTICS: This Mission is quite hard because you only have one agent to work with. And he is only equipped with a long-range rifle and a persuadertron. Fortunately a local weapon provider is coming to Wu when the Mission starts. It's a Church member who is going to try to take him out. Use the long-range rifle (it's the only weapon you have for now). Pick up the weapon of the dead Zealot. At least you have a minigun now. It's quite good, but we shall need a better weapon to win this mission. What about a rocket launcher? Walk to the motorcycle with the two dead Unguideds. Take the street going northwards. At the end of it, at the crossroad, you'll see two agents guarding an entrance on the right. They will provide you with the launchers, but they are not just going to give them to you. You will have to fire two long-range rifle shots at each agent to take him out. Just keep on moving as they fire back with their launchers: they are not using the automatic target button so their rockets can be easily avoided. Pick up the rocket launchers when they are dead. Our target Lucy is in a guarded area. Three tubes provide the only entrance to it. You cannot use the middle one: that's only for cargo. Then there's one to get in, and one to get out. Don't try to fight the Zealots in the guarded area. There are too many buildings standing in your way to use the launchers. No, we are just going to say hello to them: put your red drug to the maximum and use your shield. Pop in, run to the other tube and pop out. Run away from the tube. The Zealots will leave the area and use the tube to pursue you. Fire your launcher at the end of the tube as the Zealots appear. Easy, isn't it? There are a lot of them, but if your energy is draining out, run away to a safer place and wait for a few seconds. The Zealots will wait also, because they would rather attack in a group. One of them is carrying a medikit, by the way. Be sure to pick it up. As you have taken them out, you think your Mission is over, don't you? Wrong. Lucy is gone; she's not in the guarded area anymore. She fled to another guarded Mission area on the map. Walk towards this area. The target area is connected to two other areas by tubes. As always, there's one tube to get in (located in the small rectangle area), and another tube to get out (in the bigger area). First we will have to clear those two areas. Let's take the big area first. As you approach the entrance, three Zealots will come out of a building. Use your rocket launcher. As you want to pass the gate, a smart Zealot drops a high explosive. You can try to pick up the explosive but you have to be very fast then. This is not recommended, but if you succeed you can use the explosive later on. You can better run away as fast as you can. The explosive will make another entrance to the area because it creates a hole in the gate. The remaining agents in the area can easily be taken out with the launcher. They will not attack in group -- you can take them out one by one. When this area is safe, we have to deal with the small rectangle area that provides the tube entrance to Lucy de Saxo. Again some agents are guarding the tube, but this time lure them away by shooting the first one with the long-range rifle. Then run to the grass field before the building. The Zealots are carrying launchers, but they will use them while they are passing these buildings. The rockets will never reach you, but they will hit the walls. Most of them will kill themselves this way. If someone does gets through, you can use your launcher to finish him off. Before you use the tube you can see that three Epoch agents guard the tube on the other side. Wait until your energy and health is fully restored before you use the tube. Now comes the tricky part. The best thing you can do after you arrive at the area is to run away to a more open place. There you can attack them with the launcher. It will take a little bit of luck in here. I hope you have the auto-medikit. When the area is clear you may think again that the Mission is over. Wrong: Lucy has escaped again. But the hard part of this Mission is over: what remains is quite easy. Lucy is now located at the right corner below of the map. Get over there and use some launcher hits to alert the Epoch agents. As you try to reach Lucy, she will escape again, but this time she will leave the city and escape. Wu's Mission failed. Too bad for him. Walk back to the IML link. Our regular EuroCorp agents will finish the job in the next mission. Mission REF 17: Cairo OBJECTIVE: Eliminate Lucy de Saxo BACKGROUND INFORMATION: Our attempt to get Lucy failed in the previous mission. It seems like it's impossible to persuade her... so let's kill her in this mission. MISSION TACTICS: I've played this Mission many times - it's one of my favourites. I think there are infinite ways to win this mission. I was very unsuccessful at first because I was unable to get close to Lucy. When you start this Mission your agents will be in some sort of trance. They can't move because some Epoch agents are freezing you with some sort of weapon. Don't worry: get your launchers and kill the closest Zealots. They are only 7 of them so that should not be the problem. Don't bother to blow up the railway station at the same time. In fact: you should do it deliberately. The whole railway will blow up, and causes many Epoch agents to be killed. Cross the bridge leading to the town. The spiders will advance on you as soon as you pass the zebra crossing. Don't pass the crossing yet. First, deal with the Epoch agents at the building at the right. These Zealots are armed with long-range rifles. Then we're going to lure the spiders into a trap. Pass the zebra crossing, let the spiders come a little bit closer to you, and then run as fast as you can back to the bridge. Put a high explosive in the middle of the bridge and run safely to the other side. If your timing is right, you will destroy the bridge and the spiders with it. If a spider should survive because he was not on the bridge yet ... well he can't get you now. But you can! Finish him off with a few long-range rifle hits. For some reason you can't see a health bar on that spider. I don't understand why. It will take at least 6 shots to finish the spider. And how are we going to get back into town? Sure, your agents can't fly but in Syndicate Wars, cars can. If you go to the left, you'll find just the transportation you need. When you get close, another flying car will attack you. The usual hits with the launcher will do, but be sure to be far away when it crashes because the agents flying it will use their self-destruct mechanism. (One time the car crashed and the agents, after being knocked out for a while, stood up again and began to attack me. It didn't take me much to finish them off, but they used the self-destruct mechanism again. They are suicidal.) Some other Zealots will attack you too after you have dealt with the car. Be aware that unlike the agents in previous missions, these agents have found the auto-target button on the launchers. Take them out quickly with the weapons you prefer. I used the long-range rifles to kill the first three carrying the launchers, and then I used the miniguns. Restore your health before you walk back to the vehicle that is going to take us to town. Note the 2 laser-robots in the building near the car. The car itself is also not empty. Don't damage the car as you take these agents out. Before you step into the vehicle, get a closer look at the left corner. Take out the Zealots there. Use the miniguns and take out the regular Zealot agents first. Then kill the men carrying the lasers. Don't attack the Epoch agent in the golden suit. He's a leader and we'll take him out later. If you bother him, he will attack you with a weapon you did not encounter before. After killing the lot you can deal with him. He was trying to run away but alas: the bridge over the river is no longer because we blew it up! You can find him near the destroyed bridge, desperately trying to cross the river. You can easily take him out. He will not attack you. Get his secret weapon. It's a plasma lance. You can also find the leader of the regular agents there. Take him out as well. Both leaders are carrying a case with money. Some unexpected cash! At last we can cross the river with our flying vehicle. In the town there's a road (from left to right) with on both sides rows of buildings. Don't fly over the first row -- keep your car in the air and shoot the Zealots that appear by using the long-range rifle. Then park the car on the ground near the first row of buildings (on the far-left side of the map). Cross the road but be sure that the patrolling tank notices you. Take out the Zealots near the second row of buildings (use the long-range rifle again). Take out the two spiders that are guarding Lucy. When the spiders see you, they will try to get closer to you but they must take a detour. You are standing on higher ground so don't run away. Hit them with the long-range rifle as long as you can. The agents that are accompanying the spider can be taken out with the minigun. Get back to your car. Fly to Lucy de Saxo. She will fly away. Don't follow her yet: first take out the other Zealot leader that is also carrying a plasma lance. Your launchers should do it. Then pursue Lucy's car, and use your launcher when you are close enough. At the end, Lucy will park the car, get out and she will try to find protection with the leader we just killed. Bad luck for Lucy, but you can now finish her easily. Get back to the IML link and this Mission is over. Mission REF 18: New Delhi MISSION OBJECTIVE: Kill every Unguided in New Delhi. BACKGROUND INFORMATION: We took out Lucy de Saxo in the previous mission, but her real name was Anika Maritz! She was a double agent. She abducted the professor because she had to prove her fidelity to The Nine. The credibility of her story was the easy retrieval of the professor afterwards, a Mission you also carried out. However, when she disappeared a second time, it was clear that she had been corrupted by the Church and you therefore had to take her out. In the meantime, some communications between Paul Vissick and his lieutenants have been intercepted. The Unguideds are waiting for a signal from him (in Sevastopol and New Delhi) to breakout beyond city parameters, to advance to a Tibetan Plateau where they will survive their predicted cataclysm. Take out all the Unguideds in Sevastopol and New Delhi to prevent their plans. There's even a chance Paul Vissick is in Sevastopol. MISSION TACTICS: There are 3 Unguided areas in this mission. You land in the first area and they will start to attack you as soon as you start walking. The second area is surrounded by a fence and is guarded by an irritating flamer-device. There are also 2 flying cars in that area. The third area has a general entrance guarded by one Unguided, and has a tube connection to a separate island surrounded by water. The first Unguided area is very easy to conquer. The second area is more challenging, and the third area is hard but not impossible. First things first. Kill all the Unguideds in area 1. It's easy: miniguns are efficient enough. Some are carrying launchers but if you walk through the buildings, they'll use the launchers unwisely and blow themselves up. One Unguided is carrying a nuclear explosive but he will not use it against you. Pick it up. It's a nice weapon and it will be very useful later on. If you advance to the entrance of area 2, a fire truck driven by Unguideds will come and block your way. The easiest way to avoid a confrontation is as follows: go to area 3 and kill the 7 or 8 Unguideds in there. It's easy enough with some long-range rifles. The fire engine is parked on the road, very close to the left corner of this area. The truck cannot harm you because the fence will protect you. Drop a high explosive in the corner, run away, and watch why a fire truck is called a FIRE truck. Now that you're in area 3, you can either finish this area first or go back to area 2. I recommend doing area 2 first. Now that the fire truck is on fire you can safely go to the entrance of area 2. Let your presence be noticed but don't pass the flamer yet. If you then hide in the inlet, the Unguideds will walk through the fire from the flamer and they will catch fire. There are only a few Unguideds that will get through. Take your time to memorise the route of the patrolling flying cars from area 2. When they are a little bit further away, walk through the fire. (Your suit protects you.) Shoot 4 launchers at each car when it gets closer. Run away. The vehicles are equipped with nuclear grenades, but they are a little bit too generous: if you keep on running buildings will collapse, Unguideds will die, and at the end the vehicles themselves will crash. I guess it's a suicidal day. Before we go back to area 3, take the parked flying vehicle at the right of the entrance of area 2. Some operatives are guarding it but long-range rifles will kill them with one shot. Park the flying car somewhere near the entrance of area 3. Kill the remaining Unguideds. I used the launchers here because a flying vehicle will also become involved, and also because 5 other Unguideds will come out of a building. These 5 agents are standing in a group: a perfect target for this weapon. When you finish area 3, there's only one part that remains: the island with the tube-entrance. You can do it in different ways, but remember that the tube is the only entrance to the island. Getting out is easy if you do not damage the flying vehicle parked on this island, but that's not easy. That's where our parked flying car comes in. First take one agent through the tube, and immediately take the tube back. Some Unguideds will follow him through the tube. Stand ready as they appear through the entrance. Some of them are carrying plasma lances so watch out. You cannot take many lance hits. Some Unguideds will remain on the island. Take three agents trough the tube, and to leave one agent behind to pick you up with the vehicle when the battle's over. Look out for the trigger wire on the island: it will almost always explode as soon as you enter the island. I could never keep the tube from being annihilated. If you have killed them all you can pick up the trigger wire. The fourth agent can pick up your team and go to the IML point. The action is over. For now, that is. Mission REF 18: Sevastopol MISSION OBJECTIVE: Kill the Unguideds BACKGROUND INFORMATION: see REF 18 New Delhi MISSION TACTICS: It's very easy to get killed in this Mission if you just jump into it. Flying cars, tanks, and 40 Unguideds all armed with plasma lances would completely overwhelm you. Perhaps it's impressive to watch them fire those weapons all at once, but I'm sure your team doesn't feel the same way. In total there are 7 main points: 1) the first building (starting position) 2) the first Unguided attacks 3) three flying vehicles 4) the motorcycle & the tanks 5) the first platoon near the tank 6) the second platoon in the left corner 7) the Unguideds behind the bridge over the fences on the right I'll describe them separately below. I advice you to follow them in the same sequence. Be sure to take some high explosives and trigger wire with you. Part 5, 6 and 7 can be found in the hint Mission REF 18: Sevastopol (continued), because it became too large to put it all in one hint. 1. Take out the building in front of your starting position. There are only four Unguideds occupying it but they are armed with plasma lances. Put a high explosive on the barrier. It destroys the building and everyone in it. 2. Advance to the first crossroad behind the building you just destroyed. Take out the Unguideds that are noticing you with the long-range rifle. They all attack separately and there are about 12 in total. Be patient, and let them come to you one by one. It will take a while, but it will be worth the effort because it will make life easier later on. Don't walk further into the city yet because it would alert other Unguideds. 3. At this point, you may encounter your first flying vehicle. It's very easy to take it out with the launchers. Four direct hits and they'll blow up in the sky. You'll encounter the other 2 flying vehicles while doing point 4. 4. As soon as you walk further to the north (by following the initial road from the starting position), a motorcycle will notice you. Also, it will alert two tank-drivers. The tanks that you can see are still empty. So you will have to kill these drivers before they reach their tanks. Wait until you're fully charged. Put on the shield, and walk towards the motorcycle. Launch four rockets as soon as the target is close enough. Walk past the exploding motorcycle, and kill the two drivers with your long-range rifle. It's a matter of timing, and it will take you a few attempts to get it right. If you survived this you will have to take care of the two remaining flying vehicles. Done? Congratulations: you survived the hardest part of this mission. What remains is a piece of cake, although it does not look like it at first. 5 & 6. We are now going to take out the two platoons. The first one is pretty near on the right, accompanied by a tank (and this one already has a driver). The second platoon can be found on the left corner. Don't just walk towards it to attack them: we're going to lure them in a trap. On the left side of the first platoon, you'll find an area marked by yellow and black stripes on the edges. You can interpret it as if it's some sort of a road going further to the north, and at the northern border of the map, you can choose to go left or right. Take your trigger wire, and block this "road" with it every 20 meters or so. You should span the street with it 7 or 8 times. Don't get too close to the platoon with your first span, because it would alert them. When the trap is in place, it's time to notify the platoon that you're there. As you cannot shout in this game, it's time you use the nuclear grenade that you found in the previous mission. Throw it into the platoon. It will take out some Unguideds, and the rest (including the second platoon) will advance on you. Go full speed through the trigger wires to the north of the map. Now relax and enjoy the view. The wires will do all the work for you. It's a nice sight watching them fall one by one. Some will get through the first wires, but at the end, no one will survive. A tank is all what remains, and it is damaged already because of the grenade. Take it out with some plasma-lance shots. It's a great weapon against tanks. 7. Now it's time to take out the last Unguideds. They are located on the left of the map .The only entrance to it is a large and steep bridge near the exploded motorcycle. The closest Unguided is in a building. Place a high explosive. Two are located more to the left in another building and will come to you when you get closer. Two long-range rifle shots will suffice. Follow the yellow/black stripes to the north, which become very small. At that point you can find some stairs going down, leading to two buildings guarded by four Unguideds. Again, trigger wire will be very helpful here. Trigger the stairs with the wire. Now go to the north, and do not take the stairs. Just keep on following the yellow/black stripes. You'll encounter some Unguideds, but they are nothing to be worried about. Long-range rifles will take them out before they can do anything. Don't get surprised, though, because some are carrying plasma lances. When you have killed them all, it's time to alarm the guards in the lower part. Shoot some of them with the long-range rifle while you are still standing on the higher level. Out of the two buildings many Unguideds will appear, and they'll start running to the stairs to attack you. The trigger wire you placed there will kill most of them. If someone gets through after all (or if someone refuses to use the stairs because he becomes suspicious -- who wouldn't with all those bodies lying over there) you can use the rifle to finish the job. That's all. You can reward yourself with a suitcase that can be found near the initial location of the second platoon. It carries $750000. An alarm will go off when you pick it up, but there's no one left to respond to it... thanks to you. Mission REF 19: Bahrain OBJECTIVE: Neutralise rogue agents at the AI centre, and stop the Unguided assaults. BACKGROUND INFORMATION: The Unguideds are planning to attack the Bahrain AI. If it gets destroyed, it will take years to get EuroCorp force back worldwide. Take out our former EuroCorp agents there, and kill the Unguided revolt. MISSION TACTICS: There's a large building at the other side of the road where you are dropped initially. Behind the building there are lots of Unguideds, accompanied by a flying vehicle and a tank. A little bit further away, six flying vehicles are parked. If you don't take them out first, they will bother you further on in the Mission during some critical moments. I know that it's a little bit of foreknowledge, but it will make things a lot easier later on. Besides: if you don't destroy all the Unguideds at this part of the river first, you'll encounter them when you cross the river. And you would encounter the tanks on your way back to the IML point. So my advice: first deal with this part of town and do not cross the river yet. First the tank. Place two high explosives on the big building mentioned above. The building will fall in and will take lots of Unguideds with it. Now stay away, because the killed Unguideds were carrying high explosives. Those explosions will take out other Unguideds, and will cause great damage to the tank -- if you are lucky, it will even get destroyed. Wait until all explosions are over. Then, finish the tank and the flying vehicle with your plasma lance. A few hits will be sufficient. There will also be some Unguideds wandering around, but they are nothing to be worried about. A long-range rifle will take them out before they got close enough to hit you. Next objective: the parked vehicles. Don't run to the parking lot unless you have suicidal tendencies. Stop at the little pool (just before the stairs leading down to the parking-place). Take your long-range rifle and choose a vehicle to attack. They will not respond, because they can not see where the shots are coming from. This way, the vehicle will be destroyed before it even got airborne. If a vehicle does notice you and flies towards you, change your weapon in the plasma lance and destroy it with four shots from your four agents so you can do this in one blow. Repeat this for every vehicle (one at a time) and this should not be too difficult. If some walking Unguideds remain in the neighbourhood, take them out now so that you don't have to bother with them later. Please notice that almost all of them are carrying medikits. OK, this part is secure now. It's time to cross the river. There are two bridges: the large one (with lots of Unguideds and two tanks waiting for you on the other side) or the little bridge meant for pedestrians only with only two Unguided guards waiting for you on the other side. It's not too difficult to decide which bridge you want to take, is it? Kill the guard, and take their high explosives. Walk towards the AI centre with long-range rifles. If police bothers you take them out. As soon as the former EuroCorp agents at the AI centre start to notice you, take the first two out with two long-range rifle shots. Your agents will have to reload now so backup . Run back to the other side of the river by taking the small bridge again. The agents will follow you, with some distance between them so all you have to do is wait until an agent appears on your side of the bridge, and kill it with your favourite weapon. If the health of one of your agents is rather poor, remember the medikits lying on the Unguideds' bodies. There should be lots of them, thanks to the fact you took them out in the first part of this mission. Please note that trigger wire would not help here because the agents WERE on your side so it doesn't trigger the explosives. When the coast is clear, go back to the AI centre. A tank will be in the neighbourhood. It is very important that you know that the destruction of the tank with the plasma lance triggers the other Unguideds with their two tanks at the large bridge. When you are ready to fire the final shot at the tank, see to it that you are not too far away from the small bridge, because this will serve for the second time as our escape-route. The Unguideds will split up when the tank explodes: some will take the little bridge, some will take the large bridge (with the tanks). Try to put two high explosives at the large bridge to take all those out at once. Otherwise you will have to use the plasma lances on them. Trigger wire can be very helpful at the small bridge to eliminate the other Unguideds. Enjoy this last battle with them, because this will be the last time you'll encounter the Unguideds. Have you taken them out? Great! As a reward you can take the money ($3.5 million credits) in the Church near the large bridge. Destroy the building first, because there's an alarm with an automatic minigun. If you think this was too difficult, don't even consider starting REF 20. Mission REF 20: Colombo: Part I - The City Introduction: This last Mission is in fact three missions, which have to be accomplished all at once. In other words: there's no opportunity to save in between. If the first Mission is accomplished, you'll automatically move to the second, etc. Each separate Mission is not very difficult, but winning those three missions together is a real challenge. If you die in a mission, you'll start again at the beginning of that mission. Thank the people from Bullfrog that you don't have to start with Mission 1 over and over again when you fail in Mission 2 or 3. Now that would be annoying. Also note that you'll have to have four agents to complete this mission. Only in Mission 3 it's permitted to lose some agents. I'll explain later why. MISSION OBJECTIVES: Three missions, so there are three objectives: Mission 1: Take your agents into the orbital elevator. Mission 2: Get the navigational computer on the orbital station, stop the self-destruct sequence and leave with a shuttle. Mission 3: Take out The Nine on the moon surface. BACKGROUND INFORMATION: In the introduction scene, you'll see The Nine go into the orbital elevator which takes them to the orbital station, where they can take a shuttle to the moon. From there, they'll use a powerful weapon to control Earth. It's the great cataclysm everybody's talking about: The Church of the New Epoch taking over control. Your job is to save Earth from this terrible fact. Take out The Nine on the moon. You'll have to follow them through the elevator. MISSION TACTICS: First of all: weapon choice is very important in this mission. You must have with you: the plasma lance, the automedikit, a clone shield for each agent, and long range rifles. Agent 1 should carry some high explosives. Your 4 agents are separately dropped in each corner of the map. They all are accompanied by some other EuroCorp agents. Your first objective is to get all those agents together again. Take agent 1 and go to the car park on the right. Place three high explosives. Two on the south side of the fence, one at the east side. Hide, and watch all the cars explode. Should one survive, it will attack you. Some plasma lance hits will take the car out very fast. Agent 4 is in a flying vehicle. Fly to the team of agent 1 and let them join him. Make them a team (1,4) via the group button. Not long after this agent 2 will get attacked. He will survive if you are too late to guide him because the other EuroCorp agents will help him out. Just be sure that he's safe when the killed Zealots explode. Take agent 3 and walk southwards. They'll encounter 4 Epoch agents, but they can easily be taken out with the plasma lances. Let them walk to the (1,4) team and group them: (1,4,3). Only agent 2 is still alone now. Take (1,4,3) to the starting position of agent 1 and get out of the car. Walk northwards, towards agent 2. Take out the three agents that are guarding the tank. You can drive the tank now if you want. When you're getting closer to agent 2, group them all (1,2,3,4) and run to get the whole group together. A team of Epoch agents wills pursuit agent 2 and you'll have to help him out. Don't worry about losing those unnumbered EuroCorp agents. Instead, use them as living shields. They won't follow you into the orbital elevator anyway. This group of attacking Epoch agents is big, but your unnumbered agents should be able to handle them. Again, watch out for high explosives on their bodies. Now that we're all together it's time to think about the main objective: to use the orbital elevator. It's very important that you realise that your job here is NOT to take out every Epoch agent. (Good luck for anyone who wants to try this ... now that's a challenge!) We are going to use the clone shield. In this way you can just walk into the orbital elevator. The Zealots will not notice you. There's only one drawback: you'll have to get rid of those unnumbered agents before you walk into the elevator. They do not possess clone shields, so they would blow your disguise. You will have to keep on fighting Epoch agents until only our regular numbered EuroCorp agents remain. Once you are in the elevator, you must deactivate your clone shield. The elevator will recognise you now as agents and will take you to part II: The Orbital Station. Mission REF 20: Colombo: Part II - The Orbital Station OBJECTIVE AND BACKGROUND INFORMATION: see REF 20 part I MISSION TACTICS: This Mission is not difficult, but you'll have to use your brains here. There are some terminals here you will have to use. Almost every Epoch agent here carries high explosives. The station may not be destroyed: you will have to pick up every explosive you'll encounter. So if you are carrying some explosives yourselves, drop them first and see to it that all your four agents have space for one extra weapon. One more technical hint: I always pushed the B button in this mission. It speeds up the game. Only this mission was a little bit too complex for my CPU (I own a Pentium at 90 MHz) because of the moving stars at the background. It is also a lot easier this way to spot the agents. You must use the plasma lance in all the battles that I describe from now on. Your first objective is to get the navigational computer on the outer left corridor. Take out the four agents (and take their explosives) on your way to the computer. Pick it up. There's a little car driving in the station. NEVER NEVER NEVER DESTROY IT. It will not bother you, but when it gets destroyed, the orbital station will blow up some minutes later. Your second objective is to secure the orbital station because the self-destruct sequence has been activated. There are two remaining corridors, which both have a terminal at the end. The other two terminals can't be reached yet because they are blocked with a timegate, located in the corridor you were dropped in initially. To disable the timegate, and also to disable the self-destruct sequence, you must have one agent at every terminal. So it's time to split up. The first terminal is blocked with a spider. Four blasts with the plasma lance and the spider is no more. Leave one agent behind the terminal. (You're close enough to manipulate it if you'll see a short movie-sequence.) The three remaining agents can go to the second terminal on the outer right corridor. Don't get too close to this agent because it's armed with a flamer. Leave an agent behind the terminal. The other two agents can now take the corridor where you were dropped initially, because the timegate has been deactivated by those two terminals. Take out the Zealot you encounter in that corridor. You can't go to the right because another timegate blocks your way. To the left there's another terminal. Take out the Zealot guarding it there and leave one agent behind. The timegate is gone now, and the only agent that's free (in other words: which is not attached to a terminal yet) can go the last terminal on the right. When your four agents are in position, a short movie-sequence will take the view to the left, and show another terminal guarded by two Epoch agents. You can group your team again now and walk towards this new terminal. Kill the Epoch agents guarding it (one of the few which are not carrying explosives). The self-destruct sequence is cleared as soon as you reach this last terminal. One objective left: there's a shuttle to take you to the moon, but it's guarded. First take out the three Epoch agents you'll encounter in this corridor. Then there are two laser-guided stations. Destroy it with the plasma lance. A little bit further, a timegate is blocking your way. There's an Epoch agent using a terminal, unfortunately just behind the timegate so you can not reach it. You will have to kill him from far. This is why you had to carry those long-range rifles. Take him out. He will drop an explosive. Wait until the timegate is gone and pick up the explosive in time. It's a matter of timing, and it will take you some replaying to get this right. There's one terminal left at the end of this corridor. Go to it, and wait for the shuttle. Up to part 3! Mission REF 20: Colombo: Part III - The Moon MISSION TACTICS: This last Mission is a piece of cake. Don't worry if you lose an agent; it's the last Mission so who cares? As soon as you are dropped, you must run to the corridor down below. A Zealot, unhandy with trigger wire, will accidentally blow up the whole building. Stay in the corridor and be prepared with your plasma lances. The corridor is an excellent place for fighting battles: you can only be attacked from one side, and they can only attack you one by one (because the corridor is too small). Finish the Epoch agents and the spiders that will attack you. When everything is clear you can leave the corridor and get closer to "The Nine". You can reach them, but you'll have to pass trigger wire. The explosion of the wire triggers a lot of spiders (about 15 or so) and some Zealots. Run back to the corridor: it's still the best place for defence and offence. Here you can take out the spiders one by one. Ready? Go back to The Nine then. They are armed too, so watch out. Use the long-range rifles or the plasma lances or the rocket launchers The last two of the nine are located elsewhere. You'll have to pass another corridor. If you have some explosives left place them there. With a little luck it will take out both of the last members of The Nine. Congratulations! You have finished the game! Watch the end sequence, watch the credits go by... and start to wonder how it would be to be on the other side. Cheats =============================== To cheat or not to cheat... ------------------------------- .... that's the question. You can ruin your gaming experience very easily if you would consider to use the cheats. The cheats should only be used when you're completely stuck. I remember playing "Wing Commander" with the cheats and I finished the game in one evening. Was it fun? No. Cheats are there to enable you to play the game to the very end. So, for example, if you're having trouble finishing the last three-Mission part of the game, use the cheat to advance to the second or the third part of the endgame the next time, since replaying that first part over and over again can become very boring. The official cheats There's only one official cheat approved by Bullfrog: When you start Syndicate Wars, use the LOGIN tab and type the name "POOSLICE". You'll hear a strange sound. The following cheats are active once you have pushed ENTER (even if you load a savegame afterwards) : At the research screen: 0 adds more researchable weapons and modifications U finishes a day's worth of research . (dot) press and hold for more cash During the game: ALT-C completes the level ALT-T teleports the active agent to your current cursor location SHIFT-Q: All weapons and full health. The menu list can only show six weapons, so you'll have to drop some to see the weapons located at the end of the list. Play secret missions ------------------------------- You can play missions that are normally not available in the game. Instead of using play.bat to start the game, type: main /w /m??? where ??? represents a number between 1 and 108. This will let you play any single mission with the default weapons. For example, number 101 plays the final moon mission. Miscellaneous =============================== Missing keyboard commands ------------------------------- The manual contains a list of keyboard & mouse commands, but it seems like they forgot to include a lot of them. Here's a complete list: Action Keyboard Command & Mouse Equivalent ------ ----------------------------------- Walk to Point RIGHT CTRL (Left click on map) Fire Weapon LEFT CTRL (Right click on target) Select Agent Press Agent number (Left click on agent tab) Zoom to Lead Agent Press Agent number twice quickly (Click twice) Group Agents \ (Right click on team selector bar) Change Agent Tab Up Up Down Down Left Left Right Right Self Destruct ALT+D Zoom In* End Zoom Out* Home Tilt View Down Insert Tilt View Up Page Up Spin View Left (clockwise) Delete Spin View Right (c-clockwise) Page Down Drop Weapon Z (first left click, then right click release) Key Control K Restart Level R Select Weapon LEFT ALT (left click on weapon tab) Deselect Weapon RIGHT ALT (left click on weapon tab) Change Mood of Agents ALT up/down Exit Multiplayer Mission Shift+Esc Pause P Remove buildings B (press and hold) Draw less/more screen area Shift E for less, E for more Toggle Scanner beep S Toggle deep radar on and off CTRL F6 Stop the panel being drawn CTRL F10 Save a screenshot M (note: it saves in c:\tmp) Stop the in-game action CTRL F3 Do not display game CTRL F2 (speeds up waiting time) Change deep radar colors CTRL G&H Speed up/slow down game +/- Play other CD track 5 on keypad Toggle SVGA / VGA F8 Change panel colors F9 Change agents coats color F10 Increase gamma correction F11 Decrease gamma correction SHIFT + F11 Remove Panel Information LEFT CTRL + F10 Auto-Defend mode Left click and right click together (! ungroups your agents!) How to resolve bugs ------------------------------- About the bugs In comparison to other games I have been playing, I did not encounter many bugs in Syndicate Wars -- the program never crashed on my computer. Nevertheless I have listed some situations here in which I experienced something strange in the game. My agent is stuck! I only encountered this a few times, but I am mentioning it anyway. Your agent will keep walking while he remains on the same spot. (Just like Michael Jackson.) Here are hints you can try to get you out of this situation: 1. Choose another agent and click on a different location. 2. Let the agent use a weapon. 3. If you have used the red or blue drug, disable it. 4. No psycho gas around? (No bug intended.) 5. As a last resort: take another agent and let it place an explosive near the agent. Don't worry, the agent will be damaged but he'll survive. The area will be flat after the explosion, so the agent should be able to walk again. The game crashes! I played the game in DOS 6.22. Although it works most of the time within Windows 95, the game was not specifically designed for it. The only time I encountered a crash was when I pushed ESCAPE during the game introduction while playing in a DOS-box within Windows 95. My Mission failed! That's no bug, that's just you. I can not leave an area with the tube! There's only one tube to get in, and another one to get out. Click on the square on the ground on the entrance or exit of the tube. I encountered this once so maybe it will help you: I was in an area, and the only entrance was a tube, and the only exit another tube. Normally, you are transported automatically when you stand in the tube entrance. If this does not happen, try to click on a vehicle that you can drive, but somewhere outside the area. The agent then will automatically go through the tube entrance. I can't quit the Mission! Press the pause button (P). Then, there's a quit button. Press CONTROL-D 4 times to destroy your agents. When the message "mission failed" at top of the screen appears, press the space button. You can replay the Mission directly this way without going back to the main menu. An alternative for this is the R button. If you press ENTER at the screen mentioned above, you'll return to the main menu, and you'll have to restore from a savegame. I can't do any research! You must pass the first level to do any research. (Read the manual.) Maybe you don't have enough money to do any research. The Zoom button doesn't work! The zoom range depends on your weapon range. You can only zoom out as far as the range of your weapon is. Bombs and other non-shooting weapons have a pre-determined zoom level and the "home/end" buttons are useless with these weapons. The long-range rifles will give you the maximum zoom-out possible. Bug in EuroCorp REF 9 In REF 9 (from the EuroCorp side) you have to persuade someone to be able to access an area. Normally if a persuasion target gets killed before you got to him, the Mission will end automatically because there is no way to win this mission when that happens. That's not the case in REF 9. You will have to restart manually. Bug in EuroCorp REF 14 When you die in Mission REF 14 (EuroCorp side), and you start again without going back to the main screen (by pushing the spacebar) there will still be two agents located at the pool entrance, and two with the meeting. But the id-number of the agents will not be the same as the previous time (e.g. no. 1 becomes no. 3). So be careful before you start to group them two-by-two. It's not the same as the first time. Bug in EuroCorp REF 20 REF20 has three parts. Press ENTER after you failed (or succeeded) in part 1 (in other words when the screen slowly fades to black). You'll get back to the debriefing screen. Agents who got killed will be alive again, and any weapon you had started researching on will be available. You can do this endlessly over and over again, until you have all weapons. The Epidermis ------------------------------- What is it? It's an extra skin that offers you more protection. You can't research them and you can't buy them. You'll have to find them. They're shown as yellow dots on the map. In which missions can they be found? EPIDERMIS 1: This can be found in EuroCorp Mission 3 (Matochkin Star) in the upper-left corner of the Church's base. It can also be found in Church Mission 7 (Rome) in a building located in the northern EuroCorp base. EPIDERMIS 2: This can be found in EuroCorp Mission 7 (Beijing) in a building located in the middle of the map. It can also be found in Church Mission 9 (Cairo) in a square building with four doors. EPIDERMIS 3: This can be found in EuroCorp Mission 10 (Buenos Aires) in a building located in the upper-middle section of the base in the north-east corner of the map. It can also be found in Church Mission 18 (Bangkok) in the weapon warehouse. EPIDERMIS 4: This can be found in EuroCorp Mission 15 (Honolulu) on a Church agent next to the tanks near the second crossroads. It can also be found in Church Mission 21 (Cape Town) in the alleyway between two churches. Types of Epidermis There are four types of Epidermis: Epidermis 1 (Hard Skin) : This cyberskin is a better epidermis than traditional plaskin. A lining of molecule weave suspended in anti-shock microfoam will make Agents who wear it almost invincible to kinetic energy rounds. In other words: it absorbs half the damage from Uzis, Miniguns, Long Range Rifles and structural debris. Epidermis 2 (Flame Skin): Heat is an enemy of the combatant. Using space industry fabrics, it absorbs 3/4 of the damage from fire, including Flamers and explosions. Epidermis 3 (Energy Skin): Using some Codex technology with spectral sink technology lead into a cyberskin, it provides shields for the full effects of electromagnetic weapons. It absorbs half the damage from Plasma Lances, Pulse Lasers, Electron Maces and Graviton Guns. Epidermis 4 (Stealth Skin): This cyberskin reflects UTOPIA sensor scans, thereby making weapon lock on a target contained in this substance extremely difficult to achieve. The game within the game ------------------------------- There's a hidden game in the 1st EuroCorp mission. When you stare long enough at the movie screen located at your initial starting position, a "breakout" game will start. When you beat it, you'll receive some cybernetic enhancements. Credits and File Information =============================== Author: Marc Stynen Game Publisher: Bullfrog Productions Time Created: 20-Jun-98 12:52:34 Copyright: This file is copyright 1998 by Marc Stynen. Jason Strautman may authorize distribution of this file in conjunction with shareware versions of the UHS readers or on the UHS web site. About the Author: You can reach the author by e-mail at marcstynen@hotmail.com. About the Game: Trademarks referenced in this file are the property of their respective owners.