Syndicate FAQ By Mike Jenista michael.jenista@duke.edu Version 1.00 January 2005 Table of Contents ----------------- I. Introduction II. Controls A. HQ Controls B. Mission Controls III. Enemies and Objectives IV. Equipment and Upgrades V. Strategies VI. API Levels VII. The Code System VIII. Level Walkthroughs IX. Acknowledgements X. Legal Mumbo-Jumbo I. Introduction --------------- Syndicate for the SNES is a pretty fun game. Some of the levels are really easy, and they also get repetitive, but the graphics and sound are pretty sweet. Also, it's one of those games that just has charm. The game takes place in the far future when corporations have armed themselves with chemical population controls and gang warfare. It will remind you of Shadowrun, if you are a serious gamer. You are a young and ambitious Syndicate boss with a few agents under your control. Show the world how to take care of business! II. Controls ------------ There are two control areas: Headquarters and In-Mission. HQ is where you arm, equip, upgrade, and select your agents as well as set research goals, taxes for your territories, and select the next mission. The mission is where the action takes place, where you assert your domination through assassination, persuasion, and theft. A. HQ Controls -------------- There are seven icons at the bottom of the HQ screen: Globe, File, Agent, Weapon, Wrench, Lightbulb, Arrow. Scroll through them with the L and R buttons, then press Y to select that icon. Globe: This is your map area. Use the control pad to inspect a territory and highlight it for your next mission. Press A to increase the tax rate in the selected territory (the white ones are yours, but you start out with nothing), and B to decrease the rate. Press X to auto-select the 'next' mission area, but you can really do them in any order, I think. File: This screen describes the mission for the territory selected on the Globe screen. Unfortunately, the missions rarely are as cool as the mission briefing is. Agent: This is the cryochamber screen. Here is where you select up to four of your available agents for the mission. Use left and right to select which position you want, up and down to select which agent you want, and A to select that agent for that position. When an agent is already selected, he/she will have a number next to their name for their position. Press B to unselect an agent. Weapon: This is the armory screen. Use left and right to select which agent you want to outfit, then use up and down to select the weapon or item you want to equip, and A will equip that item. Watch yourself, because some things are quite costly. Also, if you press the X button, you will toggle between 'sell' and 'buy' mode. In buy mode, press A to sell the selected item. Wrench: This is the lab or surgery center where you outfit your agents with cybergear. Again, left and right to select agent, up and down to select upgrade, and A button to upgrade. You CAN NOT sell an upgrade, as they are permanent! Lightbulb: This is the research screen. Use up and down to select the item or upgrade you want to research (use X to toggle between items and upgrades), then press the left directional button to increase the funding. As you increase funds, a line will appear that becomes steeper and steeper with more money. The bottom axis shows how many days it will take to complete the research at that rate, while the left axis shows how much has been completed. You can change the research rate up or down once you have started without resetting to 0%, so if you are spending too much, lower your funds with the right directional button. Arrow: This is not really a screen, it is the "GO" button. It takes you to the mission when you are ready, but you can also do this at any time by pressing start (you must select a territory you DO NOT control in order to go into a mission). B. Mission Controls ------------------- In the mission there are two way to control agents. You can control them one at a time or all at once. Most of the controls for group action are the same as for a single agent, but I will explain the different ones. Single Agent: Directional Pad - move agent A button - fire selected weapon B button - nothing X+left and X+right - scroll through items and weapons X+up and X+down - pick up or put down an item/weapon Start - pause game; you can scroll around the map when paused Select - toggle between single/group control Y+left and Y+right - select agent that you directly control L+R - instantly increase API levels to maximum and switch to most effective weapon (the ranking of 'effective' guns is laser, minigun, uzi, chiller, shotgun, longrange, pistol, gauss gun) L+Y, X, or A - decrease A, P, or I level, respectively R+Y, X, or A - increase A, P, or I level, respectively Car controls: You must press the actual direction you want to go, so you need to press two directions at the same time. You can shoot from the car while moving, just press the fire button, but it is hard to hit anything unless they are relatively close to the road. Note that when you are behind walls or in buildings, you can not see your agents. However, if you look down at the map on the bottom of your screen, you can see everything that is hidden. Here is a key: Blue lines: impassable walls Black areas: this is where you can walk around Purplish gray areas: water or solid objects White dots: your agents Red dots: enemy agents (and police drones?) Blue dots: civilians (sometimes purple because of background) Yellowish dots: sentry drones Also at the very bottom of your screen is your current objective and an arrow pointing to where that target is. When the target is on the screen, there is a yellow arrow above it, even if it's inside a building. Group Control: When you are controlling all agents, switching weapons sometimes affects them all and sometimes only the directly controlled agent. Also, only the directly controlled agent will pick up and drop things. Moving, API controls, and firing (when locked on) affects all agents. Whichever agents are following the directly controlled one will often get stuck behind things. In a case like this, just switch to single control and move them past the obstacle to easier walking grounds. Also, when your directly controlled agent gets in a car, all the agents will eventually file in with you. Be careful to not move while they are near because often you will run them over and kill them. III. Enemies and Objectives --------------------------- There are three types of enemy and three types of objective. Enemies ------- Police Drone: These blue robots with red tops float around and rarely fire first. They are easy targets, and the weapon they drop can add to your arsenal. Guard Sentry: These beige robots sit tight until shot at. When you shoot, they open fire, but you should be able to take them out fast. They also drop weapons. Enemy Agents: Enemy agents are looking for you, and in later levels they are armed with longer ranged weapons. Sometimes they are just wandering around shooting at civilians, and they mostly come in groups. If you have a good Chest upgrade, then agents will not be a problem unless they have lots of firepower and superior numbers. Without superior armor, you will need to use the long range rifle and sneakiness to pick off agents one by one, especially when they are armed with long range rifles and miniguns. Even some early levels have agents equipped with miniguns. However, there is one strategy that is nearly foolproof: multiple agents. If you go into a level with three or four agents armed with ANYTHING, you will have no trouble whatsoever killing enemy agents. With two, you won't have trouble until they come in groups of four to five with lots of firepower. I prefer to always use one agent for the extra challenge. Objectives ---------- Assassinate Person: Look for the person (civilian, agent, or drone) with the yellow arrow over their head, then kill. Persuade Person: Look for the civilian with the yellow arrow above their head, then use your Persuadertron to turn them to your side. You only get a few shots, and the gun will persuade anything that the target locks on to, so be careful. Pick Up Item: Find the item with a yellow arrow over it and pick it up (the item is usually in a building, but you can still see the arrow). Don't forget to leave a space open before trying to pick up the item. NOTE: Whenever a target is inside a car, you have to destroy the car to get to the target. In an assassination, this is easy. In a persuasion, it takes more skill. In particular, the chiller will always destroy the car without killing the target, but you need to take careful aim to hit it. I find that shooting from directly below the car is best. IV. Equipment and Upgrades -------------------------- Time Bomb: After eight ticks, it kills anything in its blast radius, which is sizable. It is really only useful in a few levels, where you can catch a large group of enemies that are looking for you. Medikit: Restores health once. Useless after you get the better chests, which heal you automatically. Energy Shield: Makes you invulnerable for a while, and recharges when not in use. Really, it makes the game far too easy. Turn it on, switch to your favorite weapon and start wreaking havoc. Persuadatron: A key item that allows you to gain control of other people and drones. Just select it and wait for your target to appear on the objective to be persuaded. It will automatically get persuaded. You can only persuade a few people with each agent. Pistol: A decent weapon that is also cheap. It works well at first, but you should always use at least an uzi when you can afford it. Ammo-32 / Range-2560 Uzi: More damage than the pistol, the uzi is probably my favorite weapon. Your enemies drop these frequently, so you can switch out when yours runs low on ammo. Ammo-32 / Range-2560 Shotgun: Very powerful at close range, but useless at a distance. Enemies drop these often as well, so use them when you need more ammo, but don't rely on them as your first option. Ammo-16 / Range-2560 Chiller: The chiller is kind of fun, but it is too easy to waste ammo since it travels slowly (instead of instantly like bullets). When you hit a target with a puff from the chiller, it freezes them, then they keel over after a little bit. Ammo-64 / Range-2048 Laser: This weapon, although an automatic kill, is crap. You often miss, and it has few shots. Further, if you have one, whenever you auto-jack yourself, you select it when you may not want to. I rarely use it. It is also too expensive. Ammo-6 / Range-4608 Long Range: A much better weapon than the laser, the long range hits at great distance, but it has much more ammo. It's a good way to get the enemies that haven't seen you yet, but it is a little weak for a big fight. It's a good combo with the Uzi since pressing L and R will switch right to the Uzi if you run into a big group of enemies. Two things you need to be careful about are using this gun at short range and while moving. Stop, wait for the target to appear, then fire for best results. Ammo-32 / Range-3072 Mini-gun: This big fat gun will decimate enemies, but be careful how much you fire. If you just tap the fire button, you should kill enemies without wasting ammo. This gun can replace the uzi as your stock weapon if you have the cash, but it has a little less distance so be sure to get in close. Ammo-24 / Range-2048 Gauss Gun: The Gauss Gun is like a little rocket launcher. It has three shots and makes a big impact. I usually don't use these unless I know there will be a large group of enemies I can get the drop on, and in a close fight, it will probably kill your own agents. Also, enemy agents equipped with Gauss Guns sometimes have a lot (and I suspect unlimited) of ammo. Ammo-3 / Range-6144 Eyes: Eye upgrades improve your agent's shooting and the speed with which your agent locks on. Higher versions will target enemies first when there are multiple targets. Brain: You need brain upgrades to persuade enemy agents and drones. Version 1 persuades civilians faster. You can not persuade some agents even with Version 3 because they will ALSO have it, which protects them from persuasion. Heart: Increases the effective period of API chemicals. Chest: Increases your armor, and also heals you slowly. The higher versions heal you faster and provide more armor. Arms: You can carry more items and weapons without slowing down too much as you upgrade your arms. Legs: You move faster and faster with leg upgrades. Version 3 makes you so fast you can always get the drop on your enemy. NOTE: I've said it before, but here it is again. The upgrades do not function unless you increase your API levels! Recommended Research: Get 2 for the chest, so you have good armor. Then legs and eyes, in order to make you faster and a better shot. Upgrade the heart next to increase the effectiveness of all upgrades, then finally upgrade anything else you haven't already. You will want the long range rifle and uzi as your first guns (they are the first item researched under "automatic" and "assault" respectively), then the minigun. You will also want the chiller for Iran, but there are opportunities aplenty to bring one back to the lab, so wait until then. An optional path is to research brain upgrades first so you can persuade agents and drones to do your bidding. Then you can upgrade your chest, eyes, and legs later to boost your own agents' firepower. It is more difficult to play this way, though, since the persuaded enemies don't stick close like regular agents. It usually takes about half the missions to finish all research. Try to beat easier missions first so you will be better equipped for hard missions. V. Strategies ------------- * Keep taxes high for early cash, but bring them back down when you have enough territories to bring in the bucks. You won't need too much money early on except to research and buy chest upgrades. * In order to persuade ONLY the person you want and no one else, isolate the target by herding other civilians away. They will run from you whenever you have a gun out, so just scare them away until your target is all alone, then move in, select the persuadatron and take control of the target. Switch away from the persuadatron in order to prevent any wandering civilians from using up another shot. * If you don't have to persuade anyone in a mission, find enemies to persuade. You can only persuade a certain number at a time, but as they die, you can replenish your posse with further enemies. If you have no gun drawn, you can get pretty close, especially if an agent is standing still and not paying attention. If you do choose to create a posse, you might want to keep API levels lower until you actually get in a fight because your persuaded buddies will be too hyper to control, especially agents and drones which have a wider patrol range around your agent. * Most levels require only one agent. If you use too many for each level you will find that you spend a lot of money simply outfitting the agents for each mission. Waste of cash. * When you need to bring a civilian somewhere, be very careful. The persuaded civilian will follow you as long as you are in their line of sight, but if they hit something in the way, they turn until they find you again. If they don't see you, they start wandering all over the place. When you have multiple civilians, it can be very tough to get them where you want them to go, so be very careful. * Try to kill all agents and drones before persuading people. It will eliminate the chances of the persuaded target from getting killed before the end of the mission. * Persuaded civilians will pick up weapons from the ground, so you can often get a small gang going to back you up if you can't persuade advanced agents or drones. * Time goes by while you are in the missions and while you are at HQ. So you can set your research funding low if you have little money and simply let your agents sit around after completing a mission, or if you have a bunch of cash, you can set your funding high and wait at HQ for a few minutes until it finishes. This works especially well for early weapons research which is pretty cheap. * Do not underestimate the effectiveness of the cars. You can often avoid entire groups of enemies by zipping to your objective and then zipping to the evac point. * When you find weapons/items in a level that you have not yet researched, bring them back to HQ and your research department will give you the option to research that specific item, instead of researching a general subject. VI. API Levels -------------- Two things to remember about your API levels: 1) Always go into battle with API maxed out. Your cybernetic upgrades will come online and make you very difficult to deal with. 2) If your API markers catch up to the increased levels, simply bring your API levels down to the minimum and wait for the markers to hit the left of the gauge. When this happens, you can max out again and start rocking. Careful! When you decrease levels below the markers, your agent becomes nearly useless, so don't do anything if you're waiting for the markers to go down. VII. The Code System ------------------- I am not really sure how the codes work. I know that they store your research, your territories, and your money, but they seem to randomize other things. Also, your agents reset to no equipment, no upgrades, and new names while your territories reset to 30% tax rates and Very Happy. In short, do not try to manage your empire because the code system will just undo what you did. This code system is the biggest drawback to the game because it destroys any sense of closeness you may feel with your syndicate. Your agents' names are changing all the time and you can't rule your territories with any continuity. VIII. Level Walkthroughs ----------------------- All mission solutions use a single agent. If you find that you can't handle a level with a single agent, then go to two agents, but you really should not have any trouble with only one. Also, I never use the energy shield as it makes the game TOO EASY. If you have trouble, use it when you get it. And more than anything else, don't keep trying a level if you can't beat it. Try other missions until your upgrades are better. Some missions have little to no strategy, so when I provide no info, that means you should just jump in the level and start kicking butt. Western Europe: Kill the two agents. Scandinavia: Persuade five people across the map. Lots of drones, so shoot 'em or avoid 'em. Make sure to switch away from your persuadatron so you don't use up your shots on the wrong civilians. Central Europe: Persuade one guy, then kill everyone else. Make sure to bring several guns so you have enough ammo. Several weak agents ripe for the killing. Urals: You have to destroy all of the guard drones, so shoot every one that you see on the way to the scientist you need to persuade. Don't forget to kill sneaky agents snooping around. There is also a chiller hanging out in the top left building. Bring it back for research! Don't forget the scientist's notes. One of the agents drops a briefcase, but I don't know what it does. Mongolia: Get in a car and kill all the agents and police drones as you drive around the little square. Bring a few guns so you don't have to get out and collect more. Once you have cleared most of the enemies out, leave the car and take out all remaining enemies. Only then should you assassinate your targets and persuade the last guy. Siberia: There are hidden agents near the building with your second target for persuasion. Sneak along the edge of the map to avoid them because they have mini-guns and they are hard to sneak up on. They won't come at you if you stay away from them. Kazakhstan: Persuade that guy in the farthest corner from your starting position, then assassinate the guy behind the wall on the south edge of the map. There are agents with long range rifles here, so be careful to take them one at a time. China: DO NOT ENGAGE THE EIGHT AGENTS FROM THE WEST EDGE OF THE MAP! Run as fast as you can to the cars. One has a bomb on it (it's a little black cube) and the other belongs to a guy who is about to jump in. Get there first, and drive to the southeast corner of the map to kill your target and take his briefcase. Then jump back in the car and zip back to where you started to evacuate. That pack of agents will take you down unless you are seriously armored and packing a Gauss Gun or something. They are simply not worth it. India: You need to kill all the enemy agents and then take the chiller gun in the middle building. Don't go hunting for agents; let them come to you. Scroll around while paused to find isolated agents. Also, many are behind fences, but don't go right up to the fence. Wait for them to wander over, then move in quick to catch them unawares. When they are all dead, grab the chiller (behind two guard robots) and evacuate. Iran: While you are killing all the agents in this level, one of your targets will get in a car and zip around town until he gets stuck behind a parked car. LEAVE HIM THERE. Make sure to take out the agent in the northeast building by going through the back door (the one farther from the edge of the map). He won't see you this way. Once you have no more enemies, persaude the first target, then approach the car of the second target. The last car has some police drones in it that are protecting the target; blow the car up and the drones if they get out. Then use a single burst or two of the chiller to spook the guy out of the car so you can persuade him. If you blow up the car, he won't die, but he might run into the flames of the wreckage, so get ready to persuade him fast. Then escort the two of them to the northeast edge for evacuation. Pacific Rim: There is a guy in the very middle of the map at the crossroads who does not wander around. He is the guy you must protect. Very few of the agents are actually trying to approach the target, so take them out first. What you want to do is immediately start demolishing enemy cyborgs. They are everywhere, so pause, find the closest one, then kill him, repeat. Some have bombs, some have miniguns, and many stay put in their hideouts. You should not have a hard time with this level unless some agent sneaks up on the guy you are protecting, but this has never happened to me. Indonesia: I will give this one warning: if you are not well-equipped with cybernetic upgrades, especially armor, then you will have trouble on this mission (if using only one agent). There is an agent who appears to have a gun with the power and speed of a minigun but the range of the long range rifle. He is in the middle of the map and he is tough to kill. I recommend a long range rifle and Version 2 or 3 legs, or a laser if you like that thing. You need to persuade four people and evacuate them. The agents in this level are equipped with long range rifles, miniguns and probably Version 2 eyes. They are looking for you and also trying to kill your persuasion targets, so you must act fast. One effective thing to do is to sweep through the first building below you with a minigun, then start killing every agent to the west and south until you get to the corner of the map. Then switch to a long range rifle and take out agents and police drones one by one along the south side toward the small park on the southeast corner. Next, start picking off agents that are grouped around the middle. If you are low on life, wait until you heal up or bring some medikits to heal fast so you can head in. Find the stragglers and when they are dead, persuade your four targets (slowly, so you don't lose them by running off to the next one) and evacuate. Kamchatka: All of the enemy agents are grouped around the top of the map. Take long range weapons and one automatic. Take the car and drive by the agents as they start coming out of their little hideout. When you kill a few, get out and start picking off the others with your long range rifle. Then take the car inside the square, pick up the laser, then check your map to see how to get to the Gauss Gun, and go pick that up as well. Evacuate to the agents' hideout. Far East: There are a lot of people around this level, but you can do this easily. It will take time though, so put your research on something that takes a long time before you go in. Immediately go through the square and out the triple doors in the south wall. Then head west and kill the four agents standing still (they are so easy), and finally pick up the medikit inside that little square building. Now go back in the square, kill your target, persuade the others, and evacuate. Alaska: Go waste the agents by heading all the way around the north and east side of the map. You can persuade a bunch of agents or bots if you want, but make sure to save some persuasion for your target. When they are dead, persuade your target, then evacuate to the same area where the agents were. Iraq: Kill all the agents (they are easily handled by a long range rifle) and then persuade your target and evacuate. Arabia: You have to kill everyone on this mission, so don't waste your ammo. The agents are tame, just take your time. Pick up the two briefcases and evacuate. Northwest Territories: The agents on this mission are pretty easy to kill, but the house with the gun is guarded by about eightish police drones. Set a time bomb, use the gauss gun, or just wait for them to float at you one by one. You should be able to pick them off and then rush the last three or four. Get the gauss gun and waste the chick, then evacuate. Yukon: Kill all the weenie agents and evacuate. Northeast Territories: This level has a lot of water, so stock up on long range weapons to kill agents from across the lakes. There are two isolated islands with a single agent on them, and these agents have a laser. Do not approach them, unless you feel ballsy. Kill your targets and evacuate, but make sure to take out any agents you see on the way. Greenland: Kill all of the guard bots (from a distance, I suggest) and pretty much just kill everything. Newfoundland: This level is slightly difficult to navigate, so take a look at your map screen as you move about. Make sure to hustle to the target, because the enemy agents are moving towards him to steal your kill. Assassinate and evacuate. New England: There are many agents here, and a small posse that heads right for you in the beginning. All agents are armored and well armed, so you should probably have Version 3 chest and Version 2 everything else at the least. Long range rifles and miniguns should make short work of them as long as you are careful, but you may need a heavier gun for that first group, like a gauss or a chiller. California: Kill these wimps. Rockies: Almost all of the agents are inside buildings in a big group. To avoid trouble, stand at the doorway and pick off a few by waiting for the target to appear. You should be able to kill a good number of them before they catch on. Then either draw them out or take them on if you have good upgrades. Repeat for the smaller buildings, then blow up the two cars and evacuate. Midwest: Assassinate the police chief. The drones have chillers, but this mission is quite easy. Southern States: You have to kill everything here, and the agents have lasers and upgraded armor. Just take your time and don't face too many enemies at once. Colorado: There are only drones in this mission, so you can easily slip past them with the car, take out your targets, and leave. Mexico: Again, you must kill all civilians. If you run low on ammo, take the guns from fallen agents. Libya: There are easily persuaded agents in this mission, but all you have to do is destroy the police drones that are hanging around all over the place. Algeria: There are eight super-ranged police drones at the end of the little lane you start on. A long range rifle or laser can take them out as long as you make sure to wait for them to come to you. They will get the drop on you if you try to approach them. Stand to their right side, maybe entice them by running in and then out, then snipe them as they float towards you. Now you must kill the students and the agents that are hanging out with them. They have Gauss Guns, so be careful. You will probably want to snipe again. Take out the students and evacuate. Sudan: Persuade the bank manager and then kill some dudes. This is far too easy. Mauritania: You must destroy all of the guard bots, and you will want to take out the agents as well. When you kill the two bots hanging outside of the door of the building near the top left edge of the map you need to wait for the civilian inside to move to the other side of the room. If you destroy those bots while she is close to them, the explosion will kill her and you will lose. Once the bots are done, persuade her and evacuate. Nigeria: You must kill about a zillion agents in this level. Some are strong, some are weak, but almost all are susceptible to a Version 3 Brain. Persuade the first group of agents you see and then start hunting others. When your posse gets thinned out, persuade more agents. This will save your ammo and keep the heat off of you. I recommend the long range rifle for most of your killing. Zaire: Kill the punks who stole the car, then kill the dude in the car. Take the car and evacuate. I don't know if you lose this mission by destroying the car, but I would avoid it all the same. Kenya: There are well-armed agents in this level, but their armor is still weak. Take them out as you make your way to the bomber's house. Persuade her and then walk her outside. Mozambique: Quickly kill all the agents that are prowling around the neighborhood, and once they are all dead, cross the border gates. There are drones and agents here; kill them also. Then go back into town and persuade the family of the dictator and escort them over the border and to the evac point. South Africa: This map can be a little tough because there are several politicians milling around that can get killed and lose the mission for you. Immediately head to the middle of the map where they are congregating. Waste the agents that approach from the north east and from the south. When these guys are dead, you can go kill the remaining agents (which won't approach the middle) and assassinate your targets. Evacuate to the top of the map when done. Colombia: You must destroy all the police drones and grab the energy shield in the large bunker. The drones are easy, but the enemy agents are packing Gauss Guns, so pick them off with a long range weapon. You have to evacuate to the small platform with two agents, so be careful not to take a Gauss rocket to the face. Venezuela: Assassinate one guy and persuade another, but make sure to either kill or persuade the lone agent in the southwest building. He may try to jump out and kill your persuadee as you head for the evacuation point. Peru: You have to pick up all kinds of crap, so don't be afraid to waste ammo if you brought a lot of guns. The agents are wimpy. Argentina: This mission can be a little annoying if you are not careful. You need to persuade the police chief's daughter and then the chief himself, except that the chief is not a civilian he is a police drone. He is one of the drones on the left edge of the map, so don't shoot any of those. There are many agents around, but many are so out of the way you don't need to worry about them, specifically the agents who are hanging around under the highway. Head to the northeast building, and kill the agents inside. Then carefully kill the agents surrounding your target. If you have to take hits in order to wait for your target to appear, do it because you do not want to kill her. Once you persuade her, escort her to the place you started where the chief-bot is floating about, persuade him and then escort both to the plaza outside the mansion. Uruguay: Routine mission; slay the agents and drones, then assassinate and persuade. Paraguay: There are Gauss Gun agents hiding behind pillars and buildings, so check your map at all times as you go about assassinating and persuading. Evacuate your targets. Brazil: Kill everything, but be wary of the few strong agents on this mission. Western Australia: Kill all the police drones and evacuate. Booo! New South Wales: Clear out the initial group of wimpy agents and kill the guy in the first building where you start out. Persuade and evacuate (you shouldn't have to go back because you already killed the assassination target). Northern Territories: This is the hardest level to complete with one agent and no energy shield. Upping agents or equipping an invincible belt will ease your pain here, but it is possible to win without either of these. However, if you do not have Version 3 everything (not brain, of course, that won't matter against these agents), you will most likely die. Bring three miniguns and five lasers. Immediately juice up and run out of the central building. Head up and to the left to the small peninsula. You will have to kill a few agents and a guard bot on the way, but there is a cache of loot up on this peninsula. The hard part is enticing small groups of agents from the assault force so you can divide and conquer. Basically, scout their location, then edge near them until a bunch run at you. Laser them one by one as they come at you. If they start hitting you, RUN, do not make a stand. Your only hope is to pick this large group off one by one, and you can not face them all at once. When you have killed them all (hopefully your laser ammo should hold out), start hunting the loner agents around the map. There is a tunnel that runs all the way around the right and bottom of the map into a series of caves under your field of view. One cave is filled with agents. They are the last thing separating you from victory. You can rush them, but I suggest picking off at least two before doing so. When you have done this, drop your empty weapons and go collect the series of medikits and evacuate. Atlantic Accelerator: A pitiful final level. If you have all Version 3 stuff, as you should at this point, just run amok. Nothing can stop you, and you should basically rip through this level with no trouble at all. Enjoy he extremely unsatisfying ending (there is no ending). Note that the names of the game developers in the credits seem very familiar... IX. Acknowledgements -------------------- I want to thank all cyberpunk fans who made such a game worth making, even if it is not quite up to par. Also, two guys from the GameFaqs chatboards helped me figure out exactly what the heart and brain upgrades do, so thanks, whoever you guys are. And thank you to Molyneux, my favorite agent of all. X. Legal Mumbo-Jumbo --------------------- Copyright 2005, Mike Jenista This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.