Syndicate

Tip 1 | Tip 2 | Cheats | Hack

Tip 1:

As soon as you can do the Alaska mission (top left-hand corner of the map). Take all four of your team with you but only kit out a maximum of two people (it's possible to compete with one person). When your equipped member(s) have gone in and killed the enemy, run around and collect all the weapons they've left behind - and get the other members of the team to pick up stuff too.

When you've completed this mission you can sell the weapons for a huge profit. Then put the country's taxes up to 100% (so the country becomes rebellious) and soon you'll be able to do that mission again!

Tip 2:

Leave the computer researching a weapon and go and watch TV/ have your dinner or whatever. When you come back you should have finished researching your piece of equipment! (providing you had enough money). This works because the day/time counter continues when you're not on a mission.

Cheats:

These are built-in cheats. I don't recommend using these - the game's completable without them and they spoil the gameplay. However, if you are stuck here you go:

When you enter your team name/team logo etc. try these as your team's name (also works in mid-game):

Hack:

Ok, bit of a complicated one this. First, you need a decent hex editor and be familiar with hexadecimal.

Use your hex editor to edit the savegame file (it ends in .GAM) in \synd\save directory for example: 03.GAM (if you want to edit the third saved game).

The following table shows what each byte in that file does.

Byte no (Hex)
Description:
14-17
Amount of money

Type in any value from 00-FF. The higher the Hex value, the more money you have. Replacing the values with 0F FF FF FF should give you more than enough.

130
Start address for Agent 1's data (see below)
158
Start address for Agent 2's data
180
Start address for Agent 3's data
1A8
Start address for Agent 4's data
1D0
Start address for Agent 5's data
1F8
Start address for Agent 6's data
220
Start address for Agent 7's data
248
Start address for Agent 8's data
270
Start address for Agent 9's data
298
Start address for Agent 10's data
2C0
Start address for Agent 11's data
2E8
Start address for Agent 12's data
310
Start address for Agent 13's data
338
Start address for Agent 14's data
360
Start address for Agent 15's data
388
Start address for Agent 16's data
3B0
Start address for Agent 17's data
3D8
Start address for Agent 18's data

Agent data:

Forty bytes (28 hex) make up each agent's data. Edit each agent starting at the address listed in above table. So if you wanted to make agent 3 (starting at hex 180) a female (offset 5) then add 180 to 5 (in hex, remember) to get offset 185. So then, you change byte 185 to FF.

The guns table listed below shows the digits you should place in the spaces for the amount of ammo left as well as the weapon number. Don't go over the maximum because this will make the guns totally empty.

Also, remember that each agent has eight weapons.

Byte (Hex):
Value:
Effect:
1
00
Blank
2
Any
Name number (note the actual names can be found
in the \synd\main.exe file)
3
10
Shows that the agent is available - you start
with eight agents
4
00
Blank
5
FF/FE
Gives version one legs arms chest and heart.
FF specifies female - FE male
6
1F
Gives version three brain eyes and brings heart
up to version three
7 & 8
00
Blank
9
00
Blank
A & B
See list
Ammo left for weapon number 1
C
See list
Weapon number 1
D
00
Blank
E & F
See list
Ammo left for weapon number 2
10
See list
Weapon number 2
11
00
Blank
12 & 13
See list
Ammo left for weapon number 3
14
See list
Weapon number 3
15
00
Blank
16 & 17
See list
Ammo left for weapon number 4
18
See list
Weapon number 4
19
00
Blank
1A & 1B
See list
Ammo left for weapon number 5
1C
See list
Weapon number 5
1D
00
Blank
1E & 1F
See list
Ammo left for weapon number 6
20
See list
Weapon number 6
21
00
Blank
22 & 23
See list
Ammo left for weapon number 7
24
See list
Weapon number 7
25
00
Blank
26 & 27
See list
Ammo left for weapon number 8
28
See list
Weapon number 8

Guns data:

Weapon:
Weapon num
Max.
AmmoLeft
Persuadatron
01
32
00
Pistol
02
0C
00
Gauss gun
03
02
00
Shotgun
04
0B
00
Uzi
05
31
00
Mini-gun
06
F3
01
Laser
07
04
00
Flamer
08
E7
03
Long range
09
1D
00
Scanner
10
13
00
Medikit
1A
00
00
Time bomb
1B
C7
00
Access card
1C
00
00
Energy shield
1D
C7
00

This hack information was taken from PC FORMAT. Remember to backup your savegame first. I won't be responsible for anything going horribly wrong.

Last updated: 3 May 97

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since 21st Jan 98