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- Syndicate Wars
-
- TACTICS UPDATE
- Although this guide primarily focuses on Eurocorp operatives, the strategies and
- tips can be equally applied to Church of the New Epoch initiates.
-
- Mission Preparation
- Briefings are an absolutely vital component of any mission, and executives would
- do well to pay close attention to the intelligence data gathered. Always check the
- mission;s status to see what priority rating it has: youÆll usually discover that
- missions rated priority one will prove the most beneficial to your syndicateÆs
- endeavours.
- Occasionally, youÆll receive a choice of several missions at the same time and you
- should assess your current situation and decide where your immediate priorities
- lie. If youÆre short of cash, then a bullion or bank job might be in order, but if
- your research effort is lagging, then a mission to capture additional science
- personnel might prove fruitful. Missions which involve the persuasion and capture
- of enemy agents will provide you with tailor-made manpower to replace any
- casualties and further both your own and EurocorpÆs objectives.
- Once youÆve accepted a particular mission, study the map in detail and take note
- of your appropriate drop and evac zones, relevant targets, local landmarks and
- any other additional information supplied. This breakdown should also help you
- judge the strength of the opposition and allow you to fine tune your equipment
- and weaponry payloads.
-
- Interface
- The Netscan ability is an extremely useful tool and if funds permit, executives
- should always take advantage of this facility. Up to the minute intelligence can
- prove critical in terms of discovering bonus objectives, enemy concentrations and,
- most significantly, hidden financial reserves. Netscanned information can
- sometimes prove disappointing, but when you consider that risking a mere five or
- ten thousand credits could buy you the location of a bank vault thatÆs worth
- several million, itÆs a gamble well worth taking.
-
- Connection
- When arming your agents, try to prepare a balanced group which mixes a decent
- variety of weapons and equipment. If youÆre playing a mortal game, you never
- know quite what you might encounter, so itÆs as well to cover all eventualities.
- YouÆll probably find youÆll need a full compliment of low energy, medium-range
- weapons, such as miniguns, as general-purpose ordinance, while a couple of
- heavy weapons are compulsory for laying down support fire. Explosives and
- nuclear grenades are a necessity for most missions.
-
- Data
- A handy tip is to designate agents to specialise in a particular area, which will
- depend on the state of their body mods. For example, the agent who has the
- highest rated arm mod, will probably make your best marksman, while an agent
- with advanced leg mods will make a good explosives expert, because he can lay
- charges and then move quickly to escape the blast radius.
-
- Update
- Even though youÆll probably concentrate on developing four rock hard super
- agents, with advanced body mods, donÆt neglect your reserve agents. If one of
- your main men gets killed (especially in a mortal game) youÆll need to promote
- someone for the next mission and if theyÆre significantly æunder poweredÆ, your
- whole groupÆs performance will suffer
-
- ON THE MEAN STREETS
- So executive, youÆve hit the drop zone, the zealots are out in force, the citizens
- are twitchy and your agents are awaiting their first instructions: where do you go
- from here? Well, in spite of the large and terrifying amounts of weaponry
- available, the mini map is probably the most useful piece of equipment in the
- entire game. Consult it often to recce possible targets, assess incoming threats and
- monitor the movement of enemy personnel and the police.
- You should also practice swivelling the main view, until youÆre in perfect control
- of your surroundings. During the early missions, take time after youÆve achieved
- your main objective to become familiar with manipulating the view; in my case a
- combination of mouse and keyboard proves the most effective.
-
- Connection
- When you beam into a new city, itÆs worth using a combination of mini and main
- views to scroll around and get a feel for the place. With this overall strategic plan
- committed to memory, you stand a much better chance of achieving your
- objectives. And, if things should go wrong, of having some idea of where you can
- run to. The better you know a place, the safer youÆll be.
-
- Combat and Mission Tips
- Here, combat is the name of the game and Syndicate Wars presents many varied
- and interesting opportunities for mass mayhem. Therefore, Bath AI has issued the
- following directives for manipulating agents in the field via your remote
- marionette system:
-
- 1. Stick together! In the early missions, youÆll only have access to limited
- weaponry and equipment. If your agents are all in one group, they can bring more
- direct firepower to bear.
-
- 2. The Persuadatron will allow you to recruit a citizensÆ army. Affected citizens
- will begin arming themselves and bring additional firepower to your team. The
- Persuadertron Mark II is even better, allowing you to influence rival agents and
- new church zealots.
-
- 3. Roadside furniture and vehicles can be used to your advantage. If enemy troops
- are massed near a streetlight or van, aim to shoot it and the resulting explosion
- will cause them additional damage. Beware of loitering near potentially explosive
- objects yourself, as the enemy wonÆt hesitate to use the same tactic on you.
-
- 4. Loot the dead! Always search bodies thoroughly as they sometimes conceal
- advanced ordinance. At the very least, youÆll be able to resell their equipment for
- a bit of much-needed cash.
-
- 5. Learn to switch from high power, long range weapons to low power mediums
- as the enemy closes in. For example, the LR rifle will pick off your first couple of
- adversaries at range, but you should then switch to a minigun to renew hostilities
- during close quarters combat, as itÆs a far more effective close-range weapon.
-
- 6. If you need to be somewhere in a hurry, hijack an empty car, itÆs much quicker
- than moving your agents around on foot. Receive extra bonus points and a
- considerable cool factor rating by joyriding in police cars. For the discerning
- sinister agent, itÆs the only way to travel!
-
- 7. If you want to stay out of trouble with the local law, make sure your weapons
- are concealed. A nifty double click on the left mouse button, will result in all your
- agents drawing simultaneously, so you wonÆt lose too much time when engaging
- the enemy.
-
- 8. Every agent should be equipped with a medikit. With appropriate body mods,
- you might not use it often, but it could mean the difference between life and death
- for your guys when theyÆre under heavy fire.
-
- 9. Churcher flying vehicles are an extreme pain and will try to hunt you down
- relentlessly. Shelter beneath buildings and retaliate with launcher and projectile
- based attacks.
-
- THE SCIENTIFIC PATH TO POWER
- Research is a critical element of Syndicate strategy and fuels discovery of new
- weapons, devices and body mods which will weld your agents into an irresistible
- force. Your ability to research and manufacture new technologies is dependant on
- the amount of cash and scientists you can allocate to an individual project. If you
- feel youÆre falling behind in the research race, you should choose missions which
- involve persuading and capturing science personnel to redress your shortfall.
- Moving onto the wider question of what to research and in which order, well apart
- from high explosives as a first choice, thereÆs no definitive route through the
- weapons and body mods on offer. However, itÆs fairly safe to say that some of the
- minor weapons such as the flamer, arenÆt really worth concentrating on and you
- should perhaps shovel funds into the bigger, meatier projectile weapons. The
- weapon chart on the previous two pages should help you decide which are the
- most useful investment.
- Remember, when youÆre setting a projectÆs budget, the cash you invest is a per
- day allowance. Committing substantial resources to a project can rapidly deplete
- your financial reserves and you should bear in mind that the recommended figure
- (on the right), indicates the amount of cash needed per day, to finish that project
- in ten days with your current science team. Sometimes it can be worthwhile
- suspending projects between missions, until youÆve actually captured extra
- scientists. This additional, augmented brain power on the research team will mean
- that the money you eventually invest will be spent more cost effectively.
- Intelligence reports indicate science personnel can be found in the following
- cities: Adelaide, Santiago, Cape Town and Reykjavik.
-
- Modification
- In the race to develop new and terrifying weaponry, itÆs easy to forget body
- modifications as a way of improving the performance of your agents. But you
- shouldnÆt neglect them, as they can play a vital role in helping your agents survive
- the rigours of the battlefield. The body mod is the basic building block, and offers
- improved overall survival and performance, but the brain mod is equally
- important, boosting intelligence and making your agents much easier to control.
- Bionic arms will definitely improve your agentÆs targeting and weapons functions,
- while the leg mod will substantially increase speed and manoeuvrability, an
- invaluable asset in the urban warfare environment
- When your technology permits you to move up to a new cybernetic level always
- research the body implant first, as this mod is required before any other can be
- fitted.
-
- Finance
- For the erstwhile executive, cold, hard cash is one of the most difficult, yet most
- desirable commodities to acquire and considerable guile is required to keep a
- healthy credit balance. YouÆll need dollars to fuel extra research, discover new
- body mods and develop all that fascinating and destructive weaponry.
- Nevertheless, with a little ingenuity, financial solvency is possible and can be
- broken down into two distinct strategies.
- Early on, youÆll find difficulty raising money and the quickest solution is to
- collect and recycle weapons from enemy casualties, then sell them once the
- missionÆs complete. Unfortunately, you can only carry one of each weapon type,
- which is a pain, but the somewhat radical solution is to under-arm your group in
- ops and then scavenge weapons from the opposition in the field. Before the
- missionÆs complete, make sure each agent is crammed to capacity with surplus
- weapons, then unload everything except your hardest armaments or new
- technologies to make a workable profit. Remember, youÆll only receive half of
- what youÆd pay for the same weapon new, but it should allow you to survive the
- early financial hardships and keep your research lines ticking over.
- If youÆre looking for a more immediate and satisfying way to make quick, easy
- money then a life in armed robbery is for you. YouÆll need to research high
- explosives, but once that breakthroughÆs been made, the worldÆs financial centres
- are ripe for the plucking. The location of bank facilities and vaults are often
- revealed by a netscan (see above) and once their presence has been established,
- no matter what your primary mission is, you should make a bank job a high
- priority. Local police forces donÆt take these things lightly, so expect a swift,
- armed response. However with a cool half a million as a minimum payout the
- rewards are worth the risk.
- The presence of bank vaults and cash opportunities will usually be signalled by a
- $ sign on the map. When these are detected, make credit transfer a high priority.
- ItÆll prove worthwhile to search the map and particularly enemy casualties for
- hidden briefcases. These bonus discoveries will often yield substantial cash
- rewards.
- Bank and vault facilities have been detected in the following cities world-wide:
- Singapore, Rome, New York, Christchurch, Tokyo and Bahrain.
-