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- 1. Tips
- 2. Programming
- 3. Cheat
- 4. Cheat
- 5. Cheat
-
- 1. Tips:
- =======
- ∙ Start researching the Automatic Weaponry right at the start of the game using
- around $6000 and remember to pick up the Uzi at the end of the first mission
- (it's at the end of the road in the hands of an enemy agent).
-
- ∙ As you conquer the first few territories raise the level of the tazes to 100
- per cent - the population gets pissed off and may even revolt but at this stage
- in the game they pose no threat to you or your company. You should bring the
- level of the texes back down again later on - a figure of around 35 per cent is
- ideal.
-
- ∙ During a mission if you hear a strange beeping noise be warned - there are
- time bombs around. These can do immense amounts of damage to your agents but
- they can be used against the enemy - try to guide hostile agents into the
- vicinity of the bomb. If it goes off when they are within range it can kill them
- wholesale. If it is safe to do so pick up time bombs and sell them - they're
- worth a great deal of cash.
-
- ∙ Ignore what the manual tells you about only deploying the minimum number of
- agents for any given mission - use the maximum firepower available - there's
- safety in numbers.
-
- ∙ Develop the mini-gun as soon as you can afford to do so. This weapon is the
- most effective general purpose gun with a long range and devastating firepower.
-
- ∙ Make use of the powers of the Persuadatron and recruit enemy agents to your
- cause - especially early on in the game when they are lightly armed and pose
- little threat. The mission in Siberia is an opportunity to brainwash a few
- agents.
-
- ∙ Always equip your agents with medikits no matter what. A medikit can save your
- agent's life and they are easy to carry - so why take chances?
-
- ∙ It is often safer to wipe out all the enemy agents by ambushing them before
- trying to complete your mission objective. Find a place where you can easily
- defend yourself and just wait for the agents to turn up - when they have all
- been killed you can get on with completing the actual mission.
-
- ∙ Use the Gauss gun on assassination attempts - it's hard to miss with this
- beauty. Gauss guns are also useful for wiping out groups of enemy agents because
- of their wide explosive area.
-
- The final mission:
- -----------------
- It makes a lot of sense to choose the Atlantic Accelerator as the final mission
- simply because it's so tough. Before you embark on it ensure that all of your
- agents have a full set of version three body parts. Two medikits. Two energy
- shields. Three mini guns and the Gauss gun or a scanner. When the mission has
- started group your men and select their energy shields and increase all of their
- drug levels to maximum. Run down to the bottom of the heliport platform.
- The swarming enemy agents come at you thick and fast. Use the mini-guns if they
- are within range or the Gauss gun if things get desperate. There are two waves
- of enemy agents so make sure you don't waste ammo on the first wave - if you are
- overwhelmed move three of the agents away and self-destruct the fourth to wipe
- out every enemy agent in range.
- Check your health status - if your agents have less that half of their stamina
- left use the medikits to bring them back up to full power. Make your way to the
- top left-hand building and fight your way through several waves of agents. Send
- one of your agents into the building with shields enabled and use self-destruct
- on him to complete the mission and the game.
-
- 2. Programming:
- ==============
- Use a hex editor to edit the last .GAM file in \synd\save directory for example:
- 03.GAM (if you have saved the game as three different files).
- The byte numbers listed in the MORE NUMBERS table listed below affect specific
- elements in the game - search through the code until you find them.
-
- The amount of money:
- -------------------
- Type in any value from 00-FF. The higher the Hex value the more money you give
- yourself. Replacing the standing values with 0F FF FF FF should give you
- astronomical amounts - far more than you could ever hope to spend.
-
- Agent data:
- ----------
- 40 bytes (28 hex) make up each agent's data. Edit each agent starting at the
- address listed in the SOME NUMBERS table listed below.
- The GUNS GALORE table listed below shows the digits you should place in the
- spaces for the amount of ammo left as well as the weapon number as corresponding
- to the SOME NUMBERS table.
- Don't be tempted to increase the values for the maximum ammo beyond those stated
- increasing the value results in the weapon being completely empty. There you go
- hack away and have fun!
-
- SOME NUMBERS:
- ------------
- Byte: 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 only
- start with eight agents
- 4 00 Blank
- 5 FF/FE Gives version one legs arms chest and version
- one 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
- 10 & 11 See list Ammo left for weapon number 1
- 12 See list Weapon number 1
- 13 00 Blank
- 14 & 15 See list Ammo left for weapon number 2
- 16 See list Weapon number 2
- 17 00 Blank
- 18 & 19 See list Ammo left for weapon number 3
- 20 See list Weapon number 3
- 21 00 Blank
- 22 & 23 See list Ammo left for weapon number 4
- 24 See list Weapon number 4
- 25 00 Blank
- 26 & 27 See list Ammo left for weapon number 5
- 28 See list Weapon number 5
- 29 00 Blank
- 30 & 31 See list Ammo left for weapon number 6
- 32 See list Weapon number 6
- 33 00 Blank
- 34 & 35 See list Ammo left for weapon number 7
- 36 See list Weapon number 7
- 37 00 Blank
- 38 & 39 See list Ammo left for weapon number 8
- 40 See list Weapon number 8
-
- MORE NUMBERS:
- ------------
- Byte no. Description:
- 14-17 Amount of money
- 130 Start address for Agent 1's data
- 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
-
- GUNS GALORE:
- -----------
- Weapon: Weapon no. Max. Ammo Left
-
- 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
-
- 3. Cheat:
- ========
- You can start in any territory of the game by pointing at the desired starting
- place clicking one with the mouse and then hitting [Enter]. The briefing appears
- and you can play on.
-
- 4. Cheat:
- ========
- To get all of the equipment in the game plus loads of dosh to spend you should
- choose Guns n Roses as your company name and W Axl Rose as you names.
-
- 5. Cheat:
- ========
- Input the following codes as your company name to get these cheats to work:
- COOPER TEAM: Gives you full Cryo chamber - all mods weapons and equipment
- developed - all agents fully equipped with mods. All V3 plus $10000000 cash.
- NUK THEM: Dead agents are resurrected
- ROB A BANK: Gives you $100000000 cash
- WATCH THE CLOCK: Accelerates time
- TO THE TOP: Enables you to select any mission.
- DO IT AGAIN: Press [Ctrl]+[C] to complete a level.
- *EOF*
-