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The SYNDICATE FAQ and strategy guide - Version 1.0
by TheCompany@aol.com
----------------------------------------------------------------
Right now this FAQ contains only information and strategy for
the original fifty missions. I tried to avoid the obvious by
restating information easily found in the game manual. Also, in
an effort to get this thing out, it's a little incomplete.
So, the next revision will contain a complete section on MODS,
notes for the American Revolt add-on and the multi-player/
network game and possibly information of the Sega version as
well.
I'll also address any comments thrown my way.
----------------------------------------------------------------
MISSION BRIEFING:
Sources indicate that a rival syndicate has developed a
dangerous new computer program and our research boys want it.
It is the year 2096, the world is divided into regions
controlled by a handful of massive coporations known as
Megacorps.
In Syndicate, you are a Megacorp Marketing Director, using
cyernetically-altered Company Agents in a race to control the
New World Order.
Enter the Syndicate - and step into a dark future where
'changing your mind' take on a whole new meaning.
[from the box of the Syndicate Plus - CD Rom]
----------------------------------------------------------------
SYNDICATE -- THE STORY
As the world's multinational corporations grew, their profits
began to rival those of small countries. Soon they owned small
countries and corporate influence was felt at the highest level
of world government.
Then, a European corporation perfected the CHIP. Inserted in
the neck, the CHIP stimulated the brain stem to alter your
every perception of the outside world. Better than any drug,
the CHIP gave hope to millions by numbing their senses to the
misery and squalor around them. The CHIP was a technological
revolution and sold countless units with the slogan "Why change
your world when you can change your mind". It also left the
user open to auto-suggestion, and gave the corporations the
perfect tool for manipulating the populace. Soon the
corporations were at war among themselves, desperate to
monopolize CHIP manufacture. It wasn't long before the
Syndicates became the controlling force all over the globe.
As a young executive in a small European Syndicate, you're
looking to make your mark. You observe from a control platform
in an airship high above the teeming city streets as your
agents, controlled by CHIP technology, spread the shadow of
your terror. Each mission takes place among the canyons of
concrete and steel, the mazes of streets and sewers, that our
cities have become. The population goes about its business,
moving among the traffic, commuting on trains, rushing to and
from work, unaware of the violence about to explode around
them.
There are over 50 named missions for you to choose between, but
before you choose one, you need to develop an overall strategy
for world domination. Tactical considerations vital to the
ascendancy of your Syndicate include the of an adequate mission
Budget, the skills and experience built up in the Cryo Chamber
of potential agents, and developing your own maneuvering skills.
A Syndicate executive must be a master of strategy, assessing a
mission environment and planning agent moves. An executive must
also have the reflexes of a steroid-addicted sprinter and a
remorseless lust for power to commit acts of gross violence --
but sleep soundly at night.
[from the demo description found on America On-Line]
----------------------------------------------------------------
How do I get Syndicate?
Syndicate is now available only on CD Rom as the "Syndicate
Plus" edition. It is a budget release of Syndicate plus the
add-on of American Revolt. All documentation is contained on
the CD.
A demo version of the game is available on America On-Line and
Compuserve and at ftp.ea.com.
There are no known patches.
Bullfrog is planning a sequel to Syndicate, called Syndicate
Wars. From all indications it's another winner. You will have
so much more freedom. Planes and helicopters will be used in
certain missions and the people will be more intelligent than
the "lemmings" of the first game. You will also be able to blow
up just about anything with the right firepower. A new graphics
engine will be used to make the game more realistic. From the
advance pictures I've seen, this game will be worth the wait.
There are also versions available for the Sega Genesis and
Atari Jaguar. I also understand that versions are planned for
the Sony Playstation and Sega Saturn.
----------------------------------------------------------------
Mods Guide:
[Will be in the next revision due soon.]
----------------------------------------------------------------
Equipment Guide:
ITEM COST RANGE AMMO SHOT
Access Card 1000 256 - -
Energy Shield 8000 768 200 15
Flamer 1500 512 1000 1
Guass Gun 50000 5120 3 15000
Laser 35000 4096 5 2000
Long Ranger 1000 6144 30 2
Medikit 500 256 1 1
Mini-Gun 10000 2304 500 10
Persuadetron 5000 256 - -
Pistol 0 1280 12 0
Scanner 500 4096 - -
Shotgun 250 1024 12 2
Time Bomb 25000 1000 - -
Uzi 750 1792 50 2
The following descriptions are taken directly from the
Syndicate manual.
Access Card: Plastic card that allows some security doors to be
opened that would otherwise prevent access to restricted areas
of the city. Also identifies the agent as a Police officer
which diverts Police units.
Energy Shield: Personal force field generator. Completely
covers the individual with a protective force wall that can
withstand all projectile weapons. Due to the immense power
drain, this item has a very short life span.
Flame Thrower: Produces a stream of ignited jelly that sticks
to targets and burns. Very short range but devastating. An
effective anti-vehicle weapon or for close crowd clearance.
Gauss Gun: Portable launcher with a supply of three rockets.
The rockets themselves are long range high explosives, quite
capable of destroying tanks or eliminating large groups of
people.
Laser Gun: Small rifle that uses laser light to form a beam of
high powered energy that cuts through its targets and anyone or
anything foolish enough to get in the way. Extremely powerful
with a very long range. Ideal anti-vehicle weapon and also
effective for sniping.
Long Range Rifle: Very long range and extremely accurate high
velocity rifle. A single shot weapon designed for picking off
individual targets at a distance. Useful for assassination
attempts and long range support fire.
MediKit: A small pack that contains everything required for
minor field surgery. It restores a single agents health but
may only be used once.
Mini Gun: Motor driven multi-barreled machine gun. Devastating
rate of fire and a decent range make this an ideal support
weapon for any squad. However, any unmodified agent attempting
to carry more than one of these may encounter problems with the
huge weight involved.
Pistol: Large caliber hand gun. Medium range projectile weapon.
Very cheap gun that is easily outclassed but useful as a backup
weapon.
Persuadertron: A short range weapon that fires a small dose of
chemical which renders the target totally open to suggestion.
When hit, victims momentarily turn blue, lose all free will and
follow the agent who fired around the mission zone like sheep.
Civilians are always open to persuasion, and you need to
persuade varying numbers of civilians before the Persuadertron
has any effect on guards, police or enemy agents. Also, the
effects of the Persuadertron are multiplied depending upon the
version brain installed in the cyborg using it.
Scanner: Energy scanner for detecting possible threats or items
of equipment in the area. When carried, this item displays all
the people, vehicles and equipment in the surrounding area.
Mission objectives are pinpointed by an identifier beam and
emit a coded signal detectable by the scanner.
Shotgun: Pump action shotgun with a large spread of shells.
Does more damage than the hand gun, but let down by its lack of
effective range. At close range, however, this can inflict real
hurt.
Time Bomb: High powered explosive that comes complete with
timer and detonator. Explodes after a set time period
devastating the surrounding area. The explosive is not quite
powerful enough to damage structures but readily destroys
people and vehicles. Just right-click the weapon icon on the
active agent display, as if discarding a weapon, to drop the
time bomb. Then leg it!
Uzi SMG: 9mm automatic hand gun. Fast rate of fire and medium
range. Plenty of ammunition and a relatively low cost make this
weapon the mainstay of any offensive force.
----------------------------------------------------------------
Stratgegy Guide:
I have listed each mission in the game along with each briefing
and the purchased "info". They are grouped by world area.
- EUROPE -
Western Europe
MERCENARY CAMP.
ASSASSINATION.
INTELLIGENCE REPORTS HAVE INDICATED THAT AN ARMY COLONEL IS
STEALING RESOURCES FROM YOUR WEAPONS DIVISION AND USING THEM TO
EQUIP HIS MERCENARIES.
HIS BASE HAS BEEN SET UP JUST OUTSIDE ONE OF OUR CITIES AND THE
POPULACE HAVE REPORTED DISTURBANCES CAUSED BY HIS TROOPS.
YOUR SQUAD WILL BE DEPLOYED NEAR THE ENTRANCE TO THE CAMP.
THEIR OBJECTIVE IS TO ELIMINATE THE COLONEL.
DEFENCE UPDATE: SURVEILLANCE REPORTS SHOW THAT THE CAMP IS
GUARDED BY ABOUT FIVE MILITIA ARMED WITH BOTH SHOTGUNS AND
PISTOLS.
TARGET UPDATE: THE COLONEL IS BELIEVED TO STAY IN THE NORTHERN
MOST BUILDING OF THE CAMP. IF HE BECOMES AWARE OF YOUR PRESENCE
HE MAY DECIDE TO WITHDRAW. HE MUST NOT BE ALLOWED TO ESCAPE.
TACTICS: A SINGLE AGENT COULD INFILTRATE THE CAMP AND
ASSASSINATE THE TARGET QUITE EASILY. IT IS IMPORTANT TO NOTE
THAT WHILST A SHOTGUN IS DEVASTATING AS A CLOSE IN WEAPON IT IS
SERIOUSLY OUTRANGED BY THE PISTOL AND SO PROVISION SHOULD BE
MADE FOR BOTH OF THESE WEAPONS TO BE USED TO THEIR BEST
POTENTIAL. IT IS ALSO ADVISED THAT A SIMILARLY EQUIPPED AGENT
BE KEPT OUTSIDE THE CAMP FOR BACKUP IF NEEDED.
Eastern Europe
by TheCompany@aol.com
----------------------------------------------------------------
Right now this FAQ contains only information and strategy for
the original fifty missions. I tried to avoid the obvious by
restating information easily found in the game manual. Also, in
an effort to get this thing out, it's a little incomplete.
So, the next revision will contain a complete section on MODS,
notes for the American Revolt add-on and the multi-player/
network game and possibly information of the Sega version as
well.
I'll also address any comments thrown my way.
----------------------------------------------------------------
MISSION BRIEFING:
Sources indicate that a rival syndicate has developed a
dangerous new computer program and our research boys want it.
It is the year 2096, the world is divided into regions
controlled by a handful of massive coporations known as
Megacorps.
In Syndicate, you are a Megacorp Marketing Director, using
cyernetically-altered Company Agents in a race to control the
New World Order.
Enter the Syndicate - and step into a dark future where
'changing your mind' take on a whole new meaning.
[from the box of the Syndicate Plus - CD Rom]
----------------------------------------------------------------
SYNDICATE -- THE STORY
As the world's multinational corporations grew, their profits
began to rival those of small countries. Soon they owned small
countries and corporate influence was felt at the highest level
of world government.
Then, a European corporation perfected the CHIP. Inserted in
the neck, the CHIP stimulated the brain stem to alter your
every perception of the outside world. Better than any drug,
the CHIP gave hope to millions by numbing their senses to the
misery and squalor around them. The CHIP was a technological
revolution and sold countless units with the slogan "Why change
your world when you can change your mind". It also left the
user open to auto-suggestion, and gave the corporations the
perfect tool for manipulating the populace. Soon the
corporations were at war among themselves, desperate to
monopolize CHIP manufacture. It wasn't long before the
Syndicates became the controlling force all over the globe.
As a young executive in a small European Syndicate, you're
looking to make your mark. You observe from a control platform
in an airship high above the teeming city streets as your
agents, controlled by CHIP technology, spread the shadow of
your terror. Each mission takes place among the canyons of
concrete and steel, the mazes of streets and sewers, that our
cities have become. The population goes about its business,
moving among the traffic, commuting on trains, rushing to and
from work, unaware of the violence about to explode around
them.
There are over 50 named missions for you to choose between, but
before you choose one, you need to develop an overall strategy
for world domination. Tactical considerations vital to the
ascendancy of your Syndicate include the of an adequate mission
Budget, the skills and experience built up in the Cryo Chamber
of potential agents, and developing your own maneuvering skills.
A Syndicate executive must be a master of strategy, assessing a
mission environment and planning agent moves. An executive must
also have the reflexes of a steroid-addicted sprinter and a
remorseless lust for power to commit acts of gross violence --
but sleep soundly at night.
[from the demo description found on America On-Line]
----------------------------------------------------------------
How do I get Syndicate?
Syndicate is now available only on CD Rom as the "Syndicate
Plus" edition. It is a budget release of Syndicate plus the
add-on of American Revolt. All documentation is contained on
the CD.
A demo version of the game is available on America On-Line and
Compuserve and at ftp.ea.com.
There are no known patches.
Bullfrog is planning a sequel to Syndicate, called Syndicate
Wars. From all indications it's another winner. You will have
so much more freedom. Planes and helicopters will be used in
certain missions and the people will be more intelligent than
the "lemmings" of the first game. You will also be able to blow
up just about anything with the right firepower. A new graphics
engine will be used to make the game more realistic. From the
advance pictures I've seen, this game will be worth the wait.
There are also versions available for the Sega Genesis and
Atari Jaguar. I also understand that versions are planned for
the Sony Playstation and Sega Saturn.
----------------------------------------------------------------
Mods Guide:
[Will be in the next revision due soon.]
----------------------------------------------------------------
Equipment Guide:
ITEM COST RANGE AMMO SHOT
Access Card 1000 256 - -
Energy Shield 8000 768 200 15
Flamer 1500 512 1000 1
Guass Gun 50000 5120 3 15000
Laser 35000 4096 5 2000
Long Ranger 1000 6144 30 2
Medikit 500 256 1 1
Mini-Gun 10000 2304 500 10
Persuadetron 5000 256 - -
Pistol 0 1280 12 0
Scanner 500 4096 - -
Shotgun 250 1024 12 2
Time Bomb 25000 1000 - -
Uzi 750 1792 50 2
The following descriptions are taken directly from the
Syndicate manual.
Access Card: Plastic card that allows some security doors to be
opened that would otherwise prevent access to restricted areas
of the city. Also identifies the agent as a Police officer
which diverts Police units.
Energy Shield: Personal force field generator. Completely
covers the individual with a protective force wall that can
withstand all projectile weapons. Due to the immense power
drain, this item has a very short life span.
Flame Thrower: Produces a stream of ignited jelly that sticks
to targets and burns. Very short range but devastating. An
effective anti-vehicle weapon or for close crowd clearance.
Gauss Gun: Portable launcher with a supply of three rockets.
The rockets themselves are long range high explosives, quite
capable of destroying tanks or eliminating large groups of
people.
Laser Gun: Small rifle that uses laser light to form a beam of
high powered energy that cuts through its targets and anyone or
anything foolish enough to get in the way. Extremely powerful
with a very long range. Ideal anti-vehicle weapon and also
effective for sniping.
Long Range Rifle: Very long range and extremely accurate high
velocity rifle. A single shot weapon designed for picking off
individual targets at a distance. Useful for assassination
attempts and long range support fire.
MediKit: A small pack that contains everything required for
minor field surgery. It restores a single agents health but
may only be used once.
Mini Gun: Motor driven multi-barreled machine gun. Devastating
rate of fire and a decent range make this an ideal support
weapon for any squad. However, any unmodified agent attempting
to carry more than one of these may encounter problems with the
huge weight involved.
Pistol: Large caliber hand gun. Medium range projectile weapon.
Very cheap gun that is easily outclassed but useful as a backup
weapon.
Persuadertron: A short range weapon that fires a small dose of
chemical which renders the target totally open to suggestion.
When hit, victims momentarily turn blue, lose all free will and
follow the agent who fired around the mission zone like sheep.
Civilians are always open to persuasion, and you need to
persuade varying numbers of civilians before the Persuadertron
has any effect on guards, police or enemy agents. Also, the
effects of the Persuadertron are multiplied depending upon the
version brain installed in the cyborg using it.
Scanner: Energy scanner for detecting possible threats or items
of equipment in the area. When carried, this item displays all
the people, vehicles and equipment in the surrounding area.
Mission objectives are pinpointed by an identifier beam and
emit a coded signal detectable by the scanner.
Shotgun: Pump action shotgun with a large spread of shells.
Does more damage than the hand gun, but let down by its lack of
effective range. At close range, however, this can inflict real
hurt.
Time Bomb: High powered explosive that comes complete with
timer and detonator. Explodes after a set time period
devastating the surrounding area. The explosive is not quite
powerful enough to damage structures but readily destroys
people and vehicles. Just right-click the weapon icon on the
active agent display, as if discarding a weapon, to drop the
time bomb. Then leg it!
Uzi SMG: 9mm automatic hand gun. Fast rate of fire and medium
range. Plenty of ammunition and a relatively low cost make this
weapon the mainstay of any offensive force.
----------------------------------------------------------------
Stratgegy Guide:
I have listed each mission in the game along with each briefing
and the purchased "info". They are grouped by world area.
- EUROPE -
Western Europe
MERCENARY CAMP.
ASSASSINATION.
INTELLIGENCE REPORTS HAVE INDICATED THAT AN ARMY COLONEL IS
STEALING RESOURCES FROM YOUR WEAPONS DIVISION AND USING THEM TO
EQUIP HIS MERCENARIES.
HIS BASE HAS BEEN SET UP JUST OUTSIDE ONE OF OUR CITIES AND THE
POPULACE HAVE REPORTED DISTURBANCES CAUSED BY HIS TROOPS.
YOUR SQUAD WILL BE DEPLOYED NEAR THE ENTRANCE TO THE CAMP.
THEIR OBJECTIVE IS TO ELIMINATE THE COLONEL.
DEFENCE UPDATE: SURVEILLANCE REPORTS SHOW THAT THE CAMP IS
GUARDED BY ABOUT FIVE MILITIA ARMED WITH BOTH SHOTGUNS AND
PISTOLS.
TARGET UPDATE: THE COLONEL IS BELIEVED TO STAY IN THE NORTHERN
MOST BUILDING OF THE CAMP. IF HE BECOMES AWARE OF YOUR PRESENCE
HE MAY DECIDE TO WITHDRAW. HE MUST NOT BE ALLOWED TO ESCAPE.
TACTICS: A SINGLE AGENT COULD INFILTRATE THE CAMP AND
ASSASSINATE THE TARGET QUITE EASILY. IT IS IMPORTANT TO NOTE
THAT WHILST A SHOTGUN IS DEVASTATING AS A CLOSE IN WEAPON IT IS
SERIOUSLY OUTRANGED BY THE PISTOL AND SO PROVISION SHOULD BE
MADE FOR BOTH OF THESE WEAPONS TO BE USED TO THEIR BEST
POTENTIAL. IT IS ALSO ADVISED THAT A SIMILARLY EQUIPPED AGENT
BE KEPT OUTSIDE THE CAMP FOR BACKUP IF NEEDED.
Eastern Europe
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