LOONDEEP_E,EPEE& EyE$E=E9EmE>FEEE&EE9E(E EfE.E+E EE%E E?VE6E"EaE.EE/pEuE\WEzEBEEC9EŴE@EyE@EΰE"EE\qEE\rE{E\'E,EQE-EQEۺENE EaE]EJEEKREEzEEaEE?EEEEwEwEeEEsEԆE-EԉE-ExERnE,EREEZE}EC5E#ECEE_EE@EEAfEEAEͥEFjE2EFkEEF6EEiEEEeEEEEEBEaEEbEEEfEcE+EaEcEfZEEfEEdEEdEҦENEɥENEuE&E-E&EE&EEE the <================ PRESENTS ================> TYPED BY RODDERS & TRA squad and come at the guard from two directions. Get the agents as close as the doorway so that the door opens. If the guards are too far back you will need to select a differeent weapon. to the north west. As you approach the building, the target will attepmt to A major gameplay feature in Syndicate is the use of the slider bars to affect each agent`s performance. It is possible to complete the game without altering the bars, but it isn`t recommended. Although the way in which you is highly complex. Each bar has three values: the Actual Level (light bar), man will react in different situations. Be aware of where you are clicking left lowers the amount. action 12 gauges.~ In walks Rutgar Hauer Jr with his arsenal and gets picked target. However, it does turn them into a nice target for the enemy agents because they are all bunched together, hence the `SCATTER` option. When moving are stashed away and not carried openly. You may have to lower the agents` by something. directions. FOR LSD Western Europe: Before starting the mission, set your research boys looking into Automatics. Take in two agents with Pistols. Leave one agent at the then you can move on to advanced tactics. Grabber level (dark bar) and Natural level (white line). if you get close enough to use it. It`s no use trying to pop a guy standing a screen away, even with a Mini-gun. Use a Long Range Rifle instead. WHAT WEAPON? For the first missions you should only take in a single agent. If you take TAKEN FROM AMIGA FORMAT GETTING STARTED: The first step is to get used to the controls and to how the on the screen as your man will try to reach the exact point. in too many agents then you run the risk of losing some while you are screen. They then move forwards until the enemy is engaged. When the enemy is found, then the line can concentrate its firepower on one spot. With any luck you should almost have sufficient width in the line to negate almost all cover that the enemy may have and you also automatically attack from multiple PISTOL: A free weapon, with a slightly longer range than a shotgun. It`s good expecting to have a prolonged period of extreme fluid use then rest the part of a team is fairly simple. With `GROUP` mode on, all agents will accept the Natural Level. The `Drag` formation: One agent on point with two others as flankers, three LONG RANGE RIFLE: The ideal sniper weapon. Use it to pick off your targets from rooftops far away from the combat zone. It`s not much use against agents at bay. WE`RE A TEAM AND THERE`S NOTHING WE CAN`T HANDLE: Moving around the city as than a couple of bursts of Uzi fire, you should try to split your squad up. as a backup weapon or for use when the oppoents have Shotguns. prepared to get out and make a run for it; you don`t want to get caught in Guards in the open but not far enough away: If possible, drive past them in Try to come at the enemy from as many different sides as possible, the control can run over people at pedestrian crossings or enemy agents that get concentrating on just one of them. Stick with one agent until you feel ACTUAL: The level that you set is the Actual level. This is the value that SHOTGUN: Cheap and devastating at close range. Hide in doorways or around steps. Try another way. If you have Pistols or Uzis, go for high affects the agent directly. Moving the Actual level to the right of the After a period of major activity and boosting, it is advisable to find a corners of buildings and wait for some poor sap to appear before firing. It will damage even the most armoured agent. GRABBER: The Grabber level is the agent`s natural bodily defence systems. Overexposure to any fluid damages the body, so the other systems in the body NATURAL : The Natural level is the base level of the fluid in the body. Exposure to alot of the fluid will raise the Natural amount in the body and thus reduce the body`s capacity for more. In short the person will indefinitely. Boosting all the values at the start and keeping the agent principle being that they cannot shoot in all directions at once and you running at full throttle for the whole game is impossible. quiet spot, if possible, to give your men a rest. Likewise, if you are agents beforehand. By `rest` means move the Actual Level in the opposite direction to the way you will use it. So, if you expect a situation that demands high Perception, reduce the agent`s Perception beforehand. This will trick the body`s defences (Grabber level) and give you a longer period of higher Perception. ADRENALINE: In its simplest form, the Adrenaline level alters the agents` speed. The higher the amount, the faster the man will run. If the Adrenaline possible using available cover. When in position switch to `GROUP` mode and UZI: All agents should carry an Uzi-they should become the mainstay of your but can run out of ammo fast. FLAMER: The most lethal weapon at a close range. It should be used in the same way as a Shotgun, although it is a tad on the heavy side and unmodified agents should stick to Shotguns. It has stacks of ammo and one blast is usually enough to barbecue even the toughest of agents. level is reduced to the minimum then the agent enters `rest` mode. The body is that the Grabber and Natural levels sort themselves out quicker. It also should be able to tag them before they get you. Vehicles and other transport systems should be used as often as possible. blocks behind and to either side. The fourth agent hangs back with support weaponry (either a Mini-gun, Long Range, Laser or Gauss Gun). The point man will reveal where the enemy is (ensure he is well armoured or has an energy PLAYING THE FIRST COUPLE OF LEVELS Not only are they a lot faster tham an unmodified agent, but they provide a shield) and if the flank agents cannot deal with them, then open up with the support agent. Don`t worry about shooting your own lads unless you are using the Gauss Gun because the explosion will kill your guys too. range and then pop them in the head. move them in, shooting as you go. start zone and move the other towards the base entrance. He should be Guards at the end of road bridges: Run `em over. Bounce `em off the bonnet. If they`re not on the road then drive up and shoot them. Guards behind closed doors: Come at the door from both sides. You should get right up on it before it opens. Make sure you have Shotguns selected and high Intelligence and Perception. Turn your Adrenaline right down so that if you on for the journey, as when you arrive you may be able to pick up a couple do get hit you will heal alot faster. When you are ready move your agents to approached by two guards, one from the west and one from the south. As long as his Intelligence and Perception are high then he should deal with them himself. The building to the north of the courtyard (top left of screen) also houses a guard. Be aware of him as you move towards the target building leave in the ground car. When he opens the door then blow him away. If he makes it to the car then shoot the car as well. There is also an Uzi up for grabs which will come in handy for the research Drive up to him in the car, park next to him and shoot him in the head. The Uzi is then yours for the taking. Scandinavia: Take in two agents. Only use the second agent if the first is lost. Equip them with straight for the first target, west of the city. Select your Persuadertron of unlucky civvies on the way. You should now be facing a small building at the top of a large area of steps. There are three guards here; one has a Pistol, one a Shotgun and one a Uzi. If you have onyl got Shotguns then you will get hammered going up the