Syndicate for the 3DO Money code Enter "NGOR MAT" (note: space between the "R" and "M") as the name ---------- of your corporation to get 100 million credits and immediate access to all countries. Easy money Begin a mission and select a territory. Accept the mission brief. ---------- On the Team Selection Screen, highlight the Equip command and press A. Buy a Pistol (no cost) for all eight slots on all four agents. Press B to return to the to Equip command. Press B again to enter the inventory box of the current agent. Press A. Instead of selling the weapon, use the cancel command. On the equipment list, press Up and highlight any item except for the Pistol. Press A. Choose the Sell option to get the amount of money that item would cost if purchased, while one pistol is deleted from the agent's inventory. Repeat this process to accumulate a large amount of money. To get the most cash return from each pistol, select the Gauss Gun as the item on the equipment list. This allows $50,000 to be obtained per pistol. In order for the Gauss Gun to appear on the equipment list, it must first be researched under the Heavy category. Equipment stats Item Cost Range Ammo Reload --------------- Access Card 1000 256 n/a n/a Energy Shield 8000 768 200 15 Flamer 1500 512 1000 1 Gauss Gun 50000 5120 3 15000 Laser 35000 4096 5 2000 Long Ranger 1000 6144 30 2 Medikit 500 0 1 1 Mini-Gun 10000 2304 500 10 Persuadetron 5000 256 n/a n/a Pistol 0 1280 12 0 Scanner 500 4096 n/a n/a Shotgun 250 1024 12 2 Time Bomb 25000 1000 n/a n/a Uzi 750 1792 50 2 Mission information ------------------- 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 while 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 (rAIDERS/aSSASSINATION) An enemy syndicate has brainwashed a notable scientist who now works for them. He has improved their equipment a tremendous amount and is a serious asset. Unfortunately they have inserted a small chip in his brain which detects the activity of the persuadertron and blocks the signal making him immune to <persuasion>. He cannot be allowed to continue his research for the enemy and so he must be eliminated. City update: The city is quite small and relatively undefended. A small squad should have no problems in reaching the installation in the south west sector and achieving the mission objective. Tactics: Resistance is expected to be quite light so heavy weapons will not be needed. Indeed it would be risky allowing such technology to possibly fall into enemy hands. Proceed with all speed to the installation ignoring all other aspects of the city. Keep it tight and you should have no problems. cENTRAL eUROPE (uRBAN aSSAULT/cOMBAT sWEEP) A small town is holding out against all our advertising campaigns thanks to enemy syndicate influence. This is having a detrimental effect on our profits and so we have decided to step up the campaign. An assault squad should enter the town and eliminate all enemy syndicate activity in the area. This will leave the town open for our marketing boys. City update: The town is very small and the main entrance is only accessible by vehicle. The transport division has provided a ground car for this mission. Please try to bring it back. Defense update: There is little or no police influence in the town and the enemy syndicate forces are seriously under strength. Now is the ideal time to strike. Tactics: A well equipped squad should have no problems with this one. Stick together and the enemy squad should fall before you. Shotguns and a few medikits just in case are all that is really needed. sCANDINAVIA (tHE mILK rUN/pERSONNEL aCQUISITION) Two notable scientists are both staying in a small hamlet close to one of our research complexes. They would obviously be a great help to our R and D boys. Your squad has instructions to <persuade> both the scientists to join our reputable organization. City update: There is a sewer system that runs from the research complex to the river and it has inlets in the hamlet itself. Your squad will be transported by sewer raft to a drop off point in the town itself. The sewers are very dangerous however and without the proper equipment it is inadvisable to enter them. Defense update: There is a very small police presence in the town that should provide no problem at all. The scientists however have brought along bodyguards. These have to be eliminated carefully so as not to damage the target. Tactics: Small arms are all that is really necessary for this mission. Do not use shotguns for dealing with the bodyguards or anyone who happens to be close to the target. Only one agent is required although you may want to take in another as backup. fAR eAST (1ST rECON sQUAD/rECONNAISSANCE) As a primary step to the taking of a city you are to land a recon patrol to investigate the target area. Your squad will be landed at the docks in the southwest of the city and you are to secure a beach head and conduct a sweep of the surrounding area. Any enemy syndicate forces you encounter must be eliminated. Once this is achieved then return to the docks for retrieval. Defense update: Enemy squads are believed to be spread throughout the city and sophisticated surveillance equipment will detect the landing craft long before you reach the docks. You should be prepared for very stiff opposition. Tactics: The full squad should be deployed for the sweep. As long as you keep them together and juiced up there should be no real problem. Uzis backed up with longer range support are all that is necessary but you should not overlook medikits. mONGOLIA (sNATCH aND gRAB/pERSONNEL aCQUISITION) The notable professor Valken is attending a conference in the research labs of a nearby city. He is believed to be the world's leading authority on cybernetics and so would make an ideal ally for our research and design department. The research labs are in a separate complex in the southern sector of the city. Your squad will be deployed in a cooperative chemical plant to the north. Their mission is to <persuade> the professor to join us. Once he has been persuaded a drop ship will come to pick up the squad. Ensure that all agents are within the pick up zone. City update: The city itself is split into two distinct levels. The lower ground level is a slum while the upper apartments are quite plush. A monorail runs through the middle of the city and it is believed to be quite reliable. Target update: Reports seem to indicate that the research complex is only accessible from the higher street level so finding a way up to the walkways is a very high priority. Tactics: A small squad will attract less attention to itself that a larger one. Shotguns should be adequate for dealing with the slums but when you enter the research complex we cant have any firing in there. iNDIA (rANSOM/aSSAULT) A team of bandits has taken over a small research complex in the area and they are holding the city to ransom and terrifying the people. Their leader is an ex army corporal who has trained his own men and uses them to guard the area. He must be taken out. Defense update: As far as we know their weapons consist mainly of light machine guns with an occasional mini gun. It is believed that there are a lot of guards and reports indicate that they are quite well trained as a group. Tactics: As there is only one entrance to the actual complex caution must be used in the assault. Long range weapons should be deployed to take out any perimeter guards while heavy weapons are used to take out concentrated guard formations. With any luck he may have underestimated our weapons technology and you may be able to pick him off without entering the camp. If you are forced to enter the camp try to take the guards on one at a time and not let them rush you as a group. kAZAKHSTAN (sCUM pATROL/cOMBAT sWEEP) A nearby city has just fallen into anarchy with the untimely death of the mayor. Even though this was nothing to do with us we feel that the good citizens of the city require our support and understanding at this terrible time. Other syndicates also seem to have the same idea however. Your squad is to perform a sweep through the city to clear out any of the enemy syndicate slime. Syndicate update: At least three enemy squads have been sighted in the area. With any luck they will all be gunning for each other as well so you wont have much to worry about them. Tactics: Let them fight it out amongst themselves. Keep your squad together and just try to avoid getting caught in the crossfire. Bide your time and just defend yourselves until most of the enemy has died before mopping up the rest of the opposition. Automatics with a few long range support weapons are called for in this one. As it could be a long mission you would be well advised to take a few medikits as well. kAMCHATKA (wATERWORKS/aSSASSINATION) One of our politician friends has started to refuse us our normal and courteous requests. This is extremely bad form and is just not tolerable. In order to restore the status quo and make an example of him we have decided to kill his good lady wife. Your squad will be deployed in the docks of a floating city where it is believed she spends most of her time. We have been unable to find her location but we do know the whereabouts of a likely informer. He may require some <persuasion> to reveal her location however. Defense update: The local police force is all that really stands between you and the mission objective. They are poorly equipped and badly trained so they should not be a problem. Syndicate update: There is no reason to expect any enemy syndicate forces as this doesnt have any direct influence on their business. Nevertheless you should still keep an eye out for any enemy scout squads in the area. Target update: It is believed that the target has bodyguards. No further information is available on them however. Tactics: A single assassin could walk right up to the house almost undetected by the local authorities. When you arrive at the house pick your time well before striking. If the building is guarded it would be advisable to wait for the target to leave and pick her off with a long range shot. uRALS (cLEAN sWEEP/cOMBAT sWEEP) An enemy syndicate has been experiencing problems with the population of a nearby city. This is mainly due to subversive techniques from our espionage department. As a result of this the enemy syndicate has pulled out most of its forces from the surrounding area and the city has fallen open for us to take. Your squad is to conduct a reconnaissance sweep of the area to clear out any enemy syndicate agents remaining inside city limits before returning to the pick up point. Syndicate update: The enemy squad is seriously under strength and poorly equipped. The police force is almost non existent and shouldnt provide any more problem for you than it does for them. Tactics: Small arms with automatics for support are all that are really needed for this mission. A squad of two agents could cover the city in almost no time at all. Either keep both agents tight to each other and concentrate firepower on individual targets or drag one agent further behind with longer ranged equipment to provide cover for the first. sIBERIA (sPRING CLEANING/cOMBAT SWEEP) An up and coming town has just attracted the attention of head office as being a very promising base for our marketing boys to experiment with. It is occupied and defended by several syndicate squads and obviously we cannot move in until they are removed. Your squad must sweep through the city and wipe out all trace of the enemy scum. City update: The city itself is divided in two by a rail line. The only way to cross between the two is by a shuttle train that is very quick and efficient. Syndicate update: The latest reports seem to indicate that there are at least three enemy defense squads. We also believe that their spy network knows that we are coming. They will therefore be ready for you and you should expect stiff resistance. Tactics: The full squad should be deployed for this one. One or two of the agents should be equipped with support weaponry and drag behind the others when they move. This will allow them to provide cover fire for the front line men. Try to clear the first side of agents before moving the whole squad over to the other side. Do not split your squad between the two halves as they will then be easy pickings for the enemy. iNDONESIA (sTIR cRAZY/rAID aND rESCUE) One of our informers has been foolish enough to get arrested by the police. News of this arrived too late for us to influence his trial and he is currently incarcerated in the local penitentiary. He is believed to have useful information regarding local syndicate activity but we are seriously restricted in the amount we can gain while he is inside. We have tried leaning on the prison authorities but they are protected by a rival syndicate. Your squad is to break into the prison and rescue the informer. He has been briefed on the plan and he is waiting for you. Defense update: Being a prison the defenses are more concerned with keeping people in than keeping people out. The exercise yard where the prisoners are is accessible by a large gate. Most of the security personnel patrol the courtyard on catwalks raised above ground level and there are two more guards on the watch tower above the gate. The remainder of the security forces are in a building to the east of the main prison. We believe them to be quite well equipped. Informer update: The last message he managed to get to us concerned an assault weapon that he managed to hide prior to entering the city but unfortunately most of the message was garbled. Tactics: Fast in fast out is the order of the day. The transport division has provided a car for this mission. Look after it well as it is the only way you can get access to the courtyard. When you enter the yard our man will be waiting next to the lights in the centre of the yard. Pull up next to him and wait for him to get into the car before returning to the pickup point as quickly as possible. It only takes one agent to drive a car but passengers could provide cover fire and take out any guards that get in the way. pACIFIC rIM (wALK oN tHE wILD sIDE/ cOMBAT sWEEP) The local populace is being terrorised by several rampaging enemy syndicates. As this town is on our expansion list we have decided to step in and offer our support. Your squad will conduct a sweep to remove all enemy syndicate activity from the area. Tactics: Keep your squad tight and perform the sweep in a methodical fashion. Light automatics should make short work of enemy agents but the occasional long range or support weapon could be employed for cover fire. cHINA (pURGE/cOMBAT SWEEP) The nearby city is infested with enemy syndicate scum. Their presence is deemed unseemly and your squad is to wipe them from the face of the world. Tactics: No subtlety with this one. Kit out your lads with automatics and kick some butt. Sweep through the city in a methodical way so that you do not miss any agents. iRAN (gRAND oPENING/aSSASSINATION) A member of the civic council that used to be on our payroll is opening a shopping centre soon. He was quite well trusted and had access to some information that could be dangerous and embarrassing. He must be assassinated before he has a chance to divulge this information to anybody. City update: There is a canal which splits the city in two. The shopping centre is on the north bank. As there are only a few crossing places your first objective is to secure a crossing point. Defense update: Reports show an interest from at least three enemy syndicates all after the information that the councillor holds. It is also possible that he has hired his own bodyguards to look after him. Tactics: Secure the nearest bridge before crossing to the north bank. Uzis should take care of most enemy agents but if there are any bodyguards it would be wise to employ long range weaponry against them. iRAQ (bUSINESS iNITIATIVE/aSSASSINATION) One of our former employees has taken it upon himself to leave and start his own business. He is using technology stolen from our labs to aid his research program and obviously he cannot be allowed to get away with this. Your mission is to infiltrate his premises and terminate him with extreme prejudice. City update: The city itself has a warren of underground passages and access tunnels and it is rumoured that one of these tunnels leads into the target complex. If you could locate this you have a nice and sneaky way into the camp without attracting the attention of the authorities. Target update: The target complex lies in the south western corner of the city just off the train run and we believe it is guarded by a number of lightly armed guards. Tactics: A lone assassin stands a fairly good chance of infiltrating the area and eliminating the target with the minimum of fuss but it is always wise to keep and extra couple of agents as backup. For the tunnels it is advisable to take weapons such as shotguns as a lot of the encounters will be very close up indeed. If you choose to go the surface way try to make use of the rail system to get closer to the camp without running into trouble with the police. lYBIA (tHE pAYOFF/aSSASSINATION) The corrupt mayor of the nearby city has been sponging from the good citizens for months now. The people are getting fed up with him and now is an ideal time for them to be shown the light of our syndicate and glory of our leadership. But first the mayor must be eliminated. That is where your squad comes in. Target update: The target is currently in a conference with his chiefs of staff and so now is the best time to strike. The meeting is taking place in a large building in the middle of the city. Syndicate update: Several other syndicates have also noticed this great opportunity and have sent squads to interfere with our cause. The latest intelligence reports indicate that at least three syndicates have shown an interest and sent combat squads. Tactics: The biggest problem will be actually reaching the target without running into an enemy squad. For this reason the whole squad should be deployed with standard combat patrol equipment. Your best bet is to deal with the enemy syndicates before turning your undivided attention on the mayor. Once you reach the target building split your squad and send men in both entrances taking care of the guards from long range first. After that its a cakewalk. aRABIA (iNFORMATION sTUDIES/pERSONNEL aCQUISITION) Two noted reporters are both staying in a nearby city. With their journalist connections they could provide a valuable source of information. They will of course require the right preparation and motivation. Your squad will be deployed to <persuade> the reporters to join our worthwhile cause. Syndicate update: Reports show that there is also an enemy tactical squad active in the area. While they would have no reason to interfere with the targets they may pose a problem if they become aware of our presence. Tactics: Its a cakewalk really. One agent with a persuadertron should be deployed for each of the targets and a third could keep an eye on the enemy squad. No attempt should be made to engage the enemy and you should only fire if fired upon. Ensure that the targets are safe from any crossfire if a melee ensues. wESTERN aUSTRAILIA (cAPTURE/eQUIPMENT aCQUISTION) Rumour has it that a rival syndicate has developed a personal protection field generator capable of resisting bullets while still being small enough to be carried by an agent. You dont need me to tell you the effect this will have in future confrontations and obviously we cant let this happen. Your squad is to penetrate the enemy complex and acquire the prototype. Syndicate update: As this is such a revolutionary device expect resistance to be fierce. As far as the latest intelligence reports go we are looking at several enemy squads armed with uzis and mini guns. These squads roam the city attempting to intercept and eliminate enemy actions before the complex comes under threat. Defense update: The security network of the city is fairly lax but the security forces around the target complex itself are a force to be reckoned with. We anticipate several guard units with light weaponry supported by almost inaccessible heavy weapon squads. Tactics: Group together for maximum defense against the enemy syndicate squads. Once these are dispatched then you can concentrate on advancing to the complex. Attack the building itself from two sides forcing the defenders to split their firepower. Long range weaponry should pick off guards before they are in close range. nORTHERN tERRITORIES (tWIN cITIES/aSSASSINATION) A couple of rebel activists have been spotted stirring up trouble in the nearby double city. The local police force seem to be reluctant to deal with them and so your squad is to be deployed to take care of them both. City update: The city is split by a large expanse of water which is spanned by two road bridges. Access to these bridges is restricted so you will have to find transport to cross. Tactics: A low key assassin squad of one maybe two agents would stand the best chance of eliminating the targets without annoying the police. Long range rifles are the prime weapons for pinpoint assassinations and should be used to their best advantage. One agent could enter the house to flush out the rebels while the other lies in wait with a sniper rifle. Keep an eye on your transport as it may be required to reach your pickup point. nEW sOUTH wALES (i sHOT tHE sHERIFF/cOMBAT sWEEP) The police force in the local city has become increasingly corrupt and dangerous to our advertising efforts. After meetings with the local civic council we have decided to help out the hapless citizens by removing their corrupt and useless police force and replacing it with one of our own. Your squad is to head the clean up operation by eliminating all police officers from the city. Syndicate update: One of the reasons for the amount of corruption was the fact that at least three enemy syndicates have got interests in the police. If they get wind of our plan then you can expect defense squads to be deployed. Tactics: Deploy the whole squad and equip them with light automatics. If ammo starts to run low then use the equipment dropped by the policemen. The trick to this one is to make a methodical sweep through the city and not just blaze through any which way. Clear each house before moving on to the next. mOZAMBIQUE (tHE aLLEYWAY/eQUIPMENT aQUISTION) One of our army contacts has just informed us of a major weapon project that the army has been working on. The RLX 240 is an experimental portable rocket launcher and it is being developed in a science base in the desert. Reports show that it has just reached the prototype stage. Naturally our tech boys want this weapon and its down to you to get it. Defense update: The base itself consists of a long alley from the entrance down to the main building at the far end. It is guarded by several security units with some quite heavy weaponry. We also believe that there are bunkers with heavy weapon emplacements in the main building itself. If this is the case then they would have an incredible field of fire and be able to take out anything that moved down the main alley. Target update: The weapon itself is believed to be housed in a secure room on the roof of the far building. Tactics: As resistance is going to be tough you should take in the most powerful squad you can muster. You will be attacked from both sides as you walk along the road so try to stick to one side. It may be worth while sending a lone agent around the side and try to reach the building that way. As nothing is known about the internal structure of the main building you are very much on your own when you enter it. zAIRE (tHE pOLICEMANS bALL/pERSONNEL aCQUISITION) The captain of the local police force is planning to retire after a long and glorious career in which he rarely strayed from the path of justice unless we asked him to. His replacement is reputed to be in the pocket of another syndicate and will obviously not be as helpful. Your squad is to <persuade> the new captain and bring him back to the landing zone so he can be taken to headquarters for a chat. Syndicate update: The enemy syndicate has gotten wind of this plan and has despatched a defense squad for the protection of the captain. Target update: The target is in the complex in the northwest sector of the city. He may be considerably harder to <persuade> than a normal civilian due to his police background. We also believe him to be armed. Tactics: One or two agents with light automatics and at least one persuadertron should have no trouble with the captain. The enemy squad should take more consideration. If you deploy a few agents then keep them together for the best defense and let them watch each others backs. If you deploy a larger amount then try to lure the enemy squad into an ambush situation. Do not engage anybody near the target zone as this may endanger the target. aLGERIA (rAMPAGE/cOMBAT pATROL) The latest potential retail and advertising outlet has been overrun by enemy agents. Your squad is to land in the city and remove every last trace of the enemy. City update: The city is split in two by a large expanse of water. As there is only one route across the bridge must be secured as soon as possible. As it is a road bridge it is inaccessible to pedestrians. Some form of transport will be required to reach the other side. Syndicate update: There are at least five different syndicate squads present in the city. Tactics: The full squad should be used. Keep it tight and maximise your firepower on individual targets. As we believe there to be quite a number of enemy squads you should be aware of your ammunition level. Be prepared to steal weaponry from fallen enemy agents and dont forget to take plenty of medikits. sOUTH aFRICA (eVERY fORMATION a pARADE/aSSASSINATION) A severe information leak from a mole in our intelligence department has found its way to a local official in charge of the military activities in the area. Since then the mole has been dealt with but that still leaves the problem of this information floating around. We have learned that the same official is to attend an inspection at the local barracks. Security around the barracks is too high for us to drop you into the complex itself so your squad will be deployed somewhere around the perimeter and you will have to find your own way inside. Once inside the official must be assassinated. Target update: The target is being greeted by the base commander at the north side transport deck. As he has just arrived by car he may attempt to leave if he sees you. Defense update: Being a military installation you can expect heavy defenses. Most of the foot soldiers are equipped with light automatics but there are also some heavy weapons specialists. It is not known exactly how many men are present at this time but the figure is definitely in the thirties. Tactics: The first task will be getting into the complex itself. Some form of transport is definitely required. Once there keep your team tight and keep your eyes open for ambushes. Concentrate fire on the heavy weapons specialists as they will provide the most danger to the squad. Once the target is eliminated an armoured transport will arrive to take you to the pickup point. It will not hang around so you have to be on your toes. sUDAN (vENGEANCE/aSSASSINATION) Two street punks from the nearby city have been acting as informer against us for an enemy syndicate. They have been passing on information regarding our training and scout activities in the area. This is obviously detrimental to our scope of operations in this area and so we have decided to take action against them. Your squad is to enforce a strict no information policy on the two people in question. Preferably with a lot of ammo. Syndicate update: We believe that they know we are after them and that they have passed this information on to their contacts. You can expect to meet resistance from several enemy strike squads. Target update: The targets have split up in an attempt to make your job harder. We suspect that they are holed up in individual buildings in the east and the south of the city. Tactics: Try to deal with the enemy squads first as they will be too much of a distraction when it comes to the targets. When the enemy agents are destroyed then its up to you whether you persue the targets one at a time or both at once. We only know the location of the first target at this time so its probably better to do it one after the other. kENYA (rEDS rUN/eSCORT) One of our undercover agents has had her cover blown by a mole in the department. At this time she is in a nearby city and several enemy syndicate acquisition squads have been dispatched to retrieve her. They must not get their hands on her as she has had access to some confidential information. Your squad will be dropped nearby and you must escort her to the rendezvous point. Syndicate update: At the last count our scanners showed three drop ships heading towards the city. Previous information leads us to believe that each ship carries four agents for a total of twelve enemy agents in the city. Tactics: Keep the enemy pinned at long range. Do not allow them to get close otherwise a stray shot could hit our agent. She is very resourceful and will find her own way out but she needs a fire support team to keep the enemy off her back. Two or three agents should be deployed with light automatics and long range weapons. Support and area of effect weapons should not be used as these too could endanger our agent. mAURITANIA (uNDER gUARD/pERSONNEL aCQUISITION) A renowned research scientist is working for the military weapons program in the area although she has no idea of the importance of her work. The military are anxious that she completes her research as soon as possible and consequently she is under heavy guard. Our research and design boys would dearly like to have a chat with her and find out what she knows. Your squad must <persuade> the notable scientist to come and see the R and D lads. Defense update: While she is working in the research building there is a very strong security presence. These guards are well equipped and very well trained although obviously not to our standards. Target update: Rather than keep her locked away for all hours the target is occasionally allowed out for a walk now and again. This is definitely when she is at her most vulnerable. Even so there are still guards along the way. Tactics: If ever there was a job for a sniper then this is it. Two agents should be deployed. One with a persuadertron and the other with a long range rifle. Make a detailed study of the area and specifically the guard points along the way before making your move. The agent with the long range rifle should pick off the guards from maximum range while the other agent moves in and <persuades> the target. Take care not to alert the guards as they may accidentally catch the scientist with a stray shot. nIGERIA (bODY sNATCHERS/pERSONNEL aCQUISITION) An activist is staying in the nearby city. She has already proved that she has great leadership abilities but better still is her network of underground communications. If we could <persuade> her to join our cause then she would be a valuable ally. Your squad will be deployed somewhere in the vicinity. Tactics: A single agent stands the best chance of getting in quick with the minimum of fuss. If enemy syndicates are present and reports indicate that this is likely then you would be well advised to take in one or two further agents as backup. They can then provide cover fire as the first locates the target and <persuades> her. pERU (tHE rUNNER/aSSASSINATION) A military adviser to an enemy syndicate is holed up in a bunker in the city. He is a valued asset to the enemy but wouldn't be much use to us and so he must be terminated. The enemy syndicate has seen fit to deploy a number of defense squads in the city so your strike team will be deployed just outside the area close to a transport system. You must infiltrate the bunker and assassinate the target before he can leave. City update: The city itself is raised above the vegetation level on a series of supports. There are only a few access ways to the lower level so anybody falling off the main level will have a hard time trying to get back up again. Target update: The bunker itself is accessible by vehicle or a long tunnel. As we cannot provide a vehicle for this mission your squad will have to proceed on foot to the tunnel entrance. We believe the entrance to the tunnel is located near the docks area to the south of the city. Tactics: The adviser isn't stupid and if he sees you coming he will either mobilise further enemy intercept squads or attempt to get away. You should post a guard at the rear entrance in case he tries to make a break for it. aRGENTINA (hELPING hAND/eSCORT) One of our undercover spies has been ambushed while en route to his drop off point. The APC he was riding in has been wrecked and he is now stranded in the middle of a hostile city. Your squad will be dropped in around his location and you are to ensure that he reaches his drop off point safely. Target update: We have contacted the target and warned him of your arrival. He is under orders to wait for your squad before continuing on to the safe house. Syndicate update: Several syndicates would be all too pleased if they could get their grubby little hands on our man. We believe that at least three enemy squads have been dispatched and are in the area. You must make sure that they do not harm our man. Tactics: The full squad should be deployed to provide the maximum amount of cover for the target. Try to get on a direct line between the enemy agents and our man. Try not to stay too close to him as stray shots from the enemy may get lucky. One agent should sweep a path in front of him to the safe house. vENEZUALA (bEHIND tHE wALL/aSSASSINATION) One of our early model agents has turned renegade after too much adrenaline abuse. She has been picked up by the police force and is currently undergoing interrogation in a safe house. As she used to work for us she has vital information on our tactics and weapons research programs. Obviously this would be disastrous. She must be terminated before she is able to divulge this information. Target update: The safe house is located in the middle sector of the city. Our preliminary scout reports show that it is flanked by two larger buildings and that the only way into the entrance courtyard is by traveling over the rooftops and down the access ramp. Defense update: As a captured syndicate agent is not an everyday happening you can expect there to be several well equipped guards stationed around the target. Even so they should still be no match for a well equipped assault squad. Syndicate update: Without any doubt this agent will also be of great value to enemy syndicates and you can expect several enemy squads to be active in the surrounding area. They must not be allowed to get their hands on the target. You must not allow them close enough to <persuade> the target as they will then have access to her higher memory functions. Tactics: A small squad of one or two agents should proceed with all haste to the safe house and secure the roof tops. When this is achieved then another agent can enter the courtyard and safe house to carry out the mission. The other two agents should provide cover fire where necessary and above all prevent the enemy syndicate squads from reaching the house. Long range weaponry should be employed by the rooftop defenders and light automatics should take care of the guards and target. cOLUMBIA (cARRY oN dOCTOR/eSCORT) One of our executives is in need of medical attention. Unfortunately the doctor is out of supplies. We need somebody to steal some supplies for the doctor and then run an escort to protect him long enough to get to the exec. Target update: Civilian medical vehicles carry enough supplies for field surgery and one of these would be ideal. If you can locate one and get it to the doctor then all you have to do is keep enemy agents away. Tactics: Find and retrieve the ambulance before you get to the doctor. Only one agent is necessary to drive although another should be deployed to guard the doc while the ambulance is en route. When you get to the doc then leave the ambulance and let him drive. You should then adopt an escort role to see that he gets to his destination successfully. bRAZIL (dEEP sTRIKE/sABOTAGE) An enemy syndicate has established a supply base in a nearby city. They are using it to provide a stopping off point for their forces. As preparation for an assault strike your team is to enter the base and destroy all vehicles present therein. No trace must be left of the attack. City update: The base is located over to the west of the city and we believe that it is only accessible by road. Defense update: The base is currently understaffed and so now is the ideal time to strike. We believe that only one enemy squad is in the area to provide defense and oversee the final stages of the project. Tactics: Obviously you will have to locate a means of transport to gain access to the base. Heavy or close assault weapons will be required to destroy the vehicles while agents with support or long range weapons can pick off guards and keep agents at bay. The vehicle that you use to infiltrate the base also has to be destroyed. uRUGUAY (pICK aND cHOOSE/sABOTAGE) An enemy convoy is stopping off for supplies nearby. One of the APCs contains potential agents before their outfitting process and the other contains documents and surveilance reports. Your squad is to break into the compound where the vehicles are and destroy the troop transport. Once this is done then steal the surveillance apc and return to the pickup point. Syndicate update: The enemy who owns the apcs is not going to be impressed when he finds out that you are about. Expect several defense squads to be in the area. Tactics: One agent is enough to infiltrate the complex and destroy the target. As long as you get the correct vehicle then you should be fine. Either support weaponry or close assault flamethrowers should be used. Explosives if available would also be very handy. pARAGUAY (dATABASE/pERSONNEL aCQUISITION) An enemy undercover agent has malfunctioned and is obviously not responding to any of its control commands. Intelligence believes that he had access to high level information which would be of great use to our intelligence boys. Your squad has been issued with a remote portable uplink device which attaches onto the persuadertron. When the subject is <persuaded> then any relevant information is immediately beamed by satellite to head office. You must direct your squad in to <persuade> the enemy agent before anybody else gets to him. Syndicate update: At least three enemy squads are en route to deal with the target. If they reach him before you they will probably kill him and we will have lost the chance for that information. Tactics: A single agent with a persuadertron would be able to get through the city with the minimum of fuss and <persuade> the target. Once the uplink is achieved then the mission will end as head office will have all the information they need. gREENLAND (sUPPLY lINE/pERSONNEL aCQUISITION) A small weapons supplier of ours is being leaned on by the military and we are now experiencing difficulty with our hardware supplies. We believe the reason behind this is a mr carson who has been divulging classified information to the military. He has been under surveillance for some time now and he has just confirmed our suspicions by visiting a military training camp. Although it would be far simpler just to kill him he may have information that we could use about the military and so your squad is to assault the camp and <persuade> mr carson. Once he has been persuaded proceed to the landing strip in the camp for dust off. Transport update: The camp is only accessible through the main gate and the transport division has provided a ground car for this mission. Defense update: Obviously there is a very strong military presence in the area although we believe them to be armed mainly with light automatics. There are also a series of guard towers that line the perimeter fence. It is unknown what sort of firepower these have but they should be taken out at any opportunity. Tactics: Long range sniping should take care of the tower guards but be sure to do it at maximum range otherwise you could be in for some serious return fire. One agent should drag behind the others to provide cover fire with long range weaponry. Heavy weapons or area of effect weapons should not be used due to the proximity of the enemy and possible damage to the target. As soon as you enter the camp expect the soldiers to come at you thick and fast. cALIFORNIA (cHEM cORP pLANT/pERSONNEL aCQUISITION) Doctor Cauldwell has made significant advances in the field of chemical warfare and would therefore be an immense asset to the company. However his current workplace has come under scrutiny from enemy syndicates who are anxious to grab him for their own needs. Obviously we cannot allow this to happen. Your mission is to <persuade> the good doctor to move offices. City update: The chemical plant that the doctor is working at is located in the southeastern corner of the city. Defense update: It is believed that the doctor has been aware of a lot of syndicate activity and interest for a long time. It is therefore reasonable to assume that he will have hired bodyguards. If this is the case then you can expect the complex to be well defended. Tactics: Due to the proximity and aggression of enemy syndicates you would be well advised to deploy a full squad with automatic weapons. If the chemical plant is defended then long range weaponry should be used to accurately pick off any guards that happen to be around without endangering the doctor. nORTHEAST tERRITORIES (ex750 cAPTURE/eQUIPMENT aCQUISITION) The army have developed a new anti tank weapon and our research boys want it. It has been designed and built in the saracen military base in the south east of the city and we believe it is still stored on the base. General update: The first task is to reach the base. This is harder than it sounds as the army received some backing from a rival syndicate. As the syndicate doesnt want its investment to be lost be on the look out for enemy agents. Defense update: Being a military establishment the base is obviously well defended. The defenders are believed to have access to all the latest military hardware so expect some serious resistance. Target update: We believe the weapon itself is held in a locked building in the south of the base. Tactics: A whole squad should be deployed. Split the squad into 2 groups for the move on the camp. That way if one of them is wiped out you will still have a chance with the second. Long range guns or heavy weapons should be used to take out the perimeter guards and mini guns should take care of the rest. aLASKA (aSSAULT tHE fORTRESS/aSSAULT) The military has constructed a small fortress close to one of our production plants. Reports indicate that an enemy syndicate is also using it as a stop off point for raids into the plant. An assault force is being dispatched to destroy the fortress. Your assault squad is to launch a preliminary attack and take out much of the defenses as possible before withdrawing to allow the main strike force to attack. The primary target is the base commander who must not be allowed to leave the base. It is believed that there are two armoured personnel carriers in the complex and these must also be destroyed. Finally there is a medical rescue vehicle with some very interesting equipment on board. You must steal this and return to the drop zone for retrieval. Transport has been provided for this mission. City update: There are two entrances to the fortress. The main gate is quite well defended and is only accessible by car. There is also believed to be a side entrance leading to the roof area. This is very heavily guarded as most of the guards are on the roof. Tactics: A frontal attack using the vehicle provided to get through the blast doors would get you into the base with the minimum of fuss and exposure. All agents should be deployed and equipped with close and area of effect weapons. At least one should carry some support firepower and explosives for dealing with the APCs. The ambulance is your best bet for escaping so do not destroy it with the APCs. yUKON (tHE lADY iS a tRAMP/pERSONNEL aCQUISITION) Miss Westwood has been threatening one of our execs with a scandal unless he conforms to her demands. He has found her persistence annoying and we have been asked to change her point of view. Your squad must <persuade> Miss Westwood to come round to our way of thinking and bring her back to the landing zone for a pickup. Syndicate update: At least two enemy syndicates have expressed an interest in Miss Westwood's well being and have dispatched squads accordingly. These may pose problems to the mission and you are quite free to deal with them as you see fit. Target update: The target is believed to live in a small house in the southeast of the city. We think she may have employed a bodyguard although this has yet to be confirmed. Tactics: The main problem with this mission will be the enemy syndicate squads who may pose a significant threat. With this in mind you should deploy the full squad with the best available weaponry and a few medikits. At least one should carry the persuadotron for the target. While this agent proceeds with the mission the others can concentrate on keeping the enemy away from the target and your agent. rOCKIES (oLD mACDONALD/rAID aND rESCUE) One of our corporate friends has just had his farm taken over by the military. They seem to be using it as a forward observation post as part of their operations in this area. We believe a military strike is planned soon and it will be coordinated from the farmhouse. Our friend and his wife are being held against their will in one of the out houses. Your team is to disrupt the enemy activity while at the same time rescuing our friend and his wife. You will need to <persuade> both of them. Defense update: As it is a military operation you can expect a well planned defense with plenty of backup. They will probably be equipped with light automatics but will no doubt have the support of heavier guns. Target update: Their main communications bundle is housed in the rear of an APC, which is parked in the courtyard. You must destroy the APC to successfully disrupt their comms network. Target update: The prisoners are kept in one of the out houses. As far as we can tell we believe that it is located to the south of the main complex. They are believed to be under guard and very frightened. They may need <persuading> to leave the area. Tactics: The squad should be split in two for this mission. One section should proceed to the courtyard. Once there the apc should be destroyed with anti tank weaponry and any guards should be taken care of with automatics or assault weapons. By this time the second section should have reached the out house and as soon as the APC is destroyed the out house guards should be killed and the prisoners rescued. We believe that there is also a ground car on the premises. This would be a valuable aid to the escape. sOUTHERN sTATES (sNIPER/aSSASSINATION) The wealthy widow of an enemy syndicate executive has bought control of a small city near here. She has set up her home on a small island in the west of the city and she has also provided some serious financial aid to the police force. Consequently our underground connections in the city have been jeopardised by this influx of authority and we are having problems intercepting enemy syndicate information. Your squad is to assassinate the dear lady as quickly and quietly as possible. Syndicate update: The last message that we got before our links were cut was that an enemy syndicate assault squad was on its way to ensure that the widow managed the city effectively. Since then we believe that another squad has been deployed as a bodyguard. This information is not entirely reliable. Target update: there is no means of getting on to the targets private island on foot and her team of guards patrol the perimeter twenty four hours a day. Tactics: The only way to kill the target is by a long range sniper shot from a neighbouring roof top. If done properly she will be dead before the guards know what is happening. A single agent will attract considerably less attention than a whole squad and the enemy syndicates are less likely to detect your arrival. mEXICO (dEEP zONE/eQUIPMENT rECOVERY) One of our underground agents has been intercepted behind enemy lines and he has now gone missing. He was scouting out potential territories when he was attacked. The information would have been stored in a scanner unit that was on his person. Your squad will be dropped into his last known location and you are to recover the scanner and bring it back to the landing zone. Target update: The scanner emits a signal that shows up on your standard scanning unit. Our intelligence reports show that this is in the southwest of the city. Syndicate update: The scanner and its information has created a large interest amongst our rivals and we believe that several enemy squads are on their way to attempt to retrieve it. They are exceptionally well equipped. Tactics: Get in there and get the scanner as fast as possible. If at all possible dont engage the enemy forces and just concentrate on getting the equipment out of there. If you are caught in a firefight then try to edge back into an ambush position and attack the enemy on numerous sides. Split your squad so that the enemy have multiple targets and they will split there firepower. nEW eNGLAND (aNARCHY/pERSONNEL aCQUISITION) The nearby city has just undergone a rebellion against the local government. As a result the whole city is in a state of anarchy. Amongst this turmoil are three political candidates who may be of some use when it comes to patching the city back together again. Your squad will be dropped into the centre of the city and you must <persuade> all of the candidates before returning to the drop zone. Police update: As a result of the chaos the police force is non existent. You can therefore act with impunity during your stay inside city limits. Syndicate update: Obviously a situation such as this attracts all sorts of unwanted attention. We believe several enemy squads to be en route to the city. With any luck they will be so busy fighting amongst themselves that they won't bother you with the mission. Tactics: To be on the safe side a large squad should be deployed not forgetting the persuadertron. Whatever you do try to avoid direct contact with the enemy squads. Definitely do not get in the line of fire between two opposing groups. At the end of the mission you can feel free to move around the city and mop up any surviving enemy agents however. cOLORADO (cONVOY/aSSASSINATION) A distinguished government minister is preparing to leave the country. We believe that he has some confidential information about us that could prove dangerous as well as embarrassing. He is being escorted from the station to the heliport in an armed convoy. Your agents are to intercept this convoy and kill him before he can reach the heliport. Security update: The whole route is lined with police officers as well as civvies. They are all armed and ready for trouble. The main part of the convoy consists of two apcs and the police car in which the target is riding. Tactics: A single agent would stand just as much of a chance as several. The hard hitting approach involves hot footing it over to the convoy route and destroying the police car with heavy weapons. A more subtle but risky manoeuvre would be to steal a car and follow the convoy. When the target leaves his car and starts towards the heliport then open up with a burst of automatic fire. Timing is everything on this one. mIDWEST (tHE fAMILIES/aSSASSINATION) The nearby city is riddled with organised crime. It is divided up by several crime families of little note and the citizens are getting really fed up with the whole affair. It is time for us to do our good samaritan act and step in to show these crime families what real power entails. Your mission is to assassinate the heads of the families as they attend their monthly meeting. Defense update: Crime families do not normally trust each other and this is apparent in the fact that each family has brought along a host of armed bodyguards. Further guards look after the building entrance and even more cover the grounds. The police force is in the pocket of all of them so you cannot expect any help from them. In fact if you start shooting up the guards the police are more likely to intervene on their side. Tactics: Fast in fast out is the order of the day. Light automatics should be more than enough to take care of the guards and a close assault weapon or shot gun should be used to clear out the house in one fell swoop. You should only need one or two agents for this one although a third could come in handy when keeping the police at bay while the others get on with the guards. nORTHWEST tERRITORIES (awol/pERSONNEL aCQUISITION) A squad of early model agents has gone haywire in the local city. Their chips have been damaged and they will not respond to their control codes. Your squad must enter the city and <persuade> them to return to base for reprogramming. Syndicate update: At least two other syndicates have been showing an interest in getting their hands on our cyborgs and intelligence reports show that several squads are on their way to the city. They must not be allowed near the old agents. Target update: With their chips going haywire the signals from the persuadertron may appear garbled and you may have difficulty <persuading> them otherwise. Tactics: The hardest part about this mission will be identifying the friendly agents and distinguishing them from the enemy ones. Check your scanner as your targets will not appear as threats. Accurate weapons are required for this as area of effect or spray fire weaponry increases the chance of damage to one of the targets. nEWFOUNDLAND (dRAGON'S bREATH/cOMBAT sWEEP) Our intelligence reports lead us to believe that an enemy syndicate is about to test its prototype new weapon on the unsuspecting populace of a nearby settlement. Your squad will be deployed to ensure that the test firing does not go as planned and also to steal anything that you think is of any interest to our research and design boys. Syndicate update: Four enemy squads have all been deployed and they are all equipped with this new weapon. The weapon itself is reported to be some form of flamethrower. Tactics: We have learned that while the flamethrower is lethal up close its range is sadly lacking. Your best bet is to keep the enemy pinned with the use of long or medium range automatics. Even so the full squad should be deployed due to the amount of enemy present. aTLANTIC aCCELERATOR (tHE bIG bLACK/cOMBAT sWEEP) The Atlantic Ocean after decades of misuse has become one of the most polluted seas of the world. The sea bed while still being mineral rich is rapidly declining and with the world water and energy shortages growing more and more severe there are an increasing number of syndicates and countries looking to the sea for answers. The Atlantic Accelerator is a huge water and mineral research station that floats on the polluted surface. Science probes and exploration craft are lowered into the murky depths for research in a vain attempt to solve the worlds water and energy problems. Our intelligence shows that the scientists on board are extremely close to making the great discovery which may save the planet. The syndicate that has this discovery can surely rule the whole world. Your squad has been airlifted to the accelerator and your mission is to sweep all other enemy agents from the platform to claim this station for our advancement and conquest. Syndicate update: The enemy syndicates have realised that we are the most significant threat to their survival and as such have bonded together in an awesome alliance of resource and manpower. The strike and assault teams of seven other syndicates have also been deployed on the station but instead of fighting amongst themselves they are acting together as a team. Their weaponry reserves and technology have been pooled to equip this fearsome fighting machine. Defense update: You are totally outgunned and outnumbered on this one. In addition to the enemy syndicate squads there are also the resident guard posts manned by the efficient and well equipped security forces. They too realise the major threat that we pose to them and so expect them to side with the enemy syndicate coalition. We believe that gauss guns and mini guns are the standard guard post equipment. Tactics: The whole squad must be deployed for this one. All team members will have to be modified to stand a chance. As you are completely outnumbered try to lure the enemy agents and guards into ambush situations where you can direct maximum firepower towards smaller groups. Keep on the move as eventually they will overwhelm your position if you dig in. At least two team members should carry heavy or support weaponry and consequently their arms must be modified to allow them to operate efficiently. Do not allow your squad to get split up otherwise there is a danger of them becoming cut off and wiped out. Medikits and energy shields should be carried as standard. Due to the number of the enemy ammunition levels may become strained. Take every opportunity to replenish weapon supplies from fallen comrades or enemy. Above all keep it tight people and watch each others backs. Good luck... Message ends.
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