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.
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
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.
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.
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
Советы наших посетителей (0)
Знаете интересные коды на Sindicate? Вам есть чем поделиться с другими геймерами?
Испытываете проблемы в прохождении Sindicate? Считаете свой вопрос сложным и важным? Тогда задайте свой вопрос, и мы разместим его здесь отдельно. Ежедневно десятки геймеров просматривают эту страницу — кто-то из них обязательно ответит!
Если вопрос короткий — Вы можете задать его на этой странице при помощи формы комментариев ниже