Syndicate Wars

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Syndicate Wars
Syndicate Wars cover art.jpg
Cover art
Developer Bullfrog Productions
Publisher Electronic Arts
GOG favicon.png GOG PC (download)

Syndicate Wars is the second game in the Syndicate series. It is a real-time tactics game and was released in 1996 for PC (and later for PlayStation). In a dark future ruled by corporations, you are a corporate executive who controls a group of cyborg agents with a variety of high-tech weaponry at your disposal.

Contents

Story

The story unfolds through the mission briefings

Fifty years after the events of Syndicate, EuroCorp has achieved dominance through a combination of military and economic power and technological mind control. The UTOPIA chip allows them to control the public's perception of reality, though an increase in malfunctioning chips - creating the so-called unguided - has lead to an outbreak of criminal activity. The Church of the New Epoch, a force of religious zealots who possess advanced technology, aims to destroy EuroCorp and take its place as ruler of the world.

Organisations

Gameplay

The start of the first EuroCorp mission

Whilst retaining many of the founding principles behind the original game, Syndicate Wars offers some meaningful improvements despite having a few drawbacks of its own. The basic premise, however, remains the same. You lead a team of four agents through a series of missions which typically have you:

  • Eliminate agents from rival corporations.
  • Kidnap scientists for the benefit of your research department.
  • Persuade civilians to fight on your side during missions.

At the start of a new game you are given a choice between the two opposing factions, (EuroCorp and the Church of the New Epoch). Gameplay and mission objectives are similiar for the two factions but oppose mission objectives. If for a given Eurocorp mission for need to kill someone, the corresponding Church of the New Epoch will have you defending the objective. After choosing a faction, you are free to modify your agents, conduct research and read mission briefings. You are usually given missions one after the other, occasionally branching into side-missions that give you an opportunity to raise funds or persuade both agents and scientists for your squad reserve and research department respectively.

Some missions are fairly straightforward, others requiring a degree of hindsight and patience to complete. Extra mission briefs can be purchased for a fee relevant to their usefulness, highlighting the cash prospects and dangers on important missions.

Syndicate Wars Differences

Agent use and selection is similar to the original Syndicate but has a more user friendly interaction.

  • Drug-enhancement has two settings: Blue (extreme paranoia - kill everything) and Red (cautious and threat prevention). An agent highlighted by the player does not fire automonously regardless of drug influence. In the original Syndicate, however, the agents did not do anything without drug enhancement besides walk. In Syndicate Wars, agents without drug influence will continue to fire on something if you attack it until it destroyed (not buildings however) and depending on Brain cyber enhancements, will select the deselected weapon (not grenades) and return fire to a threat even without drug influence. This automatic action stops if under the influence of Red drug. Blue drug will allow the agent to select and fire also and not exactly at the correct target.
  • Agents can run but expend drug fatigue (the drug capacity bar shortens denoting fatigue from running) and cannot fire. Fatigue is lessened with better Leg cyber enhancements.
  • Ammuntion is replaced with energy. If energy depletes, you cannot fire, persuade, use explosives, use your energy shield (left clicking on main energy bar) or use the thermal vision (left clicking the button under the main energy bar) until it slowly replenishes. A better Body cyber enhancement allows for larger energy reserves.
  • An item pick up which has not researched can be used in the current level and proceeding levels but at a 25% chance of losing that agents energy reserve until it has been researched proper.
  • Health will regenerate slowly when not under the influence of drug enhancement. Better Body versions speed up health regeneration whereas originally in Syndicate health regenerated only with body modifications.

A player can choose to play a "Mortal Game" which has limits on reloading a mission. If you fail a mission, you automatically lose the game. This could be exploited by copying the file pertaining to the mortal profile after each successful mission. Overwrite the 'failed' profile when you lose the game. The savefile is only created when you logout from your mortal game.

Keyboard

  • Pause key P enables a menu which allows you to quit the mission and change sound volumes.
  • Minimap contrast can be adjusted with the Keypad 4 and 6.
  • Resolution can be changed when on a mission with the F8 button.
  • Interface colour can be cycled with F9 button.
  • Squad trenchcoat colour can be cycled with the F10 button.
  • Gamma can be incease with F11 and decreased with Shift-F11.
  • Perspective correction may be enabled with the F key.
  • Restart of a mission, press R.
  • Detonate your cyber enhanced selected agent with Alt-D.
  • M key saves a screenshot.
  • Ctrl-F10 removes the interface
  • Ctrl-F3 stops the game
  • E and Shift-E changes the draw distance.

Equipment

Modifications

Units

Vehicles

Missions

When starting a new game you get eight agents, eight Uzi, and 50,000cr.

EuroCorp campaign

  1. Executive Alert (London)
  2. Eliminate Zealots (Detroit)
  3. Fusion (Hong Kong)
    Friendly Persuasion (Beijing)
  4. Where Is Wisdom? (Geneva)
    Lost Minds (Matochkin Shar)
    Guru (Vancouver)
  5. Open Re-Bullion (Singapore)
  6. Phoenix In Flames (Phoenix)
  7. Sack of Rome (Rome)
  8. Body Matters (Hong Kong)
    Semi-Automatic (Beijing)
    Interloper (Phoenix)
  9. Head Hunt (Rome)
  10. Taken To Taks (New York)
  11. Forbidden Knowledge (Santiago)
    Secrets (Buenos Aires)
    EuroLore (Cape Town)
    Walkabout (Adelaide)
  12. Missing Link (Christchurch)
  13. Dark Angels In The Architecture (Reykjavik)
    The Hive (Nuuk)
  14. Duplicity (London)
  15. Deep Mind (Tokyo)
    Bring Him Back Alive (Bangkok)
  16. Re-Alignment (Honolulu)
  17. The Special Agent (Johannesburg)
  18. Slowdive (Cairo)
  19. Exodus (New Delhi)
    Edge Of Darkness (Sevastopol)
  20. Arab Agenda (Bahrain)
  21. Confrontation (Colombo)
    High Sierra (Colombo Orbit Station)
    Church Of The Poisoned Mind (The Moon)

Church of the New Epoch campaign

  1. Harbinger (Detroit)
  2. Missionary (Tripoli)
  3. Conversions (Buenos Aires)
  4. Test Of Faith (Santiago)
  5. Foundations (Johannesburg)
  6. A Meeting Of Minds (Geneva)
    Soul Crusader (Vancouver)
  7. Heretics (Hong Kong)
  8. Sack Of Rome (Rome)
    Not One Of Us (Santiago)
  9. Watcher (Buenos Aires)
    Serpent's Egg (Johannesburg)
    A Mote In God's Eye (Tripoli)
  10. Powermonger (Cairo)
  11. Empty (Bahrain)
  12. Donation (Singapore)
  13. Audacity (London)
  14. Divine Light (New York)
  15. The Levellers (Riyadh)
  16. Fallen Among Thieves (Cape Town)
  17. Rain Of Terror (Beijing)
  18. Armour Of The Gods (New Delhi)
  19. The Dead Zone (Bangkok)
  20. Establish The Link (Christchurch)
  21. Deconstruction (Reykjavik)
  22. Retribution (Cape Town)
  23. Day Of The Damned (Johannesburg)
  24. Recapture (Adelaide)
  25. Revelations (Colombo)
    Cataclysm (The Moon)

Versions

PlayStation

Some changes were made to accommodate the PlayStation. Support for the PlayStation Mouse was included, though playing with a joypad is preferable (as the combination of mouse and keyboard shortcuts was essential in the PC version).

Microsoft Windows

A reverse engineered port created by fans allows the PC version to be run on modern computers. However, the original disc is still required to install.

Gallery

Concept art

External links

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