FULL AMIGAL DOCS FOR SYNDICATE
MANUAL SUPPLIED BY PEGGY SUE
TYPED IN BY FIREFLASH CO/X\B/-\T:18
COMPLETED JULY 3/93


INTRODUCTION


AS THE WORLDS 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.
SMALLER CORPORATIONS WERE SWALLOWED UP LIKE SO MUCH PLANKTON IN THE
WAKE OF THREE BEHEMOTH MEGA-CORPORATIONS,ONE US BASED,ONE EUROPE BASED
AND ONE BASED IN THE FAR EAST. THESE BECAME THE ONLY EFFECTIVE WORLD
GOVERNMENT,UNELECTED,UNDEMOCRATIC, BUT CONTROLLING THE LIVES OF THE
PEOPLE THROUGH COMMERCE

THEN THE 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 SENCES TO THE MISERY AND SQUALOR
AROUND THEM. ONE CHIP WOULD CONVINCE USERS THAT THE SUN SHONE AND THE
BIRDS SANG EVEN AS THEY WALKED THROUGH THE CONSTANT ACID RAIN DRIZZLE.
ANOTHER THAT THEY WERE GLAMOROUS OR HANDSOME - THEY'D LOOK IN THE
MIRROR AND SEE A DIFFERENT FACE - WHILE THE REST OF THE WORLD WOULD
SEE THEM AS THEY REALLY WERE.

"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.

LIKE ANY NEW AND POTENT DRUG,CONTROL OF "THE CHIP" MEANT CONTROL OF
THE PEOPLE. SOON THE CORPORATIONS WERE AT WAR AMONG
THEMSELVES,DESPERATE TO MONOPOLISE CHIP MANUFACTURE. BUT THE
CORPORATIONS THIRST FOR POWER LEFT THEN OPEN TO INFILTRATION.

WITH MONEY EARNED THROUGH PIRATING CHIP TECHNOLOGY,CRIME SYNDICATES
BRIBED AND MURDERED THEIR WAY INTO CORPORATION BOARDROOMS. IT WASN'T
LONG BEFORE THE SYNDICATES BECAME THE CONTROLLING FORCE ALL OVER THE
GLOBE,WITH A FINGER IN EVERY PIE OF EVERY TRANSACTION,CRIMINAL OR
OTHERWISE,WORLDWIDE.

AND IN HE CRIME SYNDICATES OF TOMORROW THOSE IN CONTROL DON'T NEED
UZIS FOR BACK UP. TEAMS OF CUSTOM-BUILT CYBORG AGENTS HUNT DOWN RIVALS
AND TRAITORS,AND SPREAD THE INFLUENCE OF THE SYNDICATES ACROSS THE
GLOBE.





GAME OVERVIEW




FOR YOU THE FUTURE IS NOW


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. EQUIPPED WITH THE LATEST
IN HIGH-TECH WEAPONRY,THEIR CYBORG BODIES SOUPED-UP WITH EXTRA
POWERFUL LIMBS - THE BEST THAT SYNDICATE MONEY CAN BUY - YOUR FINGER
RESTS ON THE PULSE OF THEIR EVERY REACTION.

THE CHIPS INSERTED IN THEIR NECKS CONTROL IPA (INTELLIGENCE,PERCEPTION
AND ADRENALINE) LEVELS. WITH THESE,YOU SET THE DEGREE OF AN AGENTS
OPERATIONAL INDEPENDENCE DURING MISSIONS. (FOR INFORMATION ON THE
STRATEGIC USES OF IPA LEVELS,SEE -PLAYING A MISSION- IPA LEVELS.)

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 IT'S BUSINESS -MOVING AMONG THE TRAFFIC,COMMUTING ON
TRAINS,RUSHING TO AND FROM WORK- UNAWARE OF THE VIOLENCE ABOUT TO
EXPLODE AROUND THEM. CASUALTIES AMONG THE GOOD CITIZENS IN MOST CASES
BRING A SWIFT RESPONSE FROM LOCAL LAW ENFORCEMENT AGENCIES. EQUIP YOUR
CYBORGS WITH A SPECIAL PASS AND THE POLICE BELIEVE THEY'RE WORKING
WITH THE AUTHORITIES; THEY'RE FREE TO CONTINUE THE SLAUGHTER
UNHINDERED.

THERE ARE OVER FIFTY NAMED MISSIONS FOR YOU TO CHOOSE BETWEEN,BUT YOU
CHOOSE ONE YOU NEED TO DEVELOP AN OVERALL STRATEGY FOR WORLD
DOMINATION. TACTICAL CONSIDERATIONS VITAL TO THE ASCENDANCY OF YOUR
SYNDICATE INCLUDE THE MAINTENANCE OF AN ADEQUATE MISSION BUDGET,THE
SKILLS AND EXPERIENCE BUILT UP IN THE CRYO CHAMBER OF POTENTIAL
AGENTS,AND DEVELOPING YOUR OWN MANOEUVRING 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-ADDICT SPRINTER AND A REMORSELESS LUST FOR POWER
TO COMMIT ACTS OF GROSS VIOLENCE,YET SLEEP SOUNDLY AT NIGHT.

STILL THINK YOU'VE GOT WHAT IT TAKES TO MAKE IT IN SYNDICATE????



OBJECT OF THE GAME



THE AIM OF THE GAME IS TO SPREAD THE DARK STAIN OF YOUR SYNDICATES
COLOUR ACROSS THE ENTIRE SURFACE OF THE GLOBE.

THE WORLD MAP IS DIVIDED INTO VARIOUS TERRITORIES. FROM YOUR HOME BASE
IN EUROPE YOU INVADE ADJACENT TERRITORIES AND,THROUGH THE VIOLENT
SUBTERFUGE OF YOUR AGENTS,WRESTLE THEM FROM RIVAL SYNDICATES. HAVING
DONE SO,RAISE TAXES ON THE LOCALS TO INCREASE YOUR PROFITS AND PUNISH
THEM FOR SERVING THE WRONG SYNDICATE.

BUT RAISING TAXES CAN MAKE YOU VERY UNPOPULAR.AND FURIOUS NATIVES
LEADING POPULAR REBELLIONS CAN EAT INTO SYNDICATE PROFITS.SO KEEP AN
EYE ON FOREIGN INTERESTS AND PICK OFF TROUBLEMAKERS WITH YOUR TEAMS OF
AGENTS.

AND WHILE YOU'RE BUSY EXPANDING YOUR SYNDICATES EMPIRE ABROAD,RIVAL
AGENTS ARE WORKING IN YOUR OWN BACK YARD TO DE-STABILISE YOUR
SYNDICATE.ENSURE AGENTS ARE BRIEFED TO WEED OUT TRAITORS WHOSE ACTIONS
MIGHT BRING ABOUT YOUR DOWNFALL.

BY MEETING ALL CHALLENGES,DESTROYING ALL TARGETS AND GAINING CONTROL
OF ALL THE TERRITORIES,YOUR SYNDICATE TRIUMPHS.







QUICKSTART



KEY COMMANDS


ESC................QUIT TO MAIN MENU

P..................PAUSE GAME

F1.................TOGGLE ON/OFF SOUND FX

F2.................TOGGLE ON/OFF MUSIC

CTRL/D.............SELF DESTRUCT (IF EQUIPPED WITH VERSION 2 OR 3
CHEST)

SPACE..............GO TO MISSION DE-BRIEFING AFTER MISSION

CURSOR KEYS........MOVE MISSION VIEW



TO PLAY SYNDICATE IMMEDIATELY,HIGHLIGHT "BEGIN MISSION" FROM MAIN MENU
WITH THE CURSOR AND LEFT-CLICK.



THE WORLD MAP DISPLAY HAS ONE FLASHING TERRITORY. AT THE START OF THE
GAME THIS IS THE ONLY TERRITORY WITH A MISSION CURRENTLY AVAILABLE.
THE TERRITORY BOX WITH THE POPULATION LEVEL AND TAX RATE INFORMATION
IS DISPLAYED AT THE BOTTOM OF THE SCREEN.(TO FIND OUT MORE ABOUT THIS
SEE RAISING TAXES.) LEFT-CLICK THE BRIEF WINDOW TO ENTER THE MISSION
BRIEF SCREEN.



THE MISSION NAME AND A WRITTEN MISSION DESCRIPTION ARE REVEALED. TO
EXPAND ON THE MISSION BRIEF LEFT-CLICK INFO. LIKEWISE TO ENHANCE THE
MISSION MAP, LEFT-CLICK THE ENHANCE BOX. EXTRA INFO AND ENHANCEMENTS
COST MONEY, WHICH IS DEDUCTED FROM THE BUDGET FIGURE.



AT THIS STAGE YOU HAVE NO CHOICE BUT TO ACCEPT THIS MISSION, WHICH YOU
DO WITH A LEFT-CLICK.



THE TEAM SELECTION SCREEN OPENS, HERE YOU EQUIP ND MODIFY YOUR AGENTS
IS PREPARATION FOR THE MISSION. ALL FOUR AGENT BOXES ARE HIGHLIGHTED
IN GREEN, BUT FOUR AGENTS IS OVERKILL ON THIS FIRST MISSION. TWO ARE
ADEQUATE, SO DE-SELECT THE OTHER TWO BY RIGHT-CLICKING THEIR BOXES.
LEFT-CLICK IN EITHER OF THE REMAINING AGENTS BOXES AND YOU CAN START
MISSION PREPARATIONS (NOTE THE BROKEN FLASHING HIGHLIGHT LINE). LEFT-
CLICK EQUIP TO REVEAL THE EQUIPMENT CURRENTLY AVAILABLE AND PURCHASE
WHATEVER SEEMS APPROPRIATE BASED ON YOUR JUDGEMENT, BUDGET AND THE
MISSION OUTLINE. FROM THE EQUIPMENT LIST, LEFT-CLICK A PARTICULAR
WEAPON TO OPEN THE WEAPON DESCRIPTION WINDOW. THE PURCHASE OPTION
BECOMES AVAILABLE - LEFT-CLICK TO CONFIRM PURCHASE, OR LEFT-CLICK ON
THE WEAPON WINDOW TO RETURN TO THE EQUIPMENT DISPLAY.



TO EQUIP AND MODIFY YOUR AGENTS SIMULTANEOUSLY, LEFT-CLICK THE GROUP
ICON IN THE CENTRE OF THE AGENT BOXES. ONLY ONE AGENT ICON IS
DISPLAYED, HOWEVER.



FOR INFORMATION ON RESEARCHING MORE EQUIPMENT OPTIONS AND HIGHER
MODIFICATION VERSIONS, SEE RESEARCH.



SIMILARLY, LEFT-CLICK MODS AND A LIST OF VERSION 1 MODIFICATIONS IS
DISPLAYED. THESE CAN PURCHASED AS WERE THE WEAPONS.



LEFT-CLICK AGENT BOX 2 AND THE AGENT DISPLAY SHIFTS ACCORDINGLY. EQUIP
AND MODIFY THIS AGENT AS BEFORE. REMEMBER, YOU'VE A LONG WAY TO GO TO
WORLD DOMINATION, SO BE FRUGAL OR SUFFER LATER!



NOW LEFT-CLICK ACCEPT AND THE MISSION BEGINS.



THE MISSION STATUS SCREEN DISPLAYS ALL THE INFORMATION NECESSARY TO
THE SUCCESS OF A MISSION. ON THE LEFT ARE THE AGENT STATUS BOXES WITH
AGENT ICONS. BENEATH EACH STATUS BOX ARE THE IPA LEVEL BARS.
THESE LET YOU ADJUST THE CYBORGS LEVELS OF INTELLIGENCE, PERCEPTION
AND ADRENALINE. FOR FINE ADJUSTMENT OF THESE LEVELS POSITION THE
CURSOR AND LEFT-CLICK TO THE RIGHT OF THE CENTRE LINE. ALTERNATIVELY,
PRESS BOTH MOUSE BUTTONS TOGETHER TO BOOST ALL THREE IPA LEVELS TO
MAXIMUM.
BE CAREFUL, AS BOOSTS SOON WEAR OFF AND THE AGENTS RESPONSES SUFFER
ACCORDINGLY.

DETAILS OF THIS CAN BE FOUND IN IPA LEVELS.

THE HEALTH BAR NEXT TO EACH STATUS BOX INDICATES HOW MUCH LIFE IS LEFT
IN THE CYBORG. WHEN THE WHITE HITS THE FLOOR SO DOES THE AGENT, WHO
FALLS OVER IN A POOL OF BLOOD.

LEFT-CLICK ONE STATUS BOX AND IT IS HIGHLIGHTED IN ORANGE. THIS IS THE
ACTIVE AGENT. HIS/HER INVENTORY OF WEAPONS IS LISTED BELOW. TO ARM AN
AGENT DURING THE MISSION, LEFT-CLICK THE DESIRED WEAPON ICON FROM THE
INVENTORY.

THE SCANNER SHOWS A DISPLAY OF THE MISSION ZONE WITH BUILDINGS
DISPLAYED IN BLUE, ROAD AND RAIL ROUTES IN GREY. YOUR AGENTS ARE THE
YELLOW CIRCLES, ENEMY AGENTS RED AND THE TARGET A WHITE FLASHING DOT.
THE TARGET EMITS A BEEP AND CORRESPONDING RADAR SIGNAL THAT LEADS YOUR
AGENT TO HIM. THE CIVILIAN POPULATION IS A SWARM OF WHITE SPECKS,
WHILE POLICE ARE DISPLAYED AS BLUE FLASHING CIRCLES. YOU CAN MOVE
AROUND THE SCANNER WITH THE CURSOR AND THE MISSION ZONE DISPLAY
CHANGES ACCORDINGLY TO REVEAL THE NEW AREA.
MORE INFORMATION IS AVAILABLE IN SCANNER.

IN THE MISSION ZONE YOUR AGENTS ARE NUMBERED 1-4 TO MOVE THE ACTIVE
AGENT(S), PLACE THE CURSOR AHEAD OF HIM/HER AND LEFT-CLICK; THE AGENT
WALKS TOWARD THIS LOCATION. TO INCREASE WALKING SPEED, INCREASE THE
LEVEL OF ADRENALINE AT THE IPA LEVEL BARS. TO MOVE ALL THE AGENTS AT
ONCE, FIRST LEFT-CLICK THE GROUP ICON IN THE CENTRE OF THE STATUS BOX
DISPLAY. WHILE THE AGENTS ARE GROUPED, THEY RESPOND TO COMMANDS AS A
UNIT.

TO FIRE, LEFT-CLICK A WEAPON ICON FROM THE INVENTORY. AIM WITH THE
CURSOR AND THE TARGETING ICON APPEARS. NOW RIGHT-CLICK WITH THE MOUSE
TO FIRE. WHEN THE TARGETING ICON TURNS RED YOUR FOE IS WITHIN RANGE
FOR THE CHOSEN WEAPON. IF YOU'RE PRESSED FOR TIME, ENTER PANIC MODE BY
PRESSING BOTH MOUSE BUTTONS TOGETHER. AGENT IPA LEVELS SHOOT UP TO
MAXIMUM AND THE WEAPON IS DRAWN AND FIRED AUTOMATICALLY. FOR DETAILS
OF THIS SEE PANIC MODE.

IF YOU NOW PAY THE TARGET A VISIT, YOU CAN TEACH HIM/HER NEVER TO
TANGLE WITH SYNDICATE.

AFTER A MISSION YOU ARE TAKEN TO THE MISSION DEBRIEFING SCREEN.

IF THE MISSION HAS BEEN SUCCESSFUL, LEFT-CLICK ACCEPT AND YOU VISIT
THE WORLD MAP TO CHOOSE ANOTHER TERRITORY AND ANOTHER MISSION. FIRST,
RAISE TAXES ON THE CITIZENS TO BOOST YOUR REMAINING BUDGET. ONE OR TWO
OF THE TERRITORIES ADJACENT TO THE ONE WHICH YOU HAVE BEEN VICTORIOUS
ARE FLASHING; CHOOSE BETWEEN THEM BY LEFT-CLICKING, AND THEN LEFT-
CLICK BRIEF.

IF THE MISSION HAS BEEN UNSUCCESSFUL, ANY AGENTS KILLED AND MONEY
SPENT ARE GONE FOR GOOD.
AFTER THE FIRST MISSION YOU HAVE NO CHOICE BUT TO TAKE ANOTHER BITE OF
THE CHERRY AND TRY AGAIN. LEFT-CLICK BRIEF FOR THE SAME TERRITORY AND
YOU'RE BACK AT THE MISSION BRIEF SCREEN.

FOR INFORMATION ON REPLACING DEAD AGENTS SEE TEAM.

NOTE: IF YOU'VE A CHOICE OF MISSIONS, YOU MIGHT WANT TO COME BACK
ANY YOU FAIL LATER ON, WHEN YOU'VE GAINED EXPERIENCE OF HOW TO CONTROL
AND APPROPRIATELY EQUIP YOUR CYBORG AGENTS.









MAIN MENU OPTIONS



USE THE CURSOR TO HIGHLIGHT THE CHOSEN FILE AND LEFT-CLICK TO OPEN.YOU
CAN ALSO DO THIS USING FUNCTION KEYS F1-F5 ON YOUR KEYBOARD.

F1. CONFIGURE COMPANY

CUSTOMIZE YOUR SYNDICATE BY CHOOSING LOGO,COLOUR AND NAME. FOR MORE
INFORMATION SEE CONFIGURING YOUR COMPANY.

F2. BEGIN MISSION

PICK A MISSION TERRITORY,EQUIP YOUR AGENTS AND PIT YOUR SYNDICATE
AGAINST YOUR GLOBAL RIVALS.FOR DETAILS SEE PREPARING TO PLAY
SYNDICATE.

F3. LOAD AND SAVE GAME

PRESERVE A CURRENT GAME STATUS OR RELOAD PREVIOUS GAMES OF
SYNDICATE.SEE LOADING AND SAVING A GAME.

F4. RESTART GAME

THINGS NOT PROGRESSING TOO WELL?? KINDA GET THE FEELING A PARTICULAR
GAME IS CURSED?? SIMPLY RETURN TO MAIN MENU AND PRESS LEFT-CLICK
RESTART GAME TO GO BACK TO THE BEGINNING AND START AGAIN.

F5. QUIT TO DOS

LOGGING OUT MESSAGE APPEARS.YOU QUIT AND RETURN TO DOS.




CHAPTER 1 - CONFIGURING YOUR COMPANY.

LEFT-CLICK CONFIG COMPANY TO REVEAL THE SELECT DETAIL TO CHANGE BOX
PERSONALISE YOUR SYNDICATE COLOUR AND LOGO,SYNDICATE NAME AND PLAYER
NAME HERE.




CHAPTER 2 - SELECTING A MISSION

HIGHLIGHT BEGIN MISSION WITH THE CURSOR AND LEFT-CLICK TO ENTER THE
SYNDICATE GLOBAL ARENA. THE WORLD MAP SCREEN IS REVEALED.

THIS IS DIVIDED INTO 50 DIFFERENT SIZED SLICES. COLOUR CODED ACCORDING
TO THE CONTROLLING SYNDICATE, THE SLICES BEAR NO RELATION TO CURRENT
CONCEPTIONS OF NATIONAL BOUNDARIES BUT ARE SOLELY THE RESULT OF
DECADES OF INTER-SYNDICATE RIVALRY (SEE EQUIPMENT AND TERRITORIES).

AFTER A SUCCESSFUL MISSION, THE WORLD MAP CHANGES. THE TERRITORY IN
WHICH YOU HAVE BEEN SUCCESSFUL IS NOW YOUR SYNDICATES COLOUR, AND THE
TERRITORY BOX REVEALS POPULATION STATUS AND TAX RATE. THESE TWO
FACTORS GO TOGETHER LIKE HAM AND EGGS. RAISE THE TAXES TOO HIGH AND
THE POPULACE GETS ANNOYED-JUST CHECK THE STATUS! THAT'S WHEN THEY CAN
BECOME REBELLIOUS AND NEED SOME DISCIPLINE, SYNDICATE STYLE.

NEW CALENDAR

THE DAY, DATE AND YEAR DISPLAY IN THE TOP RIGHT OF THE SCREEN
THROUGHOUT THE SYNDICATE CHALLENGE IS RECKONED ACCORDING TO THE NEW
CALENDAR (N.C). THIS WAS INTRODUCED AS THE GLOBALLY ACCEPTED CALENDAR,
REGARDLESS OF RACE AND RELIGION, WHEN THE INFORMATION REVOLUTION HAD
PROGRESSED TO SUCH A DEGREE THAT CALENDAR DIFFERENCES THREW UP
UNNECCESSARY BARRIERS TO COMMUNICATION.

TERRITORY BOX

THE TERRITORY BOX GIVES DETAILS OF:

TERRITORY NAME: BASED ON THE TRADITIONALLY MOST DOMINANT NATION IN THE
TERRITORY.

POPULATION: THE HIGHER THE POPULATION, THE MORE DIFFICULT THE MISSION.

CURRENT TAX RATE: ONLY AFTER SUCCESSFULLY COMPLETING A MISSION IS THE
TERRITORIES TAX RATE REVEALED.
BRIEF

ONLY WHEN THE WORD BRIEF APPEARS IN THE BRIEF WINDOW IS A MISSION
AVAILABLE TO CAPTURE A TERRITORY. A LEFT-CLICK HERE TAKES YOU TO THE
MISSION BRIEF SCREEN.

RETURN TO MAIN MENU

LEFT-CLICK MENU AT ANY TIME TO RETURN TO THE MAIN MENU OPTIONS.


MISSION BRIEF

THE MISSION BRIEF SCREEN DISPLAYS THE MISSION BRIEF, YOUR MISSION
BUDGET, INFO AND ENHANCE OPTIONS.

MISSION OUTLINE

THE TEXT GIVES AN OUTLINE OF THE MISSION INCLUDING DROP POINT,
DEFENSIVE AND OFFENSIVE TACTICS, SUGGESTIONS FOR SUITABLE WEAPONS AND
POSSIBLY THE LOCATION OF THE TARGET. THE MISSION OUTLINE IS EXPANDED
IF YOU CHOOSE TO BUY INFO.

BUDGET

THE FIGURE AT THE TOP OF THE RIGHT HAND COLUMN IS THE MISSION BUDGET.
THIS IS USED TO BUY ALL THE WEAPONS, PERIPHERALS AND MODIFICATIONS
YOUR AGENTS NEED TO SUCCEED, SO SPEND IT WISELY! YOU CAN ALSO OPT TO
INVEST SOME OF IT ON FURTHER MISSION INFORMATION AND AN ENHANCED
MISSION MAP.

THROUGHOUT THE GAME THE COST OF EQUIPMENT AND INFO IS DEBITED FROM
THIS FIGURE, WHILE PROFITS FROM TAXATION AND WEAPON SALES ARE ADDED.
THIS MONEY CAN BE USED FOR FURTHER TOOLING UP YOUR TROOP OF CYBORGS,
OR PUT INTO RESEARCH IN ORDER TO PERFECT STILL MORE LETHAL WEAPONS AND
STILL MORE POWERFUL MODIFICATIONS (FOR MORE INFORMATION SEE RESEARCH).

WHEN YOU'VE THROWN ALL THE CASH AWAY ON UNSUCCESSFUL MISSIONS THE GAME
DOESN'T END, BUT LIFE BECOMES VERY DIFFICULT. AGENTS ARE SENT INTO
ACTION WITHOUT EXTRA EQUIPMENT OR FURTHER MODIFICATIONS. AT THIS POINT
THE SELF-DESTRUCT OPTION CAN COME IN HANDY (SEE SELF-DESTRUCT). BUT
REMEMBER, WHEN ALL YOUR AGENTS ARE DEAD THE GAME REALLY IS OVER.

BUYING INFO

LEFT-CLICK INFO AND VITAL MISSION INFO IS ADDED TO THE BRIEF-FOR A
PRICE. YOU DON'T HAVE TO BUY, BUT UNLESS YOU'VE A PACK OF TAROT CARDS
EXTRA INFO COMES VERY HANDY.

THIS INFORMATION IS DISPLAYED ON ADDITIONAL PAGES OF MISSION TEXT.
SCROLL THROUGH THESE BY LEFT-CLICKING THE LEFT & RIGHT ARROWS AS
APPROPRIATE.

MISSION MAP

THE MAP SHOWS THE AREA WHICH THE MISSION TAKES PLACE. INITIALLY VERY
INDISTINCT, THE CLARITY OF THIS MAP CAN BE IMPROVED-FOR A PRICE(SEE
ENHANCE). LEFT-CLICK IN THE DESIRED DIRECTION OF MOVEMENT TO SEE MORE
OF THE MAP , OR HOLD DOWN THE LEFT MOUSE BUTTON TO PAN SMOOTHLY
ACROSS.

THE DROP ZONE FLASHES RED AND WHITE. ENEMY AGENTS ARE ALSO DISPLAYED,
FLASHING IN RED. STREETS AND TRANSPORT ROUTES ARE GREY, WHILE
BUILDINGS ARE BLUE. THE LOCATION OF THE TARGET IS NOT REVEALED AS YET
- YOU HAVE TO BEGIN MISSION BEFORE YOU CAN FIND THAT OUT.

ENHANCE

LEFT-CLICKS ON ENHANCE IMPROVE THE DEFINITION AND SIMULTANEOUSLY
INCREASE THE COST OF THE MISSION MAP. THIS IS DEDUCTED FROM YOUR
BUDGET. YOU CAN MOVE AROUND IN THIS MAP WITH THE MOUSE IF YOU
SIMULTANEOUSLY HOLD DOWN THE LEFT MOUSE BUTTON.

MAP

IF YOU DON'T FANCY YOUR AGENTS CHANCES AT A GIVEN BRIEF, LEFT-CLICK
MAP TO RETURN TO THE WORLD MAP SCREEN. LEFT-CLICK TERRITORIES UNTIL
YOU FIND A MISSION AND BRIEF MORE TO YOUR LIKING.

ACCEPT

HAVING ASSESSED YOUR CHANCES OF COMPLETING THE MISSION, LEFT-CLICK
ACCEPT. THE TEAT SELECTION SCREEN APPEARS.

RETURN TO MAIN MENU

ALTERNATIVELY LEFT-CLICK MENU TO RETURN TO THE MAIN MENU OPTIONS.




CHAPTER 3: PREPARING THE TEAM


AGENT BOXES

SELECT, EQUIP AND MODIFY AGENTS USING THEIR AGENT BOXES. ALL FOUR ARE
HIGHLIGHTED IN GREEN AND THE AGENT CURRENTLY ON DISPLAY HAS A
FLASHING, BROKEN OUTLINE. LEFT-CLICK IN ANOTHER BOX TO CHANGE AGENT.

DEPENDING ON THE DEGREE OF DIFFICULTY YOU EXPECT TO ENCOUNTER, MISSION
BUDGET AND ANY OTHER TACTICAL CONSIDERATIONS, YOU CAN PREPARE AS MANY
AGENTS AS YOU LIKE FOR A MISSION TO A MAXIMUM SQUAD SIZE OF FOUR. IT'S
OFTEN EASIER TO KEEP AN EYE ON JUST A COUPLE OF AGENTS WHEN THE
BULLETS, BOMBS AND LASER BOLTS ARE FLYING.
DESELECT WITH A RIGHT-CLICK AND THE AGENTS BOX GOES BLANK. TO
REACTIVATE A DESELECTED AGENT, RIGHT-CLICK IN THE AGENT BOX AGAIN (FOR
MORE INFO SEE TEAM).

GROUP

A LEFT-CLICK TO THE GROUP ICON IN THE CENTRE OF THE FOUR AGENT BOXES
LETS YOU EQUIP AND MODIFY THE CYBORGS ALL AT ONCE. THIS CAN SAVE YOU
CONSIDERABLE TIME AT THE TEAM SELECTION STAGE.

ANOTHER LEFT-CLICK TO THE GROUP ICON LEAVES YOU FREE TO CUSTOMISE YOUR
CYBORGS INDIVIDUALLY.

NOW EQUIP AND MODIFY READY FOR A MISSION.

EQUIP

EACH AGENT IS ALREADY SUPPLIED WITH A SINGLE PISTOL BUT THEY NEED FAR
MORE THAN THIS TO SURVIVE AGAINST ENEMY CYBORGS AND SUCCEED IN
MISSIONS REQUIRING SPECIFIC EQUIPMENT.

THE EQUIP BOX SHOULD ALREADY BE HIGHLIGHTED. PURCHASES ARE LISTED TO
THE BOTTOM RIGHT OF THE AGENT ICON. BUT DON'T JUST WINDOW SHOP - YOUR
AGENTS NEED SOME WICKED WEAPONS IF THEY ARE TO SURVIVE.

AS WITH THE INFO AND ENHANCE OPTIONS, IT IS UP TO YOU TO BALANCE
EXPENDITURE AGAINST THE REQUIREMENTS OF A MISSION.
WEAPON DETAILS

AT THE BEGINNING OF THE GAME YOU HAVE ONLY FIVE EQUIPMENT OPTIONS;
PERSUADERTRON, PISTOL, SHOTGUN, SCANNER AND MEDIKIT. RESEARCH MONEY IS
NEEDED TO PERFECT MORE (SEE RESEARCH).

LEFT-CLICK AN ITEM IN THE EQUIPMENT TO OPEN THE WEAPON DETAILS WINDOW
AND FIND OUT NAME, COST, AMOUNT OF AMMO CARRIED, EFFECTIVE WEAPON
RANGE AND THE UNIT COST OF AMMO OR SHOT.

ONLY BY PLAYING DO YOU LEARN THE IDEAL WEAPON FOR EACH MISSION
ENVIRONMENT, BUT FOR TACTICAL HINTS AND DETAILS OF SPECIFIC EQUIPMENT
USES SEE EQUIPMENT DETAILS.

PURCHASE

LEFT-CLICK PURCHASE TO CONFIRM PURCHASE OF AN ITEM. WEAPONRY AND
PERIPHERALS ARE LISTED NEXT TO THE EQUIPMENT WINDOW.

LEFT-CLICK THE WEAPON DETAILS WINDOW TO CLOSE IT AND REVEAL THE
EQUIPMENT LIST AGAIN. ALTERNATIVELY, CLICK EQUIP TO RETURN YOU TO THE
EQUIPMENT LIST, FROM WHERE YOU CAN REPEAT THE PROCESS. SO KIT OUT YOUR
AGENTS SOME MORE; THEY ARE SOON READY FOR REAL MAYHEM.

MODS

NOW YOUR AGENTS HAVE THE GEAR,THEY NEED THE BRAIN,MUSCLE AND SINEW TO
HELP THEM USE IT. TO TUNE YOUR CYBORGS PHYSIQUES TO PERFECTION, LEFT-
CLICK MODS AND A LIST OF POSSIBLE MODIFICATIONS APPEARS OVER THE
EQUIPMENT LIST.CHOOSE BETWEEN DESIGNER LIMBS EYES,HEART,CHEST AND
BRAIN TO PRODUCE THE ULTIMATE KILLING MACHINE.

HIGHLIGHT THE DESIRED MOD WITH A LEFT-CLICK. A DESCRIPTION OF ITS
ATTRIBUTES APPEARS OVER THE MODS LIST.

CONFIRM BY LEFT-CLICKING PURCHASE.THE MOD APPEARS IN THE APPROPRIATE
BOX BESIDE THE AGENT SYMBOL.YOUR BUDGET DROPS ACCORDINGLY.

VERSIONS

EACH PHYSICAL MOD COMES IN THREE VERSIONS.AS THE GAME BEGINS,ONLY
VERSION 1 IS AVAILABLE AND MONEY NEEDS TO BE INVESTED ON RESEARCH
BEFORE YOU CAN GET YOUR HANDS ON VERSIONS 2 & 3. THE HIGHER THE
VERSION NUMBER,THE MORE CURRENT THE TECHNOLOGY AND THE GREATER ANY
ADVANTAGES. BUT THEY ALSO CARRY A GREATER PRICE TAG,SO BE PREPARED TO
PAY THROUGH THE NOSE.


LEGS: MOVE YOUR AGENT AT MUCH GREATER SPEED AROUND THE MISSION ZONE
THAN CONVENTIONAL LEGS.

ARMS: ALLOW AN AGENT TO CARRY A LARGER AMOUNT OF EQUIPMENT UNHINDERED.

EYES: IMPROVE AWARENESS OF ONCOMING HAZARDS AND BETTER AN AGENTS
ACCURACY WHEN FIRING.

CHEST: MODIFY A CYBORG WITH A METAL CHEST TO HELP IT SURVIVE DIRECT
HITS DURING OPPOSITION ATTACKS .ALSO CONTAINS A MASSIVE EXPLOSIVE
CHARGE THAT IS TRIGGERED IN SELF-DESTRUCT MODE (SEE SELF-DESTRUCT).

BRAIN: EVEN THE VERSION 1 BRAIN IS BETTER THAN THAT CURRENTLY
INSTALLED IN YOUR AGENTS NOGGIN. VITAL FOR QUICK,CORRECT DECISION
MAKING UNDER PRESSURE,ALSO,THE HIGHER THE VERSION BRAIN INSTALLED,THE
GREATER THE EFFECTS OF THE PERSUADERTRON (FOR MORE INFO SEE WEAPONS-
PERSUADERTRON).

RESEARCH

LEFT-CLICK RESEARCH TO ENTER THE RESEARCH SCREEN.


RESEARCH SCREEN

ALTHOUGH RESPONSIBILITY FOR THE VICTORY RESTS ON YOUR SHOULDERS,YOU'RE
NOT ENTIRELY WITHOUT SUPPORT.SCIENTISTS ARE WORKING FEVERISHLY TO
DEVELOP MORE LETHAL WEAPONS AND MODIFICATIONS FOR YOUR CYBORGS.

BUT AS THE OLD SAYING GOES,"NO BUCKS - NO BUCK ROGERS". ITS UP TO YOU
TO CHANNEL FUNDS INTO RESEARCH, FROM WHERE NEW DESIGNS ARE ADDED TO
THE EQUIPMENT AND MODIFICATION LISTS.

EQUIPMENT WINDOW

WHEN THE RESEARCH SCREEN IS OPENED,THE EQUIP BOX IS HIGHLIGHTED AND
YOUR EQUIPMENT DEVELOPEMENT OPTIONS DETAILED IN THE RESEARCH OPTIONS
WINDOW. THESE ARE USUALLY IN CATEGORIES,BUT INDIVIDUAL WEAPONS ARE
ALSO SOMETIMES LISTED. ON THE RIGHT IS AN INVENTORY OF YOUR EXISTING
EQUIPMENT. CONSIDER THE DEMANDS OF FORTHCOMING MISSIONS AND THE
EQUIPMENT YOUR AGENTS ARE LACKING BEFORE DECIDING ON THE RESEARCH
OPTION TO BE DEVELOPED.

CHOOSE A CATEGORY WITH A LEFT-CLICK AND THEN LEFT-CLICK RESEARCH. THE
MINIMUM AND MAXIMUM DEV COST IS REVEALED IN THE WINDOW.ADJUST THIS
WITH FUNDING + AND FUNDING - BUTTONS. THE NEW DEV COST IS DEDUCTED
FROM THE MISSION BUDGET.WHEN YOUR HAPPY WITH THE COST AND TIME OF
DEVELOPEMENT, LEFT-CLICK ACCEPT.

MODIFICATION DEVELOPEMENT

LEFT-CLICK MODS AND YOUR MOD/DEV OPTIONS ARE LISTED IN THE RESEARCH
OPTIONS WINDOW.IF VERSION 1 LEGS DON'T GET YOUR AGENTS OUT OF TROUBLE
FAST ENOUGH,IT MIGHT BE TIME TO INVEST IN VERSION 2. HIGHLIGHT AND
LEFT-CLICK ON RESEARCH TO REVEAL MAX & MIN DEV COST,WHICH CAN BE
ADJUSTED WITH FUNDING+ OR FUNDING-,AND IS DEDUCTED FROM MISSION
BUDGET. LEFT-CLICK TO GET THE BALL ROLLING.

NOTE YOUR TECHNICIANS NEED TO FULLY DEVELOP ANY VERSION 2 MOD
BEFORE VERSION 3 UPDATES BECOME AVAILABLE FOR RESEARCH.


ADJUSTING DEVELOPMENT TIME

WANT THAT LASER REAL BAD? SPEED UP DEVELOPEMENT BY INCREASING FUNDING.
BUDGET LOOKING A BIT THIN? REDUCE THE SPEED OF DEVELOPEMENT AND SAVE
SOME READIES.THESE ADJUSTMENTS CAN BE MADE USING THE FUNDING + & -
OPTIONS

FUNDING+

LEFT-CLICK FUNDING+ TO INJECT CASH INTO THE DEV PROG OF EQUIPMENT AND
MODS.THE DEV COST FIGURE INCREASES WITH EACH CLICK,BUT DEV TIME IS
REDUCED (SEE DEV GRAPH).

FUNDING-

LEFT-CLICK FUNDING- TO RECLAIM CASH FROM THE DEV PROG FOR OTHER
BUDGETARY REQS. THE DEV COST FIG GOES DOWN WITH EACH CLICK AND THERE
IS A SUBSEQUENT INCREASE IN DEV TIME (SEE DEV GRAPH)

DEVELOPMENT GRAPH

THE DEV GRAPH IS AN AT-A-GLANCE INDICATOR OF THE STATE OF DEV FOR ANY
MOD OR PIECE OF EQUIP.DETAILED ON THE VERTICAL AXIS IS % COMPLETION
AND ON THE HORIZONTAL AXIS ARE DAYS TO COMPLETION.THE LINE SHOWS THIS
COMPLETION/TIME RATIO AND BECOMES SHADED ALONG IT'S LENGTH TO MAKE THE
TIME TO COMPLETION EVEN MORE GRAPHIC.
THE INITIAL DEV COST IS BASED ON 100% COMPLETION BEING ACHIEVED AFTER
10 DAYS. IF DEV COST IS INCREASED WITH LEFT-CLICKS TO FUNDING+,THE
ANGLE TO THE LINE ON THE GRAPH INCREASES TOWARDS THE VERTICAL. DEV
TIME IS REDUCED,DOWN TO A MINIMUM OF 1 DAY.
IF DEV COST IS DECREASED WITH LEFT-CLICKS TO FUNDING-,THE GRAPH LINE
BECOMES MORE SHALLOW. DEV TIME IS INCREASED TO A MAXIMUM OF 10 DAYS.
THE MISSION DEBRIEFING SCREEN TELLS YOU HOW LONG A PARTICULAR MISSION
TOOK IN GAME TIME,AND FROM THERE YOU ARE ALSO TOLD THE REMAINING DAYS
TO DEV COMPLETION.

CONFIRMING DEVELOPMENT

WHEN ALL BUDGETARY LIMITATIONS HAVE BEEN TAKEN INTO ACCOUNT AND THE
DESIRED COST/TIME THRESHOLD REACHED,LEFT-CLICK ACCEPT TO RETURN TO THE
MISSION SCREEN.

TEAM

LEFT-CLICK TEAM TO SELECT YOUR AGENTS FROM THE CRYO CHAMBER. AT THE
BEGINNING OF A SESSION YOU HAVE EIGHT AGENTS AVAILABLE WITH IDENTICAL
ATTRIBUTES,THE FIRST FOUR OF WHICH ARE NUMBERED ACCORDING TO THEIR
AGENT BOX. THE REMAINING CHAMBERS REGISTER AS EMPTY, BUT CAN BE FILLED
WITH CAPTURED AGENTS AS THE GAME GOES ON.
EQUIPMENT PURCHASES AND MODS TO YOUR AGENTS GIVE THEM MORE SPECIFIC
MISSION USES. THEY ALSO GAIN EXPERIENCE WITH THEIR WEAPONRY AS THE
GAME PROGRESSES. IN THIS WAY YOU SHOULD DEVELOP AN ENVIABLE SELECTION
OF CYBORG KILLING TALENT FOR YOUR SYNDICATE.
ENEMY AGENTS CAPTURED USING THE PERSUADERTRON ARE ADDED TO THE CRYO
CHAMBER.THEY BRING ANY WEAPONS AND EXPERIENCE WITH THEM,AND CAN ALSO
BE MODIFIED (SEE EQUIP PERSUADERTRON).BUT THIS ISN'T EASY,SO DON'T
THROW AWAY THE EIGHT LIVES AT YOUR DISPOSAL.
REMEMBER, ANY AGENTS KILLED DURING A MISSION ARE DEAD AND GONE FOREVER
SO MAKE SURE YOUR POOL OF AGENTS DOESN'T DRY UP ,OR IT'S GAME OVER!

CHOOSING TEAM MEMBERS

LEFT-CLICK TEAM TO OPEN THE CRYO CHAMBER,HIGHLIGHT AN AGENT WITH THE
CURSOR,AND THEN LEFT-CLICK FOR EQUIPMENT & MOD DETAILS. TO MAKE THE
HIGHLIGHTED AGENT OPERATIONAL NOW LEFT-CLICK ONE OF THE FOUR AGENT
BOXES.

DE-SELECT AN AGENT WITH A RIGHT-CLICK TO THE NUMBERED AGENT BOX.

REPLACING DEAD AGENTS

WHEN AN AGENT IS KILLED,ITS CRYO CHAMBER REGISTERS AS EMPTY AND THE
AGENTS BOX IS DE-SELECTED. TO MAKE ONE OF THE REMAINING AGENTS
OPERATIONAL,FIRST LEFT-CLICK TEAM TO OPEN THE CRYO CHAMBER.
LEFT-CLICK THE DEAD AGENTS BOX FOR THE GREEN BROKEN LINE HIGHLIGHT.
NOW RIGHT-CLICK THE CHOSEN AGENT FROM THE CRYO CHAMBER,AND THE AGENTS
BOX NUMBER APPEARS BESIDE IT.(CHANGE TO ANOTHER STORED AGENT WITH A
LEFT OR RIGHT-CLICK). THIS CYBORG CAN NOW BE EQUIPPED AND MODIFIED
READY FOR SERVICE WITH THE SYNDICATE.

WHEN YOUR BOYS AND GIRLS ARE READY TO GO OUT AND PLAY, LEFT-CLICK
ACCEPT.THE LOADING GAME MESSAGE APPEARS AND THE MISSION BEGINS.




CHAPTER 4: PLAYING A MISSION.

ONCE YOU'VE ADEQUATELY KITTED OUT YOUR CYBORG SERVANTS,YOU'RE READY
FOR A MISSION.
THE MISSION STATUS SCREEN DISPLAYS ALL THE INFO YOU NEED TO LEAD YOUR
AGENTS TO THEIR TARGET.

STATUS BOXES

THE OPERATIONAL STATUS OF YOUR AGENTS IS DISPLAYED IN THE STATUS BOXES
NUMBERED 1 - 4. EACH HAS AN AGENT ICON THAT RESPONDS TO MOVEMENT AND
HITS IN THE MISSION ZONE.

HEALTH BAR

THIS AINT WHERE CYBORGS GO FOR A LITTLE R n R! THE HEALTH BAR TO THE
RIGHT OF THE STATUS BOX INDICATES REMAINING LIFE. THESE CYBORGS CAN
TAKE SOME PUNISHMENT,BUT WHEN THERE'S MORE BLACK THAN WHITE ON SHOW
IT'S TIME TO TAKE SOME EVASIVE ACTION.
THE HEALTH BAR CAN BE RESTORED USING A MEDIKIT (SEE EQUIP &
TERRITORIES).

CHANGING ACTIVE AGENT

THE ACTIVE AGENT'S STATUS BOX IS HIGHLIGHTED IN ORANGE. TO CHANGE
ACTIVE AGENT SIMPLY LEFT-CLICK ANOTHER STATUS BOX.
TO SWITCH ACTIVE AGENT YOU CAN ALSO LEFT-CLICK A NUMBERED AGENT
DIRECTLY IN THE MISSION ZONE.

IPA LEVELS

WITH THE THREE BARS YOU CONTROL INJECTIONS OF DRUGS WHICH ALTER
INTELLIGENCE(I),PERCEPTION(P) AND ADRENALINE(A) LEVELS IN REAL TIME.
THESE DRUGS MODIFY THE BEHAVIOUR OF AN AGENT WHEN LEFT TO ITS OWN
CYBERNETIC DEVICES. ACCURATE CONTROL OF IPA LEVELS IS ESSENTIAL IF YOU
ARE TO PROGRESS TO THE HIGHER ECHELONS OF YOUR SYNDICATE.

ADRENALINE - CONTROLS SPEED OF REACTIONS

PERCEPTION - IMPROVES PRECISE FIRING AND ALERTS AN AGENT TO DANGER
EARLIER

INTELLIGENCE - CONTROLS AN AGENTS REACTIONS TO A GIVEN SITUATION

AN AGENT WITH HIGH ADRENALINE AND LOW INTELLIGENCE REACTS QUICKLY BUT
ERRATICALLY - HE MAY FIRE WIDE OR TOO SOON.

RAISING INTELLIGENCE MAY PROMPT AN AGENT TO GET OUT OF A RISKY
SITUATION RATHER THAN RISK HIS LIFE. THIS IS ESPECIALLY TRUE IN
COMBINATION WITH HIGHER PERCEPTION.

IF YOU WANT YOUR AGENT TO WALK BLINDLY INTO CERTAIN DEATH,LOWER
INTELLIGENCE AND PERCEPTION TOGETHER.

IT'S A GOOD TACTIC TO CRANK UP IPA LEVELS IF LEAVING AGENTS ON LOOKOUT
WITHIN THE MISSION ZONE.THEY FIRE TO DEFEND THEMSELVES WHILE AWAITING
THE NEXT COMMAND.

ADJUSTING IPA LEVELS

ALL LEVELS TO MAX - AGENT REACTS QUICKLY AND WITH A HIGH DEGREE OF
OPERATIONAL INDEPENDENCE

ADRENALINE TO MAX ONLY - AGENT MOVES QUICKLY BUT YOU MAY NEED TO TAKE
CONTROL OF FIRING AND OTHER RESPONSES.

INTELLIGENCE & PERCEPTION HIGH,ADRENALINE LOW - RESPONSE TIME SLOW,BUT
FIRING ACCURATE.
DARK SEGMENT SHOWS AMOUNT OF DRUG USED.

LEFT-CLICK TO RIGHT OF CENTRE LINE TO INCREASE IPA LEVELS.

THE RED,BLUE AND BROWN BARS SHOW DOSAGE OF THE DRUG; THE DARKER
SEGMENT OF THESE BARS INDICATES THE AMOUNT OF DRUG USED UP. WHEN THE
DARK SEGMENT ACHIEVES THE SAME EXTENT AS THE NORMAL COLOUR BAR,THE
EFFECT OF THE DRUG BEGINS TO DIMINISH. THE LENGTH OF THE LEVEL
INDICATOR FALLS OFF ACCORDINGLY.
THE CENTRE LINE MOVES TO THE RIGHT TO SHOW DRUG DEPENDENCY;FUTURE
INJECTIONS NEED TO BE GREATER TO HAVE THE SAME EFFECT.
RETARDING IPA LEVELS TO THE LEFT OF THE CENTRE BAR WITH A LEFT-CLICK
REDUCES DEPENDANCY; DO THIS WHEN AN AGENT IS UNDER NO REAL THREAT. THE
LONGER AN AGENTS IPA LEVELS ARE RESTED,THE GREATER THE IMPROVED
PERFORMANCE WHEN INJECTED LATER.

NOTE IN GROUP MODE ANY IPA LEVEL ADJUSTMENTS TO A SINGLE AGENT
AFFECT THEM ALL.



SCANNER

FROM YOUR VANTAGE POINT HIGH ABOVE THE CITY YOU OBSERVE PROCEEDINGS
AND MONITOR THE ACTIONS OF YOUR AGENTS. TO HELP YOU PLOT AGENT
MOVES,WARN YOU OF ADVANCING ENEMY CYBORGS AND LOCATE THE TARGET,THE
CONTROL AIRSHIP IS EQUIPPED WITH A SCANNER WHICH REPRODUCES AN AERIAL
VIEW OF THE MISSION ZONE.
AS WITH THE MISSION MAP(SEE MISSION BRIEFING), THE CITY'S STRUCTURES
ARE DISPLAYED AS THE BLUE BLOCKS,WHILE ROADS AND ACCESS ROUTES ARE
GREY.
YOUR AGENTS NOW APPEAR AS THROBBING YELLOW CIRCLES,AS DO ANY
PEOPLE,POLICE OR ENEMY AGENTS CAUGHT IN THE GRIP OF THE PERSUADERTRON.
MISSION TARGETS FLASH WHITE/YELLOW ON THE SCANNER WHEN UNDER THE
INFLUENCE. REMEMBER THAT TO COMPLETE THE MISSION THESE TOO MUST MAKE
IT TO THE EVACUATION ZONE.
ENEMY AGENTS THROB RED,SO KEEP AN EYE ON THE SCANNER TO SPOT
THEM,WHILE UNFRIENDLY SOLDIERS,GUARDS ETC,WHO MAY POSE A THREAT ARE
DISPLAYED AS WHITE FLASHING CIRCLES.
THE CIVILIAN POPULATION IS JUST SO MANY WHITE SPECKS,AS ARE DEAD
AGENTS FROM WHATEVER SYNDICATE. THE POLICE ARE DISPLAYED AS FLASHING
BLUE CIRCLES.
VEHICLES ARE SHOWN ON THE SCANNER AS WHITE SQUARES.
THE TARGET CAN BE LOCATED BY THE RADAR LOCATOR LINE GIVEN OFF,AND
CORRESPONDING AUDIBLE SIGNAL. IF THE MISSION REQUIRES YOU TO REACH AN
EVACUATION ZONE AFTER THE TARGET HAS BEEN DEALT WITH,THIS EMITS THE
SAME RADAR LOCATOR AS THE TARGET. WHEN THE LOCATOR LINE TURNS RED ON
THE SCANNER,YOUR AGENTS SHOULD BE IN RANGE ON THE MAIN SCREEN

MOVING THE SCANNER DISPLAY

MOVE THE CURSOR TO THE EDGE OF THE SCANNER AND THE MISSION ZONE
DISPLAY MOVES CORRESPONDINGLY; RIGHT-CLICK A SPECIFIC PLACE ON THE
SCANNER AND THE MISSION ZONE DISPLAY ZOOMS TO IT.
YOU CAN MOVE AGENTS AROUND THE MISSION ZONE USING THE SCANNER ALONE;
LEFT-CLICK WITH THE CURSOR AHEAD OF YOUR AGENTS IN THE DESIRED
DIRECTION OF MOVEMENT AND THE YELLOW CIRCLES MOVE.

MOVING YOUR AGENTS

YOUR AGENTS APPEAR IN THE MISSION ZONE NUMBERED 1 - 4. TO PLOT A
COURSE POSITION THE CURSOR AHEAD OF THE ACTIVE AGENT AND LEFT-CLICK.
THIS CAN ALSO BE DONE FROM THE SCANNER.
IF AN AGENT IS NO LONGER IN VIEW IN THE MISSION ZONE A RIGHT-CLICK TO
IT'S STATUS BOX ZOOMS YOU BACK TO THE PRESENT POSITION, WITH THE
ACTIVE AGENT PLACED IN THE CENTRE OF THE MISSION ZONE DISPLAY.
IF YOUR AGENT HAS ENTERED A BUILDING,A VEHICLE OR DISAPPEARED INTO A
TUNNEL,FOLLOW THE AGENTS DOT TO TRACE THE ROUTE. THIS ALSO ALLOWS YOU
TO MANOEUVRE THE CYBORG EVEN WHEN OUT OF SIGHT.
TO DISPLAY MORE OF THE MISSION ZONE, TAKE THE CURSOR ARROW TO THE EDGE
OF THE SCREEN.

NOTE DIRECT AGENTS USING THE SCANNER WHILE YOU LOOK AHEAD FOR
ENEMY AGENTS, ETC, IN THE MISSION ZONE. PRACTICE MANOEUVRING USING THE
SCANNER AND THE CURSOR - YOU NEE EXCELLENT CLOSE CONTROL IF YOUR
SYNDICATE IS TO TRIUMPH.

SPEED

TO MAKE YOUR AGENTS MOVE MORE QUICKLY AROUND THE MISSION ZONE YOU CAN
INCREASE THE ADRENALINE LEVEL,OR INVEST IN HIGHER VERSION LEGS. BUT
THE LOAD AN AGENT IS CARRYING ALSO HAS AN EFFECT,SO YOU MUST JUDGE THE
AMOUNT OF EQUIPMENT TAKEN ON THE MISSION CAREFULLY - TOO MUCH COULD
HINDER YOUR PROGRESS.
HIGHER VERSION ARMS GIVE AN AGENT GREATER STRENGTH ALLOWING HIM/HER TO
CARRY MORE WEAPONRY. NATURALLY SOME WEAPONS WEIGH MORE THAN OTHERS -
FOR EXAMPLE CARRYING A FLAMER SLOWS DOWN AN AGENT MUCH MORE THAN DOES
A PISTOL OR AN UZI.
COMBINE ALL YOUR AGENTS IN REAL TIME DURING THE MISSION USING GROUP
MODE. LEFT-CLICK THE GROUP ICON IN THE MIDDLE OF THE STATUS BOX
DISPLAY TO TEAM THEM: PLOT ONE COURSE AND ALL THE AGENTS FOLLOW IT.
TO SPLIT YOUR AGENTS AGAIN, LEFT-CLICK A SINGLE AGENT STATUS BOX.

IN THE MISSION ZONE

ENEMY AGENTS(RED CIRCLES)

POLICE(BLUE CIRCLES)

THE TARGET(WHITE DOT WITH RADAR SIGNAL)

VEHICLES(WHITE SQUARES)

BUILDINGS(BLUE BLOCKS)

SOUND EFFECTS OFF F1
MUSIC OFF F2


USING WEAPONS

ONLY THE ACTIVE AGENTS WEAPONRY IS DISPLAYED BENEATH THE STATUS BOXES.
YOU MUST LEFT-CLICK A WEAPON BEFORE FIRING. THIS HIGHLIGHTS IT IN
ORANGE - THE ACTIVE AGENT PULLS THE WEAPON FROM UNDER HIS/HER
OVERCOAT,READY TO KILL. ITS A GOOD IDEA TO SELECT A WEAPON WELL BEFORE
YOU REACH YOUR TARGET, WHERE THINGS MAY GET A BIT HEKTIC WITH
SWIFT,UNNECESSARY VIOLENCE CALLED FOR. BUT TAKE CARE - POLICE
RECOGNISE YOUR CYBORGS AS SYNDICATE LACKEYS AS SOON AS A WEAPON IS
DRAWN, AND THEY COME STRAIGHT FOR YOU.
AIM WITH THE CURSOR AND THE TARGETING ICON APPEARS. WHEN THIS IS RED
THE TARGET IS WITHIN RANGE OF YOUR CHOSEN WEAPON. RIGHT-CLICK TO FIRE
THE AGENTS WEAPON ONCE. HOLD DOWN THE RIGHT BUTTON TO SPRAY BULLETS
AROUND THE MISSION ZONE WITH INSANE ABANDON.
DE-SELECT A WEAPON FROM THE DISPLAY WITH A LEFT-CLICK AFTER USE TO
AVOID DETECTION BY LAW ENFORCEMENT OFFICERS. THE AGENT SLIPS THE
WEAPON BACK INSIDE THE OVERCOAT.

GRABBING WEAPONS

THE WEAPONS OF AGENTS KILLED IN ACTION, CAN BE RETRIEVED BY AN ACTIVE
AGENT MOVE CURSOR OVER REMAINS OF AGENT AND THE GRAB ICON APPEARS. THE
WEAPON FLASHES RED TO LET YOU KNOW IF IT IS WORTH RETRIEVING. LEFT-
CLICK TO PICK UP WEAPON, IF MULTIPLE WEAPONS AVAILABLE LEFT-CLICK TILL
ALL TAKEN.

DISCARDING WEAPONS

DISCARD WEAPON WHEN EMPTY WITH RIGHT-CLICK TO IT'S ICON

PANIC MODE

PRESS LEFT & RIGHT BUTTONS TOGETHER TO ENTER PANIC MODE. YOUR AGENT
AUTOMATICALLY SELECTS A WEAPON AND FIRES A SALVO. IPA LEVELS ALSO
SHOOT UP TO MAXIMUM WITHOUT HAVING TO SET THEM. IT AINT PRETTY,BUT
IT'S EFFECTIVE.

SELF DESTRUCT

IF YOU ARE BEING OVER-RUN AND HAVE INVESTED IN CHEST MOD VERSION 2 OR
3, PRESS CTRL+D ON KEYBOARD AND ACTIVE AGENT BLOWS HIM/HERSELF TO HELL
(MAKE SURE THE REST OF YOUR TEAM ARE OUT OF RANGE) THEN GRAB LOOSE
WEAPONS AND CONTINUE THE FIGHT.




EQUIPMENT

FIREARMS

PISTOL
SHOTGUN
PERSUADERTRON
UZI
LONG RANGE RIFLE

SUPPORT WEAPONS

FLAME THROWER
MINI GUN
LASER GUN
GAUSS GUN

SPECIAL EQUIPMENT

ACCESS CARD
SCANNER
TIME BOMB
MEDIKIT
ENERGY SHIELD





SYNDICATE


AMIGA REFERENCE CARD



THESE INSTRUCTIONS ARE FOR USE WITH THE AMIGA VERSION OF
SYNDICATE.THIS REFERENCE CARD TELLS YOU HOW TO INSTALL SYNDICATE ONTO
YOUR HARD DRIVE,HOW TO CREATE A BACK-UP COPY OF THE GAME AND HOW TO
LOAD IT. THERE ARE ALSO A NUMBER OF DIFFERENCES BETWEEN THIS AMIGA
VERSION OF SYNDICATE AND THE GAME AS DOCUMENTED IN THE EXECUTIVE
BRIEF.
INSTALLING SYNDICATE ONTO YOUR HARD DRIVE


1. REMOVE ALL FLOPPY DISKS FROM YOUR AMIGA.
2. TURN THE AMIGA ON.
3. AFTER ENTERING WORKBENCH,INSERT SYNDICATE DISK 1 INTO ANY AVAILABLE
DRIVE. DOUBLE LEFT CLICK THE SYNDICATE DISK ICON SD1.
4. DOUBLE LEFT CLICK THE INSTALL ICON.
5. TYPE IN YOUR CHOSEN HARD DISK PARTITION AND SUB-DIRECTORY -
EG.WORK:GAMES AND PRESS RETURN (THIS ASSUMES THAT YOUR HARD DISK
PARTITION IS CALLED WORK: AND THAT YOU HAVE A DIRECTORY WITHIN WORK:
CALLED GAMES:) THE INSTALL PROGRAM NOW CREATES A SUB-DIRECTORY CALLED
SYNDICATE AND INSTALLS THE GAME TO WORK:GAMES/SYNDICATE.

NOTE TO TYPE IN ANOTHER NAME,FIRST ERASE THE THE OLD ONE USING THE
BACK-SPACE KEY
6. INSERT SYNDICATE DISKS 2-4 AS PROMPTED ON SCREEN TO COMPLETE THE
INSTALL PROCEDURE.



DIFFERENCES IN THE AMIGA VERSION


MAIN MENU

F4 LOAD & SAVE GAME

WHEN PLAYING FROM FLOPPY,GAMES ARE SAVED TO DISK 2. REMEMBER NOT TO
WRITE-PROTECT DISK 2 WHEN SAVING GAMES

WHEN LOADING A SAVED GAME HAVE DISK 2 READY TO INSERT WHEN PROMPTED

F5 QUIT TO DOS

YOU MAY HAVE NOTICED THAT THE MAIN MENU OPTION F5 QUIT TO DOS
MENTIONED IN THE MANUAL ISN'T PRESENT IN THE AMIGA VERSION. SYNDICATE
SLAVES PLAYING FROM HARD DRIVE CAN QUIT THE GAME BY TAKING THE CURSOR
TO THE TOP LEFT OF THE SCREEN AND PRESSING SHIFT/ESC


KEY COMMAND CHANGES

TURN BACKGROUND SOUNDS ON/OFF WITH F1. THE F2 KEY HAS NO EFFECT ON
MUSIC VOLUME IN THE AMIGA VERSION


CONFIGURE COMPANY

WHEN CONFIGURING YOUR COMPANY,THERE IS NOW A TURN ANIMATIONS ON/OFF
BOX AT THE BOTTOM OF THE SCREEN. THIS LETS YOU DECIDE WHETHER OR NOT
TO PLAY WITH THE INTER-MISSION ANIMATIONS RUNNING. THE GAME RUNS WITH
FEWER PAUSES IF YOU HAVE ANIMATIONS TURNED OFF

LEFT-CLICK THE MOUSE BUTTON TO TOGGLE THIS OPTION ON/OFF


SCANNER

THE SCANNER ON THE MISSION STATUS SCREEN DISPLAYS ALL THE CHARACTERS
WITHIN THE MISSION ZONE IN WHITE.FOR COLOUR INFORMATION YOU MUST BUY
THE SCANNER ACCESSORY LISTED AMONG THE EQUIPMENT OPTIONS. THIS
DISPLAYS MISSION PERSONNEL AS BLIPS IN THE FOLLOWING COLOURS;

YOUR AGENTS-YELLOW

ENEMY AGENTS-RED

CIVILIANS-SMALL FLASHING WHITE SPECKS(PERSUADED CIVILIANS TURN YELLOW)

GUARDS-PINK

DEAD AGENTS-DISAPPEAR

POLICE-FLASH DARK/LIGHT BLUE

TARGETS-WHITE(PERSUADED TARGETS FLASH YELLOW/WHITE)

VEHICLES-WHITE SQUARES


NOTE YOUR CYBORGS' ELECTRONIC MECHANISM INTERFERES WITH A VEHICLES
SCANNER PULSE. THIS MEANS THAT THE VEHICLE CAN SOMETIMES DISAPPEAR
FROM THE SCANNER DISPLAY.


BUILDINGS-BLUE BLOCKS

ROADS-DARK GREY


TARGET


WHEN YOU LOOK AT THE SCANNER YOU CAN SEE A WHITE PULSE GIVEN OFF BY
THE ACTIVE AGENT. THIS IS THE TARGET LOCATOR,REPLACING THE RADAR
SIGNAL EMITTED BY THE TARGET IN THE PC VERSION. MOVE YOUR AGENTS IN
THE DIRECTION OF THIS PULSE IN ORDER TO HUNT DOWN THE TARGET AND
SUCCEED IN YOUR MISSION


RELOAD


TO SAVE TIME AFTER A MISSION. RELOAD ALL YOUR WEAPONS AT ONCE. TO DO
THIS FOLLOW THE PROCEDURE AS IN THE MANUAL,AND THEN RIGHT-CLICK THE
RELOAD BOX

-END-




ADDITIONAL SYNDICATE DOCS
*************************




Syndicate Docs! (c) 1993!

When you start up the game you will see this menu:

+----+--------------------------------------------------------+
| F1 | CONFIGURE COMPANY |
| F2 | BEGIN MISSION |
| F3 | LOAD AND SAVE GAME |
| F4 | MULTIPLAYER GAME |
| F5 | RESTART GAME |
| F6 | QUIT TO DOS |
+----+--------------------------------------------------------+

F1 - CONFIGURE COMPANY

You will be presented with more options:

+------------+ +--------------------------+
| Current | | * COLOUR AND LOGO |
| Logo | | |
| | | * COMPANY NAME |
+------------+ | |
+-------------------+ | * YOUR NAME |
| Company Name | +--------------------------+
+-------------------+
+-------------------+
| Your Name |
+-------------------+


+--------------+ +--------------+
| ACCEPT | | MENU |
+--------------+ +--------------+

Current Logo - Displays the logo you have currently selected as well as the
background colour for it.

Company Name - Displays the current name of your company/team/syndicate

Your Name - Displays the name you entered for yourself

COLOUR AND LOGO - Select this to change the black logo and the background
colour (if you want to bother). Click on the arrows
beside the heading COLOUR to scroll through colours.
Click on the arrows beside the heading LOGO to scroll
through logos.

COMPANY NAME - Click on this to change or enter a name for your company.
Simply type it in and click OK to save or CANCEL to abort.

YOUR NAME - Click on this to change or enter a name for yourself.
Simply type it in and click OK to save or CANCEL to abort.

ACCEPT - Click here to save any changes and return to the main menu.

MENU - Click here to discard any changes and return to the menu.

F2 - BEGIN MISSION

You will be shown a map of the world divided into many regions. If you
are just starting, you will have to start with the United Kingdom.
The different colours of the different regions represent different
syndicates. It doesn't really matter which syndicate holds which region,
you have to get them all to win. If you click on a region, you will be
given some information about it:

Name: Name of region
Pop: Population of the current region
Tax: Tax of region. If you don't own the region, it is unknown. If you
do own it, you will be able to regulate it. The amount you will be
getting per day is displayed, as well as the percentage. To change
it, click on the arrows.
Own: Displayed only if you don't own the region and is always blank.
Stat: Displayed only if you own the region and shows the people's attitude
towards you, dependant on their taxes.

There are two buttons at the bottom of the map:

Brief (bottom left)-Appears only if you own a region adjacent to the one
you currently selected and allows you to start the
mission in this region.

Menu (bottom right)-Takes you back to the main menu.

F3 - LOAD AND SAVE GAME

Presents you with a list of save games. Click on the spot you wish to
save in or load. If saving, you may enter a description. Click the
SAVE button at the bottom to save in the selected slot. Click the LOAD
button to load the game from the selected slot. Click MENU to go back to
the main menu.

F4 - MULTIPLAYER GAME

You can select from a list of 10 multiplayer levels. I haven't figured out
what this is for, but you don't have to do it to finish the game. Could
it be modem play? Or just training????

F5 - RESTART GAME

Starts the game from the same position as when you first load it up. It
does not erase the save games, but it simply starts a new game.

F6 - QUIT TO DOS

If you don't know what this does, do yourself a big favour and take a
flying leap out the window.

STARTING A MISSION

Simply select the region you wish to conquer on the map, and, if you own a
region right beside the one you selected, the BRIEF button in the bottom
left hand corner will become available. Click on it to go to the region
you selected (at the beginning you must go to the United Kingdom), but
first, some choices:

THE BRIEFING

There will be a number of options as well as a lot of information at this
screen.

+--------+
| Logo |
+--------+
+----------------------------------------------++-----------------------+
| || Current Money |
| |+-----------------------+
| |+-----------------------+
| || BUY INFO |
| |+-----------------------+
| || Price of Next Info |
| Description of Mission |+-----------------------+
| |+-----------------------+
| || ENHANCE |
| |+-----------------------+
| || Price of Next Enhance |
| |+-----------------------+
| |+-----------------------+
| || |
| || Radar |
|-----------+ +-----------|| |
| PREVIOUS | | NEXT || |
+-----------+----------------------+-----------++-----------------------+
+-----------------++-----------------+ +-----------------------+
| ACCEPT || MAP | | MENU |
+-----------------++-----------------+ +-----------------------+

Logo - Displays your company's logo.

Description of Mission - This is where you get all your information about
what you have to do in this mission. The
objective is outlined, as well as the general type
of mission (i.e. assassination, etc.). If you buy
extra info, it will appear in this window as well
(You may have to click the NEXT button.).

ACCEPT - If you are ready to continue and still want to try this mission,
click this to go to the TEAM SELECTION menu.

MAP - If you don't want to do this mission, click here to go back to the
world map and select another destination.

NEXT - Appears in the corner of the Mission Description window if there is
more than one page of information about this mission (especially
when you bought more info.). Click here to go to the next page.

PREVIOUS - Appears if you are on page two or more in the mission info.
Click here to go back one page.

Current Money - Shows how much money you have at the moment from taxes,
etc.

BUY INFO - Click here to get more strategical information on the mission
(Usually more detailed whereabouts of target.), but for a price.

Price of Next Info - This shows how much money more info will cost you.
This depends on the mission and the amount of info you
already bought.

ENHANCE - Click here to increase the range of the radar, for a price.

Price of Next Enhance - This shows how much money it will cost to increase
the range of your radar another step. This depends
on the mission and the amount of times you already
increased the range.

Overhead Radar - This shows a little map of the place you will be starting
off in. It also shows the range of the radar, which can
be enhanced by clicking the ENHANCE button.

MENU - Click here to abort mission and go back to the main menu.

TEAM SELECTION

Once you have all the info you want and increased the range of the radar
as much as you want, click ACCEPT to go to the TEAM SELECTION menu. You
will be given choices on how you want to outfit your team members, and
what new technology you wish to research.

+--------+
| Logo |
+--------+
+------++------++------------------------------+
|Cyborg||Cyborg|| Team Member's Name |
| #1 || #2 |+------------------------------+
| || +--------------------------+---------------+ +--------------+
+------++------+ | Level of Brain| | Current Money|
+------++------+ +---------------+ +--------------+
|Cyborg||Cyborg| | Level of Eyes | | |
| #3 || #4 | +---------------+ | Available |
| || | | Level of Heart| | Weapons/Mods |
+------++------+ Picture of Current +---------------+ | |
+--------------+ +---------------+ | Weapon/Mod |
| RESEARCH | | Level of Chest| | Info |
+--------------+ +---------------+ | |
| TEAM | | Level of Arms | | |
+--------------+ +---------------+ | |
| MODS | | Level of Legs | | |
+--------------+ +---------------+ | |
| EQUIP | +---+---+---+---+ + |
+--------------+ | 1 | 2 | 3 | 4 | | |
| ACCEPT | +---+---+---+---+ +--------------+
+--------------+--------------------------| 5 | 6 | 7 | 8 | | MENU |
+---+---+---+---+ +--------------+
Logo - Display's your company's logo.

Cyborg #1 - Click here to select the first team member.

Cyborg #2 - Click here to select the second team member.

Cyborg #3 - Click here to select the third team member.

Cyborg #4 - Click here to select the fourth team member.

RESEARCH - Click here to access the RESEARCH menu.

TEAM - Click here to replace or select team members. First choose which
team member you will be replacing or selecting by clicking the
appropriate Cyborg button (above). Then select the cyborg you want
from the list. This is only if one cyborg dies because other than
the mods and weapons you buy, there is no difference between them.

MODS - Click here to get a list of the artificial modifications you can
add to your cyborg. They are expensive. You will start with level
1 mods, but as you research better ones, you can have up to level 3.
Click on the mod you wish to purchase or get info on. You will be
given a description of what it is and does (see below for details).
You can purchase the mod by clicking the PURCHASE button below the
info, and the money will be deducted. You cannot sell mods. You
can click CANCEL to return to the mods list. If you purchase a mod,
it is automatically implanted on the cyborg you have selected, and
in the appropriate space.

EQUIP - If you clicked on MODS, click here to return to the list of
weapons and equipment. Click on the weapon from the list which
you wish to buy or get info on. You will be given a picture.
Below it is some information such as Ammo and Range (See below.).
Click on the PURCHASE button below the info to buy the weapon or
equipment. The money will be deducted. The item is automatically
placed in the selected cyborg's inventory, and comes fully loaded.
Click cancel to return to the equipment list.

ACCEPT - Click here to start the mission once you are done equipping.

Team Member's Name - Display's the current cyborg's name.

Picture of Cyborg - Shows the cyborg. Any mods you may have purchased
are shown on the cyborg, but nothing else is shown.

Level of Brain - Shows which artificial brain (if any) the current cyborg
has implanted. Blank if none.

Level of Eyes - Shows which artificial eyes (if any) the current cyborg
has implanted. Blank if none.

Level of Heart - Shows which artificial heart (if any) the current cyborg
has implanted. Blank if none.

Level of Chest - Shows which artificial chest (if any) the current cyborg
has implanted. Blank if none.

Level of Arms - Shows which artificial arms (if any) the current cyborg
has implanted. Blank if none.

Level of Legs - Shows which artificial legs (if any) the current cyborg
has implanted. Blank if none.

Inventory - This shows the weapons and equipment the current cyborg is
carrying with him. The bar underneath shows how much ammo
is left in the weapon. Totally white means full, while if any
black is showing, you may want to reload your gun. For
equipment, the bar is always fully white. Clicking on an item
from the inventory of any cyborg will bring up the same thing
as selecting it from the list of equipment. It will give you
a picture, some information, and a number of buttons will
appear under the information. CANCEL will take you back to
the mod or equipment list. RELOAD is only available if the
weapon is not fully loaded. The information tells you how
much a reload of this particular weapon will cost. If you
choose to reload it, click RELOAD, and it will be filled up.
Click SELL to get your full money back for the weapon. You
will be given its value back in money, and it will disappear
from your inventory.

You can trade items in this screen by dragging the item square
you wish to trade with the right mouse button. Release the
right mouse button on the Cyborg button (see above) of the
cyborg you wish to give the item to. If that cyborg does not
have enough room in his inventory, the item will be put back
in the inventory of the cyborg who had it last.

Current Money - Shows how much money you currently have.

Information Window - Displays either the list of mods or equipment, or
information about a mod or piece of equipment
(see above).

MENU - Click here to abort mission and go to the main menu.


+--------+
| Logo |
+--------+
+--------------+ +---------------------------------------+ +-------------+
| List of | | Research Topic | | Money |
| Research | +---------------------------------------+ +-------------+
| Topics | | | | |
| | | | | List of |
| | | | | Current |
+--------------+ | | | Weapons/Mods|
+--------------+ | | | |
| FUNDING + |C| % Complete Graph | | Weapon/Mod |
+--------------+O| | | Info |
| Funding |M| | | |
+--------------+P| | | |
| FUNDING - |L| | | |
+--------------+E| | | |
+--------------+T| | | |
| MODS |E| | | |
+--------------+ | | | |
| EQUIP | | | | |
+--------------+ +---------------------------------------+ +-------------+
| ACCEPT | DAYS IN DEVELOPMENT
+--------------+

Logo - Displays your company's logo.

List of Research Topics - Lists the weapons or mods you can research at
the moment. Sometimes it will simply have a class of
weapon such as "heavy" or "miscellaneous". However, if
during a mission, you pick up a weapon you don't yet
have available, and you leave or finish the mission
with it, you will be able to research that particular
weapon. Click MODS to display mods here. Click EQUIP
to return to equipment/weapon. You can only research
mods of one version higher than you have available (If
you have only eyes V1, you will not be able to research
eyes V3 until you have eyes V2.).

To find out the cost of researching something, or to
research it, click on it from the list. You will be
shown "Max Funding" and "Min Funding". Max Funding is
how much it will cost to research it in one day. Min
Funding is how much it will cost each day to research it
in 10 days. If you still wish to research it, click the
RESEARCH button below this information. If you have
changed your mind, click CANCEL. After clicking
RESEARCH, click the FUNDING + or FUNDING - buttons (See
below.).

FUNDING + - Allows you to increase the funding for a research project.
First, you have to select what you wish to research
(See above.). Click this button to double the funding PER DAY,
and halve the time in which the project will be completed.
The funding is doubled and time halved everytime you click this
button. The maximum funding will have the project done in
one day, while not clicking this button at all after selecting
a project will leave it at 10 days (A long time).

Funding - This displays how much the project will cost PER DAY. It will
always cost the same amount in the end, but you can collect more
taxes before you have to pay the whole sum by leaving it at
more than one day. This amount can be regulated with the
FUNDING + and FUNDING - buttons.

FUNDING - - Allows you to decrease the funding for a research project.
First, you have to select what you wish to research
(See above.). Click this button to halve the funding PER DAY,
and double the time in which the project will be completed.
The funding is halved and time doubled everytime you click this
button.

MODS - Click here to display the mods you can research in the List of
Research Topics area.

EQUIP - Click here to display the equipment/weapons you can research in
the List of Research Topics area.

ACCEPT - Accepts all changes or projects assigned and returns you to the
TEAM SELECTION menu.

Research Topic - Tells you what (if anything) you currently are researching
or will be researching.

% Complete Graph - This graph shows the relationship between the percentage
of the project completed already, and the time in days
it will take to complete. If the project has already
been started, the line will be flashing in the area
which has already been completed. The rest of the
line will remain the same colour. At any stage of the
project, you can increase or decrease the funding to
alter the time and daily cost of the project.

Money - Displays how much money you currently have.

List of Current Weapons - This area displays either the equipment/weapons
you currently have available, or the mods you
currently have available, depending on which of
the two buttons you clicked (MODS or EQUIP).
If you click on any mod or weapon from this list,
the standard info will appear-range, ammo, etc.
for weapons and a short description for mods.
Click CANCEL to get the list again, if you are
currently getting info on something.

THE PLAYING SCREEN

Once you have finished any research and outfitting jobs, click ACCEPT from
the TEAM SELECTION menu to start the mission. The screen looks like this:

+------++------+ +------------------------------------------------+
|Cyborg||Cyborg| | |
| #1 || #2 | | |
| || | | |
+------++------+ | |
GROUP | |
+------++------+ | |
|Cyborg||Cyborg| | |
| #3 || #4 | | |
| || | | |
+------++------+ | T H E |
+---------------+| |
| 1 | 2 | 3 | 4 || A C T I O N |
+---------------+| |
| 5 | 6 | 7 | 8 || W I N D O W |
+---------------+| |
+--------------+ | |
| Mission | | |
+--------------+ | |
+--------------+ | |
| | | |
| Radar | | |
| | | |
| | | |
| | | |
+--------------+ +------------------------------------------------+

Cyborg #1-4 - This shows a little picture of the appropriate cyborg. It
also displays what the cyborg is holding (which weapon) and
it shows him walking if he is walking at the moment, and
standing if he is standing at the moment. Below each
cyborg's picture are 3 white lines. These bars control
the "hormones" of the cyborg. If you click to the right of
the white line, a bar will move up to the point where you
clicked the mouse. The "hormones" go as follows:

First bar- ADRENALIN
Greatly increases the speed of the current cyborg
while walking. Useful for long walking trips.

Second bar- PERCEPTION
Increases the current cyborg's precision and aim.
Important for "can't miss" situations, and useful
to have all the time (saves ammo)

Third bar- INTELLIGENCE
Allows the current cyborg to shoot at hostile
targets on his/her own. If you put it up all the
way, you can practically walk and the cyborgs will
automatically kill any hostile targets they can
hit.

I don't see a point to decreasing the "hormones" by clicking
to the left of the line. It seems to have no point
whatsoever.

Each of these hormones is helped by certain mods.
Adrenaline - Artificial Heart
Perception - Artificial Eyes
Intelligence - Artificial Brain
These mods mostly regulate how long the cyborg can sustain
the particular "hormone", but to some degree also regulate
how effective they are (i.e. eyes V3 increase aim more than
eyes V2.).

Once the "hormone" has been activated, you can switch it off
by clicking on the white line. However, it will decrease on
its own. Once it is all used up, the cyborg will
be back to normal. The white line may move a bit to the
right, therefore decreasing the maximum amount of the
hormone, but after a time without the hormone, it will
return to its original position, and the amount of the
hormone will be restored as well.

GROUP - This allows you to use the whole group instead of each individual
cyborg. Increasing hormones while in a group increases them for
all cyborgs. Moving somewhere will move all cyborgs, and if you
shoot at someone, the whole group will shoot (increased firepower).
If you select a weapon or piece of equipment from the inventory
while in group mode, the cyborg you have selected (you still have
one selected) will draw the weapon you selected, but the rest will
equip the best weapon they have.

Inventory - This shows the 8 items your cyborg is carrying. They are not
always carrying 8. You can arm a weapon by clicking on it with
the left mouse button. The red bar underneath most weapons
indicates the amount of ammo left in the weapon. You can
drop an item by selecting it with the left mouse button, then
clicking it with the right mouse button while it is selected.
You cannot transfer items. You must drop them and pick them
up with the cyborg you want.

Mission Window - This shows the mission objective in Yellow letters. It
consists of the mission type (i.e. pick up weapon,
assassinate, etc.). It also shows what the current
cyborg or group (if selected) is doing at the moment
(i.e. going, using weapon, getting hit by bullet). This
is shown in red letters.

Radar - This is the overhead map of the surrounding area. Depending on
whether or not you have a scanner, or have paid to enhance the
range of the radar, the radar may show only the close-by things
or may show a big area.

On the radar, humans (cops, civilians, etc.) show up as white dots.
Enemy syndicate agents show up as either red dots or flashing
yellow squares. You are big white squares. The mission target
will usually emanate waves which will show you on the radar which
direction the target is. The target usually also shows up as
a big white square. If there are no target waves, it usually
means you have to assassinate all the enemy syndicate agents.

THE ACTION WINDOW

You can interact with the action window in a number of ways:
Clicking on a spot on the window, with the left mouse button, will move
your cyborg or group to that place.

To scroll the action window, move the cursor to the edge of the screen on
the side you wish the window to scroll (i.e. if you wish to see what's to
the left of your cyborgs, move the cursor to the left edge of the screen.).

If you wish to follow someone, put the cursor over the person you wish to
follow. It should look like a red or white crosshair. Click the left
mouse button. The cyborg of group will attempt to follow the target.

To fire you weapon(s), put the cursor on the area or person you wish to
fire at. If it is a person, you will usually be able to hit them only
if the cursor is a white crosshair when you put it over them. This means
that they are in range of the weapon(s) you are currently holding.
You may be able to hit them with a white crosshair, as some weapons
have a large scattering range.
Destroying cars takes a long time, so be patient. The cursor will not
turn to a crosshair over a car or anything other than a person, therefore
you will have to just shoot at the area, which is accomplished just by
clicking the right mouse button on the spot you wish to destroy.

To use a car or train, get into a group and click the left mouse button on
the car or train. Once all your cyborgs are inside, click on the road
where you wish to go. There are no collisions, and you cannot be shot
while in a car, though your car MAY be destroyed. You can usually fire
from your car on enemies. However, you may accidently blow up your car.
You can only make U-turns at intersections. You can run down enemies who
are standing on the road by simply running your car over them. This,
however, rarely happens since the enemies usually stay off the roads.

If you have killed an enemy, he will usually leave his weapon(s) behind.
Put the cursor over his dead body. The cursor will turn into a sort of
magnet if there is a weapon there. You MUST have an empty inventory space
in order for the cursor to turn into a magnet. If there is a weapon there,
it will be displayed in your empty inventory space. It will be flashing,
meaning that you don't have it yet. If you want it, click the left mouse
button over it, and you cyborg will walk over to it and pick it up. Avoid
picking weapons up with a group since I had a number of them get lost when
I tried to do that.

MODS

General Comments: In general all the mods of one type do the same thing,
but progressively better as the version increases.

Legs V1
12000
Servo Assisted Hydraulics
Allow quicker movement.

Legs V2
16000
Plasteel legs. Lighter and tougher than metal.
Enhanced Hydraulics and balance control.

Legs V3
26000
Cybermesh legs, plasteel core with synthetic muscle fibre.
Superb response and balance coupled with speed.

Comments: Make you walk faster. Quite useful if no car is available.

Arms V1
9000
Servo Assisted Hydraulics
Allow carrying heavier items.

Arms V2
16000
Plasteel arms. Lighter and tougher than metal.
Enhanced Hydraulics system and pressure control.

Arms V3
26000
Cybermesh legs, plasteel core with synthetic muscle fibre.
Excellent tactile control and weight loading.

Comments: Arms allow you to carry heavy guns without walking slower.

Chest V1
18000
Metal Chest Cage.
All internal organs are shielded by heavy metal casting.

Chest V2
21000
Plasteel Chest Cage.
Lighter and tougher than metal version, with better mobility.

Chest V3
25000
Cybermesh Chest Cage with Power Shielding.
All organs are shielded by a low power field generator.

Comments: Decrease damage taken from enemy bullets. Regenerate damage.

Brain V1
10000
Neural Enhancer.
Speeds up brain stem response time.

Brain V2
14000
Neuro CNS Device.
Intercepts most low level functions leaving the brain for
high end decisions.

Brain V3
18000
Cerebral Multiplier.
Connected to compnet gives access to a mass of tactical info.
Adapted from the military version.

Comments: Longer sustenance of the intelligence hormone.

Heart V1
6000
Heart Stimulator.
Monitor and mantains the heart rate of an individual.

Heart V2
8000
Heart Accelerator and Monitor.
Heart rate is almost doubled allowing quicker distribution of
hormones.

Heart V3
11000
Cybernetic Heart.
Powerful pump with built in system analysis and override facilities.
Triples output of a standart human heart.

Comments: Longer sustenance of the adrenaline hormone.

Eyes V1
4000
Vision Enhancer with limited zoom capability.
Allows near perfect vision even at night.

Eyes V2
4000
Enhanced model of V1 incorporating target acquisition and range
finder.

Eyes V3
4000
Latest neurocybernetic implants, give totally perfect night
vision with targeters, range finders and threat identifiers.

Comments: Longer sustenance of the perception hormone.

WEAPONS:

General Comments:
Cost-how much it costs to produce and sell
Ammo-how many bullets it holds
Range- how far will it shoot
Shot-how many bullets it shoots at one time

Persuadertron
Cost : 5000
Ammo : 50
Range: 256
Shot : 10


Comments: Useless as a killing weapon, but needed to <PERSUADE> people
in certain missions.

Pistol
Cost : 100
Ammo : 13
Range: 1280
Shot : 1

Comments: Not very good. Buy a shotgun instead at the early stages.

Gauss Gun
Cost : 50000
Ammo : 3
Range: 5120
Shot : 15000

Comments: Very powerful. Fires a stream of bullets, but little ammo
and unnecessary.

Shot Gun
Cost : 250
Ammo : 12
Range: 1024
Shot : 2

Comments: The weapon of choice for the early stages.

Uzi
Cost : 750
Ammo : 50
Range: 1792
Shot : 2

Comments: Good for long range weapon in early stages.

Mini Gun
Cost : 10000
Ammo : 2000
Range: 2304
Shot : 2

Comments: The best all around weapon. Unbeatable value and firepower.

Laser
Cost : 35000
Ammo : 5
Range: 4096
Shot : 2000

Comments: Kills outright if hits. Little ammo. Expensive.

Flamer
Cost : 1500
Ammo : 1000
Range: 640
Shot : 1

Comments: Good for toasting enemy syndicate agents. Great for missions
requiring elimination of a large number of enemy syndicates, as it
kills outright if hits.

Long Range
Cost : 1000
Ammo : 30
Range: 3584
Shot : 2

Comments: Good for long range sniping, but weak.

Scanner
Cost : 500
Ammo : 1
Range: 256
Shot : 1

Comments: Allows you to increase the range of your radar without paying
for it in every mission. Must be carried to work.

Medi Kit
Cost : 3000
Ammo : 1
Range: 256
Shot : 500

Comments: Restores energy of your Cyborg.

Time Bomb
Cost : 25000
Ammo : 200
Range: 256
Shot : 1

Comments: After dropping it, it will produce a *large* explosion.


Access Card
Cost : 1000
Ammo : 1
Range: 256
Shot : 1

Energy Shield
Cost : 8000
Ammo : 200
Range: 768
Shot : 15

Comments: Protects from bullets only. Has to be equipped to work.

Docs Supplied by EEK-A-MOUZE - Typed by J/\V/\HE/\D <<i'm BACK!>>

Docs appears courtesy of A-145 corp. (c) 1993,52,59,47,41,52 King Docs inc.

EEK-A-MOUZE greets: Baser Evil, Loons, Access UK

JAVAHEAD greets: Rgy^ra

End of File. (c) 1993,52,59,47,41,52 King Docs inc. (tm) (r)