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Syndicate: American Revolt cheats / Syndicate: American Revolt hints / Syndicate: American Revolt faqs / Syndicate: American Revolt solutions



Syndicate: American Revolt hints

STRATEGY GUIDE
by Russell Webb


M E M O R A N D U M


Re: SYNDICATE: AMERICAN REVOLT
Additional Mission Briefings

To: North American Syndicate Operatives
South American Syndicate Operatives

From: Tactical Intelligence Division

Report code: YMP-203C
Report classification: SENSITIVE

Our intelligence reports that the American resistance to our
organization is better-armed and more deadly that we had initially
thought. All company operatives are urged to take all necessary
precautions when dealing with the opposition in the American Revolt.

The Tactical Intelligence Division has unearthed some additional
information on each of the probable scenarios you operatives will
encounter. Please avail yourself of this information. A difficulty
ranking is given for each scenario, followed by tactical information
and a suggested weapons loadout.

Scenarios are organized in roughly west-to-east and north-to-south
order, approximately the order that you may encounter the missions.

ALASKA: "Defend the Fortress"
Easy. Take a single agent, number 4, armed with gauss guns and
miniguns. Immediately go into panic mode and head due east to the
edge of the building balcony. Quickly destroy the approaching
military APC with laser fire or a gauss gun, then immediately dispatch
the four approaching enemy agents before they get within minigun range
of the advisor. Turn back into the courtyard of the building and
clean up the four remaining agents, then blow up the fire truck
outside to clear a passage for the advisor into the complex. If you
still haven+t had enough carnage for the day then note the two packs
of unarmed agents to the northeast and southeast.
Loadout: one agent with two miniguns, 2 gauss guns, and a laser or
additional gauss.

NORTHWEST TERRITORIES: "The Hitman"
Moderate. The more difficult part of this mission is surviving the
initial stream of minigun-equipped agents. Try to find a easily-
defended position to bottle up the flow of enemy agents; one good spot
is directly east of the drop point, on one of the fenced ledges that
extend between the city sectors. Exercise caution when approaching
guard buildings, as the concentrated laser fire from guard squads can
be devastating.
Loadout: 3 or 4 agents with 2 or 3 miniguns, with optional long-range
weapons (lasers or gauss).

NORTHEAST TERRITORIES: "Guardian Angels"
Moderate. Just halt the executive by jumping into the ambulance and
stopping it in front of his car with one of your agents. Use lasers
or gauss guns to quickly nail the military APC through the car gates
at the drop-off point, then station one or two agents on either side
of the gate to pick off at long range the police car full of agents
and the two or three squads that advance toward the executive+s car.
All that+s left is a gauss guard and a stationary pack of agents at
the executive+s destination. Clean them up and lead the executive
straight through the corpses. Chasing after the exec+s car instead
of leading a car in front of him makes this quite a bit more
challenging.
Loadout: miniguns are good, but longer-range weapons like gauss gun
or lasers make it easier to nail the enemy agents before they get near
the executive.

GREENLAND: "Heal the World"
Easy. Ramp up an agent+s adrenaline, then chase and shoot the outgoing
car with just a brief round of minigun fire. The frightened civilian
will stop and run off. Kill him, then take an agent on a sniping trip
around the perimeter fence of the compound, picking off wandering
guards or platform gauss guards with miniguns. Blow up the black APC
to the south, then take the car in to grab the ambulance before exiting
back to the north.
Loadout: one or more agents with at least 2 miniguns; a additional
gauss gun makes the mission a bit simpler.

NEWFOUNDLAND: "Hostile Takeover"
Moderate. Several agents with miniguns can easily knock out the
initial wave of agents; a good position is slightly south of the door
that is near the west of the entry point. The gauss guards are pretty
thick in the region of the executive; approach the target defensively
and try to draw the guards towards the edges of buildings where you
can hit them from outside with gauss guns. I+ve seen a rogue enemy
agent or guard run for the executive and kill him before you could get
there but haven+t been able to repeat this; possibly it was just a
trigger-happy gauss guard firing at an agent.
Loadout: one or more agents with persuadertron, 2 miniguns, one or
more gauss guns.
                               
YUKON: "Police Protection"
Difficult. This is one of the trickier North America missions. Several
squads of agents head straight for the C.I.U., so removing them even
during the heated skirmish with other gauss-toting agents is still the
top priority. Call an air strike on the southwestern platform island to
wipe out the six or more agents there if you+ve run out of other ammo
or just want to see some fireworks, as it+s the final destination of
the C.I.U. Good initial defense positions include just northwest of
the drop point at the corner of the building, or due west across the
plaza, hugging another building corner. These points provide a good
line of fire towards the agents that head for the C.I.U.
Loadout: four agents with at least three lasers and a minigun each.
An air con and scanner are of definite use.

CALIFORNIA: "We Need You"
Difficult. The onslaught of agents is severe, but it might help to
rapidly swap between lasers (to knock out APCs) and miniguns (to set
off gauss guns or time bombs in the inventories of onrushing squads).
If you can make it to the fenced compound to the south after knocking
out a few initial agent squads, it+s a simple matter to wait and gang
up on agents as they come around the corner. The target is guarded
heavily in the far northwest corner, but a careful approach with
miniguns or lasers, or a simple air strike will assassinate him after
opposing syndicate agents are gone.
Loadout: 1-3 lasers, 1-3 miniguns. A scanner and air com are helpful.

ROCKIES: "The Driver"
Difficult. Destroy the agent waves with miniguns, then send an agent
in with carefully-aimed minigun or lasers to pick off the guards
surrounding the fire truck blocking the road. The operative will wait
safely in the car if the fire truck is intact, so try to keep it in
one piece and then send in agents to clear out the pockets of guards
and police to the west and southwest. Air bombing is the easiest way
to get rid of the buildings full of gauss-equipped guards, but a
defensive approach by a single agent can also take them out. Be sure
to draw out the four guards inside the complex to the southwest by
hitting them with initial gunfire, then darting outside and destroying
them as they come out of the door.
Loadout: 2 or more miniguns, lasers or gauss guns as desired.

MIDWEST: "Meat Grinder"
Moderately easy. After the initial assault of agents, just be careful
to keep your guns out of sight due to the strong police presence. If
your agents can survive the initial wave with good defensive maneuvers
and cover behind the buildings around the drop point, one or two agents
might be sufficient.
Loadout: lasers might help knock out the gauss agents, but otherwise
the opposition is poorly equipped with uzis, shotguns, miniguns, and
a few lasers; cost-effective miniguns should suffice.

NEW ENGLAND: "Science Project"
Difficult. Pack lasers and destroy the northern APC and its agents as
soon as possible, then run back south to the building side to gain
cover from approaching agents. As soon as things quiet down you could
make a run for the ramped building top to the north and pick off agents
and guards as they come near. When most aggressive agents are gone you
could go on a persuadathon or just pick off the guards one by one. The
target is in a building in the far northwestern corner, flanked by six
or so aggressive guards.
Loadout: lasers, miniguns, scanner.

COLORADO: "There Goes The Cavalry"
Difficult. Your initial position is difficult to defend while you+re
busy dodging air strikes; equip miniguns or lasers and run west until
the air clears, then head back exactly to the drop point where you can
hit agents running up the ramp or corner to the south. Clean up the
western area with air strikes if you can afford it, otherwise just
approach the laser and gauss guards defensively. You need to destroy
all of the cars to complete the mission, but guard corpses are full of
lasers and heavy weaponry. The real trick is surviving the first 30
seconds.
Loadout: 4 agents with 2 miniguns, 1 or 2 lasers, scanner, air raid
com.

SOUTHERN STATES: "Grid Ruin"
Moderately easy. Take care to get to the informant quickly, as the row
of agents lining the far west perimeter of the complex rush to attack
him after a minute or two. Haste or a well-placed air attack after
the initial wave of agents will knock these western agents out quickly.
Loadout: miniguns alone are almost suitable for this mission, but a
few lasers can knock out the main concentration of agents in the
informant+s complex before they can aim their gauss guns. A scanner
might help spot the gauss guards in the small buildings to the north.

MEXICO: "Police Story"
Easy. The police target is initially in the northeast corner of the
map, in the western car of a pair next to a stretch of road. It
doesn+t start moving until a minute or so into the mission. The
easy way to finish this is to immediately bomb this car. Sustained
minigun and laser fire can get you past the agents, but the heavy
concentration of guards to the north of the drop point is fairly
deadly without a air strike there as well. For a real challenge, try
to manage the assassination without air bombing. An approach to the
road is difficult without having the time to isolate the guards.
Loadout: air raid com, or as many miniguns as you can carry.

ATLANTIC ACCELERATOR: "Guard Duty"
Surprisingly easy (if you keep agent 3 on a sharp lookout). Make
sure to deploy agent 3 with many miniguns, and ramp all agents to
panic mode immediately. Then immediately air strike against the agents
concentrated on the eastern platforms of the complex. Have agent 3
keep steady minigun fire against the agents rounding the corner to
his/her southeast. Agent 2 can provide backup support, preferably
with several lasers. The mission can be finished quickly if a good
air strike is made initially with agents 2 and 3 being successful
with their defense of the single walkway corner southeast of agent 3.
Make sure to knock out military guards quickly to avoid air strikes.
Most military guards round the same corner that agent 3 guards.
Loadout: agent 3 with several miniguns, agent 2 with several lasers,
agents 1 and 4 (if used) with miniguns or lasers in case the opposition
slips through the initial defenses.

COLUMBIA: "Madman Returns"
Moderately easy. Don+t waste your agents going after the car to the
east of the drop point--it+s unlikely they+ll make it. You can still
abduct the police car circling the compound, or just walk up to each
gate and an agent truck might move through to intercept you. If you
have enough money but mangle the mission by blowing up all of the
cars, just use air strikes against the agents in the northern compound.
Most of the agents are clearly visible amongst the barrel storage in
the northwest sector. The most difficult portion of this mission is
just staying alive near the beginning, so try not to charge into the
middle of several enemy squads.
Loadout: 2-3 miniguns, lasers or gauss as desired, scanner and air raid
com.

PERU: "All Quiet"
Easy. Bring along between one to four agents and crank adrenaline to
maximum with persuadertrons active. Simply persuade every roaming
agent, policeman, and guard, then assault or air strike the exit point
guards and agent-infested subway.
Loadout: miniguns, gauss guns, whatever. You can persuade enough such
ludicrous amounts of heavy firepower that it doesn+t really matter.

VENEZUELA: "S.O.P."
Moderate. If you like dodging air strikes, then this is the mission for
you. Just keep your agents pumped to max IPA with miniguns in hand.
Immediately move toward the eastern fence away from the gauss guards
that are to the west of the drop point. Keep agents pinned with
minigun fire. Enough of them carry time bombs or other explosives
that only a minigun is necessary to clean up entire squads at a time.
Loadout: four agents with a minigun or two each. A scanner would be
helpful to find up any remaining agents that aren+t involved in the
initial waves.

BRAZIL: "Louder Than Words"
Moderately easy. Brute force will wipe out the aggressive agents
around the drop point: miniguns and a laser or two should be more
than sufficient. Use air strikes against the western line of agents
and the guards in the western sector to insure a trouble-free exit
in the pod car near the drop point.
Loadout: miniguns, air con.

PARAGUAY: "Guardian Angels"
Difficult. Immediately ramp your agents into panic mode, then send
one agent to the northeast, chasing the executive into a building at
the corner of the map. Quickly move back into group mode and move
your squad to safe territory to the northeast out of the air strike
area, then use miniguns and lasers to clean up the remaining agents.
If you have the time to manage it, several pre-emptive air strikes
on the agents to the south and far west can help protect the executive.
Loadout: lasers, miniguns, air raid cons, and a scanner.

ARGENTINA: "Refusable Offers"
Difficult. The assassination is quick and simple if you can clear the
area of agents. The gauss squadrons coming at you from two or three
sides don+t want to give you that breathing room, unfortunately. Try
to keep the enemy pinned down before they get a chance to nail you with
gauss fire. Many of the squadron members are weakly armed with long
range r shotguns, but multiple gauss units make this mission into a
real headache. Once you manage to give an early retirement to the
opposition you can get a long-range fix on the primary target and bomb
the walls out from around him or play with his guards using the
neighboring buildings as cover.
Loadout: miniguns are good at setting off explosives in enemy
inventories as they fall, but you might need an agent covering with
laser or gauss fire if you can+t hit the enemy fast enough. A full
squadron for this one.

URUGUAY: "Medicine Man"
Difficult. This might be the trickiest South American mission. Try
to use building corners as cover for the initial assaults. Very fast
reaction time and long-range scanning is necessary to knock out the
southeastern squad of gauss agents. One tactic is to move immediately
to the north of the drop point next to the building fence; keep setting
off explosions amongst the advancing agents as they turn the building
corner. After the first two squads, immediately shift to lasers or
gauss guns and target the gauss agents advancing from the southeast,
just beyond scanning range. The remaining agents can be cleaned up
with the same defensive maneuvers around building corners and tight
bursts of minigun fire. Precision air raids can knock out most of
the 53 (!) laser-equipped guards that infest the doctor+s complex,
and persuadertron charges can overtake the remaining laser guards.
Loadout: four agents with 2 miniguns, scanner, air raid con,
persuadertron, and lasers or gauss guns. Gauss guns and lasers
abound on dead agents, so only buy enough to get past the initial
agent waves and save your hard-earned cash for air raids.




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