Syndicate
As soon as you can do the Alaska mission (top left-hand corner of the map). Take all four of your team with you but only kit out a maximum of two people (it's possible to compete with one person). When your equipped member(s) have gone in and killed the enemy, run around and collect all the weapons they've left behind - and get the other members of the team to pick up stuff too.
When you've completed this mission you can sell the weapons for a huge profit. Then put the country's taxes up to 100% (so the country becomes rebellious) and soon you'll be able to do that mission again!
Leave the computer researching a weapon and go and watch TV/ have your dinner or whatever. When you come back you should have finished researching your piece of equipment! (providing you had enough money). This works because the day/time counter continues when you're not on a mission.
These are built-in cheats. I don't recommend using these - the game's completable without them and they spoil the gameplay. However, if you are stuck here you go:
When you enter your team name/team logo etc. try these as your team's name (also works in mid-game):
Ok, bit of a complicated one this. First, you need a decent hex editor and be familiar with hexadecimal.
Use your hex editor to edit the savegame file (it ends in .GAM) in \synd\save directory for example: 03.GAM (if you want to edit the third saved game).
The following table shows what each byte in that file does.
Byte no (Hex) |
Description: |
|
14-17 |
Amount of money |
Type in any value from 00-FF. The higher the Hex value, the more money you have. Replacing the values with 0F FF FF FF should give you more than enough. |
130 |
Start address for Agent 1's data (see below) |
|
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 |
Forty bytes (28 hex) make up each agent's data. Edit each agent starting at the address listed in above table. So if you wanted to make agent 3 (starting at hex 180) a female (offset 5) then add 180 to 5 (in hex, remember) to get offset 185. So then, you change byte 185 to FF.
The guns table listed below shows the digits you should place in the spaces for the amount of ammo left as well as the weapon number. Don't go over the maximum because this will make the guns totally empty.
Also, remember that each agent has eight weapons.
Byte (Hex): |
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 start with eight agents |
4 |
00 |
Blank |
5 |
FF/FE |
Gives version one legs arms chest and 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 |
A & B |
See list |
Ammo left for weapon number 1 |
C |
See list |
Weapon number 1 |
D |
00 |
Blank |
E & F |
See list |
Ammo left for weapon number 2 |
10 |
See list |
Weapon number 2 |
11 |
00 |
Blank |
12 & 13 |
See list |
Ammo left for weapon number 3 |
14 |
See list |
Weapon number 3 |
15 |
00 |
Blank |
16 & 17 |
See list |
Ammo left for weapon number 4 |
18 |
See list |
Weapon number 4 |
19 |
00 |
Blank |
1A & 1B |
See list |
Ammo left for weapon number 5 |
1C |
See list |
Weapon number 5 |
1D |
00 |
Blank |
1E & 1F |
See list |
Ammo left for weapon number 6 |
20 |
See list |
Weapon number 6 |
21 |
00 |
Blank |
22 & 23 |
See list |
Ammo left for weapon number 7 |
24 |
See list |
Weapon number 7 |
25 |
00 |
Blank |
26 & 27 |
See list |
Ammo left for weapon number 8 |
28 |
See list |
Weapon number 8 |
Weapon: |
Weapon num |
Max. |
AmmoLeft |
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 |
This hack information was taken from PC FORMAT. Remember to backup your savegame first. I won't be responsible for anything going horribly wrong.
Last updated: 3 May 97