Syndicate Wars Hints

Mission REF 18: New Delhi

  • MISSION OBJECTIVE: Kill every Unguided in New Delhi.

    BACKGROUND INFORMATION:
    We took out Lucy de Saxo in the previous mission, but her real name was Anika Maritz! She was a double agent. She abducted the professor because she had to prove her fidelity to The Nine. The credibility of her story was the easy retrieval of the professor afterwards, a Mission you also carried out. However, when she disappeared a second time, it was clear that she had been corrupted by the Church and you therefore had to take her out. In the meantime, some communications between Paul Vissick and his lieutenants have been intercepted. The Unguideds are waiting for a signal from him (in Sevastopol and New Delhi) to breakout beyond city parameters, to advance to a Tibetan Plateau where they will survive their predicted cataclysm. Take out all the Unguideds in Sevastopol and New Delhi to prevent their plans. There's even a chance Paul Vissick is in Sevastopol.

    MISSION TACTICS:
    There are 3 Unguided areas in this mission. You land in the first area and they will start to attack you as soon as you start walking. The second area is surrounded by a fence and is guarded by an irritating flamer-device. There are also 2 flying cars in that area. The third area has a general entrance guarded by one Unguided, and has a tube connection to a separate island surrounded by water. The first Unguided area is very easy to conquer. The second area is more challenging, and the third area is hard but not impossible.

    First things first. Kill all the Unguideds in area 1. It's easy: miniguns are efficient enough. Some are carrying launchers but if you walk through the buildings, they'll use the launchers unwisely and blow themselves up. One Unguided is carrying a nuclear explosive but he will not use it against you. Pick it up. It's a nice weapon and it will be very useful later on.

    If you advance to the entrance of area 2, a fire truck driven by Unguideds will come and block your way. The easiest way to avoid a confrontation is as follows: go to area 3 and kill the 7 or 8 Unguideds in there. It's easy enough with some long-range rifles. The fire engine is parked on the road, very close to the left corner of this area. The truck cannot harm you because the fence will protect you. Drop a high explosive in the corner, run away, and watch why a fire truck is called a FIRE truck.

    Now that you're in area 3, you can either finish this area first or go back to area 2. I recommend doing area 2 first. Now that the fire truck is on fire you can safely go to the entrance of area 2. Let your presence be noticed but don't pass the flamer yet. If you then hide in the inlet, the Unguideds will walk through the fire from the flamer and they will catch fire. There are only a few Unguideds that will get through.

    Take your time to memorise the route of the patrolling flying cars from area 2. When they are a little bit further away, walk through the fire. (Your suit protects you.)  Shoot 4 launchers at each car when it gets closer. Run away. The vehicles are equipped with nuclear grenades, but they are a little bit too generous: if you keep on running buildings will collapse, Unguideds will die, and at the end the vehicles themselves will crash. I guess it's a suicidal day.

    Before we go back to area 3, take the parked flying vehicle at the right of the entrance of area 2. Some operatives are guarding it but long-range rifles will kill them with one shot. Park the flying car somewhere near the entrance of area 3. Kill the remaining Unguideds. I used the launchers here because a flying vehicle will also become involved, and also because 5 other Unguideds will come out of a building. These 5 agents are standing in a group: a perfect target for this weapon.

    When you finish area 3, there's only one part that remains: the island with the tube-entrance. You can do it in different ways, but remember that the tube is the only entrance to the island. Getting out is easy if you do not damage the flying vehicle parked on this island, but that's not easy. That's where our parked flying car comes in. First take one agent through the tube, and immediately take the tube back. Some Unguideds will follow him through the tube. Stand ready as they appear through the entrance. Some of them are carrying plasma lances so watch out. You cannot take many lance hits. Some Unguideds will remain on the island. Take three agents trough the tube, and to leave one agent behind to pick you up with the vehicle when the battle's over. Look out for the trigger wire on the island: it will almost always explode as soon as you enter the island. I could never keep the tube from being annihilated.

    If you have killed them all you can pick up the trigger wire. The fourth agent can pick up your team and go to the IML point. The action is over. For now, that is.