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Contents

  • Essentials
    • Achievements and Trophies
      • Xbox 360 Achievements
      • Playstation 3 Trophies
    • Art Gallery
      • Art
    • Behind the Scenes
      • Behind the Scenes
  • Walkthrough
    • Campaign Walkthrough
      • Milestone 01: Wake Up Call
      • Milestone T1: Suicide
      • Milestone 2: Assault on Aspari
      • Milestone T2: Backfire
      • Milestone 3: Aspari Extraction
      • Milestone 04: A Train to Catch
      • Milestone 05: Escape from LA
      • Milestone 06: Eurocorp
      • Milestone T2: Persuade
      • Milestone 07: Voyeur Central
      • Milestone 08: Cayman Global
      • Milestone 09: The Floating City
      • Milestone 10: Behind the Scenes
      • Milestone 11: Ramon
      • Milestone 12: Downzone
      • Milestone 13: Betrayed
      • Milestone 14: The Wall
      • Milestone 15: Kris
      • Milestone 16: Human Resources
      • Milestone 17: Corporate War
      • Milestone 18: Spire Access
      • Milestone 19: Burning Tower
      • Milestone 20: Jack Denham
    • The Co-Op Game
      • Getting Started
      • Agents
      • Weapons
      • Applications
      • Challenges, Contracts, Stats and Leaderboards
      • Playing a Mission
      • Western Europe
      • Mozambique
      • Atlantic Accelerator
      • Colorado
      • China
      • Scandinavia
      • Northern Territories
      • Argentina
      • New England

Syndicate Guide › Walkthrough › Campaign Walkthrough

Milestone 14: The Wall

Infiltrate Subverter Territory

As the elevator comes to a stop, you must physically open the doors by repeatedly pressing the action button. Then move forward and drop down through the hole in the floor.

Move through the rubble, through some double doors, and then along a corridor. Go through a door on the left side and into a control room.

Press the action button to turn on the power. Then approach a captured Aspari agent and extract his chip so that you can upgrade your own chip.

Finally, breach the console to reboot the system. Exit this room through the small door on the side and then drop down through a hole in the floor of the hallway.

After dropping down through the hole, turn around and look for a poster in the dark area. Activate the DART overlay to see the hidden propaganda.

New Propaganda Tag

TWB: KNOW EVERYTHING

“We Know You”

“WE KNOW EVERYTHING ABOUT YOU”

—Resistance graffiti

Move through the door at the end of the corridor and you find yourself in a maintenance access area. Jump over the railing on the left side and land on a series of pipes.

Follow the pipes around to find a business card to add to your collection. Once you have it, get back to the catwalk.

New Personnel Log

PAUL VISSICK

/ PROFILE ENTRY

Name: Paul Vissick
Age: 46
Position: Development Manager, Experimental Technology Division
Affiliation: Novo International (Tao)
Clearance: Grade 30

LOGGED ENTRY

Holds doctorates in Biotech Engineering, Organic Chemistry and Neuroscience, as well as two Nobel prizes for his research.

Instrumental in the work on several key patents held by the Tao Syndicate regarding chip technology. Believed to be working on next-generation chip augmentation technology that the Tao hopes will prove to be a paradigm shift, granting them dominating market shares in chip development on the global market.

Assumed dead. Disappeared after a terrorist attack at the Hvild Conference Center, during the C3 conference in Reykjavik, Iceland (January 15, 2069).

The Red Horizon Consortium, as per legal contract, has seized all belongings. February 13, 2069, Tao Syndicate was contesting the right to Dr. Vissick’s material possessions.

Red Horizon Consortium filed for bankruptcy after three devastating incidents in their offices in Denver and Seattle, as well as their storage facility in Montreal. All stored materials have been reported as lost.

/ end of entry

Follow the catwalk down some steps and then on to a wall with a number of posters on it. Locate a EuroCorp poster and view it with the DART overlay.

New Propaganda Tag

TWB: FATAL THINKING

“Future Thinking”

“FATAL THINKING”

—Resistance graffiti

Once you have the poster scanned, look for another Eurocorp poster on the same wall, just to the left of the first. View it with the overlay to see the hidden propaganda.

New Propaganda Tag

TWB: NO TOMORROW

“The Chip of Tomorrow, Today”

“THE CHIP OF NO TOMORROW”

—Resistance graffiti

Now continue along the catwalk, down some steps, and keep going until you come to a door. As you move through the door, a subverter appears out of nowhere, hits you and issues a threat, then disappears.

New Threat Profile

THREAT: SPECTER

/ THREAT ANALYSIS

Type: “Specter” Infantry Armor
Feature: Portable diffraction field generator for cloaked combat
Manufacturer: Sanchez-Klein Industries (Cayman Global)

TACTICAL SUMMARY

Generates a cloak field, making carrier practically invisible.

DART tactical overlay can track Specter armor for a limited time, before generator scrambles the output.

Unable to breach control processors of generator field, but suit can only support light armor and is easily eliminated, once discovered.

INTEL FEED

The “Specter GCL” is an experimental infantry combat cloaking system developed for Cayman Global by Sanchez-Klein industries.

After successfully creating diffraction field plating for the armored Rapiña gunships in 2066, Command has demanded an infantry implementation within four years.

Recruitment of renowned Tao scientist Tanya Wai, professor in Photonics and creator of the Opto-fiber Kevlar, led to a breakthrough in the GCL program.

The Specter GCL was constructed to deploy a Broad Spectrum Hibbs-Mandel Diffraction Field around the user, creating practical invisibility in the ninety to ninety-five percent range—though in all probability, such a field would be susceptible to both electromagnetic pulse effects and chip-assisted vision.

In December 2068, the first “Specter” prototype armor was used during an Executive extraction in Saõ Paulo.

Two prototypes have been lost during a second field test in February 2069, inside EuroCorp territory.

If they have found their way to any level 5 research facility, we should expect to see the emergence of this technology, in crude and limited forms, in the near future.

/ end of entry

Don’t move forward after the encounter. There are three EMP mines in your path. If you step near them, they release an electromagnetic pulse that temporarily disables your DART.

However, you can set them off from a distance by breaching each mine to detonate it. Then quickly move past them while they are recharging. You can’t destroy them and once they are recharged, must be detonated again if you need to get past them.

EMP MINE

/ PRODUCT SUMMARY

Model: Electromagnetic Pulse Mine
Manufacturer: (multiple)
Projectile: Electromagnetic Pulse and Uranium Flechettes
Weight: 45 oz (1300 g)

TACTICAL SUMMARY

Effect: Damage radius is 4.5 m and priming distance is 1 m. The pop-up explosive EMP is recharged between each use.
B reaching: Breaching the main control chip will interfere with the SEES, activating the mine prematurely.

INTEL FEED

The ED50-M EMP mine was a redevelopment of the EDF40 grenade in order to counter augmented assets and Agents more effectively.

It has a similar functionality to a fragmentation grenade, with added uranium flechettes for low armor targets, merged with EMP damage. The main purpose is to disable any chip-controlled defense systems before dealing critical damage.

The electromagnetic pulse emitted by the mine disrupts chip functionality and other electrical functions within the area of effect, and can interfere with, or disable enhanced abilities of any affected Agent for a short time.

/ end of entry

Once you get past the mines, head down some steps into a small drainage canal and walk along it back in the direction from which you came. Turn right where the canal splits and pick up a business card to add to your collection.

New Personnel Log

FRANKIE STENTON

/ PROFILE ENTRY

Name: Frankie “The Mole” Stenton
Age: 35
Position: Sewage Engineer
Affiliation: Clean Streets Inc. (EuroCorp)
Clearance: Grade 2

LOGGED ENTRY

/ Utopia.profiling_decoded: diary_AI7833356

03/15/2069: Lost one of the guys today. Thomas got a job down in the canals, fixing the backed-up pumps, but never came to the debrief. I swear, it’s those albino crocs I hear everyone talking about. Haven’t seen one yet, but I told Gino and Jake about it, and they just cracked up. I’ll show those ignorant shitheads.

03/29/2069: Bailed out Jake, again. This is the third time they’re about to fire him, and after smashing up the bar it looked like Nigel was about to shoot him on the spot. So I got Nigel to rehire him and paid the bills, but Jake still had the guts to ask me to front him some cash when we left. He lives in the basement! What the hell does he spend his damn money on?!

04/02/2069: I worked down in the spillwater tanks beneath the wall today, cleaning out the sensor chips. Was fixing up a GS1 chip when something brushed past my legs! I swear, it’s one of those nasty crocks! That’s it, I’m gonna get me some protection. Ain’t going down there unarmed anymore.

04/12/2069: That stupid ass Gino called me, again. I haven’t heard from him since that bar round a few weeks back, but now, when someone is breathing down his neck, then I’m the go-to guy. Well, I ain’t helping him for nothing. I got his old Razorback from the Soho days in exchange for a one-way trip out of Manhattan. I’ll put this gun to good use down in the pipes. Those white nasties are gonna get one between the eyes if they start messing with me!

/ end of entry

Return to the steps and climb out of the canal. Then walk across to a door to exit the building. There are many EMP mines on the ground outside as well as enemies that start firing at you. Disable mines as you make your way around the edge of this yard, going to the left and on around in a clock-wise direction.

Once you have detonated a mine in front of you, sprint to the next form of cover and begin engaging the enemy. The DART overlay helps you see them in the darkness. Try targeting the valves on the large pipe, which show as orange squares in the overlay. Hitting them causes an explosion that can kill nearby enemies.

Tip

Be sure to get breach spikes while detonating the EMP mines in order to recharge your Backfire app. In fact, if you need to recharge it, just detonate mines even if they are not in your way.

After the enemies in the yard are cleared away, move through the gate underneath the large pipe. Watch for specters as you go. Detonating an EMP mine near them deactivates their cloaking ability temporarily, allowing you to see and shoot them.

Move into a second yard and take cover. You can see the specters temporarily with the DART overlay. However, they disappear after a couple seconds as their cloaking readjusts to your scans. However, keep shooting at the same spot to kill them since the cloaking does not stop bullets. Make your way through this yard, advancing toward the building. Then follow a narrow alley to the left.

As you get to the end of the alley, you enter another yard. Shoot enemies as you move behind some cover. Watch out for EMP grenades that the enemies throw at you. They will shut down your DART if they detonate near you.

Look for a box of EMP grenades by one of the large concrete blocks. Pick them up. There are no EMP mines in this last yard, so use the grenades to disable the specters’ cloaking ability.

EMP GRENADE

/ PRODUCT SUMMARY

Model: Electromagnetic Pulse Grenade
Manufacturer: (multiple)
Projectile: EMP pulse
Weight: 18 oz (510 g)

TACTICAL SUMMARY

Primary Fire: Throw single grenade (when cooked).
Secondary Fire: N/A
Additional: Hold the switch weapon button to equip grenade. Tap the switch weapon button to return to previous weapon.
Breaching: Primed EMP grenades use inferior chips, enabling Agents to perform an almost instant breach when attacked.
Chip Control: It also enables the DART 6 chip to bypass the electronic fuse, automatically triggering the EMP effect on impact.

INTEL FEED

The EDF40 EMP (Electromagnetic Pulse) grenade was designed to disable electronic surveillance. The latest version uses a modified SEES so that the grenade only triggers on electronics and Agents.

The electromagnetic pulse emitted by the grenade disrupts chip functionality and other electrical functions within the area of effect, and can interfere with or disable abilities of any affected Agent for a short time.

Use of the EDF40 is becoming more widespread amongst the Downzone resistance, making Agent operations in the Downzone more problematic.

/ end of entry

More enemies emerge from a door at the end of the yard. Kill them and then move forward. Open the door by repeatedly pressing the action button.

Once inside, drop down to a lower walkway and turn around to find a poster. Activate the DART overlay to see the invisible propaganda.

New Propaganda Tag

TWB: FOR PROFIT

“Together, for Change”

“TOGETHER, FOR PROFIT”

—Resistance graffiti

Don’t spend too much time looking at the poster. Look down the walkway and start shooting at the flames coming toward you. An enemy with a thermite gun is moving toward you to try to make an Agent flambé. Once he is dead, pick up the thermite gun. You don’t have to drop anything. However, because it is such a large weapon, you drop it when you switch to another weapon.

THERMITE GUN

/ PRODUCT SUMMARY

Model: LTB Thermite
Manufacturer: Rommelin Manufacture/Accelle-Sys Industries (EuroCorp)
Projectile: TH3 (cont)
Weight: 75 lb (34 kg)

TACTICAL SUMMARY

Primary Fire: Continuous fire, flammable liquid
Secondary Fire:
N/A

INTEL FEED

Developed in 2015 by Tunisian-based Rommelin Manufacture to stand against the public riots on corporate facilities in North Africa. Primary customer was Kader Industrieen.

As the region came under EuroCorp control, Rommelin came close to bankruptcy, but was instead incorporated into the product portfolio of Accelle-Sys Industries, transferring all patents and designs.

The LTB Thermite Gun was a popular portable crowd-control instrument, used by military infantry worldwide, as an incendiary anti-personnel weapon.

It carries Thermate-TH3 ammunition and has a maximum munitions canister load of 5 liters. Burning with an intense flame that eats through metal with time, the gun is feared for the long-term effects caused even by minute exposure to the searing liquefied metal it spews out.

The production line was discontinued in 2055, but reports have indicated ongoing research.

/ end of entry

Advance up the ramp and follow the walkway around. Roast any enemies you encounter along the way. Fire the thermite gun in short bursts. Once the flames hit an enemy, they continue to burn until the enemy is dead. Therefore, you don’t need to use long blasts and can instead save ammo. Once the ammo is gone, you can’t reload the thermite gun.

When you get to the end of the walkway, before heading through the doorway on the left, look straight ahead past the barrier to see a EuroCorp logo painted on the wall. Use the DART overlay to see the hidden message.

New Propaganda

EC: NO DOUBT

“DO NOT DOUBT. DO NOT FEAR.”

—EuroCorp

As you move through the door, several enemies attack. Since you can’t move quickly while carrying the thermite gun, use the Backfire app to stop their attacks and then flame them while you move to cover.

Advance through this area, flaming all enemies that come across your path. With all the killing, your Backfire app recharges quickly, so you can use it again—especially against those enemies hiding behind cover.

When you get to the corner where you have to turn to the left, snipers up on a catwalk start firing at you. Drop the thermite gun and use your sniper rifle to kill them. If you still have ammo in the thermite gun, you can pick it up and continue. Otherwise, switch back to your UMK submachine gun and move out.

Continue toward the area where the snipers were located. As soon as you can see the controls to a fuel tank, breach it to overload the fuel pressure and cause the tank to explode and kill some enemies.

Move in to clear out any remaining enemies. However, the blast is quite effective and there should be little mopping up required—if any. Then walk through the doors underneath the checkpoint sign.

As soon as you are inside, pick up a business card located on a counter near the door and add it to your collection.

New Personnel Log

THOMAS MORRIS

/ PROFILE ENTRY

Name: Thomas L. Morris
Age: 54
Position: Unemployed, (former Sewage Engineer)
Affiliation: N/A, former: Clean Streets Inc. (EuroCorp)
Clearance: Grade 0

LOGGED ENTRY

/ EC_NYPD.report_0113521: robbery/murder

The suspect entered the Seabury National Bank at approximately 13:47 wearing a grey trench coat and armed with a partly concealed sawed-off shotgun. After waiting in line for almost twenty minutes, he identified himself to the bank teller as a EuroCorp Agent and demanded immediate access to the main vaults for the purposes of a “routine audit.”

The bank teller triggered the silent alarm and the suspect was confronted by one of the bank’s security guards. Upon this, he discharged his shotgun twice, killing both the teller and the guard, and seriously wounding a nearby customer.

He then fled the scene but was apprehended, after a brief chase, thirteen minutes later by enforcers from EuroCorp NY Police Department.

The suspect was later identified as Thomas L. Morris, a former construction worker and current Downzone resident.

/ end of entry

Advance down the hallway to the end. Look on the wall on the left side to find a poster with some hidden graffiti on it.

New Propaganda Tag

TWB: MIND

“DART 6—Access the World”

“…AND LOSE YOUR MIND”

—Resistance graffiti

Go through the door at the end of the hallway to enter a large room with lots of enemies. These include some with riot shields as well as snipers up on catwalks. If that were not enough, there are also enemies with rocket launchers. Take cover and start returning fire. Also breach the controls to overload the pressure.

Your sniper rifle works great here. However, ammo is usually limited by this time. The sniper round goes right through the riot shields and kills the enemy behind it with one shot—it can even penetrate that enemy and kill one directly behind the first enemy.

Take out the snipers and the rocket launcher with your sniper rifle, then move around the edges of the area in a counter-clockwise direction. Sprint from cover to cover so you can get in close and finish off the enemies. Watch out for specters and use any EMP grenades you might have left to disable their cloaking. Once they are all dead, collect ammo and pick up the rocket launcher. This is another large weapon you carry without having to drop one of your two weapons.

LAWS-92

/ PRODUCT SUMMARY

Model: LAWS-92
Manufacturer: Deimling Industrien/Saxe-Deimling (non-aligned)
Projectile: 90 mm rocket
Weight: 90.4 lb (41 kg)

TACTICAL SUMMARY

Primary Fire: Fire single unguided rocket
Secondary Fire: N/A
Additional: Tap the fire button while in flight to split rocket into sub-munitions, eliminating targets at the rocket’s current position.

INTEL FEED

First rumored release from Deimling Industrien in 2018, but delayed for full market release until 2022, due to a patent-infringement lawsuit from Scandinavian weapon manufacturer Belfors Systems.

The LAWS-92 rocket launcher is a portable shoulder-launched anti-armor weapon that fires unguided 92 mm rockets. It has become a common black market commodity, adopted by Downzone terrorists as anti-Agent ordnance; as the rockets don’t have non-chip electronics, they are immune to any chip counterattack.

This has proven a far bigger problem than the Syndicates had ever anticipated, as Agents are unable to breach the primitive rockets.

While the rocket is in flight, the operator is able to send a radio signal to cause the rocket to split into four explosive sub-munitions. This carpet-bombing allows the operator to inflict damage over a much wider area, but with greatly reduced accuracy.

/ end of entry

Go through the doorway and follow the corridor all the way to the end to find a poster. Activate the DART overlay to see the propaganda.

New Propaganda Tag

TWB: EXPLOIT

“Building a Better World”

“… FOR THEM TO EXPLOIT”

—Resistance graffiti

Finally, backtrack down the corridor and press the action button repeatedly in order to open an access hatch. Crouch down and move through the hatch. Climb a ladder and continue through the passageway to complete the milestone.

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