the cutting room mirror

Syndicate Wars (DOS)

Syndicate Wars is a game about "corporate persuasion through urban violence". It's the sequel to Syndicate, if you couldn't tell already.

Sub-Pages#

Unused Graphics#

The final game contains the following cut interface graphics in its files. These can be seen in early pre-release screenshots of the game.

Public Access Network icon

SynWars-PANUn.png SynWars-PANUnAnim.gif

SynWars-PANSel.png SynWars-PANSelAnim.gif

Icons for something called the "Public Access Network" that was cut from the finished game. Would go at the bottom of the screen in the menus, between the System and Map icons. Above are unselected and selected versions. As with other icons in the game, it would animate when moused over. In the PlayStation version's Symbols file there are leftovers for a command called "next_panet_item". Presumably the Public Access Network would be some kind of in-game internet/BBS system for progressing plot elements at some point. There is also a cut in-game objective to use the PAN, as outlined in the cut Objectives section below. There's also a pair of unused fields in the ALL000.MIS file mission definitions called PANStart and PANEnd that it seems would open/close items in the PAN once a level was completed.

Syndicate Wars lead writer Sean Masterson explained the original intention behind the Public Access Network: "if you accessed a PAN node (by accidentally causing an Unguided character to pass too close to one), you would open up an alternative, Unguided-focused mission objective and, consequently, the rest of the Unguided campaign." However, this original idea was quickly abandoned as it was soon realised there was not enough time/resources to develop it. This was simplified to the Unguided campaign being unlocked by finishing one of the two other campaigns, with the idea the PAN would be an "Easter-egg-like source of bonus mission goals", particularly within the Unguided campaign. This seems to have been dropped shortly after the menu interface was created around December 1995, with the Unguided campaign itself then cut around March 1996.

Map Screen Cursor

It's not 100% clear what this is, but based on a pre-release screenshot and the placement of the image in the files, it seems this was originally what the mouse cursor would turn into on the map screen.

Unknown Icon

SynWars-UIcon1.png SynWars-UIcon3.png SynWars-UIcon2.png

These are seen in pre-release screenshots. They combine to form a kind of S shape, and are positioned to the bopttom middle-right of the screen of all menus. Analysis of the game's code suggests they would slide the currently active menu screen on to the next icon in the row left or right depending on which button was clicked.

Objective Icons

SynWars-Obj2.png SynWars-Obj3.png SynWars-Obj4.png SynWars-Obj5.png SynWars-Obj6.png SynWars-Obj7.pngSynWars-Obj8.png SynWars-Obj1.png

It's not known what these were for, but they can be found with the icons used for the main menu UI. They seem to represent various mission objectives (eliminate, persuade, collect bullion, etc), so possibly they were intended for mission briefings, or even some kind of editor icons.

Shady Female#

The files MLPR-0.DAT/TAB are an older version of the in-game sprites. These are mostly the same as the final game animations, with some graphic missing. However, they also contain what seem to be the complete set of animations for an unknown female character. Based on the fact it seems to be a female character and the only known cut NPC is the female equivalent of the Shady Male character, this is likely who it depicts:

SynWars-ShadyFWalkSE.gif SynWars-ShadyFWalkN.gif SynWars-ShadyFWalkE.gif

The Shady Female's design is an odd amalgamation of the standard soldier/mercenary graphic and the unguided, with a mohawk haircut and some kind of goggles/visor. It's not clear why she was cut, but it may be due to the visual similarity to both of the aforementioned designs, or simply memory constraints. Much like the Shady Male, this character type would presumably be used to draw attention to dubious individuals in a mission who are not standard civilians, but also not aligned with the three main factions.

.Fli Animations#

Mission Briefing Videos

These files were intended to be shown during mission briefings, but were cut. In fact video entries in the "netscan" information list also have a set of coordinates for where the video is taking place in the level. Analyis of the game's code shows that originally it was intended for the player to be able to click on the video to exit out of it and see this location. For some reason this functionality was taken out, making it very hard to see where objectives actually are. This may be why the following were cut; despite having a explanatory video, the inability to see where to go may have been considered a hinderance to the player and so these were removed in lieu of just showing the location on the map to the player in the briefing.

NET12.FLI

This video depicts Eurocorp agents guarding a building. It seems to have been intended for the objective "Dr Schweizer" in the Church of the New Epoch mission Soul Crusader to show where the good Doctor is held captive.

NET17.FLI

This video depicts Eurocorp soldiers patrolling the docks in the mission Armour of the Gods and was clearly intended for the objective "Eurocorp forces in river port island".

NET18.FLI

This video depicts the captured member of the Nine pacing around in his prison cell from the zealot mission Recapture.

Cut Billboard Animation

The game uses .FLI animations for several purposes, one of them being for the in-game advertising billboards visible throughout. This particular video is unused, and while it doesn't fit the naming convention of the others (DEMO-XX.FLI), is in the same directory and the same size as the other billboard videos, so was presumably intended to be one. Named FLYBY.FLI it does indeed depict a fly by, of map 79 Reykjavik. It's likely this was intended to play behind Professor Drennan in the "Duplicity" trilogy of missions as he presents his lecture on the events that caused the destruction of the Reykjavik C3 base and the beginnings of the Church of the New Epoch. However, videos can only be set to play on a billboard in the map file for the city, with no way to change video mid-level. As such this is likely why this video went unused.

Unused Sounds#

The following unused speech samples can be found next to the samples used for in-game interface messages (like the "selected" message for choosing a weapon). Oddly these ones seem to use a different voice actor to the rest. It's not clear what they were for:

Sample

Message

"Got Control"

"Converted"

Unused Music#

The game uses MIDI music in the XMID format as "tension" music that is played over the main CD audio when the player is being attacked. While the game lets the player choose from two different tracks, in fact the game is bugged and only ever plays the first one, no matter which is chosen. Examining MUSIC.DAT shows there are actually 6 different songs within, although these are just 3 different versions of the same two songs that are used for different sound card types. The Japanese version of the game includes these converted into standard MIDI format (and is the only version of the game that can correctly play track 2). It's also notable how similar the cut track is to the danger music from Magic Carpet.

Tune

Filename

DANGER0.mid

DANGER2.mid

DANGER4.mid

Cut Weapons#

The main executable contains unseen text that lists all of the weapons, including early/development names for the final game weapons, and also lists otherwise cut weapons. Their order seems to match that of how the weapons are stored in the final game. As such they can be compared to the final game weapons list as below:

Weapon Slot

Development Weapon/Name

Final Game Weapon/Name

0

Uzi

Uzi

1

Minigun

Minigun

2

Laser

Pulse Laser

3

Electric Laser

Electron Mace

4

RAP

Launcher

5

Nuclear Grenade

Nuclear Grenade

6

Persuadertron

Persuadertron

7

Flamer

Flamer

8

Hand2Hand Taser

Disrupter

9

Crazy Gas

Psycho Gas

10

Knockout Gas

Knockout Gas

11

Electric Mine

Ion Mine

12

Explosive Mine

High Explosive

13

Napalm Mine

Nothing

14

Long Range

LR Rifle

15

Air Strike

Satellite Rain

16

Beam

Plasma Lance

17

Razor Wire

Razor Wire

18

Sonic Blast

Nothing

19

Q DEVASTATOR

Graviton Gun

20

PERSUADERTRON2

Persuadertron II

21

Stasis Field

Stasis Field

22

Energy Shield

Nothing

23

Soul Gun

Chromotap

24

Time Gun

Displacertron

25

Cerebus IFF

Cerberus IFF

26

medi 1

Medikit

27

medi 2

Automedikit

28

EXPLODE Wire

Trigger Wire

29

Clone Shield

Clone Shield

30

Nothing/Uzi

31

Nothing/Minigun

  • The Taser is interesting as it is mentioned in the prerelease press release so was clearly considered a significant weapon at some point. It's also said to be a "shield-piercing" weapon there, and from the list above a "hand2hand" weapon, so presumably would have short range like the Persuadertron. Going by the list above it seems the Taser became the Disruptor (which has a very taser-esque look to it), but which has a very different effect as it's not really a weapon, it only de-persuades civilians.
  • The Sonic Blast likely used the unknown weapon animation seen below. According to the magazine Play it would stun nearby enemies. If hacked into the game via editing level file loadouts, it appears with the Launcher icon, but does not zoom the screen out like the Launcher does. It cannot be fired. Equipping it causes the game to play the menu exit sound.
  • According to a pre-release article in C+VG magazine, the Graviton gun was originally called the "Quantum Devastator", hence "Q DEVASTATOR" above.
  • The Napalm Mine is also mentioned in the press release, so again it must have been considered a significant weapon at some point. If hacked into the game via editing level file loadouts, it appears with the Ion Mine icon. No actual munitions are loaded, so it cannot be used. Equipping it causes the game to play the normal "explosive" sample.
  • Satellite Rain was originally called "Air Strike", as per the weapon introduced in the original Syndicate: American Revolt expansion.
  • According to the above text the Energy Shield from the original Syndicate seemingly was planned as an item. Likely scrapped in favour of the permanent shield system invoked by clicking on the weapon energy bar.

It's not possible to research the cut items if hacked into a saved game, they simply appear as empty spaces in the research screen that cannot be clicked on. If they are hacked to be have research completed they simply do not appear at all on the purchase screen. The exception to this are items 30 and 31, see below:

Unknown Weapon#

There are remnants of an unknown weapon in the game's files, it's likely this was the Sonic Blast gun.

In the game's .FLI video files used for the equipment screen, there are still unused videos for this item in Eurocorp and Zealot UI styles:

WEP-30.FLI

WEP-30Z.FLI

It's also possible to hack in two cut weapons that use the above videos by editing a saved game to include weapon numbers 30 and 31. When viewed in the equip screen these appear as another entry for the Uzi and Minigun respectively (although both oddly show the item text for the Uzi only). They can be bought, but no weapon icon appears on-screen, making the slot appear still empty. However, in-game they appear with a generic canister icon. If selected, they cannot be used, and a piece of corrupted weapon status bar appears over the weapon icon.

The various PANELX-X.DAT/TAB files contain what are clearly the cut weapon menu graphics for this gun. What is interesting as well is that in these early files they occupy the space used by the generic capsule item in the final game. This is likely why the hacked weapons appear using this graphic - at one point it would contain the icon as below. The panel files only contain high res art for the oldest UI design, the other designs exist only as low res versions:

SynWars-SBlasth1.png SynWars-SBlasth2.png SynWars-SBlastl1.png SynWars-SBlastl2.png SynWars-SBlastl3.pngSynWars-SBlastl4.png

The .FLI videos for cut weapons are just duplicates of the video for the next weapon actually included in the game. So e.g. WEP-13.FLI is just another identical copy of the LR Rifle video WEP-14.FLI.

Hidden Scanner Mode#

The in-game scanner features a large white arrow that always points North to allow the player to orient themself when the screen and therefore scanner has been rotated. However, there is in fact a secret code that can be entered to switch the scanner to an alternate mode where the white arrow no longer indicates North, but instead points to the current objective (or the nearest example of the current objective type, if there is more than one). To trigger this, the player must enter 3.1415926535 on the keyboard numberpad at any point in a mission.

(Source: Mefistotelis])

Cut Mech Boss#

Watch on YouTubeThe final Moon level for both factions features a large purple Mech vehicle. While clearly visible in the level and exhibiting the usual arrow on mouse over to show it can be boarded, it is positioned in an inaccessible area and cannot be used. However, using the game's built in cheat to teleport a single character into the area it can be boarded, and by abusing glitches with its collision detection, can be used to escape the area and play the rest of the level with. Using the vehicle demonstrates it is clearly in an unfinished state. While mostly working correctly, it has the ability to move through some walls that should block it, and more revealingly, has a red debug line drawn in front of it when moving illustrating the game's pathing choices.

The mech is unique in that it has two weapons when all other vehicles only have one. Firstly its default weapon is a rocket launcher. Pressing the right mouse button or holding it down fires rockets. There is however a much more powerful secondary weapon. By double clicking the mouse at a certain slow tempo and holding on the second click it is possible to trigger a second attack where the mech draws its arms up shaking as it charges, and then flings its arms down to release four homing lasers from its back. These do massively more damage than the rockets and seem to be the same as the lasers released by the Graviton Gun. The mech seems to have similar health/survivability as the tank vehicle.

Checking the level's unit commands shows that in fact there is an Elite zealot with a command to board and pilot the mech in both final game maps. This fails however, due to the command referencing the wrong Thing number for it. Based on this and the fact the end sequence for both factions prominently shows the mech destroyed behind the player's units, it's very likely the intention was for this mech to be the final game boss the player would have to defeat. Furthermore the later French version sound files contains a growling sound the mech was intended to make as it fought the player (and will play if it is boarded). In action it fires rockets at the player and will use its graviton gun to shoot homing lasers at them, making it extremely dangerous.

It seems this boss was deliberately cut, presumably because it was not finished in time for the game's release. The area it starts in has been deliberately sealed so the player cannot get in, and if the level is edited to allow the zealot to board the mech it can't leave the area either. However, the Korean version of the game has a different version of the moon map file that has the collision wall partially removed, allowing the final boss to be restored. This shows it works as expected, other than the red pathing debug line being visible. The PlayStation version of the game also partially restores this boss, placing a regular claw mech in its start location and having that attack the player instead, with the restricting walls removed.

The video to the right demonstrates how to get the vehicle onto the playfield as well as the secondary weapon firing.

Domes#

Closed

Open

Throughout the game large metallic domes can be seen, seemingly as just another part of the scenery. However, in the pre-alpha demo these can be observed constantly opening and closing. In the final game they do nothing - apart from, it turns out - on the Duplicity trilogy of levels (missions 8, 13, and 75). On these missions (all based on the same template), there are a pair of policemen with commands to constantly open and close the domes here. This has no meaningful effect at all, but at least shows a kind of podium inside them. In the making of column for the game in the magazine GamesMaster, lead programmer Mike Diskette describes a scenario of opening one of these domes to get access to a concealed tank2. Therefore it seems the domes were to actually hide objects such as vehicles for the player to collect. In the final game it seems only NPCs can open these, but they are never used for anything. Furthermore, attempting to go inside an open dome shows that its collision model does not change even when open, making anything inside inaccessible. It seems this idea was either unfinished or simply abandoned.

Other examples of this unused functionality are the dome near the podium area in the London map. This dome has a laser battery inside it that would presumably activate if the dome was opened by an NPC, but this is never used in any of the game's levels there. So too there is the dome in the Bangkok map that is clearly supposed to house the captured Unguided in the mission "The Dead Zone", but this visibly doesn't work, with the unguided (in fact just a soldier, in another error) walking against the solid object trying to get inside.

Cut Epidermis Item#

SynWars-Epidermis4.png

One of the enduring mysteries of the game is the lack of the fourth secret epidermis item (the stealth skin) in the Church of the New Epoch campaign. The official strategy guide definitively states that it can be found on mission 21 (mission index 45) "in the alley between the tho [sic] churches", but analysis of the actual level file shows the item is simply not there. However, there is an earlier version of the level file, C044L003.D1. This does indeed have the missing epidermis item and it can be found there in an alley formed by the two church buildings. The obvious hypothesis seems to be the item was cut from the final level. However, things get stranger as C044L003.D1 is one of the last levels ever worked on according to timestamps. It has only half the commands for NPCs and is clearly not finished, yet it was written to in August 1996, whereas the final level c044l002.dat was not touched after June that year. Could it be that, with deadlines looming, the wrong version of the level was edited to add the skin, and this mistake was simply not noticed?

Similarly, the strategy guide claims the third zealot skin item is located in a weapons vault that must be destroyed in mission 18. In fact it's simply given as an unmissable bonus on completion of the level. The guide offers oddly specific instructions, so again possibly the final implementataion was a last minute fix to include a missed item.

Cut Objectives#

The demo executables contains debug strings that reveal the purpose of large chunks of code and also data structures. This reveals the internal names of all mission objective types, include some that are not used by any mission in the final game:

Number

Name

Function

4

GAME_OBJ_P_NEAR

Check if Person X is near Y

5

GAME_OBJ_MEM_G_NEAR

Check if member of Group X is near Y

14

GAME_OBJ_USE_ITEM

Use Item X

15

GAME_OBJ_FUNDS

Collect money suitcases?

18

GAME_OBJ_PKILL G

Person X Kill Group Y (this objective was used by a mission in the .BEN file but removed for final game files)

20

GAME_OBJ_USE_PANET

Use Public Access Network

21

[Blank]

Unknown

24

GAME_OBJ_ALL_G_USE_V

All player characters get in vehicle X

The most interesting cut objective is "GAME_OBJ_USE_PANET" - clearly at some point it was possible to access the cut Public Access Network system in-game, whether that was via the main menus, or possibly merely moving to some kind of computer terminal.

Unused Text#

The file PEOPLE.BAK is a slightly earlier version of PEOPLE.TXT, which contains the messages shown during the credits when the game is completed. There are some minor differences in the messages shown, mainly they were expanded in the version used by the game.

TEXT.DAT#

TEXT.DAT contains all the game's text strings. It also has a number of unused strings, and due to their screen usage generally influencing the order here, it can mostly be worked out where they originally came from:

Screen titles

P.A. NETWORK

Each bottom icon has a main title for its screen when clicked - this would be the title for the cut Public Access Network screen.

System menu items

UNUSED

Multiplayer options

OUTCAST

This is after both Agents and Zealots, so this must be another name for the Unguided. Interesting as in the pre-alpha multiplayer screenshots they were referred to as "Bikers".

Research screen

RESEARCH CENTRES 
CURRENT RESEARCH 
HOURS TO FINISH 
NO WEAPON RESEARCH 
NO MOD RESEARCH 

"Research centres" suggests there may have been more planned for the notoriously weak research element of the game, possibly with actual locations that would house scientists?

Mission Briefing

MAP EDITOR

An option for a map editor! This comes after mission briefing strings, but the ones that follow suggest it may in fact be some kind of debug menu that included this.

Unknown

FYI 
BILLINGS

These are mixed in with other strings after the map editor and before the various System menu options.

Visual Depth options

MAIL HQ
MAXIMUM ZOOM

Cut graphics settings options. It's not apparent what "Mail HQ" did, but removing the "Maximum Zoom" option was a cruel thing to do...

Unknown

ACTIVE CITIES

The above is found mixed with the various System menu options.

Map Screen

STATUS

Visible in the early pre-alpha coverage, this was a leftover from the original Syndicate where countries could revolt against high taxation.

Audio

OUTPUT MODE 
STEREO 
MONO 
MUSIC SOURCE 
CD 
MONO 
MIDI 
STEREO

Various unused audio menu options. Possibly suggests there was at some point a plan to have full MIDI and CD music rather than the tension music, but these might just have been generic audio options that were unused when the final setup meant they did not make sense.

Login Menu

THE UNGUIDED

After the two other factions, there is indeed the Unguided listed. What could have been...

ALLTEXT.WAD#

ALLTEXT.WAD contains the game's plot text. Analysis reveals there are full descriptions of the secret epidermis items that can never be seen in-game. This suggests (along with how they are presented in the pre-alpha demo) that these were to be normal purchasable items at one point, as that is where this description would be seen.

Eurocorp:

HARD SKIN
This is complex cellular cyberskin, weaved to provide a bullet-resistant epidermis that radically reduces damage from projectile weapons. Development of a pachyderm/steel mesh hybrid and careful cosmetic enhancement has produced a substance that is extraordinarily tough but just as flexible as normal, vat-grown cyborg flesh.
FLAME SKIN
This cyberskin takes advantage of the latest form of non-toxic asbestos designed for use in spacecraft re-entry. When carrying out operations during firestorm conditions, an agent wearing this skin would suffer far less from incendiary damage than an unprotected counterpart.
ENERGY SKIN
This is a cyberskin variant based on hydrocarbon polymer augmented by fibre-optic micro-filaments. It should absorb much of the destructive power of energy-based weapon systems. The energy is dispersed from the point of impact around the modified agent's body, and recycled to sustain the skin's protective properties. 
STEALTH SKIN
This is cutting edge cyberskin technology. The skin uses asynchronous temporal phase-shifting cells to confuse targetting systems, making weapon lock very hard to get. An agent wearing this skin would be almost invisible to his opponents' firepower.

Church of the New Epoch:

HARD SKIN
On occasion, our EuroCorp foe does create some innovative technology. This cyberskin is a better epidermis than traditional plaskin. A lining of molecule weave suspended in anti-shock microfoam will make Acolytes who wear it almost invincible to kinetic energy rounds.
FLAME SKIN
Heat is one enemy of the combatant. Our foe has found the solution with this experimental cyverskin. Using space industry fabrics, they have developed a cyberskin which can make our Acolytes resistant to flame and thermal energy.
ENERGY SKIN
Even the Nine were impressed with the concept behind this magnificent treasure you have recovered. Using some Codex technology - perverted by their inferior understanding - EuroCorp weaved spectral sink technology into a cyberskin, thus providing shielding from the full effects of electromagnetic weapons. Interesting. We can now take advantage of their work and employ this knowledge for ourselves.
STEALTH SKIN
Ever more accursed, EuroCorp do not give up trying to compete with our vastly superior technology. Nevertheless, they have come up with something special. This cyberskin reflects UTOPIA sensor scans, thereby making weapon lock on a target contained in this substance extremely difficult to achieve.

(Source: Mefistotelis])

Unused Levels#

Unguided CampaignRemaining levels of the unfinished and cut Unguided campaign

The game has 109 missions defined in ALL000.MIS as shipped (see the Notes page for how this file works), with over half of these never actually accessible to the player, unless commandline arguments are used to load them. However, there are in fact 215 levels total shipped with the game! Many of these are extremely rough test levels, multiple early versions of final levels and broken messes, but there are also many fully working cut levels included. The full game also includes both levels from the pre-release demo, and a second unreleased zealot demo level.

The unguided campaign is partially finished, with at least 10 working levels present in the game's files. As it's incomplete, it is not accessed in-game and there are no briefing texts. These unfinished levels were removed from the PlayStation version of the game. See the sub-page above for a complete guide of the Unguided campaign.

The table below includes all 110 missions (there only seem to be 109, but the file itself logs 110) defined in ALL000.MIS. The file also has a text record for every level added near its top, and these were used by Bullfrog to store rough information on what a level was intended for (e.g. what campaign and mission number), but also some have early development names in this area. For this reason every mission is listed below, including levels actually playable normally in the game as there are so many with alternate names or are needed to make sense of duplicate cut levels. Levels with a Eurocorp or Church of the New Epoch campaign mission number are final game levels.

The ALL000.MIS file also includes the order for many Unguided levels, (which are referred to with the codes "pu" for Punk or Ung for "Unguided"). Final game missions are listed below as the number shown when received in the briefing screen in the actual game.

The levels below may be accessed through the command line, using the /m command line parameter (for example, /m40 - there must be no space between the m and the map number) and the corresponding number from the mission index.

It's also notable some levels seem to have been saved with the wrong objective type set in the .MIS file. These can be fixed using a hex editor and the information from the Notes page.

Some levels use a pre-alpha level file format. This format changed after March 1996 for the Alpha build of the game, making these levels unplayable in the final game, they either crash the game or show gibberish. A fan-made tool can convert these to the final game's level format, making them playable once more. However, the fan-made modern Syndicate Wars port can load these levels directly without conversion, and also fixes many of the game's remaining bugs around item objectives that break some of them in the original game release, so is the recommended way to play them.

Map File

Level File

Mission Index

City Name

EC Campaign level

Church Campaign Level

Unguided Campaign Level

Level name

Early Names

Notes

MAP030.MAD

c030l001.d1

1

London

0

1.Executive Alert

First Base

MAP025.MAD

c025l001.d1

2

Tripoli

1

2.Missionary

Unguided

MAP032.MAD

c032l001.d1

3

Beijing

2

3.Friendly Persuasion

Fragmentation (also "Fusion")

MAP021.MAD

c021l001.d2

4

Geneva

3

4.Where Is Wisdom?

Knowledge

MAP028.MAD

c028l001.d3

5

Rome

6

5.Sack of Rome

MAP028.MAD

c028l001.d2

6

Rome

7

6.Sack Of Rome

MAP079.MAD

c079l001.d2

7

Reykjavik

12

7.Dark Angels In The Architecture

Out of This World

MAP030.MAD

c030l001.d3

8

London

13

8.Duplicity

MAP022.MAD

c022l001.d1

9

Johannesburg

16

9.The Special Agent

MAP021.MAD

c021l001.d3

10

Geneva

5

10.A Meeting Of Minds

Learning

MAP022.MAD

c022l002.dat

11

Johannesburg

8

11.Serpent's Egg

Spies Like Us

MAP025.MAD

c025l001.d3

12

Tripoli

8

12.A Mote In God's Eye

Spies Like Us

MAP030.MAD

c030l002.dat

13

London

12

13.Audacity

MAP020.MAD

c020l001.d1

14

Riyadh

14

14.The Levellers

Severe Blow

MAP032.MAD

c032l002.dat

15

Beijing

16

15.Rain Of Terror

Splatterpunks

MAP027.MAD

c027l001.dat

16

New Delhi

17

16.Armour Of The Gods

Splatterpunks

MAP022.MAD

c022l003.dat

17

Johannesburg

4

17.Foundations

Donation (early file it's called "Money")

MAP079.MAD

c079l002.dat

18

Reykjavik

20

18.Deconstruction

Free Passage

MAP022.MAD

c022l004.dat

19

Johannesburg

22

19.Day Of The Damned

Vissick Hunt

MAP027.MAD

c027l002.dat

20

New Delhi

18

20.Exodus

Anarchic Subcontinent

MAP010.MAD

c010l001.dat

21

Phoenix

5

21.Phoenix In Flames

MAP001.MAD

c001l001.dat

22

Hong-Kong

2

22.Fusion

MAP003.MAD

c003l001.dat

23

Bangkok

14

23.Bring Him Back Alive

MAP005.MAD

c005l001.dat

24

Sevastopol

18

24.Edge Of Darkness

MAP006.MAD

c006l001.dat

25

Adelaide

10

25.Walkabout

MAP007.MAD

c007l001.dat

26

Santiago

10

26.Forbidden Knowledge

MAP007.MAD

c007l003.dat

27

Santiago

3

27.Test Of Faith

Catastrophic Convertor

MAP008.MAD

c008l001.dat

28

Nuuk

12

28.The Hive

MAP002.MAD

c002l001.dat

29

Matochkin Shar

3

29.Lost Minds

MAP002.MAD

C002L003.Dat

30

Matochkin Shar

Pre-alpha level, does not work in final game

MAP001.MAD

c001l003.dat

31

Hong-Kong

6

31.Heretics

MAP008.MAD

c008l003.dat

32

Nuuk

Originally Church mission 15, has a briefing set that indicates this. Clearly the Church counterpart to 28

MAP007.MAD

c007l005.dat

33

Santiago

8

33.Not One Of Us

MAP009.MAD

c009l001.dat

34

Singapore

4

34.Open Re-Bullion

MAP004.MAD

c004l001.dat

35

New York

9

35.Taken To Taks

Taken to Mars

MAP047.MAD

c047l001.dat

36

Tokyo

14

36.Deep Mind

Bring Him Back

MAP050.MAD

c050l001.dat

37

Vancouver

3

37.Guru

Friendly Persuasion

MAP044.MAD

c044l001.dat

38

Cape Town

10

38.EuroLore

Science Major

MAP050.MAD

c050l002.d3

39

Vancouver

5

39.Soul Crusader

The Learning

MAP041.MAD

c041l001.dat

40

Bahrain

Audacity

An early/alternate version of 13, once again you are Lucy De Saxo. Apparently originally Church mission 12

MAP040.MAD

c040l001.d3

41

Honolulu

Re-Alignment

This seems to be an early/alternative version of 74. Instead of Zealots overtaking a Eurocorp base that you have to clear out, it's Unguided.

MAP046.MAD

c046l001.dat

42

Columbo

Spiders…

Looks like this was intended as early version of level 84

MAP041.MAD

c041l002.d3

43

Bahrain

10

40.Deadly Harvest

There is a mistake with the names here, the text file says 40 is Deadly Harvest, but it actually should be for mission 43, as confirmed by the Official Strategy Guide. All versions of the game have this bug.

MAP045.MAD

c045l001.dat

44

Cairo

9

44.Powermonger

MAP044.MAD

c044l002.dat

45

Cape Town

21

45.Retribution

Friendly Fire

c046l015.d3

46

Columbo

Elevator Test

Pre-alpha level, does not work in final game. Even then something is screwed up here, it's supposed to be for map 46 (Columbo), but it doesn't load that map. If loaded with the demo executable can be played as a Simulated level and reveals it is an early version of 84, but with Shady Guys used as stand-ins for the elite zealots/Nine.

MAP046.MAD

c046l014.dat

47

Columbo

Elevator Test

Pre-alpha level, does not work in final game. Converting reveals it's an early/test version of 100, only here Eurocorp control the Space Elevator, not the zealots.

MAP035.MAD

c035l002.dat

48

Detroit

0

48.Harbinger

Attack Base

MAP035.MAD

c035l001.dat

49

Detroit

1

49.Detroit Drop-Outs

The Unguided

MAP026.MAD

c026l001.dat

50

Buenos Aires

10

50.Secrets

Trail of Prophet

MAP026.MAD

c026l002.dat

51

Buenos Aires

2

51.Conversions

The Knowledge

MAP026.MAD

c026l003.dat

52

Buenos Aires

8

52.Watcher

Spies Like Us

MAP036.MAD

c036l002.dat

53

Christ Church

19

53.Establish The Link

Free Passage

MAP036.MAD

c036l003.dat

54

Christ Church

Free Passage

Early/Alternate version of 53. Instead of reaching the station, you begin there.

MAP001.MAD

c001l015.dat

55

Hong-Kong

7

55.Body Matters

Head Hunt

MAP010.MAD

c010l015.dat

56

Phoenix

7

56.Interloper

Head Hunt

MAP028.MAD

c028l015.dat

57

Rome

8

57.Head Hunt

Head Hunt

MAP032.MAD

c032l015.dat

58

Beijing

7

58.Semi-Automatic

Head Hunt

MAP036.MAD

c036l001.dat

59

Christ Church

11

59.Missing Link

Word of God

MAP020.MAD

c020l002.dat

60

Riyadh

3

Guns Guns Guns

See Unguided Campaign Page

MAP052.MAD

C052L001.DAT

61

Anchorage (Version 1)

4

Communications

See Unguided Campaign Page

MAP028.MAD

c028l002.dat

62

Rome

8

Rescue

See Unguided Campaign Page

MAP027.MAD

c027l003.dat

63

New Delhi

10

all000 Says this is unguided, but it's Eurocorp. An early version of 20 only you have to destroy buildings. Possibly this is the wrong level defined?

MAP003.MAD

c003l007.dat

64

Bangkok

3

See Unguided Campaign Page

MAP040.MAD

c040l015.dat

65

Honolulu

14

Massive Assault

"Ung14a"

MAP044.MAD

c044l015.d1

66

Cape Town

6

See Unguided Campaign Page

MAP026.MAD

c026l004.dat

67

Buenos Aires

16

Talks Ambush

Crashes

MAP035.MAD

c035l004.dat

68

Detroit

2

Zealot Attack

See Unguided Campaign Page

MAP036.MAD

c036l004.dat

69

Christ Church

19

Trash Church

See Unguided Campaign Page

MAP001.MAD

c001l007.dat

70

Hong-Kong

5

See Unguided Campaign Page

MAP006.MAD

c006l003.dat

71

Adelaide

23

71.Recapture

MAP004.MAD

c004l003.dat

72

New York

13

72.Divine Light

Atomic Wait

MAP009.MAD

c009l003.dat

73

Singapore

11

73.Donation

MAP040.MAD

c040l001.dat

74

Honolulu

15

74.Re-Alignment

MAP030.MAD

C030L008.D1

75

London

15

Ferocity

See Unguided Campaign Page

MAP047.MAD

c047l001.dat

76

Tokyo

"The Special…" says it's on Map45

This is actually 36 (loads the exact same level) but with no objective set

MAP020.MAD

c020l007.dat

77

Riyadh

3

Guns Guns Guns

See Unguided Campaign Page

MAP052.MAD

C052L007.DAT

78

Anchorage (Version 1)

4

Communications

See Unguided Campaign Page

MAP044.MAD

c044l007.dat

79

Cape Town

6

In fact not an unguided level at all, but one of several attempts at an aborted Zealot mission, featuring a bizarrely invincible (and angry) Lucy De Saxo

MAP035.MAD

c035l007.dat

80

Detroit

2

Clean Up

See Unguided Campaign Page

MAP009.MAD

c009l007.dat

81

Singapore

7

Godfather

See Unguided Campaign Page

MAP002.MAD

C002L007.Dat

82

Matochkin Shar

9

Dumped

See Unguided Campaign Page

MAP045.MAD

c045l002.dat

83

Cairo

17

83.Slowdive

MAP046.MAD

c046l015.dat

84

Columbo

20

84.Confrontation

Columbo Confrontation

MAP003.MAD

c003l002.dat

85

Bangkok

18

85.The Dead Zone

Splatterpunks

MAP004.MAD

c004l015.dat

86

New York

Severe Blow

An early/alternative version of 72. Says church 13

MAP044.MAD

c044l003.dat

87

Cape Town

15

87.Fallen Among Thieves

MAP011.MAD

c011l001.dat

88

Orbital Station

20

88.High Sierra

Shuttle Diplomacy

MAP012.MAD

c012l001.dat

89

Orbital Station Test

Orbital Test

An early version of the Orbital map. There is a single female Unguided, walking close to her makes a strange whoosh sound. The map also doesn't render properly, with all the domes invisible.

MAP020.MAD

c020l015.dat

90

Riyadh

14

Massive Assault

ung14c - Level file Does not exist so game crashes.

MAP035.MAD

c035l005.dat

91

Detroit

14

Massive Assault

UNG14b - However,this is a multiplayer level in actuality

MAP041.MAD

c041l003.dat

92

Bahrain

19

92.Arab Agenda

MAP040.MAD

c040l015.dat

93

Honolulu

14

Massive Assault

UNG14A - Identical to 65

MAP020.MAD

c020l015.dat

94

Riyadh

14

Massive Assault

ung14c - Level file Does not exist so game crashes. Duplicate of 90

MAP035.MAD

c035l005.dat

95

Detroit

14

Massive Assault

UNG14b - same as 91

MAP047.MAD

c047l001.d2

96

Tokyo

Turning Japanese

This is actually an early version of 36. It has a go to point mission objective and a target in a massively populated Zealot base that must be brought there

MAP047.MAD

c047l015.dat

97

Tokyo

Turning Japanese

Same as above. This version has a persuade mission, but the target marker points to a corner off screen and clearly is not tagged against an actual character

MAP050.MAD

c050l002.dat

98

Vancouver

The learning

What seems like a much harder early version of 39. Text says it's another version of 10

?

99

Friendly Fire

This is supposed to be church level 17 in Cape Town (i.e. mission 45), but this is actually a blank entry that crashes the game

MAP046.MAD

c046l002.dat

100

Columbo

24

100.Revelations

Deliver the Nine (also as "Ninth" in one file)

MAP065.MAD

c065l002.dat

101

The Moon

20

101.Church Of The Poisoned Mind

MAP065.MAD

c065l003.dat

102

The Moon

24

102.Cataclysm

The End…

MAP060.MAD

C060L015.DAT

103

Anchorage (Version 2)

?

A Tale of Two Cities

See Unguided Campaign Page

MAP070.MAD

C070L011.dat

104

Tokyo (Demo)

104.Tokyo Fuseki

Eurocorp demo mission

MAP047.MAD

c047l011.dat

105

Tokyo

Eurocorp demo mission - seems exactly the same as 104 but runs on the final game Toyko map

MAP036.MAD

c036l005.dat

106

Christ Church

"Multi16" - This is a multiplayer level

MAP005.MAD

c005l005.dat

107

Sevastopol

AD's Level

Seems to be a test level. Quite fun, between your agents you have every weapon in the game and start next to a tank and APC. You're told to "sterilise sector" and have to kill every civilian on the map.

MAP003.MAD

c003l010.dat

108

Bangkok

108.The Shining

Overrun

Church demo mission - listed as "demo 2"

MAP035.MAD

c035l015.d3

109

Detroit

Test1

Absolutely insane. A massive all against all brawl of huge numbers of Agents, Zealots and Unguided demolishing an entire city. Most of the NPCs seem to have invulnerability on so the battle just keeps on raging

MAP010.MAD

C010L001.D1

Phoenix

Eurocorp. Appears to be later version of c010l001.d3, but is ultimately an early version of 21. Same basic layout of zealots around church and various police, only now the zealots head to the player start position and get into combat with the police. Also more civilian traffic. Pre-alpha level, must be converted to play.

MAP003.MAD

C003L001.D1

Bangkok

Eurocorp. Rough test level. Four punks stand next to four stationary bikes, and a procession of zealots move across the map to attack the player. Pre-alpha level, must be converted to play.

MAP006.MAD

C006L001.D1

Adelaide

Eurocorp. Rough test level. Groups of zealots attack the player and a few cars drive around. Most interesting is a briefcase civilian being followed by zealot bodyguards, a motif that runs through several of these early test levels. Pre-alpha level, must be converted to play.

MAP006.MAD

C006L001.D2

Adelaide

Eurocorp: Seems to be an early version of 25, fewer vehicles and quite unfinished. Also has no characters set to player group, so crashes final game. Works with the demo executable. Pre-alpha level, must be converted to play.

MAP047.MAD

C047L001.D1

Tokyo

Eurocorp. Another Obvious Test level. Possibly a precursor to the demo level with similar start positions. Zealots walk across town getting into a fight with stationary punks, before once again following around a civilian with a briefcase. Another area has a small set of civilians wandering around. There's also a random tank just sitting near the start, so they must have been implemented quite early on. Pre-alpha level, must be converted to play.

MAP00.MAD

C000L001.D3

N/A

Seems to be some kind of basic template file. Empty except for a single agent. Pre-alpha level, must be converted to play.

MAP010.MAD

C010L001.D3

Phoenix

Eurocorp. Crude early test level that is clearly derived from C010L001.D1. Zealots patroling in a simple manner and a policeman who randomly drives around and disembarks. It's still recognisably the first iteration of 21. Pre-alpha level, must be converted to play.

MAP044.MAD

C044L001.D2

Cape Town

Eurocorp. One of several early versions of mission 38. Here a number of zealots simply rush the player. Pre-alpha level, must be converted to play.

MAP044.MAD

C044L001.D1

Cape Town

A more refined version of C044L001.D2. There are now more neutral NPCs and punks around, and the congregation of the church now stand observing a civilian instead of attempting to blindly rush the player. There are also more complex ambushes setup around the map. Pre-alpha level, must be converted to play.

MAP044.MAD

C044L001.D3

Cape Town

Yet another version of 38. This seems identical to the final. Pre-alpha level, must be converted to play.

MAP010.MAD

C010L001.D2

Phoenix

Eurocorp: Another early version of 21. This is quite well developed but is from before the level took a radical revamp towards being a primarily unguided level. The zealot temple here still has a Chromotap hidden in it, a surprising reward as this seems to be an early level based on weapons carried. Pre-alpha level, must be converted to play.

MAP032.MAD

C032L002.D1

Beijing

Church of the New Epoch. An early version of 15. Starts with a brutal cold opening and a very different mixture of forces (more zealots, Eurocorp and soldiers, also some scientists) compared to the mostly unguided final mission. Pre-alpha level, must be converted to play.

MAP050.MAD

C050L001.D1

Vancouver

Eurocorp. Very simplistic and empty test map. A few scattered agents patrolling, and lots of immobile unguided. Based on the next level, this is likely a very early distant version of 37. Pre-alpha level, must be converted to play.

MAP050.MAD

C050L001.D2

Vancouver

Eurocorp. A more developed version of the above. The unguided now have commands and will walk across the city, and engage a spiderbot and police guarding a scientist, which indicates this is actually an early version of mission 37. Oddly some of the unguided are unarmed, and if they survive the trek, they will harmlessly rub up against the player's agents. Pre-alpha level, must be converted to play.

MAP050.MAD

C050L001.D3

Vancouver

Eurocorp: Yet another crude very early version of 37. In this one the unguided still don't move yet. Pre-alpha level, must be converted to play.

MAP001.MAD

C001L001.D3

Hong-Kong

Church of the New Epoch. What seems like a very early version of 22. Sparsely populated level with just two zealots armed with disrupters. Pre-alpha level, must be converted to play.

MAP001.MAD

C001L001.D1

Hong-Kong

Church of the New Epoch. A more fleshed out version of 22. The city is now pretty populated and the zealot base is present. The initial scripted sequence is missing, however. Pre-alpha level, must be converted to play.

MAP050.MAD

C050L002.D1

Vancouver

Early version of 39. Missing the intro car drop-off and many other changes, and De Saxo is in her early tank mode here. Also notable as one of the first (may the first) level to feature the Kaneda-from-Akira looking civilian NPC. Pre-alpha level, must be converted to play.

MAP041.MAD

C041L001.D2

Bahrain

De saxo persuade mission. Pre-alpha level, must be converted to play.

MAP002.MAD

C002L001.D1

Matochkin Shar

Eurocorp. Very rough mostly empty level with a few stationary unguided. It seems this is the start of development of mission 29. Pre-alpha level, must be converted to play.

MAP002.MAD

C002L001.D2

Matochkin Shar

Eurocorp. As C002L001.D1, but now there are crowds of unguided pacing around. Pre-alpha level, must be converted to play.

MAP002.MAD

C002L001.D3

Matochkin Shar

Eurocorp. Much more populated version of C002L001.D2, closer to final mission 29 design. Pre-alpha level, must be converted to play.

MAP007.MAD

C007L003.D2

Santiago

Zealots. Neat test level for various civilian behaviors. A procession of briefcase civilians is guarded by an agent. More impressively, there is a taxi muster point where civilians queue to get in a flying taxi to cross the destroyed bridge. Pre-alpha level, must be converted to play.

MAP007.MAD

C007L003.D3

Santiago

Almost identical to above, only with a few agents added. Pre-alpha level, must be converted to play.

MAP046.MAD

C046L001.D1

Columbo

Eurocorp. Seemingly a very early attempt at 84. Lots of stationary zealots. What is most interesting is there is a band of shady guys attacking them from one corner - and group names suggest these are supposed to be the Nine!? Pre-alpha level, must be converted to play.

MAP046.MAD

C046L001.D2

Columbo

Another very similar version of above. Pre-alpha level, must be converted to play.

MAP002.MAD

C002L003.D1

Matochkin Shar

De saxo level to get grenades. Pre-alpha level, must be converted to play.

MAP041.MAD

C041L002.D1

Bahrain

Zealot: Early version of 42. Pre-alpha level, must be converted to play.

MAP041.MAD

C041L002.D2

Bahrain

Zealot: Another early version of 42. Pre-alpha level, must be converted to play.

MAP008.MAD

C008L003.D1

Nuuk

Zealot: Early version of 32. Amusing bug where only 1 of 4 starting Zealots is in the player group, so the other 3 will kill him. An odd mixture of zealots and unguided as enemies. Pre-alpha level, must be converted to play.

MAP046.MAD

C046L001.D3

Columbo

Eurocorp: Yet another early version of 84. Nine are still shady guys, one of them now starts in the shuttle. Pre-alpha level, must be converted to play.

MAP044.MAD

C044L002.D1

Cape Town

Eurocorp: Seems to be distant cousin of 38, but likely a unique level. Lots of unguided vs Police battles and big zealot church congregation with De Saxo present. Pre-alpha level, must be converted to play.

MAP046.MAD

C046L015.D1

Columbo

Eurocorp: Another early version of 84. Very close to the final now with the player's characters split across the level. The Nine attacking with rifles are now gone, but oddly the shuttle carrying them is still hostile. Pre-alpha level, must be converted to play.

MAP009.MAD

C009L001.D1

Singapore

Eurocorp: Very early version of 34. Pre-alpha level, must be converted to play.

MAP009.MAD

C009L001.D2

Singapore

Eurocorp: Slightly more fleshed out early version of 34. Pre-alpha level, must be converted to play.

MAP005.MAD

C005L001.D1

Sevastopol

Eurocorp: Intriguing early stages of a totally cut level. Unguided have taken the town and Eurocorp need to fight back in. Only a quarter of the level is populated, however. Pre-alpha level, must be converted to play.

MAP047.MAD

C047L001.D3

Tokyo

Eurocorp: A later version of C047L001.D1. Many traits of the demo level now visible, and some interesting strands like loads of money briefcases stashed in the bank. Pre-alpha level, must be converted to play.

MAP005.MAD

C005L001.D2

Sevastopol

Eurocorp: More developed version of C005L001.D1. Many more enemies on the map and lots of unguided ambushes. Pre-alpha level, must be converted to play.

MAP040.MAD

C040L001.D1

Honolulu

Eurocorp: An earlier version of the cut mission 41. This actually seems to work slightly better scripting wise, but with fewer unguided. Pre-alpha level, must be converted to play.

MAP007.MAD

C007L001.D1

Santiago

Eurocorp: Early version of 26. The level is already well developed, but the scientist is in a different place in this version, and revealingly he is a civilian. It's likely the scientist sprites did not exist yet at this point. Pre-alpha level, must be converted to play.

MAP007.MAD

C007L001.D2

Santiago

Eurocorp: Again, another early version of 26. Pre-alpha level, must be converted to play.

MAP001.MAD

C001L003.D2

Hong-Kong

Zealot: Seems to be earlier version of 31. Much fewer enemies. Pre-alpha level, must be converted to play.

MAP007.MAD

C007L003.D1

Santiago

Zealots: another version of C007L003.D2. Pre-alpha level, must be converted to play.

MAP040.MAD

C040L015.D1

Honolulu

Unguided: Early version of 65. Quite close, but fewer civilians in this version and a bug; four agents attack each other on level start as two are wrongly in the unguided group. Pre-alpha level, must be converted to play.

MAP002.MAD

C002L007.D1

Matochkin Shar

Unguided: Odd level, possibly a precursor to 82. Four unguided start next to two bikes. Exploring the level shows lots of other unguided, however, they are all hostile. There are also lots of zealots by the temple and a roaming van full of zealots that attack. Pre-alpha level, must be converted to play.

MAP040.MAD

C040L015.D2

Honolulu

Unguided: Another early version of 65. The four hostile agents are fixed, and there are now uzis stashed in the eurocorp base. Pre-alpha level, must be converted to play.

MAP044.MAD

C044L015.DAT

Cape Town

Unguided?: An early version of 66. However, there seems to be no player characters set, so this only works with the demo executable (with the player appearing as agents). Otherwise very similar, but the agents that take off to attack do not land, they just fly across the city instead. Pre-alpha level, must be converted to play.

MAP004.MAD

C004L007.D1

New York

See Unguided Campaign Page. Pre-alpha level, must be converted to play.

MAP004.MAD

C004L007.DAT

New York

See Unguided Campaign Page. Pre-alpha level, must be converted to play.

MAP006.MAD

C006L015.D3

Adelaide

Eurocorp: Empty level except for player units who start off next to a single zealot with a plasma lance. Pre-alpha level, must be converted to play.

MAP001.MAD

C001L003.D1

Hong-Kong

Zealots: seemingly another early version of 32. Pre-alpha level, must be converted to play.

MAP008.MAD

C008L003.D2

Nuuk

Eurocorp: early version of 28. Pre-alpha level, must be converted to play.

MAP006.MAD

C006L007.DAT

Adelaide

Eurocorp: early version of 25. Pre-alpha level, must be converted to play.

MAP006.MAD

C006L003.D1

Adelaide

Zealots: Early version of 71, although seems close to final. Pre-alpha level, must be converted to play.

MAP006.MAD

C006L003.D2

Adelaide

Zealots: Early version of 71 again, a lot more unguided now. Pre-alpha level, must be converted to play.

MAP003.MAD

C003L007.D2

Bangkok

See Unguided Campaign Page. Pre-alpha level, must be converted to play.

MAP045.MAD

C045L015.D3

Cairo

Eurocorp: Seems to be an early version of a totally scrapped level. Not much to it save lots of dead civilians, a wave of zealots and police protecting a house. Pre-alpha level, must be converted to play.

MAP047.MAD

C047L015.D1

Tokyo

See Unguided Campaign Page. Pre-alpha level, must be converted to play.

MAP041.MAD

C041L001.D3

Bahrain

De Saxo: Later version of C041L001.D2. There is now a scientist to persuade as well, and the player starts with no weapons at all. Pre-alpha level, must be converted to play.

MAP041.MAD

C041L001.D1

Bahrain

De Saxo: yet another attempt at this mission. This seems to actually be before the above. Here De Saxo starts only with a persuadertron. Pre-alpha level, must be converted to play.

MAP044.MAD

C044L002.D2

Cape Town

Zealots: C044L002.D1 but with Zealots. Very strange. Maybe a precursor to 87.

MAP030.MAD

C030L008.D2

London

De Saxo: Early version of 12. De Saxo is now very vunerable, and oddly starts with no weapons. Fairly close to final

MAP007.MAD

C007L007.D1

Santiago

See Unguided Campaign Page

MAP003.MAD

C003L007.D1

Bangkok

See Unguided Campaign Page

MAP00.MAD

C000L001.DAT

N/A

Seems to be dummy data

MAP036.MAD

C036L001.D3

Christ Church

Eurocorp: Mostly empty map with only a few agents pacing about

MAP046.MAD

C046L008.DAT

Columbo

Eurocorp: Yet another early version of 84

MAP003.MAD

C003L015.DAT

Bangkok

Zealots: Early version of 85. Seems harder, with more Unguided and fewer civilians.

MAP046.MAD

C046L009.DAT

Columbo

Eurocorp: Yes, yet another version of 84. The Nine now use the Elite zealot graphics. Weirdly there are still some placeholder shady guys still present, however. The Nine arrive in the shuttle in the actual gameplay, not as a cutscene yet. Also the fourth agent starts stuck in a missile silo, which suggests the map may have been different at this point.

MAP046.MAD

C046L010.DAT

Columbo

Eurocorp: 84 again. Very similar to above version, but the welcome committee of zealots waiting for the shuttle has been tweaked.

MAP002.MAD

C002L015.DAT

Matochkin Shar

Weird unfinished level that is just the Kaneda civilian and a lone car on the map

MAP041.MAD

C041L002.DAT

Bahrain

Zealot mission. An earlier and much harder version of 43. In that mission Eurocorp occupy the far side of the river only; in this one they have almost the entire city, including a nearby tank! Also misc skirmishes between Unguided and Eurocorp occur

MAP044.MAD

C044L007.D1

Cape Town

Zealots: Another version of 79. Here the player starts off next to the car without the cut scene, and the furious invulnerable De Saxo is not present yet.

MAP036.MAD

C036L003.D2

Christ Church

Zealots: Another version of 54

MAP025.MAD

C025L015.D3

Tripoli

Zealots: Totally empty map save for player characters

MAP065.MAD

C065L001.DAT

The Moon

Empty level

MAP049.MAD

C049L009.DAT

Unknown

There is no map 49, so doesn't work. Level contains a handful of agents

MAP027.MAD

C027L015.D3

New Delhi

Eurocorp: Unfinished mission. A woman is stranded on the corner island with its transport tubes destroyed. A Shady Guy gets in a car and flies over to her and stays off screen. Then a civilian and his soldier bodyguard get in to a Police car and flies next to her, waits a while, then flies off map.

MAP050.MAD

C050L002.D2

Vancouver

De Saxo: Another early version of 39. The Doctor drops an Electronmace when killed, however

MAP035.MAD

C035L001.D1

Detroit

Eurocorp: Early/alternate version of 49. Not clear what is different aside from lone unmoving Unguided near the top

MAP079.MAD

C079L015.D3

Reykjavik

Eurocorp: Mostly empty map, small group of Zealots and flying APC in base. Possibly early version of 7?

MAP030.MAD

C030L001.D2

London

Eurocorp: Early version of 1. The player start position is different

MAP002.MAD

C002L002.DAT

Matochkin Shar

Multiplayer Level

MAP070.MAD

C070L011.D1

Tokyo (Demo)

Eurocorp: ReLevelno for 104 - same level but with no intro, used if the player retries the level

MAP040.MAD

C040L005.DAT

Honolulu

Multiplayer Level

MAP065.MAD

C065L005.DAT

The Moon

Multiplayer Level

MAP041.MAD

C041L005.DAT

Bahrain

Multiplayer Level

MAP004.MAD

C004L013.DAT

New York

Eurocorp: Early version of 35

MAP022.MAD

C022L013.DAT

Johannesburg

Zealots: an earlier but close to final version of 17 with no intro yet

MAP040.MAD

C040L013.DAT

Honolulu

Eurocorp: Yet another slightly earlier version of 74, the secret epidermis in the main base is not there yet in this version

MAP022.MAD

C022L001.D2

Johannesburg

Zealots: Earlier version of 17 with no intro

MAP004.MAD

C004L001.D2

New York

Eurocorp: ReLevelno for 35 - same level but with no intro, used if the player retries the level

MAP046.MAD

C046L015.D2

Columbo

Eurocorp: ReLevelno for 84 - same level but with no intro, used if the player retries the level

MAP046.MAD

C046L002.D2

Columbo

Zealots: ReLevelno for 100 - same level but with no intro, used if the player retries the level

MAP022.MAD

C022L003.D2

Johannesburg

Zealots: ReLevelno for 17 - same level but with no intro, used if the player retries the level

MAP001.MAD

C001L002.DAT

Hong-Kong

Multiplayer Level

MAP001.MAD

C001L010.DAT

Hong-Kong

Eurocorp: Empty level except for player agents

MAP001.MAD

C001L005.DAT

Hong-Kong

Multiplayer Level

MAP002.MAD

C002L005.DAT

Matochkin Shar

Multiplayer Level

MAP003.MAD

C003L003.DAT

Bangkok

Multiplayer Level

MAP004.MAD

C004L004.DAT

New York

Multiplayer Level

MAP005.MAD

C005L015.DAT

Sevastopol

Multiplayer Level

MAP050.MAD

C050L003.DAT

Vancouver

Multiplayer Level

MAP047.MAD

C047L002.DAT

Tokyo

Multiplayer Level

MAP032.MAD

C032L005.DAT

Beijing

Multiplayer Level

MAP006.MAD

C006L005.DAT

Adelaide

Multiplayer Level

MAP008.MAD

C008L005.DAT

Nuuk

Multiplayer Level

MAP060.MAD

C060L005.DAT

Anchorage (Version 2)

Multiplayer Level

MAP044.MAD

C044L005.DAT

Cape Town

Multiplayer Level

MAP046.MAD

C046L005.DAT

Columbo

Multiplayer Level

MAP044.MAD

C044L003.D1

Cape Town

Zealots: An early/alternate version of 45, close to final. This version seems a little harder, and the secret epidermis is located near the entrance of the church on the map

MAP040.MAD

C040L001.D2

Honolulu

Eurocorp: ReLevelno for 74 - same level but with no intro, used if the player retries the level

(Source: Syndicate series unofficial fan site, Original TCRF research)

The above list is based on the ALLTEXT.WAD file from the second released demo, as that has a newer file with 108 levels named rather than only 104 as per the final game.

ALL000.MIS File#

This file contains the definitions of all missions in the game, providing the game with the data needed to combine level files with maps and mission objectives to have a playable game mission. See the notes section for how this works.

There are also three other unused older versions of the .MIS file included with the game that have slightly different sets of missions and also show older names for levels (that have also been included in the list above). ALL000.BEN, ALL000.OLD, and ALL099.MIS. All000.BEN (seemingly named after programmer Ben Dean) appears to be the oldest both by timestamps but also as it has the fewest entries. .OLD is closer to the final game, and ALL099.MIS is very close to the final ALL000.MIS, but has many slight changes to mission objective data throughout. If these files are renamed and used to overwrite ALL000.MIS they can be used to play older sets of objectives for some missions, which in some cases cause otherwise broken cut levels to work better.

The file ALL001.MIS defines all the multiplayer levels, there is also an older unused multiplayer file called ALL098.MIS (see below). The map comments in these files show that originally map 002 was intended to be Salzburg, not Matochkin Shar as in the final game. More excitingly, it also shows the otherwise unknown map 60 is in fact the city of Anchorage.

Unused Multiplayer Levels#

The game uses the file ALL001.MIS to define the 15 levels available in multiplayer mode. However, there is a second file with multiplayer levels defined in it called ALL098.MIS. If all players in a multiplayer game replace the 001 file with the 098 file (renaming it to ALL001.MIS), a different set of levels can be played. 10 of these are the same as the original file, but there are 5 new levels not previously playable.

ALL001.MIS

ALL098.MIS

Unused Maps#

The game has 37 maps in total, numbered from 1 - 79. Naturally a lot of those numbers are missing, some of which may have been cut maps that were not included with the game. The following maps are included with the game, but are not used for any level accessible in normal play:

Map051.mad

A giant Bullfrog logo. This is not used by any levels, although it's actually used during the end sequence

(Source: Mefistotelis])

Map052.mad

A finished map of the city of Anchorage. Split in half by a canal, the top of the level consists of a large road bridge that has collapsed into a river. There is a cut level that uses this map. Timestamps show this was the original version of the map. Based on the two cut levels that use this map number, this likely is not the original map that used this slot. Both levels expect a totally different map layout unlike any of the maps shipped with the game.

Map060.mad

A later version of Map 52. According to ALLMISS.001 this is actually the map for Anchorage. This is almost identical to map52 but has some minor changes to the pedestrian crossing markings on the roads, some building texture changes, and a pair of billboards to the South that have been removed in this version. Strictly speaking this not actually cut as it is used by a single multiplayer level in the final game. However, all the single player missions on it were cut. Timestamps show it is a later revision of the map.

Map074.mad

An almost empty map with only a single building in the middle of it. There are no levels using this map.

Map012.mad

This is just a clone of map 11, the Orbital Station from the final game. It seems identical, but there is a cut level that uses this version of the map. File sizes show this version is smaller than the final one.

There are also cut levels for Maps 0 and 49, which are not present in the game files.

Simulated Levels#

If the game is asked to load a level that does not exist (for example, a number beyond that of the defined missions in ALL000.MIS - like 999), or a mission that does exist but on a map that does not, it creates a "Simulated Level". This is a strange level that takes place in a black void where random enemies are placed and walk about, presumably for testing purposes. In the final game these levels are always raining. The simulated levels are extremely unstable and usually cause the game to crash after a short period of time, and will always crash if the game is switched into high resolution mode (F8 key). If a level exists but the corresponding map file assigned does not, the actual level file is overlaid onto the void map, allowing it to still be played.

What is interesting is to compare the behaviour of the final game to that of the demo executables with debug code included. If the criteria for a simulated level is invoked here, then a message actually saying "CREATING SIMULATED LEVEL" appears. If this is skipped by pressing the escape key, then the level will start as in the final game. The true purpose of these levels is then revealed, as they essentially create random skirmish levels for testing. Random weapons and selections of enemies are spread across the level for the player to interact with. The radar displays properly and it's not raining in the demo executable simulated levels. There is also more functionality possible - if the game has difficulty loading a map file but can still load the level file, it will still allow the level to be played on the void map, rather than just crashing. Based on other changes from the demo to final, it seems likely this whole system was deliberately crippled to stop players accessing it.

Command Line Arguments#

The game's executable is loaded via a batch file that always passes the arguments /w and /g to the program. Reverse engineering of the game reveals that in fact /w is a switch to reduce memory usage by reducing the size of some static arrays of game data, and /g oddly is needed to put the game into campaign mode. Without this switch set, the game will replace the player's equipment loadout with a level's default debug loadout whenever a level is restarted by pressing the R key. There are several values that can be set for this mode and it's not yet understood what they were intended for. Possibly they are also a hangover from a time when the unguided campaign was still part of the game, as all evidence leads to that campaign only using level default loadouts with no player access to the equip and R&D screens.

(Source: Reverse engineering by Mefistotelis)

Regional Differences#

French Version#

Despite being included on the original European/US disc release of the game, in fact the French language SOUND.DAT alone is built off a newer sound sample set. This new version of SOUND.DAT is dated three days after the original English base used for all the other languages on disc. Aside from having voiceovers now recorded in French, it also includes new versions of some sound effects compared to the original release. These changes carried over to the later German and Japanese versions. See the Japanese version page for a breakdown of the new sound effects.

German Version#

The German version made several changes:

  • Except for the disintegration effect used with certain weapons, death animations have been removed. Killed opponents fizzle away instead, leaving no corpses behind.
  • The sounds made by killed opponents are much quieter. Civilians who are killed make no noise at all.
  • Uses the second sound effects set as above.

(Source: Schnittberitche, Geist22)

Other Versions#

Korean VersionA very strange release with no Korean, but lots of early maps and even a bunch of levels from the scrapped first iteration of the PlayStation version. Japanese VersionThe only Windows version of the game, and somewhat different to all other versions in terms of content.

References#


  1. PC Watch, Weekend Summary 97/6/20 Edition↩︎
  2. Mike Diskett, Syndicate Wars Diary Part 2. GamesMaster. No. 41. Bath: Future plc. April 1996. p. 31. ISSN 0967-9850.↩︎