![]() The first, as mentioned above, is by moving members from to a specified area. There are a few ways you can modify the Syndicate members as you're unlocking the Safehouses. Intervention: One or more Syndicate Members randomly ambush you.Īll four missions come with 1-3 (maybe more?) Members that you can capture. Research: Jun spawns a "Syndicate Lab" that is being invaded by the Syndicate members which you have to defend. Break down the wall and kill the member(s) inside. There appear to be 4 types of Syndicate missions in zones/maps, one for each safehouse. Those appear to be the only two ways to unlock the Safehouses. This doesn't always spawn but does so occasionally. Occasionally, you will be given an option besides Interrogate (the choice on the right side) which provides a flat amount of research/evidence for a specific Safehouse. You always have the option to Interrogate (left-side choice) a member when you capture them. I believe you are limited to 3 members being intimidated at a time. Each map/zone in which you complete a Syndicate mission is considered a "turn" (there can be up to 3 Syndicate members that spawn in a mission, from what I've seen). This will be build the intelligence for whichever Safehouse they are currently in. The main way to do this is to beat the Syndicate members in each zone/map and then choose to "interrogate" them for 3 turns (the option on the left). you clicked the option to move a member to Transportation, for instance), they will be a part of the fight with the Safehouse boss (attacking you).Īs mentioned above, the way to unlock the Safehouses is to build up 100 intelligence for each Safehouse. Note about Safehouses: it appears (still testing) that whatever Syndicate members are in that Safehouse (e.g. ![]() Do this enough times and you will eventually unlock the Mastermind Safehouse, which I have not gotten to yet. A new character will take over that Safehouse and it will reset. Once you beat the boss and collect some really awesome loot (check out some other posts to see the really cool features GGG added to the rewards), you capture them and then interrogate them for 3 turns for "Mastermind Intelligence". Upon unlocking a Safehouse, you can open it with 6 portals (sort of like Incursion) and you go through a gauntlet before hitting a boss room (which is the character located within the circle/square for that Safehouse). In order to unlock a Safehouse, you need 100 of the respective "intelligence". They are in either a red circle or square. ![]() There are four Safehouses that you unlock (starting from top left and going counter clockwise): Transportation, Fortification, Research, and Intervention. ![]()
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