Syndicates are targets of Freelancer mode in the World of Assassination Trilogy.
Overview[]
Syndicates are a group of individuals or organizations that unite to achieve a common goal in the crime world. In a single campaign, they compose of various syndicate members, depending on how many on each level, and 4 crime syndicate leaders of choice, with each syndicate leader being killed in a showdown of suspects.
As a player identifies and takes down the lower members of the syndicate, this ends up forcing a syndicate leader to go out of hiding. This also gives the player a one-time opportunity to kill that syndicate in a showdown, during the end of a syndicate campaign.
The common goal during the gameplay is to complete Campaigns by being able to eliminate members of a certain syndicate. Campaigns can be started at the mission table found in the Safehouse's basement.
Campaign Progress[]
A Campaign Progress is the current status of completing a number of contracts to get to a showdown. Below are the number of contracts required to be completed to enter a showdown:
- 1st showdown - 2 contracts
- 2nd showdown - 3 contracts (with at least (≥) 1 alerted territory in Normal mode)
- 3rd showdown - 4 contracts (with at least (≥) 2 alerted territories in Normal mode)
- 4th showdown - 5 contracts (with at least (≥) 3 alerted territories in Normal mode)
Syndicate Members[]
Syndicate members are attributes of people that work under a certain syndicate leader. They vary through NPCs from the original campaign. Sometimes, the game will add new NPCs for the missions. In an alerted territory, all syndicate members are considered as disguise enforcers, and will see through all of 47's suits or all guard disguises throughout the whole mission.
Lookouts[]
Showdown lookouts are syndicate spies that will see through most of 47's disguises, with very few exceptions. They are dressed in clothing appropriate for their location, either wearing staff disguises or as ordinary citizens, and will often patrol chokepoints. If alerted, a lookout will report your presence to the entire syndicate, causing all of the suspects of an alerted network to become frightened and seek out the nearest exit. Lookouts are extremely dangerous, as they can ruin a campaign by simple proximity to the player.
Fortunately, it is very easy to spot Lookouts if you know the signs to watch for. Firstly you will see a "Lookout Nearby" indicator next to your minimap (except when playing on Hardcore Mode), which will tell you that there is one near you, although it will also detect ones on the floor above or below you. Secondly, they will be an enforcer to you no matter which disguise you use, which can help you identify them more easily. Lastly, they will have a bold white outline when using Instinct, just like guards. Seeing a civilian with a guard outline is a sign of either a Lookout or an Assassin, both of which should be either avoided or eliminated at the earliest opportunity.
Lookouts tend to be placed near choke point entrances, though they are constantly moving and will not monitor one entrance for an extended time. They tend to have short predictable patrol routes that can be identified. Once their routines and general area are observed, they become easier to avoid. It also helps to know the positions of NPCs in the campaign mission so that an out-of-place enforcer becomes obvious. It is generally better to limit running near populated areas, to not enter doors and corridors without scanning them with instinct, and to scan using instinct mode regularly. Maps with plenty of open ground (preferably public areas where disguises are not necessary) make it easier to avoid Lookouts, whereas maps that canalize movement into narrow alleys and corridors are more dangerous.
Although not all suspects escape when being spotted by a lookout, it is still recommended that the player either avoids the lookouts entirely, locates a high-ranking disguise, or neutralizes the lookout without causing suspicion.
Assassins[]
Undercover Assassins are discreetly escorting Suspects. They are expert marksmen and can kill you with just a few shots. Almost all the time, they’re not enforcer to 47’s any suit or disguise, even when he’s in a trespassing or hostile area.
Assassins are hired gunmen tasked with defending the suspects from threats. They are dressed in clothing appropriate for their location, so it can be tricky identifying them. A good trick is to use Instinct mode and look for civilian NPCs with a bold white outline as opposed to a thin gray outline. Similarly to Lookouts, Assassins are often dressed in a staff uniform but can also wear the clothing of ordinary civilians; a character wearing casual clothing that regularly walks into a restricted area should be treated with extreme suspicion, as should any NPC who appears to be following another character. Assassins walk some distance behind the suspect and keep their eyes on him or her. Assassins are equipped with a modified HWK21 Covert that deals substantial damage to 47 and has an extremely fast fire rate.
It is very easy to be killed when an assassin is alerted, as it takes roughly one to two shots to completely drain 47's health pool. If an assassin is killed or pacified, they will drop their firearm, which can be brought back to the Safehouse if picked up by 47. When the suspects are fleeing, the assassins will escort them to the nearest exit, firing upon 47 on sight if they are aware of his identity. Once a suspect has fled, the assassin will then patrol the map in search of the player until the alert state has ended.
Syndicate Leaders[]
Syndicate Leaders are the main targets of the Syndicate group. They can be hunted down during a suspect showdown at the end of every campaign. In a group of suspects, only one of them is considered as a permissible target. Suspects during a showdown are highlighted purple on instinct mode. During a syndicate showdown, suspects opt to tell certain behaviors during their routes. These behaviors are represented in a purple/white pictogram above them.
Some suspects show a tell while they go around, and multiple suspects will both look and act identical, according from suspect intel. However, a music cue will play when approaching the syndicate leader, and this can be used to identify them without even needing to look for their clues. This musical cue was removed in the May 2023 patch of the game.
Below are the number of suspects that appear during a showdown:
Normal
- 1st showdown - 4 suspects
- 2nd showdown - 6 suspects
- 3rd showdown - 6 suspects
- 4th showdown - 9 suspects
Hardcore
- 1st showdown - 9 suspects
- 2nd showdown - 9 suspects
- 3rd showdown - 12 suspects
- 4th showdown - 12 suspects
Syndicate Tells[]
Tells are certain clues that partially reveal identities of suspects during a showdown. These are behaviors that can be observed when following suspects. It is not always possible to differentiate targets from suspects by appearance alone, since some suspects can share traits with the real target.
During a behavior clue such as smoking or eating, the purple suspect icon will change to indicate the activity or personality trait with an appropriate pictogram, allowing the player to identify it clearly at a distance.
A leader profile consists of 1 Agenda, 2 Tells, and 4 Looks. The following is the list of tells that can be found during a showdown:
Agenda[]
Business Meeting
- Suspects with the Business meeting agenda will seal shady deals with handshakes
- On-site to attend a Business meeting with other suspects
- Business meeting suspects carry Blue burner phones
Handover Meeting
- Suspects with the Handover meeting agenda will meet up and exchange a package
- Suspects are on-site to exchange illegal items
- Handover meeting suspects carry Green burner phones
Secret Meeting
- Suspects with the Secret meeting agenda will meet up for a covert conversation
- On-site to exchange secrets with other suspects
- Secret meeting suspects carry Red burner phones
Hair[]
Black Hair
- The leader has black hair
Blonde Hair
- The leader has blonde hair
Brown Hair
- The leader has brown hair
Grey Hair
- The leader has grey hair
Red Hair
- The leader has red hair
No Hair
- The leader is bald or has short, shaved hair
Despite the name of the tell, a leader with this trait need not be completely bald and can have very short low hair.
Accessories[]
Earrings
- The leader is wearing earrings
While sometimes obvious, at other times earrings are small and difficult to spot. Look closely for small simple rings such as a plain ring on one ear.
Glasses
- The leader is wearing glasses
Glasses can sometimes be thin and not obvious at a distance, so a close look at a suspect can be necessary.
Hat
- The leader is wearing headwear or a hat
Necklace
- The leader is wearing a necklace
Simple necklaces can require a close look to spot; some suspects wear military dog tags as necklaces.
Tattoo
- The leader has a tattoo, might be somewhat hidden
Tattoos can sometimes be difficult to see. Check hands and necks for smaller tattoos that might not be obvious from a distance. Look at the suspect from different angles and also check the back of forearms, which are easy to miss.
Personality[]
Allergic
- The leader suffers from allergies, might sneeze involuntarily
- A suspect with the Allergic tell will sometimes sneeze
Dehydrated
- The leader has an excessive thirst and will most likely drink frequently
- A suspect with the Dehydrated tell will sometimes have a drink at certain places
Foodie
- The leader has an uncontrollable hunger
- A suspect with the Foodie tell will sometimes eat food at certain places
In contrast with the Sweet Tooth personality, the Foodie will eat food that is set out on the map, rather than food that is carried with them.
Nervous
- The leader is nervous, might look at surroundings excessively
- A suspect with the Nervous tell will appear concerned and slightly paranoid
Reader
- The leader is an avid reader
- A suspect with the Bookworm tell will sometimes take a break to read
Smoker
- The leader likes to have a smoke
- A suspect with the Smoker tell will sometimes take a cigarette break
Sweet Tooth
- The leader needs a lot of sugar and always carries a hidden supply
- A suspect with the Sweet Tooth tell will sometimes eat a snack
In contrast with the Foodie personality, the Sweet Tooth will carry candy with them and can eat anywhere, as opposed to Foodies who eat from food located on the map.
Syndicate Types[]
Each type of syndicate contract has a different syndicate type, that rewards various playstyles. After selecting a syndicate contract, detailed information becomes available to the player for each specific mission. These types of syndicate contracts occur, that help identify and eliminate the leader of an organization. Defeating a syndicate type 10 times will reward the player with a trophy that is shaped like the corresponding syndicate symbol. These trophies will be placed in the Safehouse bunker across from the dressing room and infirmary.
There are currently 8 syndicate types that can be activated when playing Freelancer:
Arms Trafficking[]
M.O.: Exploiting and escalating conflicts all over the world. Enabler of genocide and oppression. Responsible for countless deaths and untold amounts of suffering.
Potential Objectives:
- Shotgun Kill
- Sub Machine Gun Kill
- Assault Rifle Kill
- Explosive Kill - Proximity
- Explosive Kill - Fragmentation Grenade
- Explosive Kill
- Eliminate Guards - Assault Rifle
- Eliminate Guards - Shotgun
Assassination[]
M.O.: Murder for hire with no code or method. Countless collateral. Cruelty and unnecessary suffering. Competitive.
Potential Objectives:
- Silenced Pistol Kill
- Fiberwire Kill
- Silenced Firearm Kill
- Explosive Kill - Remote
- Sniper Rifle Kill
- Silenced Sniper Rifle Kill
- Kill Only Targets
- Headshot Kills Only
Big Pharma[]
M.O.: Human experimentation and illegal testing instilling addiction to create a demand. Controlling prices for medication through lobbyism and brute force, leaving the majority without an option for treatment.
Potential Objectives:
- Poison Kill
- Poison Target-Emetic
- Poison Target-Sedative
- No Bodies Found
- Poison Guard-Syringe
- Poison Target-Dart Gun
- Do not Blow Your Disguise
- No Witnesses
Eco Crime[]
M.O.: Destroying natural resources driven by greedy exploitation or corrupt political agendas. Polluting and poisoning food sources, causing famine and ecological disasters. Active in extinction of endangered species.
Potential Objectives:
- Trap Kill-Water Cannister
- Electrocution Kill
- Burning Kill-Accident
- A Accident Kill
- Drowning Kill
- Trap Kill-Oil Cannister
- Poison Target-Emetic
- Make Target Slip
Espionage[]
M.O.: Acquiring and selling secrets by any means necessary and no regard for consequence. Industrial espionage, extortion, character assassination, and post-truth manipulation. Destroying reputations, businesses, entire economies, and throwing families into poverty and populations into war.
Potential Objectives:
- Fiberwire Kill
- Do not Blow Your Disguise
- Do Not Change Disguise
- Poison-Dart Gun
- Doors Stay Locked
- Do not get spotted
- Do Not Pacify
- No Firearms
Organ Trafficking[]
M.O.: Capturing children and other vulnerable people, using them as involuntary donors for organ harvesting. Setting up scenarios to force people into horrible dilemmas. Kidnapping for forced amputations.
Potential Objectives:
- Deadly Throw
- Neck Breaker
- Axe Kill
- Knife Kill
- Poison Target - Sedative
- Pacify Guards Unnoticed
- Silent Target Takedown - Rare Melee
- Poison Target - Dart Gun
Psy Ops[]
M.O.: Guerillla-warfare techniques waved against civilians. Pushing agendas by spreading fear. Polarising population-groups through trolling and undercover acts of terrorism.
Potential Objectives:
- Do not Get Caught on Camera
- Pacify Guards-Concussive Explosives
- Blind Target
- Blind Guard
- Destroy Cameras
- Destroy Surveillance Recorder
- Eliminate Guards-Sniper
- Distract Target
Sick Games[]
M.O.: Orchestrating occult ceremonies and death-matches as exotic entertainment for the rich. Custom-tailored revenge plots for sale. Depravities and perversions unlimited.
Potential Objectives:
The MO. of these Syndicates change all the time making the Potential Objectives completely unpredictable. Only by activating the Syndicate Contract will reveal their specific vulnerability
Behavior[]
All syndicate members, leaders, and suspects are enforcers of all suits and all guard disguises in alerted territories during a mission. Failing to complete a contract in normal territories will result for other targets to forcibly become part of an alerted territory when encountering them on a mission. When suspects during a showdown are alerted, they will escape to the nearest exit, which can make the player fail the entire campaign. This applies only if the true leader escapes; non-leader suspects escaping doesn't affect the game at all, and the player can continue their showdown.
Suspects do not always evacuate upon a hostile incident; brief trespassing, weapon spotted by civilian, a poisoning or even an "accidental" death may or may not alarm security enough. Nevertheless, it should be assumed that major noise such as explosions and unsilenced gunfire will cause suspects to begin escaping.
Also, failing the missions in alerted territories - either by being wounded or actively exiting the mission without killing all targets - will spook the syndicate leader, forcing them into hiding, resulting in the failure of the entire campaign.
In a normal, not alerted showdown, all suspects, leaders, and assassins are not enforcers to 47 even when the player is in a trespassing or hostile area, though they will still react as usual if 47 is spotted doing illegal actions. And although suspects and leaders will enforce 47's suit and guard disguise in alerted showdowns, they won't enforce 47's civilian disguise at all. While lookouts can enforce most of 47’s disguises, assassins are the opposite, as they won’t enforce 47’s disguise almost all the time.
Lookouts sometimes check on rooms and corridors that are ordinarily empty in the campaign, requiring the player to be extra careful. Similarly, suspects and their assassin escorts will walk through some areas that were seldom-used in campaign missions. Additional guards have also been added to some maps.
In the event of an evacuation order, caused by a major player-created disturbance, security guards will rush all suspects to exit points. Guards will station themselves at the exit and fire at the player if approached; suspects will continue to run out of the mission area (or be ferried by a vehicle, in some cases.) Assassins will be alerted. Suspects still can be killed while outside the walkable map space as long as they are in firearm range. If the target suspect has already been killed before or during the evacuation, it is recommended that the player avoid the remaining suspects and their security entourages until the alert subsides.
Gallery[]
Territory Takedowns[]
Trivia[]
- Originally, there were fourteen syndicate types that were created for Freelancer, however, only eight of the fourteen types were used in-game.
- Previously, Freelancer had a musical cue feature, called the "Target Jingle" that would play when approaching a certain target, however, this was removed in the May 2023 patch of the game.
- This also used to be applied for Showdowns, despite the game wanting the player to figure out the correct target on their own. This music cue was used to identify the syndicate leader very early in the mission, depending on how fast the player found them.
- Alternatively, the player could use the lack of a music cue when approaching a suspect to determine who is not a syndicate leader.
- Certain prestige objectives require the player to perform some action on a target, such as poisoning with a dart gun or distracting them. Provided it can be done surreptitiously, this is another way of positively identifying a target, although the methodical collection of visual and behavioral clues usually remains the safest option.