Pull their strings
The idea is always that players must investigate the four different branches on the immortal syndicate, see the identity of key members as well as the location of the hiding places, and plunder them. But the real joy emanates from how you manipulate and utilize syndicated members to bid.
All in this is close to normal activity. When a new player completes a narrative mission and explores a fresh area, each area has some Syndicate activities that they may influence. In one video, Wilson showed me a farmer on a small fort guarded POE Trade using a junior syndicate. After defeating him in combat, the ball player chooses to carry out or interrogate the Syndicate member, who chooses to temporarily imprison him while gradually displaying info on other higher-level members.
Of course, like a Path of Exile, everything's much more complicated. Sometimes, Syndicate members can provide random bargaining that may change the layout with the Syndicate hierarchy. Grunts can enter advanced positions, reveal the identity of the leaders, or you can choose to complete them. However, it is immortal, which led the syndicate to regain this role whenever they were loyal to your cause of death.
A syndicate can take action against you, for example destroying you in your boss's fight on your most vulnerable time. It is here that syndicated relationships also be involved because sometimes people two friends have a double team. However, stuff has become more complicated again. Wilson explained that it must be very likely a syndicate member attempt to POE Trade Currency ambush you, which will be the victim connected with an ambush by another competitor, the syndicate. All of this is shown on Syndicate Corkboard, where players can track personal relationships, rank and manage other modifiers for each with the dozen Syndicate members.
Just like other alliances in the way to exile, the final goal is to manipulate techniques to get the best spoils. When the ball player manipulates and utilizes, they're going to receive Intel and in the end, reveal the location in the safe house from the four branches in the syndicate. These special areas are stuffed with regular monsters and treasures, and also contain the living quarters of each one member from the immortal group owned by that particular branch.