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Z: Steel Soldiers: Walkthrough (English) (#3938)
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Z: Steel Soldiers: Walkthrough (English) (#3938)
Z: Steel Soldiers: Walkthrough (English)
Z: STEEL SOLDIERS Walkthrough
by Briareos Kerensky (briareos@inwind.it), ver 3.X, 11/08/2002
Table of Contents
1-Update History
2-History Briefing
3-Game Introduction
4-Units Briefing
5-Buildings Briefing
6-General Tactics
7-Multiplayer Tactics
8-Walkthrough
9-Cheats
10-Does Briareos know...
11-Credits
****************
1-UPDATE HISTORY
****************
11/08/2002-version 3.X. After a year I recieved some mails complaining about
the game unstability and what can be done to solve this. Read section 10 "Does
Briareos know..." for more infos on that.
19/09/2001-version 3.0. Bonus mission completed. As long as Bitmap Brothers
will not release a new patch with new missions and/or extra missions, this
release will be the last.
18/09/2001-version 2.5. Act IV ended. Corrections throughout the document.
Added "Does Briareos know..." section. Next update will be the last.
10/08/2001-version 2.2. Act V ended. Some updates.
06/08/2001-version 2.0. Act IV finished. Vehicle and unit sections completed
too. Started Act V. Have you noticed that we passed the 100 Kbs? I just did :)
02/08/2001-version 1.8a. I changed my GeForce 2 MX video card with a blazing
Radeon 64 DDR Vivo. Initially it gave me some problems, but now my system is
running smoothly. So I decided to reinstall Z: Steel Soldiers and see if the
problems I had were still present...but I decided not to install the patch, so
I had to redo all missions from 5 to 16, until I discovered a funny thing...see
it in the new Cheat section. For anyone with continue crash problems I can
suggest that the patch or a card based on a GF2MX create problems, so try to
play without the patch if you aren't planning a video update until the GeForce
3 prices drop. Mission 16 concluded, plus the usual update to all sections
needing it. I'd like to thank Robert Chou for all level names.
18/07/2001-version 1.8. Unfortunately I have to tell you that this document
will stop here, at mission 16. The game is too unstable to be played (when I
issue attack orders to vehicles the game bombs to desktop), and Eon support was
not able to help me. Probably it is video card issue, and when I'll change my
current GeForce 2 MX I'll retry and see if the game is stable or if Bitmap
Brothers release a new patch...
07/07/2001-version 1.7. Act III completed, plus the usual update to the
vehicle/building descriptions. I apologize for the delay, but I was "occupied"
by Emperor: Battle for Dune, and I still have to decide if the game was an
opportunity thrown to thorns or a great opportunity thrown to thorns; I suspect
that this is the last Westwood game I'll buy. Sad, but it's reality. However,
this doesn't matter too much here.
02/07/2001-version 1.6. Act III first mission, plus other vehicles and
buildings. General Tactics updated. One side info: all other version will be
uploaded only when a full Act or a difficult mission will be completed. Redrawn
the first maps.
30/06/2001-version 1.5. Kris Saw helped me a lot with buildings' original
names. Thanks! Campaign continues (Act II completed), plus General Tactics
updated, as well as units/buildings description.
25/06/2001-version 1.4. Technology Levels completed. Description of buildings
and units continues, as well as the Tactic section. Campaing continues. Act One
concluded, first mission of Act Two.
In addition, Bitmap Brothers released a first patch, which fixes some glitches,
but there is no adjstment in game balance...in fact, I've never experienced any
of the problems resolved. I'm lucky :). Patch is available in different
languages, so choose the right one.
23/06/2001-version 1.2. Corrected some errors (for example the wrong v 1.0
date) and other sections are online or started. I partially redesigned the
missions' maps but the campaign walkthru won't continue for now...
19/06/2001-version 1.0. Back online! My last document was...eerrr...Cyberbots?
Uhm, doesn't matter at all. My first document was a non-standard RTS, and Z:
Steel Soldiers is an other one! BTW, let's end this useless paragraph...first
sections available, but the document is long way from be completed...
******************
2-HISTORY BRIEFING
******************
After 509 years of continuos war, Transglobal and MegaCom forces sealed a
treaty of peace. On planet Rigal, the planet were the most undisciplined
soldiers are sent, the local MegaCom commander, Captain Zod, took the news with
extreme sadness, as the end of all hostilities means that he and his men will
have no longer a work.
During a patrol, two of Zod's men, Brad and Clarke noticed that someone built
an airfield in the demilitararized zone; though Zod second-in-commnad, Lassar,
tries to persuade Zod that an armed patrol should no enter a demilitarized
zone, Brad and Clarke engage and unknown Dropship; after the ship is downed by
the two soldiers (with machineguns ?!?!?!?!?), all contacts are lost.
*******************
3-GAME INTRODUCTION
*******************
Who remember the original Z? I do, though I do not own the game. In sharp
contrast with all other RTS, the first Z was contrentaed on immediate action,
with little or no controls over resources; the map was divided into sectors
that gave the players a certain amount of resources (depending on the "value"
of the sector) and installations.
Z: Steel Soldiers keeps the same concept but enhaces the raphic engine and
available units, both in number and in type. In Z: Steel Soldiers, the only
thing you have to care about resources is to build stores to increase the
maximum amount of resources you can keep and to know that resources are given
to you preiodically and that the amount is decided by how many sectors (and
their quality) you own: so no Harvesters at all, you have only to care about
producing units (which is a semi-automated action), conquering sectors and
finally destroying the enemy command center.
****************
4-UNITS BRIEFING
****************
---------------------------------------------------------------------
First: please forgive me for wrong names. I own the italian copy of the game
which is fully translated (strange enough, voices are not so bad). I'd like any
help in this way.
Robert Chou helped me with them. Thanks!
---------------------------------------------------------------------
------------
--INFANTRY--
------------
-----------------------------------------------------------------
Infantry are the only units capable of conquering a sector (place your cursor
over a flag and when the red hand shows up, issue the order) and do specific
tasks. As they are ground-bound, water and steep slopes block them.
-----------------------------------------------------------------
Type: CONSTRUCTION ROBOT
Firepower: none
Armor: averae/heavy
Speed: average/low
Technology Level: 1
Cost: 2000
Production Time: 0.30
The Construction Robot is your only infatryman not...trained? Built? In the
Robot Factory. Only the Command Center can produce such...men? Robots? and the
Construction Robots are the only units capable of building new structures and
repairing damaged allies or structures. They have no weapons at all and are
slow, but they have enough armor to withstand light/medium weapons.
Type: PSYCHO
Firepower: low
Armor: low
Speed: average
Technology Level: 1
Cost: 1500
Production Time: 0.22
Your basic soldier. Lightly armed and armored, but has a good speed. As large
groups of Psychos can be deadly against light ground vehicles or aircrafts, a
Barrack should always produce them; during assaults Psychos are useful to
suppress faster units and protect rear and sides of the main strike force. Like
Starcraft's marines, Psychos are tactically superior to most units, as they are
cheap, fast to produce and can fire against any target within their action
range.
Type: PYRO
Firepower: low/average
Armor: low/average
Speed: low
Technology Level: 2
Cost: 2000
Production Time: 0.30
Pyro's real problem is its slowness. It has a decent armor (slightly better
than the Psycho's one) and its flamer is a very effective weapon: the flamer
spits a continuos rain of flames that ends only when the target moves out of
range, out of firing arc or when it's destroyed; plus, if the target escapes,
the flames will continue to burn (and to cause damage) for few seconds. However
Pyros need few seconds to aim, so if the target is moving (not too fast nor too
slow, as vehicles like Heavy Tanks will be a nice target) there are few chances
that the Pyro will score.
Type: TOUGH
Firepower: average
Armor: low/average
Speed: low
Technology Level: 3
Cost: 2500
Production Time: 0.37
Take a Pyro, strenghten its armor and give him a rocket launcher. What do you
get? A Tough, of course! Slow but heavily armored (for an infantrymen) and
armed. Its rocket laucnher can cause great amounts of damage to any kind of
unit, especially (relatively) slow-moving targets like Toughs, Pyros and most
vehicles; it is the same weakness of the Pyro, as the rockets describe an
arched trajectory and are not guided. They will be your main strike force since
you'll get them, but always keep some Psychos to engage fast targets.
Type: LASER
Firepower: average
Armor: low/average
Speed: low
Technology Level: 5
Cost: 4000
Production Time: 1.00
Lasers are basiclly Toughs with a gatling laser rifle. They can fire to
everything within their range (equal to the Tough's one) and destroy it within
seconds. A single laser burst is not powerful enough to compete with a single
Tough rocket, but the rifle has a rate of fire equal to a machine gun. They are
expensive, but a small group of Lasers can support a group of slower vehicles
and spread havoc throughout the map.
Type: TECHNICIAN
Firepower: none
Armor: low
Speed: average
Technology Level: 2
Cost: 4500
Production Time: 0.45
They can be considered Psychos without rifles. However, the rifle has been
replaced by a nano-molecular-something-else, useful to convert enemy units and
buildings. Whatever kind and type of building and unit. Conversion takes a
variable amount of time, depending on what kind of stuff you are trying to
convert. Multiple Technicians will divide by their number the time required for
conversion, just like Construction Units.
Type: SNIPER
Firepower: average/high
Armor: low
Speed: average
Technology Level: 4
Cost: 4000
Production Time: 1.00
I personally love Snipers: their rifle is quite powerful and instead of
destroying a vehicle (a ground one or a grounded chopper) they disable it;
disabled vehicles can be used by anyone fast enough to put whatever infantryman
inside it. Flying vehicles cannot be disabled, but their rifles are effective
as Agressors' rockets (maybe slightly better), though they are faster than
them. Their armor protection, though classified as low is equal to the Psycho's
one. Ideal to build elite-strike teams and to form a very effective line of
defense around your Command Center.
Type: SPY
Firepower: none
Armor: low/average
Speed: high
Technology Level: 7
Cost: 5000
Production Time: 1.15
A very particular unit. Spies have no firepower, but are fast as a Jeep and
slightly more armored. Then, they are equipped with a camo uflage shield that
makes them invisible to radars when not moving. Only units or buildings like
Radar Stations or Mobile Radars will reveal them.
They spy has no firepower, as mentioned above, but when near to enemy
structures, a Spy can active its virus gun, which can have different effects,
depending on the targeted unit: defensive guns will fire at random, Command
Centers, varous Factories (Air Hangars, Robot and Vehicle Factories) will stop
production; Research Facilities will suppress any reasearch in progress; Radar
Stations (ALL) will stop to function, just like Refineries.
Type: EXPLOSIVE EXPERT
Firepower: average
Armor: low/average
Speed: average
Technology Level: 6
Cost: 4500
Production Time: 1.07
A particular unit. The Explosive Expert is armed wit three kinds of bombs: the
first, the grenades are similar to Toughs' missiles though they cannot be
thrown at air targets and if they miss their target, they will bounce two or
three times before exploding.
The second type of bomb are mines; I think this categoryy is self expliantory.
The third type is structural mines, used to detonate enemy structures. To lay
down mines or structural mines, open the construction menu, select the type you
want and press CRTL+left click to place one. Here is written and I WON'T answer
to mails requesting how to lay down mines.
Artificers need to recharge their mines at a Robot Factory after 5 or 6 mines.
-------------------
--GROUND VEHICLES--
-------------------
--------------------------------------------------------------------
Ground vehicles represent the largest part of your army; here you'll find
everything you want, from light scout vehicles to mobile ECM
(electronic-counter measure) tanks. As with Infantry water and steep slopes
block them.
--------------------------------------------------------------------
Type: JEEP
Firepower: low
Armor: low
Speed: high
Technology Level: 2
Cost: 2000
Production Time: 0.30
Basically it's a Psycho with slightly better armor and weapons; speed is almost
doubled. Jeeps can be more useful than Psychos, as you can harrass enemies
while larger (and slower) units reach their targets.
Type: APC
Firepower: none itself
Armor: average/light
Speed: average/high
Technology Level: 3
Cost: 3500
Production Time: 0.52
The APC, as its name suggests, is used to carry infantrymen (up to four) and
move them on the battleground more protected and with an higher speed that a
normal assault will give. The APC has no weapons, but the four infantrymen in
it can use their own weapons to defend the vehicle from other attacks; however,
they have to rely on the APC line of sight, so Toughs and Snipers will be
penalized while being carried.
The APC is also the only ground vehicle capable of passing rivers and sea, a
particulary useful feature to capture sectors with flags on an island.
Type: LIGHT TANK
Firepower: average/low
Armor: average/low
Speed: average
Technology Level: 3
Cost: 2500
Production Time: 0.37
The lightest and first tank you'll get. It is nothing special, though it
carries twin machine Guns, each comparable to the Jeep's one. In fact, the
Light Tank is a Jeep with less speed but higher firepower and armor. They can
fire at air targets and are ideal against infantry, Jeeps, other Light Tanks,
Mortar Tanks and Missile Tanks, where their speed will allow them to evade
incoming missiles.
Type: MEDIUM TANK
Firepower: average
Armor: average
Speed: average
Technology Level: 5
Cost: 4500
Production Time: 1.07
The first alternative to Toughs as spearhead for assault forces; though the
Medium Tank is not fast as the Light Tank, it has a longer range a far more
powerful gun. Unfortunately it cannot fire against air targets, but Toughs are
there for this.
Type: HEAVY TANK
Firepower: high
Armor: average/high
Speed: low
Technology Level: 6
Cost: 6000
Production Time: 1.30
Slow, but not too much. Powerful, that's it. Should be used as a Medium Tank,
though it can suffer Mortar and Missile fire as it is slow. An Heavy Tank alone
can spearhead a diversionary assault.
Type: MORTAR TANK
Firepower: average/high
Armor: average/low
Speed: average/low
Technology Level: 4
Cost: 4500
Production Time: 1.07
Mobile fire-support unit. In fact, quite useful to support attacking units. It
can fire while moving, and the grenades used by this tank describe an arched
trajectory capable of passing low hills and ridges; plus, they are quite
destructive. The best way to use them is to place them at the edges of an
assault, where Tanks and other units attack your enemy's units, and the Mortar
Tanks pummel the enemy structure or slower units. The Mortar Tank will become
less accurate as the range between it and the target increases, and even at
minimum ranges, it is not so accurate: long range shots are optimal for
suppression fire on large groups.
Type: MOBILE MISSILE LAUNCHER
Firepower: high/average
Armor: average
Speed: average/low
Technology Level: 6
Cost: 7000
Production Time: 1.45
It is basically a Mortar Tank with more firepower, better line of sight and
precision. Highly recomended.
Type: MOBILE RADAR JAMMER
Firepower: none
Armor: average/light
Speed: average
Technology Level: 4
Cost: 3000
Production Time: 0.45
It carries no weapons, but it can detect cloacked units (spies) within
short/medium ranges, indicated by the green circle on the minimap when a Mobile
Radar is selected. Always keep one near your Command Center and where the enemy
is most likely to attack.
Type: DISRUPTER
Firepower: high/average
Armor: average/high
Speed: very low
Technology Level: 7
Cost: 10000
Production Time: 2.30
Mhmm...I'm somewhat disappointed by the Disrupter...it is basically an Heavy
Tank with a special weapon fixed on its hull, so no turrets. The weapon
produces a mini earthquake which damage all units within its range, Disgregator
included. The earthquake is quite powerful, though, but when you issue the
attack order the Disgregator will move to the best firing position (and it is
not fast), starts charging its weapon (20 full seconds) and then "releases" the
earthquake. Most fast units can exit the earthquake's range, so the disgregator
is useful to destroy buildings.
Type: SHOCK WAVE
Firepower: high
Armor: average
Speed: very low
Technology Level: 7
Cost: 12000
Production Time: 3.00
Shock Wave tanks are the best that military technology can produce. A single
projectile fired by a single Shock Wave is enough to level buildings and most
units in a wide area. However, to prepare this projectile (a plasma-like bomb)
the Shock Wave needs 40 seconds where the tank can only rotate. The overall
speed is low, but its range compensates for this weakness. Basically it is a
Mortar/Missile Tank with tons of firepower, and it should be used as them,
supporting the main strike force from afar. However, the Shock Wave attack
should ANTICIPATE the main strike, or your units will be destroyed by friendly
fire. Not bad as the Disgregator, be needs to be used cleverly.
----------------
--AIR VEHICLES--
----------------
--------------------------------------------------------------------
Air units have no terrain restrictions but are relatively lightly armored and
not so powerful. Note that you can only build and have a direct control over
Choppers and VTOLs (like the Wasp), as the Fighter/Bomber and the Stealth
Bomber are used "only" to deliver bombs on a designated target.
--------------------------------------------------------------------
Type: SCOUT CHOPPER
Firepower: average/low
Armor: average/low
Speed: high/average
Technology Level: 3
Cost: 3000
Production Time: 0.45
Armed with twin machine guns. Nothing special, but useful if used in conjuction
of Toughs and other ground units. Ideal for reconaissance, but not for all out
attacks.
Type: ATTACK CHOPPER
Firepower: average
Armor: average
Speed: average/low
Technology Level: 4
Cost: 4500
Production Time: 1.07
The biggest problem of this Chopper is that it needs to be rearmed once the
yellow bar under the health one is empty, so the Attack Chopper has to go the
nearest Air Hangar.
Type: CARGO CHOPPER
Firepower: none
Armor: average/high
Speed: average
Technology Level: 5
Cost: 5000
Production Time: 1.15
The Cargo Chopper can move up to eight infantrymen, or two light vehicles
(Jeeps, APCs, Light Tanks), or one light vehicle and two infantrymen, or a
single medium vehicle (Medium Tank, Mortar Tank, Mobile Radar) without the
restictions of an APC. If the Chopper is destroyed, all units in it are
destroyed.
Type: WASP
Firepower: average/high
Armor: average
Speed: average
Technology Level: 6
Cost: 6500
Production Time: 1.37
The Wasp is not a helicopter, but a VTOL, Vertical Take Off (and) Landin
vehicle, just like the Harrier and Freestyles airplanes used by some countries
in real world (at least the Harrier). However, this isn't related to Z: Steel
Soldiers, so forget it.
As Wasps are armed with lasers, they won't need to dock with Air Hangars to
replenish their warheads, but will need 10 seconds to cool down their weapons
after 15 seconds of continuos fire. They're also more vulnerable than Attack
Helicopters, but are faster and their lasers are more effective against
fast-moving targets. Where the Attack Choppers destroy, the Wasps can hold the
line until the Choppers return.
Type: STEALTH BOMBER
Firepower: high
Armor: average/low
Speed: high
Technology Level: 7
Cost: 15000
Production Time: 3.45
If only you can produce Stealth Bombers and used them where and whenever you
want...aah, what a dream. Airplanes like the Stealth Bomber and the
Fighter/Bomber cannot be physically produced, and the time and the resources
you spend for them represent the time needed to get them armed and ready.
Attacks are launched by right-clicking on a Hangar and selecting the single
bomb (Fighter/Bomber) or the three bombs (Stealth Bomber) icons; targets must
be structures or units and within a friendly unit visual range.
As the name suggest, the Stealth Bomber is invisible on the enemy's radar
screens but when within visual range of enemy troops or fixed installations,
can be attacked (and therefore damaged and destroyed).
The bomb delivered by this plane (a more futuristic version of the B-1B plane)
has enough explosive to reduce by half the health of a Command Center.
Type: FIGHTER/BOMBER
Firepower: none
Armor: average/low
Speed: high
Technology Level: 5
Cost: 10000
Production Time: 2.30
The Fighter/Bomber is used in the same way as the Stealth Bomber, though the
bomb carried by this plane does not allocate damage but deliver a virus
(identical to the spy's own) in a large area. It may be useful to support
attacks, but I prefer the destructive power of the Bomber's ordance. De
gustibus (wow, a latin phrase...).
Unlike the Stealth Bomber, the Fighter/Bomber is visible on the enemy's radar.
This plane looks like a mixture of a F-15 and a MiG-25/31.
---------------
--SEA VESSELS--
---------------
--------------------------------------------------------------------
As the name suggest, these units can be only be produced by the Ship Yard and
can travel only on water. They are relatively powerful, though clearly limited
in their movements.
--------------------------------------------------------------------
Type: GUNBOAT
Firepower: average/low
Armor: average/low
Speed: average/high
Technology Level: 4
Cost: 3000
Production Time: 0.45
Gunboats' greatest asset is it versability, as they can fire to anything within
they weapon range. Gunboats use twin machine guns, just like Light Tanks and
are quite fast. Essentially a patrol vessel.
Type: DESTROYER
Firepower: high/average
Armor: average/high
Speed: average
Technology Level: 5
Cost: 5000
Production Time: 1.15
The Destroyer lives up to its name: it is armed with with turrets, each with
two artillery versions of an Anti-Tank Gun (so it has arched trajectory). Tough
it has not a great line of sight, the firepower is enough to level most
buildings and units before they can seriously damage this vessel. It has no
sea-to-air capabilities, and must be accompained by a Cruiser or a Gunboat.
Type: CRUISER
Firepower: average/high
Armor: average/high
Speed: average
Technology Level: 5
Cost: 4500
Production Time: 1.07
The Cruiser is a dedicated anti-aircraft vessel; its missiles are more powerful
than a single Anti-Aircraft Site and it also sports a small radar antenna
similar the the one carried by Mobile Radars, but with less range. It is
slightly faster than a Destroyer.
Cruisers' main job is to defend groups of slower and without sea-to-air
capabilities: one Cruiser is enough to defend 3 or 4 Destroyers.
Cruisers can also lay down mines, in the same way as Artificers do (read the
Artificer paragrap to know how lay down mines). A Cruiser carries 10 mines;
after having layed them it needs to recharge at a Ship Yard (it won't return
automatically, just an Artificer).
Type: MISSILE BOAT
Firepower: very high
Armor: average/low
Speed: low
Technology Level: 7
Cost: 14000
Production Time: 3.30
There's nothing like the Missile Boat for sea-to-ground/sea-to-sea attacks.
Extremely slow and not-so-well armored, the Missile Boat features two huge
missile launchers with two MIRV missiles each. What does MIRV means? Oh well,
it means Multi Indipendently-targeted Reentry Vehicle, so the missile will
deploy multiple warheads which will damage anything within their range. Well,
maybe the "durandal" definition is better...Do not expect that the Missile Boat
will fire all four missiles in one salvo: one missile is capable of reducing
most buildings to 1/10 of their energy, and the Missile Boat will employ 45
seconds to reload. When the Missile Boat has fired four times, it will return
to the nearest Ship Yard for reloading, just like an Attack Chopper. Note that
the Missile Boat can fire to whatever ground unit or building (it cannot fire
against airborne targets) on the map, from wherever it is, though the target
must be visible to one of your units. Spies or Wasps are the best unit for
spotting. Just do not leave the Spy near the target. Deadly.
Additional note: Missile Boats do have a maximum range. In fact, on a 175x175
map, the Missile Boat range is about 1/4 of the lenght of the map.
Type: BATTLECRUISER
Firepower: high
Armor: average
Speed: low
Technology Level: 6
Cost: 10000
Production Time: 3.30
An other sea-to-ground/sea-to-sea attack boat. The BattleCruiser features for
turrets, each with a Mortar Tank-like gun, though all turrets fire following a
straight trajectory. Ideal to escort missile boats and support ground units as
its line of sight and range are greater than the Missile Boat's ones. Plus it
doesn't need to recharge; rate of fire is similar (maybe a little faster) to a
Mortar Tank. Need to be escorted by Cruisers.
----------
--HEROES--
----------
---------------------------------------------------------------------
You'll find hero units in the single player campaign, where they have to be
defended at all costs. Note that Z's heroes do not have particular statistics,
nor special actions, so BE CAREFUL when issuing orders.
---------------------------------------------------------------------
Name: BRAD
Type: Psycho
Firepower: low
Armor: low
Speed: average
Name: CLARKE
Type: Psycho
Firepower: low
Armor: low
Speed: average
Name: LASSAR
Type: Technician
Firepower: none
Armor: low
Speed: average
Name: ZOD
Type: Psycho with cowboy hat
Firepower: low
Armor: average
Speed: average/high
Name: HOROWITZ
Type: Psycho with baseball hat
Firepower: low
Armor: average
Speed: average
********************
5-BUILDINGS BRIEFING
********************
---------------------------------------------------------------------
As with Units, please forgive me for wrong names. I own the italian copy of the
game which is fully translated (strange enough, voices are not so bad). I'd
like any help in this way.
And I'd like to thank Kris Saw (kris@mgon.com) for this help.
Then remember that buildings can be built only by Construction Units. The time
reported here describes how many seconds/minutes a single Construction Unit
will need to complete the building; if you assign more than one Unit to build
something, the time will be divided by the actual number of Construction Units
doing the job.
---------------------------------------------------------------------
Type: COMMAND CENTER
Firepower: from none to average
Armor: average/high
Technology level: 1
Cost: none
Production Time: none
Self expliantory. During the single-mission campaign losing the Command Center
will mean immediate defeat, but during some kinds of multi-player games you can
survive withouth it. However, not having a Command Center means that you cannot
build Construction Units, and withouh any of them, no other buildings.
Depending on the technology level, Command Centers can be defended by two
couples of Anti-Tank Guns/Gun Platforms and Anti-Aircraft Sites, which gives
you limited freedom in placing units away from it.
Type: RADAR STATION
Firepower: none
Armor: light/average
Technology Level: 1
Cost: 3000
Production Time: 0.45
The Radar gives you a bird-eye view of the battlefield, showing units and who
controls the sectors. Semi-vital structure. Mobile Radar vehicles can partially
substitute a Radar Station.
Type: ROBOT FACTORY
Firepower: none
Armor: average
Technology Level: 1
Cost: 4000
Production Time: 1.00
Needed to train infantrymen. Nothing more, nothing less.
Type: STORE
Firepower: none
Armor: light/average
Technology Level: 2
Cost: 3000
Production Time: 0.45
When I saw the name "negozio" (shop, market, in Italian) I was really curious
about this building. Then I was surprised that is Z's equivalent for C&C's
tiberium storage tanks...the only purpose of the Store is to increase your
maximum credit capacity of 1000 units. Additional Stores will give you more
"autonomy".
Type: VEHICLE FACTORY
Firepower: none
Armor: average
Technology Level: 2
Cost: 5000
Production Time: 1.15
Self expliantory, I think.
Type: AIR HANGAR
Firepower: none
Armor: average/light
Technology Level: 3
Cost: 7000
Production Time: 1.45
It's where you build choppers and order air strikes. Orders for your Stealth
Bombers and Fighter/Bombers have to be issued from there.
Type: BUNKER
Firepower: none itself (can contain up to four infantrymen)
Armor: average
Technology Level: 2
Cost: 4500
Production Time: 1.07
Similar to the Starcraft original. The bunker can hold four infantrymen; the
bunker will take damage instead of the infantrymen, but when it will be
destroyed, your infatrymen inside will say bye-bye. I personally suggest one or
two Snipers and two Toughs (and one Psycho/Laser if you placed a single
Sniper).
Type: ANTI-TANK GUN
Firepower: average
Armor: average
Technology Level: 2
Cost: 3000
Production Time: 0.45
Basic fixed-gun. Effective against any kind of light/medium armored ground
target. Cannot fire at air targets.
Type: ANTI-AIRCRAFT SITE
Firepower: average
Armor: average/light
Technology Level: 3
Cost: 4500
Production Time: 1.00
The name is self expliatory, I think. Cannot fire against ground targets;
weaker than an Anti-Tank Gun.
Type: HEAVY GUN
Firepower: high/average
Armor: average
Technology Level: 5
Cost: 8000
Production Time: 2.00
Long range gun, with more firepower than an Anti-Tank Gun. Cannot fire against
flying targets. It fires projectiles along an arched trajectory, so it useful
if natural obstacles are present. Small explosion when the projectile impacts,
but powerful as the projectile itself.
Type: ANTI-MISSILE STATION
Firepower: average/high
Armor: average/light
Technology Level: 5
Cost: 12000
Production Time: 3.00
This building is essentially a more sofisticated, larger and more powerful
version of the Anti-Aircraft Site. The Anti-Missile Station is armed with a
single high-powered laser which inflicts larer amounts of damage than a single
Anti-Aircraft Site salvo (a single shot can destroy a Scout Chopper) at a
longer range. A single Anti-Missile Station is enough to replace two or even
three Anti-Aircraft Station, but remember that after some shots the Station
must recharge (about 20 seconds) and it targets missile volleys too, so it is
better to build Anti-Aircraft Sites near the Station. In fact, as the Station
costs a lot, requires more space and costs more than a Site, I still prefer
them.
Type: RESEARCH FACILITY
Firepower: none
Armor: average/light
Technology Level: 4
Cost: 12000
Production Time: 3.00
The Research Facility will allow you to improve your units' speed, armor and
damage, and buildings armor. Each research will need 37 seconds and 2500
credits. Note that you can increase these stats only three times, and all
levels will always take 37 seconds and 2500 credits.
Type: REFINERY
Firepower: none
Armor: average/light
Technology Level: 4
Cost: 12000
Production Time: 3.00
A single Refinery can hold additional 5000 credits and increase the production
of credits of all sectors by 20%. I do not think that a second Refinery will
increase the total credits by an other 20%. For more infos about how getting
credits, read the "General Tactics" briefing.
Type: SHIELD GENERATOR
Firepower: none
Armor: average/light
Technology Level: 6
Cost: 14000
Production Time: 3.30
The Shield Generator will generate an energy shield as long it has energy,
measured by a blue bar under the building health one. A fully charged Shield
Generator will maintain it shield for about 40 seconds, and will employ 40
seconds to recharge. It needs to be charged when built. The shield will absorb
all shots.
Type: ENVIRONMENTAL CONTROL
Firepower: very high
Armor: average/light
Technology Level: 6
Cost: 15000
Production Time: 3.45
The ultimate defense structure. The Environmental Control can unleash three
types of attack, all of area effective, destructive and will damage even your
units and buildings (Environmental Control included), so be careful; the
attacks can be used only within the building's line of sight. The first attack
(Chain Lighting) will launch a series of thunders; this attack is relatively
slow but it is the most accurate. The Meteor Shower will summon a meteor
strike; very powerful but inaccurate. The last one, the Sonic Shock will
unleash an EM pulse that will slightly damage all units and buildings within
the Environmental Control's line of sight and will stop their functions for
about 30 seconds. Very effective to stop attacks and to wait reinforcments from
afar.
Every time you use an attack, the Environmental Control must be recharged
(roughly 4 minutes).
Type: TELEPORT
Firepower: none
Armor: average/light
Technology Level: 7
Cost: 20000
Production Time: 5.00
When charged the Teleport will move a maximum of four units from its position
to anywhere on the map; however the sector must belong to you, or the Teleport
will refuse to move the unit. It requires 2,30 minutes to be charged.
Type: DEFENSE TOWER
Firepower: none itself (can contain up to four infantrymen)
Armor: average
Technology Level: 6
Cost: 6500
Production Time: 1.37
A bunker with a better line of sight.
Type: GUN PLATFORM
Firepower: average
Armor: average
Technology Level: 7
Cost: 10000
Production Time: 2.30
It is basically an Anti-Tank Gun placed on a tower, which increases its line of
sight. The projectiles have a more arched trajectory, so aiming at small
targets will be difficult for this defense position. Can fire at air-targets.
Type: SHIP YARD
Firepower: none
Armor: average
Technology Level: 4
Cost: about 2000
Production Time: about 0.30
Ship Yards build ships (really?). You cannot build Ship Yards wherever you
want, but only were there is a scaffold. Send your Construction Units and issue
a Repair order.
******************
6-GENERAL TACTICS
******************
Z: Steel Soldiers is classified as RTS (Real-Time Strategic), but it is
different from most of the other games. In fact, it is not a radical departure
like MechCommander or Ground Control, but its gameplay is rather original. To
gain resources you have to conquer (and hold) new territories (sectors) that
form the actual map. Every sectory has a value which ranges from 1 to 5, where
1 is the sector with less resources and 5 the richest. Note that 5-rated
sectors will be more difficult to conquer and hold, and the defense of such
territories may absorb most resources you gain.
For the facts cited above, Z:SS is faster than most games, and playing on the
defensive (wait until you have a large army to destroy your enemy) is, in most
cases, a losing tactic, as the enemy (speaking about AI) will always try to
send small groups of forces to regain lost territories or to steal new ones; in
fact, the AI is quite advanced, as I have seen some diversional tactics, with
fast air or ground vehicles passing near your forces to distract you/them from
infantrymen trying to capture a sector or larger vehicles trying to attack your
buildings. However, let's speak about territories first.
Each sector produces a certain amount of credits (resources), depending on two
factors: bigness and sector value. For the first factor, bigger is the sector,
more resouces you'll get. I mentioned the second factor above: the sector is
valued from 1 to 5, a number shown on the small flag at the center of the
sector. No matter how many units you have in the sector, the secotr is under
control of the player controlling the flag. When there are no enemy units in a
hostile or neutral sector, it will be awarded to the player with the largest
force in it. The number on the flag is a multiplier: if a sector is valued a
"3" and produces 1000 credits, you'll get 3000 credits because (flag
number)*(sector basic value)=(total credits). Credits are awarded all togheter,
meaning that every minute all terrains will produce credits, which will be
stored in your "bank". The "bank" initial maximum load is of 10000 credits, but
each Refinery increase the storage of 5000 units while each Store of 1000
units. Note that a single Refinery can increase the production of credits by
the 20% for ALL territories you own (so you need only one; the 20% is applied
to the (total credits) value, so that
(flag number)*(sector basic value)=(total credits)*20%=(real total credits).
Great, isn't it ?:)
Okay let's speak about conquering sectors; you'll need any kind of infantry
unit, as they are the only units with hands capable of physically capturing a
flag. This is an other good reason to always keep some Psychos or Snipers with
your tanks. What about defending them? I suggest to build at least one
Anti-Aircraft Site at position a small group of 5 infantrymen (nominally a
Sniper, 2 Psychos and 2 Toughs) NEAR THE FLAG. Additional buildings like
factories will be protected by produced units and (semi)vital structures like
Radar Stations should be always built near your Command Center. This
composition of a defensive force is enough to stop non-massed attacks by ground
vehicles (in fact the Sniper will disable them...free vehicles!) and most air
vehicles, and is enough to fend off almost any attack made by other
infantrymen. And, if they conquer the sector, it will be easy to regain control
of it.
A last note about resources: the two bars in the upper-left (by default) corner
shows how many resources you have (green) and the how many resources you are
going to spend (red): if the red passes the green one, production of ALL units
in ALL factories will stop before being ended.
Now, let's speak about defending the Command Center: two Snipers, two
additional Anti-Aircraft Guns at the corners not covered by the two guns on the
Center itself and two Anti-Tank Guns/Heavy Guns at the other two. With such
defense you'll have very few problems. (Gun Platforms should be place around
your whole base).
Now let's speak about attack tactics.
My favourite one is to build a large groups of Wasps or Attack Choppers (about
10), and order a Stealth Bomber attack, while concentrating on infatry for
defense. The Wasps should be enough to level the enemy Command Center
themselves, but the Bomber attacks is a warranty. This type of attack can be
fended off by a fast attack to the enemy's sectors, aimed to drastically lower
his/her capability to store credits; building Anti-Aircraft Sites all around
your Command Center, as well having some units with ground-to-air weapons will
be useful. You may be also able to destroy the Bomber before it reaches the
Command Center.
The longest tactic, considering time as primary resource, is to slowly control
all sectors; you'll need a strong defensive force, as the AI will always attack
you. I personally dislike this tactic in Z: Steel Soldiers, as the game should
be fluid and with few dead moments. However, if you are going to use this
tactic, it is better to use large groups of infantry mixed with fast and
averagely fast vehicles; fixed defenses are not so good. Heavier vehicles will
be built to stage the final attack.
About units' range and line of sight. Line of sight is obstructed by trees,
hills and other terrain features; it is an imaginary line of sight between the
unit and its target. If the unit has no direct sight on its target (yellow
sight cursor), it will move to obtain a new one, with exception of units with
arched-trajectory projectiles (like Toughs, Mortar and Missile Tanks, Shock
Waves, most vessels) and air units, as they'll be able to see everything in
their action range.
"Action range" is the maximum range of an unit sight, delimited by a blue
circle around the unit. Within this arc the unit will see enemies and will act
as setted (see below), but it won't be able to fire; to fire the enemy must be
within the red circle, the weapon's maximum range. Note that units with
arched-trajectory weapons can attack any unit in their red/blue circle (except
air units if they can't), even if the enemies are behind an hill; note that if
they cannot see the target by themselves or with the help of an ally (let's
call it "spotter unit"), they will have to move. For this reason Mortar and
Missile Tanks, Shock Waves and vessels (Gunboat excluded) are better used from
afar, where they won't be damaged, but can hit the enemy thanks to the spotter
unit. Around a unit could be present a third circle, a green one, which
represents the weapon's minimum range, a zone where it cannot fire. Any unit
with an arched-trajectory weapon has one, so be careful and keep Psychos/Lasers
or vehicles with machine guns near them.
A last note about line of sight: units (and weapons) placed higher will have
less restrictions than unit placed on normal grounds or in canyons, so always
try to position your units on hills and avoid terrain depressions. For the same
reason, Gun Platforms and Defense Towers are better than Anti-Tank Guns and
Bunkers, respectively. Air units have no restrictions on LOS (line of sight.
Thanks BattleTech for existing.), but are seen by anything on the battlefield,
so Anti-Aircraft Sites and units placed in canyons will have no maluses if they
they have to fire to such units.
**********************
7-MULTIPLAYER TACTICS
**********************
With every game featuring a multiplayer section I promise myself that I will
play some matches on the net, but I usually wait to end the single-player
campaign or that the game is stable. In fact, Z: Steel Soldiers is in the
unfortunate "Games Unstable On My Computer" category, a category that contains,
for example, MechWarrior 4 (though in MW4 case the unstability is thousand
times above Z:Steel Soldiers).
I thought that Z: Steel Soldiers was a good game to be multi-played, a game
that will enter in the "Games Which I Played OnLine" category, with Starcraft,
HomeWorld (classic and Cataclysm) and MechWarrior 3, but the game is unstable
(I thought it was the V-Sync, the situation went better a bit, but there are
still crashes), nor I have the time to do it.
*************
8-WALKTHROUGH
*************
Z: Steel Soldiers has the usual fixed campaign, meaning that there is no way to
alterate mission structures (goals, enemies, your units, resources), in sharp
contrast with the future RTS and, in part, Emperor: Battle for Dune (though Red
Alert, Tiberian Sun and Dune 2000 were only a mere commercial product IMO
-especially TS, as it came out at the same time of HomeWorld and after
Starcraft-, this title looks good...I'm looking forward to it, just let me put
my hands on it, and...decide that it is a potentially great game. however
Westwood preferred to keep the same structure but to develop a useless 3d
engine and Emperor is just like other WW games. Maybe slighty better.). All
mission names are translated from Italian, and may be wrong. If someone knows
the "real" names, any help in this way will be appreciated.
So far the game has been played in normal mode.
Lukas Pruppacher (lpruppacher@balcab.ch) helped me with the first 14 mission
names, while Robert Chou sent me the whole mission list.
Thanks a lot.
-----------
--ACT ONE--
-----------
MISSION 1: TRIGGER HAPPY
Map Type: desertic
Number of Sectors: 8
+--------+--------+
| 1 | 2 |
+----+---+--+-----+
| | | |
| | 4 | |
| 3 +------+ 5 |
| | 6 | |
| | | |
+----+---+--+-----+
| 7 | 8 |
+--------+--------+
Vital Sectors: 8 (your Command Center)
2 (enemy Command Center)
3 (mission objective)
Mission Objectives:
+ Rescue Brad and Clarke
+ Bring Brad to your Command Center
+ Destroy Enemy Command Ceter
Initial Units: 3 Construction Robots
9 Psychos
Initial Buildings: Command Center
Radar Station
While on patrol, Brad and Clarke spotted an unknown Dropship and opened fire
against it, eventually destroying it. As soon as this happened, communications
with the two soldiers were lost. Zod orders you to rescue the two soldiers and
to verify the Dropship identity.
Immediatelymove the Psychos to the sector on your left (n. 7) to find an
abandoned Robot Factory; capture it and begin productionof other Psycho; order
your three Construction Units to build a second Barrack near the Command Center
and assign a rally point so that the produced units will be able to defend the
Command Center. Now move the first nine Psychos to sector 3 and conquer it:
Brad will come out from his hiding place, telling you that Clarke has been
captured by the enemies. Now bring him to the Command Center and move the first
Psychos you produced to sector 5 while the Psychos produced by the captured
Barracks will occupy sectors 6 and 4.
By now Brad should be in the Command Center; anyway, the next mission objective
will be to destroy the enemy command center, located in sector n. 2. If you
followed my instructions, the enemy Command Center will be attacked from two
sides, eventually slicing in half the already weak defenses. Destroy your
target and get ready for the next mission.
MISSION 2: SITE FOR SOME EYES
Map Type: desertic
Number of Sectors: 11
+--------+--------+
| 1 | 2 |
+-----+--+--------+
| 3 | 4 |
+-----+-----+-----+
| 5 | 6 |
+-----+-----+-----+
| | 8 | 9 |
| 7 +-----+-----+
| | 10 | 11 |
+-----+-----+-----+
Vital Sectors: 10 (your Command Center)
2 (enemy Command Center)
8 (mission objective)
Mission Objectives:
+ Find and Destroy enemy Radar
Initial Units: 3 Construction Robots
9 Psychos
Initial Buildings: Command Center
Robot Factory
As you engaged Transglobal troops, it is no wonder that they will strike back.
However, you have to find the Dropship before evacuating this location.
Destroying the enemy Radar should give you enough time to locate the crashed
DropShip.
Immediately move three of your Psychos to sector 7 to conquer it, and other
three to sector 11 to capture an abandoned Radar and Barracks. Your
Construction Units should build a Robot Factory near the Command Center and in
sector 7. Immediately begin to produce Psychos and place five of them to guard
your Command Center.
Before moving the Psychos to other sectors, be sure that all groups are formed
by at least five units.
Though your goal is to destroy the enemy Radar, located in sector 8, it is
better to conquer all sectors and destroy all other enemy buildins, including
the Command Center in sector 2. The computer will try to use the conquered
sectors to their maximum, so espect at least two Robot Factories producing
Psychos, plus a third near the Command Center; it wouldn't be a big problem,
however.
Now that all essential structures are gone, gather all your units to sector 5,
near the accessible gate of the bridge that leads to the hill in sector 8
(where do you think the Radar is built?), cross it and destroy the small group
of enemy Psychos protecting the Radar; target the last enemy structure to end
the mission.
MISSION 3: PLANE AND SIMPLE
Map Type: desertic
Number of Sectors: 15
+--------+-----+--------+
| | | |
| 1 | 2 | 3 |
+--------+-----+---+----+
| | | | |
| 4 | 5 | 6 | 7 |
+----+---+-----+---+ |
| | | | |
| 8 | 9 | 10 | |
| +---+-----+--------+
| | | |
| | 11 | 12 |
+--------+-----+--------+
| | | |
| 13 | 14 | 15 |
+--------+-----+--------+
Vital Sectors: 13 (your Command Center)
5, 6, 7, 10 (mission objectives)
Mission Objectives:
+ Find and Destroy dropship derelicts
+ Salvage dropship's black box and take it to your Command Center
Initial Units: 2 Construction Robots
4 Psychos
4 Jeeps
Initial Buildings: Command Center
Robot Facotry
2 Anti-Tank Guns
Without a Radar, Transglobal troops won't be able to direct a large-scale
attack against you. It is now time to find the derelict and its black box to
understand what is going on.
Send your Psychos in sector 8; there you'll find a Vehicle Factory, so begin to
produce Jeeps; your initial Robot Factory will have to produce Psychos and
Pyros. Send the Jeeps you have in sector 14 and the Construction Units in
sector 14, where they'll build at least one Anti-Tank Gun (and eventually
conquer a Radar Station). When the Gun is complete, move them to sector 15:
conquer it and begin full production of Psychos and Pyros; the first units
should go to sector 11 to conquer it. Build a second Robot Factory and produce
the usual infantrymen. Then move the Construction Units to sector 8 to build
two Anti-Tank Guns and send your Psychos to conquer sector 9.
Now wait until you have at least 10 Psychos, 10 Pyros and some Jeeps. Send them
to the biggest derelict in sector 7 and destroy it: you'll find the black box.
Order to the soldier who picked it up to enter your Command Center while the
rest of your assault force destroys the derelicts in sector 7 and 6. To destroy
the remaining derelicts (sectors 5 and 10), head left trhough the pass (you'll
be at the Vehicle Factory you conquered) and be prepared to eliminate some
enemies, though I recomend to ignore them and head toward the last two
derelicts.
MISSION 4: NAME THAT DUNE
Map Type: desertic
Number of Sectors: 12
+----+--------+------+
| | 2 | 3 |
| 1 +-----+--+ +--+
| | | | | |
| | 4 |5 | |6 |
+----+ +--+---+ |
| | | | |
| 7 | | 8 | |
+----+-----+---+--+--+
| | | |
| 9 | 10 | 11 |
| +-----+---+ |
| | | |
| |12 | |
+----------+---+-----+
Vital Sectors: 1 (your Command Center)
9 (mission objective)
Mission Objectives:
+ Bring Lassar to the Communication Tower
Initial Units: 3 Construction Robots
3 Psychos
3 Pyros
4 Disabled Jeeps
Lassar
Initial Buildings: Command Center
Radar Station
The only sign on the black box is the letter "omega". Lassar, Zod second in
command suggest to trasmit the black box to your headquarters to decode it.
However the Communication Tower is controlled by your enemies. The only way to
get to it is to penetrate enemy sectors.
Start by moving your units to sector 7, 4 and 2, to capture a Radar, a Barracks
and a Vehicle Factory respectively. Begin production of Jeeps, Pyros and
Psychos. Build one or two Technicians: bridges are vital for this mission, and
probably you (or your enemy) will destroy one or two, though you never wanted
to. Be careful if you find enemies firing at your units when they are on a
bridge, as all units on it will be destroyed.
Build Anti-Tank Guns near the Vehicle Factory and the Robot Factory, plus in
sector 5 and 8.
Once you have a group of about 20 Psychos and some Pyros and Jeeps for support,
move your units on the ridge in sector 8: you'll find two Anti-Tank Guns and
lots of enemies defending the other side of the ridge because the enemy Command
Center is there, but you don't need to destroy it, so just by pass them and
head for sector 10. Follow the "highland" and cross the two bridges, and wait
until all your units composing the attack force are there. Now cross the third
bridge and destroy all the Jeeps and the single Anti-Tank Guns defending the
other side of it, and move quickly to the bottom of sector 9, where the
Communication Tower is. Destroy the bunker and all units defending it, and
bring Lassar to it. Sending the message will require 20 seconds, and after that
Lassar must enter the Tower (just reselect him and place your cursor over the
Tower. The cursor with a moving green arrow, like the one of the missions
before, will show up). Then, nothing more. For now.
MISSION 5: CATCUS IF YOU CAN
Map Type: desertic
Number of Sectors: 12
+-----+-------+----+----+
| | 2 | | |
| 1 +-------+ 3 | 4 |
| | 5 | | |
+-----+-------+-+--+----+
| | | |
| 6 | 7 | 8 |
| | | |
+-----+--+----+-+--+----+
| | 10 | | |
| 9 +-------+ 11 | 12 |
| | 13 | | |
+-----+-------+----+----+
Vital Sectors: 11 (your Command Center)
3 (mission objective)
Mission Objectives:
+ Destroy Rigal Command Center
+ Rendez-vous with the dropship
+ Board Lassar and Zod onto the dropship
Initial Units: 2 Construction Robots
5 Psychos
3 Pyros
4 Jeeps
Lassar
Zod
Initial Buildings: Command Center
Radar Station
2 Stores
Immediately build three Construction Robots, you Command Center will explode in
ten minutes! Now send your Pyros in sector 10 to discover an abandoned Vehicle
Factory; immediately begin production of Jeeps. The three Psychos near Lassar
and Zod can be sent in sector 12 to conquer a Robot Factory; you Construction
Units should build an other Robot Factory near the Command Center. Immediately
begin production of Psychos and Pyros, and, if you want, 4 or 5 Technicians if
you want to try to capture enemy buildings.
Sector 9 is rated "4", so conquer it at once. In sector 13 you'll find two
Psychos and two Jeeps: send the Jeeps in sector 9 and destroy the bridge; the
two Psychos will conquer sector 13 before helping the Jeeps in destroying the
bridge and then conquering the sector.
Now spend all the ten minutes in building forces. When the Command Center
blowns up, group all your forces and start by going in sector 8, then head in
sector 4 to destroy the enemy Command Center; this will be tough, so keep
building units to send as reinforcement.
When the sector is clear, move your main force in sector 3, near the concrete
pad. Once it is secured, escort Lassar and Zod to it. The Dropship "Cargo" (I
doubt it is the name of it, but it is funny to see "Cargo" of a Dropship :)
will arrive shortly. Board Zod and Lassar on it.
-----------
--ACT TWO--
-----------
General Riman and all Transglobal personnels left just before signing the
armistice, saying that one of their Dropships, which was carrying medicinals,
was destroyed. However, investigations on the cause of the Dropship destruction
are on the way.
Just after the emergency evacution, Zod's troops were able to decrypt the black
box, discovering that it lifted off from an airport south of Turingal. Zod
immediately starts the Dropship engines to go there.
MISSION 6: THE HILLS ARE ALIVE
Map Type: forest
Number of Sectors: 11
+----+----+----+----+
| 1 | 2 | 3 | 4 |
| | | | |
+----+-+--+--+-+----+
| 5 | 6 | 7 |
+----+-+--+--+-+----+
| 8 | 9 | 10 | 11 |
| | | | |
+----+----+----+----+
Vital Sectors: 8 (your Command Center)
4 (mission objective)
Mission Objectives:
+ Conquer Transglobal outpost and build your base
+ Capture Transglobal main base
Initial Units: 4 Technicians
6 Psychos
5 Pyros
3 Jeeps
Initial Buildings: none
Transglob
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Z: Steel Soldiers: Walkthrough (English) (#3938)
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