НАВИГАЦИЯ ИГРЫ

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



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