
Z - OFFICIAL PLAYGUIDE: Single Player

(c) THE BITMAP BROTHERS 1996

by Martin G., Eric M., Steve K.

11th September 1996

Part 2/3


LEVEL STRATEGIES
----------------


Level 5 - Volcanic : Hot Nuts
-----------------------------

Overview:
---------

A large volcanic river separates the battlefield into two
halves. Access is only possible via the road system around the
edges. The player must defend one route and attack on the other.

Start Units :
-------------

2 Grunts / 2 Psychos

Strategy:
---------

See zspvol1.gif

Capture the light tanks North and South of your fort.Get a Light
Tank to the defend the top centre (Point 1). Send the other tank
and a unit of robots to the bottom centre (Point 2) as quickly as
possible. The robot factory at the bottom is very important as it
can make Tough robots.

Poach the central territory (Point 3) if the CPU moves his
defences away. Even if this is only temporary, your buildings
will work faster for that time.

The CPU often leaves the territory south of his fort (Point 4)
poorly defended and this provides a good extra territory to grab.


Level 6 - Volcanic : Sooty Bolts
--------------------------------

Overview:
---------

There are three routes from both the CPU and HCP forts which can
be used to launch alternative attacks.  This is the first level
where a 2* vehicle factory is available to produce a medium tank.

Start Units :
-------------

1 Grunt / 2 Psychos / 1 Lt. Tank

Strategy:
---------

See zspvol2.gif

Move your light tank and Tough robots straight up to take the
territory above your fort (Point 1)

Blow your way through the rocks on the right (Point 2) using
the grenades to get your tank factory working.

Capture the light tank on the left and then send it with the
remaining robots up to the second row left hand territory (Point
3) and then hold on. It is dangerous to push on to try to take
the CPU's 2* tank factory too early.

Build Snipers robots to take the territory in the centre (Point
4) and to sneak round to take the centre right territory (which
the CPU often leaves undefended) (Point 5).


Level 7 - Volcanic : Pyro Technics
----------------------------------

Overview:
---------

A central road runs between the two forts. On either side is a
maze of rock formations. In the gaps in these rocks are pieces of
uncaptured hardware as well as a factories on either side. The
central road gives access to the 4* factory in the centre. Other
routes from the sides onto the road exist but are in some cases
blocked by rocks which can be destroyed.

Start Units :
-------------

2 Psychos / 1 Tough / 1 Lt. Tank

Strategy:
---------

See zspvol3.gif


Blast your way through towards the flag in the centre left
territory (Point 1) and pick up the uncaptured light tank.

You can use your Medium tank to effectively defend the road just
below the central territory.

Take your tough robots through the rocks to the right and then
use the land bridges (Point 2) from the right hand side into the
centre to capture the radar station territory.

Be careful not to spread your resources too thinly. Take either
the left or right hand side of the map in addition to attacking
up the central road.


Level 8 - Volcanic : Molten Kombat
----------------------------------

Overview:
---------

Quite a number of unmanned pieces of hardware are scattered
around the map.  The player must capture as much of this before
the CPU. It is important to capture and maintain possession of
the central territory with the 2* tank factory. The destruction
of bridges in this level will lock out the CPU from certain areas
of the map.

Start Units :
-------------

3 Psychos / 1 Tough

Strategy:
---------

See zspvol4.gif


Try to get to the central territory first and capture the Gun
which can defend both the flag and the bridge below it (Point 1).
This can be used to destroy the bridge if necessary to prevent
the CPU moving into the centre.

Bring your medium tank up the left hand side (Point 2) and
destroy the bridge as the CPU medium tank comes over it. You can
try to leave the bridge in tact but by destroying it you leave
your medium tank free to reinforce the centre of the map.

Build up a large force in the centre and use snipers to get past
the gun defences south of the CPU fort (Point 3) and the guns on
the fort itself. Alternatively, bombard the CPU fort with
artillery and tough robots.


Level 9 - Arctic : Slippery Jim
-------------------------------

Overview:
---------

There are many islands in this map - some with resources
connected by roads and bridges.  Many of areas can therefore only
be reached by robots. This makes it important that the player
retains control of the robot factories.

Start Units :
-------------

3 Psychos / 2 Toughs / 1 Med. Tank

Strategy:
---------

See zspart1.gif

Send a unit of robots to collect the gun, the jeep and the
central territory in front of your fort (Point 1).

Move your medium tank into the central area and use it to defend
the area.

Pick up the light tank (bottom left) (Point 2) and bring it up
to defend the two bridges in the centre left territory. You may
be able to pick off CPU robots as they are produced by the island
factory to the north of these bridges (Point 3).

Send a unit of robots to capture the bottom right territory
(Point 4) and defend it strongly as the CPU often attacks along
this road.

Don't try to take the right hand territory (Point 5) too early
as the CPU tends to defend it with his medium tank.


Level 10 - Arctic : The Wall
----------------------------

Overview:
---------

The main playfield is covered with water. There is a central
wall dividing the map which must be broken down to give access to
the robot factories on the left and right  Control of the centre
of the wall is vital to establish a territorial advantage.

Start Units :
-------------

3 Psychos / 2 Toughs / 1 Med. Tank

Strategy:
---------

See zspart2.gif

You should aim to take the central territory (Point 1) plus one
of the two either side of it. Taking all three will spread your
forces too thinly - if you succeed at all.

Destroy the rocks between your chosen side territory and the
centre to allow units to move easily between them.

Watch out for raiding robots taking the territory to the right
of your fort (Point 2).

Make robots (perticularly Snipers) in your fort and use these to
defend the central flag (Point 1).


Level 11 - Arctic : Chilly Willy
--------------------------------

Overview:
---------

The CPU's fort is on an island surrounded by water with heavy gun
defences.  There are two access points but one is a bridge which
if destroyed limits your options. The players fort is on open
ground, and is therefore vulnerable to attack from all sides.

Start Units :
-------------

1 Psycho / 2 Toughs / 1 Sniper / 1 Med. Tank

Strategy:
---------

See zspart3.gif

Move your Tough robots into the APC to the southeast of the fort
(Point 1).

Move your medium tank up to take and (hopefully) hold the island
territory above your fort (Point 2).

Move robots down to the bottom left territory (Point 3) (picking
up the tank as they go) then bring them up the left hand road.
Your Tough/APC combination can be used either to reinforce the
tank defending the island territory or be placed to the left of
your fort to counteract CPU attacks on the left hand side.

Building APCs in your fort and tough robots in the factory to
the right is quicker than building medium tanks and is almost as
effective.

Always leave at least one unit defending your fort against CPU
attack from the right hand side.


Level 12 - Arctic : Heavy Metal
-------------------------------

Overview:
---------

The player and the CPU are separated by multiple horizontal
lines of rocks. The road route is circuitous and slow. Vital to
success in this level is control of the central open area.

Start Units :
-------------

3 Psychos / 2 Toughs / 1 Pyro

Strategy:
---------

See zspart4.gif

As well as taking the territories to the left and right of your
fort you must grab the hardware on the road (Points 1 & 2) as
quickly as possible and move them up to capture the next row of
territories.

Watch the CPU closely and move your forces to intercept his
attacks. Look out particularly for where h sends his medium
tanks.

If possible, try to destroy the CPU tank factory on the right
(Point 3) by blasting through the rocks below it.

Don't be tempted to make powerful, expensive units too early as
they take too long to manufacture.



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Z: OFFICIAL PLAYGUIDE: Single Player: 11th September 1996

(c) THE BITMAP BROTHERS 1996

http://www.bitmap-brothers.co.uk

Not to be distributed/published without permission.
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