Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter Z » Z - Strategy Guide (Page 03)

Z - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Z - Strategy Guide (Page 03).

    <19> Mayhem          +---+-----+----+---+   +---+-----+----+---+
                         |   | RA  | VR |   |   |   |     |    |   |
                         | RF|  RF | VF | FT|   | 1 |  2  |  3 | 4 |
                         +---+-----+----+---+   +---+-----+----+---+
                         |   |     | VR |   |   |   |     |    |   |
                         |   |  VF |    |   |   | 5 |  6  |  7 | 8 |
                         |   |     | RF |   |   |   |     |    |   |
                         +---+-----+----+---+   +---+-----+----+---+
                         |   | RF  |    |   |   |   |     |    |   |
                         | VF|     | VF | VF|   | 9 |  10 | 11 | 12|
                         |   |  VR |    |   |   |   |     |    |   |
                         +---+-----+----+---+   +---+-----+----+---+
                         |   | VR  | RF |   |   |   |     |    |   |
                         | FT|  VF | RA | RF|   | 13|  14 | 15 | 16|
                         +---+-----+----+---+   +---+-----+----+---+

    You will begin with 1 group each of lasers, snipers and toughs, as well
as one of each kind of tank. Your snipers should go to territory 1, your
heavy tank to 6, your light tank to 9, your toughs to 10, your medium tank
to 11 and your lasers to 16. Change the fort to manufacturing heavy tanks.
    Once 9 has been captured, get your light tank to continue up to 6. The
snipers will find a medium tank in 5, which should be used to capture the
territory and then reinforce the snipers. You will want to capture the light
tank in 10 with your toughs. The lasers should capture 14 and 15 on their
way to 16, as well as finding a light tank, which should be sent to 11. Save
your game.
    Now, the conflict begins. There will be numerous enemy tanks in 6,
including one heavy tank. Your heavy and light tank should be able to deal
with them though. The lasers will have to fight a group of snipers (one will
occupy a gun). They shouldn't have too much trouble, though. The real
challenge is in 11. Over the next few minutes, numerous enemy units will
converge here, including two light tanks, two medium tanks, a jeep and a
couple of robots. Your light and medium tank will have to take them all on,
fortunately they don't attack all at once.
    You should manufacture as follows: snipers in 1, howitzers in 6, heavy
tanks in 9, howitzers in 10 and 11, heavy tanks in your fort and 14, and
pyros in 15 and 16. Once you have some snipers in 1, they should easily be
able to capture territory 2.
    The easiest way to the enemy fort is through 7. Don't bother capturing
the territory, just go through the rock and over the bridge leading to 8.
Since the start of the level, there will have been a howitzer near the
bottom of 4. The key weakness of this howitzer is that it's near a road.
Even your heavy tanks should be able to go fast enough to avoid the shot,
provided that you keep them moving forwards.
    With a few heavy tanks, attack the lowest parts of the fort. The
computer may send some units to attempt to fight back, but at this stage
it's a lost cause.

    <20> Z               +-----+----+----+-----+   +-----+----+----+-----+
                         |     | RF |    | FT  |   |     |    |    |     |
                         |  VF |    | VF |     |   |  1  |  2 |  3 |  4  |
                         |     | VR |    |  RA |   |     |    |    |     |
                         +-----+----+----+-----+   +-----+----+----+-----+
                         |     |    |    |     |   |     |    |    |     |
                         |  RF | VR | RF |  VF |   |  5  |  6 |  7 |  8  |
                         +-----+----+----+-----+   +-----+----+----+-----+
                         |     |    |    |     |   |     |    |    |     |
                         |  VF | RF |    |  RF |   |  9  | 10 | 11 |  12 |
                         +-----+----+----+-----+   +-----+----+----+-----+
                         | RA  |    | VR |     |   |     |    |    |     |
                         |     | VR |    |  VR |   |  13 | 14 | 15 |  16 |
                         |  FT |    | RF |     |   |     |    |    |     |
                         +-----+----+----+-----+   +-----+----+----+-----+

    So here we are at the last level. It's difficult in many ways, but with
a little perseverance you'll be able to win. You will start in territory 13
with 2 medium tanks, 2 light tanks, 2 groups of psychos and one group each
of toughs and snipers. Send your snipers to capture the mo. missile in 5.
All remaining robots should go to 14 then on to 15. All tanks should go to
10, making sure that you get 9 on the way. Change the fort to manufacturing
heavy tanks and save your game.
    When the robots were in 14 they should have picked up a crane and a
medium tank. Use the crane to repair the bridge leading to 15. Once your
snipers have captured the mo. missile, send them left along the rocks then
up to capture the heavy tank. The mo. missile should go and capture 1, it
may have to fight a light tank. The newly-captured heavy tank should go to
capture 6.
    Now is one of the key turning points in the level. The medium tank found
in 14 should head over to the bridge linking 15 to 16. Destroy this bridge,
but make sure that the enemy heavy tank is on it as it gets destroyed, this
will let you breathe a little easier. After destroying this bridge and the
heavy tank, send your medium tank up to the bridge connecting 15 to 11. Keep
this destroyed, and get rid of the enemy crane while you're at it.
    Your four tanks in 10 will have great opposition, they will have to
overcome all if you want to win this level. They will have to fight a number
of tanks (at least two light and two medium) as well as countless robots.
Keep hold of territory 10 until your heavy tank has occupied 6.
    As for manufacturing, 1 and 5 should make howitzers, 9 should make
medium tanks, 10 should make pyros and 15 should make toughs. Once the enemy
cranes have been destroyed, send toughs to 11, and keep all four bridges
demolished. Continually reinforce these robots, but don't bother repairing
the bridges.
    At some time during the level, you will have to fight an enemy mo.
missile. By sheer force of willpower (or so I'd like to believe) I managed
to destroy a bridge that it was on, and that was the end of it. Most people
won't be so lucky (in fact, the only reason it was ON the bridge was because
I was losing, but don't tell anybody) so they'll have to fight it on equal
grounds. An effective strategy is to send two light tanks at it from
different directions, obviously it can only shoot one at a time, and the
tank it's shooting at may even be able to avoid dying. However you tackle
it, make sure you've still got enough defence to hold your territories.
    Once your fort has manufactured a heavy tank, use it to capture 7. There
will be no howitzers there, allowing an easy capture. Get another tank to
capture 8, but be careful of the howitzer in the enemy fort territory. It
can reach the flag, but you should be able to capture the territory and get
away in time.
    This howitzer will, more or less, be all that stands between you and
total domination. It's near a road, so get any kind of tank to barrel along
and blast it when it gets in range. It's easy from here, just use the
strategy of attacking the lower parts of the fort to win.

____________________________________________________________________________

Congratulations, you have now won. I'll let you decide if it was worth it.
Apparently (according to the end movie) there's a sequel coming. Hasn't come
yet, perhaps we'll have another case of the Lost Vikings syndrome. For those
of you unfamiliar with the game, at the end of the credits a sequel was
promised. It didn't come for about 6 years. Oh well...

============================================================================
 OTHER GAME-RELATED STUFF
============================================================================

 - Every now and then, you will see two robots in deck chairs. Moving the
   cursor over them will identify them as Brad and Allan, those two guys
   from all the cut-scenes. They don't do anything while they're there, and
   clicking on them will make them go away. In other words, they're
   completely useless, just don't be surprised if you see them.

 - With the PC version, if you play a modem, serial or network game, all of
   the levels are automatically enabled in the "Replay Level" menu item. It
   can help sometimes, if you don't feel like doing all the hard work.

 - You will notice that if you move the cursor over a unit, next to it's
   name there will be a star. At first, I thought it was an indicator to how
   many kills the unit had made, but then I got a crane with a green star,
   and it obviously didn't kill anything. It is apparently how many battles
   the unit has been involved in. White is none, Green is one and Yellow is
   two or more. Destroying buildings and bridges does not count.

============================================================================
 ACKNOWLEDGEMENT AND THANKS
============================================================================

    Just me. If you send me something I add, your name will pop up here.

============================================================================
 OTHER NON-GAME STUFF
============================================================================

    My e-mail is . Send anything you want to tell me
there. is where you should
go for the most recent versions of any of my FAQs. Apart from my Tekken 2
move list (which is in WP6 for DOS format), I've submitted them all to It won't necessarily be the most recent version
there, though.


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