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    FAQ/Walkthrough by ANickerson

    Version: 3 | Updated: 03/24/99 | Search Guide | Bookmark Guide

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                     |            XXXXXXXXXXXXX   FAQ V3 BY  |
                     |          XXXXXXXXXXXXX   A NICKERSON  |
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    ============================================================================
     CONTENTS
    ============================================================================
    
     1. Copyright Information
     2. Version History
     3. Introduction
     4. The units and buildings
     5. Individual level strategies
            <*> General Information
            <1> Virgin Soldiers
            <2> Psychos
            <3> Death Valley
            <4> Desert Islands
            <5> Hot Nuts
            <6> Sooty Bolts
            <7> Pyro Technics
            <8> Molten Kombat
            <9> Slippery Jim
            <10> The Wall
            <11> Chilly Willy
            <12> Heavy Metal
            <13> Hot n Steamy
            <14> Restoration
            <15> Swamp Fever
            <16> Light Brigade
            <17> Car Park
            <18> Bridge Game
            <19> Mayhem
            <20> Z
     6. Other game-related stuff
     7. Acknowledgement and Thanks
     8. Other non-game stuff
    
    ============================================================================
     COPYRIGHT INFORMATION
    ============================================================================
    
        Before using this FAQ in anything, please ask for my permission first.
    The text is all my work, so I would appreciate some credit. This FAQ is not
    to be cut up in any way, it is either used in full with my permission or not
    at all.
    
        The game is (C) 1996, The Bitmap Brothers. Portions (C) 1993-95 Scitech
    Software. Published by Renegade Software. Distributed by Virgin Interactive
    Entertainment (Europe)
    
    ============================================================================
     VERSION HISTORY
    ============================================================================
    
     1 - First one. Not much else.
    
     2 - I decided to expand it halfway through the writing of the first
         version, so it never really saw the light. It's difficult to say what
         came from each version, but V2 is much larger than I anticipated.
    
     3 - Hardly a NEW version, but it's more than V2. I absent-mindedly forgot
         to put in the first appearance of the Mo. Missile and Missile in the
         unit information, so I fixed that up.
    
     4 - General corrections, as well as a date of edit.
    
    ============================================================================
     INTRODUCTION
    ============================================================================
    
        I've played Z a few times, it's a refreshingly unique game. Many of my
    friends have trouble winning without cheating (via trainers, not by codes),
    so I wrote this to help anyone else.
        The best way to describe Z, for those who are unfamiliar with it, is
    that it is the lighter side of real-time strategies, while still being a
    good challenge. It is presented in classic Bitmap Brothers style (compare it
    to the Chaos Engine if you don't understand what I'm saying) and has some
    classic humour in it. All in all, it's a great game.
        I was playing the PC version that was released in Australia. It has also
    been released on the Playstation, and I assume that all the levels are the
    same. If there are any differences, please tell me.
    
    ============================================================================
     THE UNITS AND BUILDINGS
    ============================================================================
    
        This section gives the statistics for every unit and the strengths and
    weaknesses. It also gives some tips for using them and fighting against
    them. It also describes the function of buildings, and shows what they can
    manufacture at the different levels (if appropriate).
    
     ROBOTS
     ------
    
     GRUNTS - First appearance: Level 1
      Intelligence: 3
      Speed: 5
      Armour: 1
      Range: 5
      Damage: 2
      Fire Rate: 8
      Cost: 1
     ---------------------------------------------------------------------------
      Pros - Quick to build.
    
      Cons - Everything else.
     ---------------------------------------------------------------------------
      Using Grunts: Try not to. Only use them if you desperately need a quick
                    unit to capture a vehicle. Otherwise, avoid them like the
                    plague once you get something better.
    
      Fighting Grunts: Send absolutely anything (except your own Grunts) and you
                       will win, provided that your unit is not already damaged.
    
     PSYCHOS - First appearance: Level 2
      Intelligence: 4
      Speed: 2
      Armour: 2
      Range: 5
      Damage: 1
      Fire Rate: 10
      Cost: 2
     ---------------------------------------------------------------------------
      Pros - Fast firing rate.
             More intelligent than Grunts.
    
      Cons - Can't take much damage compared to other robots.
     ---------------------------------------------------------------------------
      Using Psychos: Use them to take out enemy Grunts and Snipers, and to bulk
                     out your army if you need to. You could try to get them to
                     take out enemy Jeeps or Cranes, but don't send them against 
                     other vehicles.
    
      Fighting Psychos: Send any kind of Tank, or Toughs. Pyros and Lasers
                        will also be able to beat them, it may take a little
                        longer though.
    
     TOUGHS - First appearance: Level 5
      Intelligence: 3
      Speed: 3
      Armour: 6
      Range: 5
      Damage: 4
      Fire Rate: 5
      Cost: 4
     ---------------------------------------------------------------------------
      Pros - Can take more damage than any other infantry.
             Destructive.
             Don't require grenades.
             Can attack buildings without the use of grenades.
             Can fire faster than tanks.
    
      Cons - Slow. As slow as Grunts.
             Really stupid, and therefore inaccurate.
             Only two robots per group.
     ---------------------------------------------------------------------------
      Using Toughs: They are best in large groups, but keep them with other
                    Toughs or they will get left behind due to their slow speed.
                    Great for when you need explosive power and don't have time
                    to build tanks.
    
      Fighting Toughs: Your best plan in the earlier levels is to send two or
                       three Light Tanks against them. Otherwise just swamp them
                       with Jeeps or Psychos. If you have some spare, send your
                       own Toughs against them.
    
     SNIPERS - First appearance: Level 5
      Intelligence: 10
      Speed: 7
      Armour: 2
      Range: 7
      Damage: 2
      Fire Rate: 7
      Cost: 6
     ---------------------------------------------------------------------------
      Pros - Long range.
             Smartest unit.
             Fast on feet, good at avoiding shots.
    
      Cons - Can't take much damage.
             Weak gun.
     ---------------------------------------------------------------------------
      Using Snipers: Use them to take out Gatlings and Guns. If possible,
                     replace robots in artillery with Snipers. Remember that if
                     they have grenades they can throw them as far as they can
                     fire.
    
      Fighting Snipers: Send anything except Grunts, Snipers and Jeeps to kill
                        them. If they are attacking your artillery, and you have
                        no suitable reinforcements, vacate the artillery and run
                        a short distance away. When the Snipers run in to take
                        the artillery, jump back in and they should be within
                        range.
    
     PYROS - First appearance: Level 7
      Intelligence: 6
      Speed: 5
      Armour: 5
      Range: 5
      Damage: 3
      Fire Rate: 6
      Cost: 7
     ---------------------------------------------------------------------------
      Pros - Good all-round unit.
             Can attack buildings without the use of grenades.
             Four robots per group.
             Good damage for infantry.
    
      Cons - Slow firing rate (relative to other robots)
     ---------------------------------------------------------------------------
      Using Pyros: They are best to defend against most other infantry, as well
                   as Jeeps and Light Tanks (if you're lucky). Against anything
                   else, either use a large group of Pyros or something else.
    
      Fighting Pyros: Against a single group of Pyros, send anything stronger
                      than a Light Tank. Against a large group, either swamp
                      them with Light and Medium tanks, or attempt to lure them
                      within the range of a Howitzer or Missile. Toughs may also
                      be effective, but make sure you have two groups of Toughs
                      to every one of Pyros.
    
     LASERS - First appearance: Level 11
      Intelligence: 3
      Speed: 7
      Armour: 3
      Range: 6
      Damage: 3
      Fire Rate: 7
      Cost: 9
     ---------------------------------------------------------------------------
      Pros - As fast as Snipers.
             Four robots per group.
             Larger range than Gatlings or Guns.
             Good damage for infantry.
    
      Cons - Low armour for a high-level infantry unit.
             As dumb as Toughs.
             Slow build for infantry.
     ---------------------------------------------------------------------------
      Using Lasers: Use them instead of Snipers to take out Guns and Gatlings,
                    since they will destroy them quicker. Although they will
                    beat most low-level infantry, Pyros may beat them and Toughs
                    have a decent chance. Lasers can also beat Jeeps and
                    occasionally Light Tanks.
    
      Fighting Lasers: Send two Medium or one Heavy Tank against them. A Mo.
                       Missile might also be effective, but get backup in case
                       it doesn't kill them all in one go. Otherwise just bring
                       them in range of a Howitzer.
    
     VEHICLES
     --------
    
     NB - Any manufactured vehicles will come with a Grunt driver. APCs will
          contain a single grunt rather than an entire group. The intelligence
          of a vehicle depends on the robot driving.
    
     LIGHT TANK - First appearance: Level 2
      Speed: 7
      Armour: 6
      Range: 5
      Damage: 4
      Fire Rate: 7
      Cost: 6
     ---------------------------------------------------------------------------
      Pros - Fast for a Tank.
             Quick firing rate.
             Fairly quick to build.
    
      Cons - Can't take a lot of damage.
             Standard range. Can't take out artillery without being in danger.
     ---------------------------------------------------------------------------
      Using Light Tanks: In the earlier levels they will be one of the most
                         powerful units. In the later levels, they should be
                         used to defend factories while more powerful units are
                         being built. They can also take out Gatlings well, and
                         can sometimes beat Guns. Until the appearance of Pyros,
                         they can take out infantry easily (with the possible
                         exception of Toughs).
    
      Fighting Light Tanks: If you're feeling gutsy, you could try sending a
                            Jeep. Medium Tanks will beat them but they will
                            sustain some damage. Heavy Tanks should beat them
                            flawlessly. Avoid sending Mo. Missiles against them,
                            due to their slow firing rate.
    
     MEDIUM TANK - First appearance: Level 6
      Speed: 5
      Armour: 8
      Range: 5
      Damage: 5
      Fire Rate: 6
      Cost: 12
     ---------------------------------------------------------------------------
      Pros - Average Tank. Faster than Heavy, stronger than Light.
             Can take a fair bit of damage.
    
      Cons - Average range.
             Still pretty slow.
             Fairly slow to build at first appearance.
     ---------------------------------------------------------------------------
      Using Medium Tanks: Send them against Light Tanks, as well as Gatlings and
                          Guns. They should also be able to defeat all infantry,
                          but they will take a fair amount of damage against
                          Toughs, Pyros and Lasers.
    
      Fighting Medium Tanks: Send Heavy Tanks or Mo. Missiles. If neither of
                             these are available, send a few Light and Medium
                             tanks at them. Alternatively, bring them within
                             Howitzer range.
    
     HEAVY TANK: First appearance: Level 12
      Speed: 3
      Armour: 10
      Range: 7
      Damage: 6
      Fire rate: 5
      Cost: 16
     ---------------------------------------------------------------------------
      Pros - Larger range than average.
             Excellent damage.
             High armour.
             Evil-looking.
    
      Cons - Slow.
             Relatively slow firing rate.
             Very slow to build.
     ---------------------------------------------------------------------------
      Using Heavy Tanks: If you have a greater number of territories, attempt to
                         produce Heavy Tanks. They will allow you to capture
                         more, provided that you can hold the enemy off long
                         enough to build one. They should be sent against all
                         infantry, as well as Light Tanks, Medium Tanks and any
                         variety of APC.
    
      Fighting Heavy Tanks: Your best option is to bring them within the range
                            of several Howitzers. Otherwise, you will have to
                            swamp them with as many Tanks available, any kind
                            will do. A Mo. Missile may be able to beat a Heavy
                            Tank, but the odds are pretty close.
    
     MO. MISSILE - First appearance: Level 16
      Speed: 1
      Armour: 10
      Range: 8
      Damage: 10
      Fire Rate: 2
      Cost: 20
    
      NB - As far as I can tell, Mo. is short for Mobile. Makes sense.
     ---------------------------------------------------------------------------
      Pros - EXTREMELY destructive.
             Good range.
             Good armour.
             Very threatening.
    
      Cons - Slow. Even Toughs can outrun it.
             Horrible firing rate.
             Extremely slow to build.
     ---------------------------------------------------------------------------
      Using Mo. Missiles: They are best used in Fort assaults. Otherwise, rely
                          on Heavy tanks.
    
      Fighting Mo. Missiles: The only safe way is to bring them within range of
                             numerous Howitzers. Otherwise, you could try
                             sending a couple of Tanks (even Light Tanks will
                             do, just keep them spread out).
    
     JEEP - First appearance: Level 1
      Speed: 10
      Armour: 2
      Range: 5
      Damage: 1
      Fire Rate: 10
      Cost: 1
     ---------------------------------------------------------------------------
      Pros: Fast.
            Quick to build.
            Great firing rate.
    
      Cons: Very weak.
            Driver can be easily shot out.
     ---------------------------------------------------------------------------
      Using Jeeps: In the early levels, use them to defend against Grunts. In
                   groups they can defend against Psychos, other Jeeps and
                   occasionally Light Tanks. Don't use them in the later levels
                   unless you desperately need to capture a territory and you
                   have nothing available.
    
      Fighting Jeeps: In the early levels you should swamp them with your own
                      Jeeps or Light Tanks. As you progress, Snipers, Lasers and
                      all Tanks are good against them.
    
     APC - First appearance: Level 9
      Speed: 7
      Armour: 8
      Range: Varies
      Damage: Varies
      Fire Rate: Varies
      Cost: 4
     ---------------------------------------------------------------------------
      Pros - Versatile. Can be used to imitate other vehicles.
             Increases speed of infantry.
             Increases armour of infantry.
             Fairly quick to build.
    
      Cons - Single grunt (default driver) is hopeless.
             Prevents infantry travelling through water.
     ---------------------------------------------------------------------------
      Using APCs: Depending on the unit inside, these are the uses. Also, if you
                  get the infantry out of the APC a second before it is
                  destroyed, they will be able to fight as usual instead of
                  being blown up in the APC.
        
        Grunts - Don't do this. It's kind of a crippled Jeep.
        Psychos - The SuperJeep. It can take out all infantry Psychos can, and
                  can also usually defeat Light Tanks. It should also be able to
                  fight Toughs effectively, and can defeat regular Jeeps.
        Toughs - An interesting kind of tank. It is much more inaccurate than a
                 regular tank, but it fires twice at once, with a faster firing
                 rate than a Tank. It can take out all infantry, as well as
                 Jeeps, Light Tanks and occasionally Medium Tanks.
        Snipers - Only do this if you want to make your Snipers able to
                  withstand more punishment. Apart from this, it won't do much
                  good. It can do everything Snipers can.
        Pyros - An excellent all-round Flame Tank. Use it as you would regular
                Pyros.
        Lasers - The best combination in my opinion. It offsets the low armour
                 of the Lasers, and is good against all infantry. It can also
                 beat Jeeps, Light Tanks and Medium Tanks effectively. It can
                 take out Gatlings and Guns, and if you're lucky it will even
                 beat a Heavy Tank.
    
      Fighting APCs: The computer will rarely use APCs against you. If you are
                     playing against another human, they are more likely to.
                     Your first priority is to find out which robots are inside,
                     and then you can counter it in whichever way is effective.
                     Any vehicle except a Jeep is effective against the Grunt or
                     Sniper APCs. Send Medium or Heavy Tanks against Psychos,
                     and Heavy and Mo. Missiles against the rest.
    
     CRANE - First appearance: Level 14
      Speed: 7
      Armour: 10
      Range: n/a
      Damage: n/a
      Fire Rate: n/a
      Cost: 5
    
      NB - Cranes are ungroupable.
     ---------------------------------------------------------------------------
      Pros - Can repair destroyed buildings and bridges.
             Fairly quick to build.
             Relatively fast.
             Good armour.
    
      Cons - No guns.
     ---------------------------------------------------------------------------
      Using Cranes: Keep them out of combat, obviously. The safest place is near
                    your Fort. When there is work for them to do, escort them
                    with whatever is available.
    
      Fighting Cranes: If you need help beating them, you're not very good at
                       this game. A player that knows what they're doing can
                       stall attacking infantry by running over them. It won't
                       damage them in any way, but they'll be face down in the
                       ground for a short time, and the Crane should be able to
                       make a getaway. Because of this, try to send vehicles to
                       destroy enemy cranes.
    
     ARTILLERY
     ---------
    
     NB - All artillery manufactured come with a Grunt gunner. The intelligence
          of artillery depends on the gunner, and the accuracy depends on the
          intelligence. All artillery are ungroupable.
    
     GATLING - First appearance: Level 1
      Armour: 2
      Range: 5
      Damage: 1
      Fire Rate: 10
      Cost: 1
     ---------------------------------------------------------------------------
      Pros - Only artillery capable of shooting out drivers.
             Fast firing rate.
             Quick to build.
    
      Cons - Can be killed by almost anything.
             Low damage.
             Can take very few hits.
     ---------------------------------------------------------------------------
      Using Gatlings: In the first few levels they should be used if you need to
                      protect a territory and have nothing else to use. You
                      should eventually phase them out and replace them with
                      Guns.
    
      Fighting Gatlings: Send anything except Grunts, Psychos and Jeeps. Psychos
                         and possibly even Grunts can beat them if they are in
                         an APC. That's how crap Gatlings are.
    
     GUN - First appearance: Level 2
      Armour: 6
      Range: 5
      Damage: 5
      Fire Rate: 5
      Cost: 3
     ---------------------------------------------------------------------------
      Pros - Earliest artillery capable of defeating Light Tanks.
             Quick to build in later levels.
             Decent damage.
             Fast firing rate compared to Howitzer and Missile.
    
      Cons - Beaten by anything better than Light Tanks.
     ---------------------------------------------------------------------------
      Using Guns: They should be used in place of Gatlings at every opportunity.
                  They can also be used to defend while Howitzers or Missiles
                  are being built. Try to keep them in groups. A single gun can
                  beat a Light Tank, but is usually destroyed as well.
    
      Fighting Guns: Until the appearance of Snipers, send two Light Tanks at a
                     Gun. When you have Snipers, they'll be able to stay out of
                     the range of the Gun while they attack.
    
     HOWITZER - First appearance: Level 9
      Armour: 4
      Range: 10
      Damage: 6
      Fire Rate: 1
      Cost: 8
     ---------------------------------------------------------------------------
      Pros - Excellent range.
             Good damage.
    
      Cons - Extremely slow firing rate.
             Can't take as many hits as Guns.
             Fairly slow to build.
     ---------------------------------------------------------------------------
      Using Howitzers: They perform optimally when placed in a straight line
                       of four, perpendicular to the line of the target. This
                       way, each Howitzer can cover the other while they are
                       reloading. Otherwise try to keep them in large, open
                       spaces so they can take advantage of their long range.
    
      Fighting Howitzers: To beat a single Howitzer, you need to take advantage
                          of it's slow reloading. Send fast units (Light Tanks
                          or even Jeeps) from as many different directions as
                          possible. You should be able to get a few shots in,
                          which will be enough to kill it. If the Howitzer is
                          near a road, a Pyro APC can beat it, and occasionally
                          a heavy tank. When fighting multiple Howitzers in the 
                          above formation, your only chance is to swamp them 
                          with as many units as possible. Otherwise, forget 
                          about that territory.
    
     MISSILE - First appearance: Level 16
      Armour: 6
      Range: 8
      Damage: 8
      Fire rate: 2
      Cost: 13
     ---------------------------------------------------------------------------
      Pros - Very powerful. More damaging than a Heavy Tank.
             High armour for an artillery.
             Decent range.
    
      Cons - Very slow to build.
             Fairly slow firing rate.
     ---------------------------------------------------------------------------
      Using Missiles: Personally, I think a Howitzer is better. Anyway, if you
                      insist on using these, they can handle pretty much
                      anything except Mo. Missiles. Due to the equal range and
                      the fact that the Missile can't move, the Mo. Missile will
                      always destroy you. There's nothing you can do about it.
                      Try using them in conjunction with Howitzers.
    
      Fighting Missiles: The only sure-fire way to beat them is with a Mo.
                         Missile. However, these are so slow to build that it's
                         often not worth it. Surprisingly, a Tough APC can
                         occasionally beat a Missile, but otherwise just use
                         the same tactic as against Howitzers.
    
     BUILDINGS
     ---------
    
     FORT FACTORY
      The single most important building. If it gets blown up, that's game over. 
      It can produce Robots, Vehicles and Artillery (which can be placed on the
      corners).
       
        One Star - Grunts
                   Jeep
                   Gatling
    
        Two Stars - Grunts
                    Psychos
                    Toughs
                    Jeep
                    Light Tank
                    Gatling
    
        Three Stars - Grunts
                      Psychos
                      Toughs
                      Snipers
                      Jeep
                      APC
                      Light Tank
                      Medium Tank
                      Gatling
                      Gun
    
        Four Stars - Grunts
                     Psychos
                     Toughs
                     Snipers
                     Pyros
                     Jeep
                     APC
                     Light Tank
                     Medium Tank
                     Gatling
                     Gun
                     Howitzer
    
        Five Stars - Grunts
                     Psychos
                     Toughs
                     Snipers
                     Pyros
                     Lasers
                     Jeep
                     APC
                     Light Tank
                     Medium Tank
                     Heavy Tank
                     Mo. Missile
                     Crane
                     Gatling
                     Gun
                     Howitzer
                     Missile
    
     ROBOT FACTORY
      Capable of producing only Robots and artillery.
    
        One Star - Grunts
                   Gatling
        
        Two Stars - Grunts
                    Psychos
                    Gatling
        
        Three Stars - Grunts
                      Psychos
                      Toughs
                      Snipers
                      Gatling
                      Gun
        
        Four Stars - Grunts
                     Psychos
                     Toughs
                     Snipers
                     Pyros
                     Gatling
                     Gun
                     Howitzer
        
        Five Stars - Grunts
                     Psychos
                     Toughs
                     Snipers
                     Pyros
                     Lasers
                     Gatling
                     Gun
                     Howitzer
    
     VEHICLE FACTORY
      Capable of producing only Vehicles and artillery.
      
        One Star - Jeep
                   Light Tank
                   Gatling
    
        Two Stars - Jeep
                    Light Tank
                    Medium Tank
                    Gatling
                    Gun
    
        Three Stars - Jeep
                      APC
                      Light Tank
                      Medium Tank
                      Gatling
                      Gun
                      Howitzer
    
        Four Stars - Jeep
                     APC
                     Light Tank
                     Medium Tank
                     Heavy Tank
                     Gatling
                     Gun
                     Howitzer
    
        Five Stars - Jeep
                     APC
                     Light Tank
                     Medium Tank
                     Heavy Tank
                     Mo. Missile
                     Crane
                     Gatling
                     Gun
                     Howitzer
                     Missile
    
     RADARS
      They will show the position of enemy units and will identify them within
      a certain circular range. The range depends on the number of territories
      you have captured and the condition of the radar.
    
     REPAIR FACILITIES
      Capable of repairing vehicles. The repair time depends on the state of the
      vehicle, the state of the Repair facility and the number of territories
      you have captured. The Robots inside the vehicles will not be repaired.
    
    ============================================================================
     INDIVIDUAL LEVEL STRATEGIES
    ============================================================================
    
        <*> General Information
    
     - This game is frequently inconsistent. For instance, sometimes Jeeps will
       beat Light Tanks flawlessly. Other times, the Tank will blast the Jeep
       into the next dimension with one shot. Be careful of this, and don't be
       surprised and annoyed when it happens.
    
     - In the water on the Jungle and City worlds there are beasties lurking,
       ready to eat up your robots. Be careful of this, especially with your
       Toughs who have a tough time crossing water ('scuse the pun). As for the 
       creatures, they will occasionally be shot, either by accident or when 
       your robots get bored.
    
     - On the subject of your robots getting bored, it happens if you leave them
       standing still for a while. They'll shoot at the wildlife, which will fly
       up into the air, and come crashing down again. That's a problem, it's
       been more than once that my infantry has been killed by flying animal
       carcasses. There's not much you can do about this, just be warned.
    
     - Destroying enemy buildings is strategically important, particularly in
       the earlier levels with an even number of territories. Use your own
       judgement, but in the walkthroughs I've mentioned any buildings that I
       think are imperative to destroy.
    
     - Also, destroying bridges is a very good defensive strategy, especially
       before the appearance of cranes and on the Volcanic world. If you're
       lucky, you can even destroy a bridge when an enemy is on it to get a
       double whammy (excuse the hideous term). The Volcanic world is unique,
       since there is lava instead of water, and robots obviously can't cross
       lava. Destroying a bridge here prevents all access.
    
     - In single player, you can only have 50 units at any time. If you get up
       to here (usually, it's when you're about to win) you should sacrifice any
       damaged or superseded units to make way for new ones.
    
     - These guides are not necessarily how to get Warlord rank, it's just the
       strategy I used to win.
    
     - Remember that there are three ways to win.
            1. Destroy all of the enemy units.
            2. Get a unit inside the enemy fort.
            3. Shoot the enemy fort until it blows up.
       I usually go for number 2 in the earlier levels, and 3 in the later
       levels. (that's the way I've described in the guides).
     
     - Now, with each walkthrough I've put two ASCII maps. The first is a rough
       guide to the buildings in each territory. The second is simply so I can
       refer to the different territories by number rather than saying "the one
       at the top, second from the left" or something equally silly. Yes, they
       probably could fit on the same map. Who cares either way? As for the
       abbreviations I've used:
            FT - Fort Factory
            RF - Robot Factory
            VF - Vehicle Factory
            RA - Radar Station
            VR - Vehicle Repair
       These are the abbreviations from the game. On the mini-map, if you move
       the cursor over a building it will show what it is, using these
       abbreviations. Some other abbreviations used on the mini-map are:
            R - Robot
            V - Vehicle
            G - Artillery
       Note that these will only show up if the unit in question is within range
       of a radar.
    
        <1> Virgin Soldiers  +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | RA | FT | RF |   | 1  | 2  | 3  |
                             +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | RF |    | RF |   | 4  | 5  | 6  |
                             +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | RF | FT | RA |   | 7  | 8  | 9  |
                             +----+----+----+   +----+----+----+
    
        You'll start the level with three groups of grunts in territory 8. Send 
    one to 7, one to 5 and one to 9. Change the fort factory to manufacturing 
    jeeps. The groups heading to 7 and 9 should find jeeps. After they get the 
    jeeps, send both grunts and jeeps to 4 and 6 respectively. Save the game as 
    soon as you do this.
        Now, each jeep will have to fight an enemy jeep. If your jeeps lose,
    reload the mission (yeah, who cares if it's like cheating). If they win,
    send them in to 5 to defend there the original group of grunts. Send jeeps
    after any remaining enemies, and capture 1 and 3 while you're doing this.
        To take the fort, just swamp it with as many jeeps as you can. All you
    will have to fight is a gatling or two (depending on how long you've taken
    up to this point).
    
        <2> Psychos          +------+------+   +------+------+
                             |      |  RF  |   |      |  2   |
                             |  FT  +------+   |  1   +------+
                             |  RF  |VF  RA|   |      |  3   |
                             +---+--+--+---+   +---+--+--+---+
                             |   |     |   |   |   |     |   |
                             |   |  VF |   |   | 4 |  5  | 6 |
                             +---+--+--+---+   +---+--+--+---+
                             |VF  RA|      |   |  7   |      |
                             +------+  FT  |   +------+  9   |
                             |  RF  |  RF  |   |  8   |      |
                             +------+------+   +------+------+
    
        This level sees you with four groups of grunts in territory 9. Two
    grunts will automatically run off to occupy the two gatlings near the
    bridges. Send groups of three grunts to 7 and 5, then the remaining two
    groups with two robots to 8 and 6. Change your fort to producing jeeps and
    leave your robot factory on producing grunts. Save your game.
        The grunts going to territory 5 usually lose (I don't know why), so send
    the jeep found in 6 to reinforce them. The tank found in 7 should be used to
    take 4, it will have to deal with a gatling and a jeep. If you have lost any
    of these battles, reload your game.
        If you have gotten 4, 5, 6, 7 and 8 successfully, leave the factory in
    5 on jeeps, change 8 to psychos and 7 to light tanks. The computer will have
    a light tank also, it may send it to 6. Send your jeep after it, and make 
    sure you win. Leave your tank on the intersection in 4.
        Once you're feeling confident enough, take 2 and 3, the number of guys
    you will have to fight depends on how long you've taken. After capturing
    these, hold all exits out of 1 and amass your forces.
        After reaching the maximum number of units, just throw everything you
    have at the fort.
    
        <3> Death Valley     +---+---+---+   +---+---+---+
                             |   |   |   |   |   |   |   |
                             | VF| FT| RA|   | 1 | 2 | 3 |
                             +---+-+-+---+   +---+-+-+---+
                             |     |     |   |     |     |
                             |  RF |  VF |   |  4  |  5  |
                             +-----+-----+   +-----+-----+
                             |     |     |   |     |     |
                             |  VF |  RA |   |  6  |  7  |
                             +---+-+-+---+   +---+-+-+---+
                             |   |   |   |   |   |   |   |
                             | RA| FT| VF|   | 8 | 9 | 10|
                             +---+---+---+   +---+---+---+
    
        You begin this level in territory 9 with two groups of grunts, one of
    psychos and a light tank. Send the psychos to pick up the grenades across
    the river in territory 6, and groups of grunts to 7 and 8. Send the light
    tank to 10. Change the fort to jeeps and save your game.
        Once the tank has taken 10, send it up to destroy the vehicle factory in
    5. After the psychos in 6 have their grenades, get them to capture that
    territory. The grunts in 7 can bludge, and the ones in 8 should have gotten
    a jeep. Send the jeep to capture 4, it will have to deal with a light tank
    so you should save your game before doing this.
        After the jeep has beaten the light tank and successfully taken 4, and
    the tank has destroyed the factory in 5, you won't have much of a problem.
    Your tank should now take 3, which has little or no defences. You may want
    to attempt to take 1, but you should be able to just bulk up your forces and
    defeat the two units the computer will throw at you every now and then. Get
    the vehicle factories in 6 and 10 to produce light tanks, and the robot
    factories in 4 and 7 to produce psychos.
        Once you've gotten enough units, throw them all at the fort.
    
        <4> Desert Islands   +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             |    | FT | RF |   |  1 |  2 |  3 |
                             +---++----++---+   +---++----++---+
                             |   |      |   |   |   |      |   |
                             | RA|  VF  |   |   | 4 |   5  | 6 |
                             +---++----++---+   +---++----++---+
                             |    |    |    |   |    |    |    |
                             | VF | RF | VF |   |  7 |  8 |  9 |
                             +---++----++---+   +---++----++---+
                             |   |      |   |   |   |      |   |
                             |   |RF  RA|   |   | 10|  11  | 12|
                             +---++----++---+   +---++----++---+
                             |    |    |    |   |    |    |    |
                             | VF | FT |    |   | 13 | 14 | 15 |
                             +----+----+----+   +----+----+----+
    
        You will have 3 groups of grunts and 1 of psychos in territory 14. Send
    grunts to 13 and 15, and the psychos and remaining grunts to 8 (they should
    get 11 on their way). Change the fort to manufacturing jeeps, and the robot
    factory in 11 (when you get it) to psychos. Save your game.
        The grunts going to 15 will find a jeep. Send this and the grunts up to
    12, then along to 9 (just sit on the road, don't go for the flag yet). The
    grunts going to 8 may have died, this doesn't matter as long as you have a
    full group of psychos left. Change the factory in 8 to producing gatlings,
    and send the psychos up slightly so they can intercept a group of enemy
    psychos going for 9. The grunts in 13 will have found a tank. Send the tank
    to 7 and the remaining grunts to 10. By the way, all three of the above
    parts must be done simultaneously, don't wait to finish the first part
    before starting the second. Save again.
        The light tank in 7 will have to fight a jeep, make sure you win. Get
    the territory, and let it produce one jeep before changing it to gatlings.
    After the psychos in 8 have beaten the enemy psychos (try to take them while
    they're in the water, so they will have lower accuracy) send your grunt in 9
    to get the flag. Change the factory to producing gatlings. The jeep in 9 
    will probably have to fight a light tank, it is IMPERATIVE that you win. If
    you don't, the tank will run rampant and take most of the lower territories.
    Again, all of that must be done simultaneously. If you have successfully 
    done that, save again.
        Build up a small force in 9 (one light tank and three jeeps will be
    plenty) then send it up to 6 and then on to 3. Send any spare units that you
    have up to three from now on. Once you have a nice army there, send them all
    across to the fort and destroy it.
    
        <5> Hot Nuts         +---+---+---+   +---+---+---+
                             |   |   |   |   |   |   |   |
                             | VF| VF| RF|   | 1 | 2 | 3 |
                             |   |   |   |   |   |   |   |
                             +---+---+---+   +---+---+---+
                             |   |   |   |   |   |   |   |
                             | FT|   | FT|   | 4 | 5 | 6 |
                             |   |   |   |   |   |   |   |
                             +---+---+---+   +---+---+---+
                             | RF|   |RA |   |   |   |   |
                             |   | RF|   |   | 7 | 8 | 9 |
                             | RA|   |VF |   |   |   |   |
                             +---+---+---+   +---+---+---+
    
        You begin with 2 groups of grunts and 2 of psychos in territory 6. Send
    grunts to 8 and 9, and psychos to 8 and the intersection between 2, 3, 5 and
    6. These latter psychos should get a tank, which should be used to destroy
    the factory in 2, then be sent along with the remaining robot (one got into
    a gatling) to 3. A tank will be found by the groups going to 8, it should be
    send to territory 7 (not just yet, though). Change the fort to manufacturing
    light tanks and save your game.
        The grunts at 9 should then be sent to capture the jeep in the lower
    right corner, then both grunts and jeeps sent to 8. There will be an enemy
    tank that captures 5, and then usually comes down to 8, so dispose of it
    with all of the units there, then send your light tank along to 7. Change
    the factory in 8 to producing guns, and send all of your remaining robots in
    territory 8 up to 5 (the jeep should remain in 8 until a gun is finished).
    The factory in 9 should be producing light tanks. As for 3, you may be
    attacked by an enemy tank (otherwise it will head to your fort, but don't
    worry). The factory should produce gatlings.
        If you've done all I have successfully, you should hold territories 3,
    5, 6, 7, 8 and 9, and the factory in 2 should be destroyed. Hold these
    territories until you have 4-5 light tanks spare, then send them at the
    enemy fort.
    
        <6> Sooty Bolts      +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | RF | FT | VF |   |  1 |  2 |  3 |
                             +----+----+----+   +----+----+----+
                             |    |RA  |    |   |    |    |    |
                             | VF |  RF|    |   |  4 |  5 |  6 |
                             +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | RF | RF | VF |   |  7 |  8 |  9 |
                             +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | RA | FT | VF |   | 10 | 11 | 12 |
                             +----+----+----+   +----+----+----+
    
    
        You will start with a light tank, 2 groups of psychos and 1 of grunts in
    territory 11. Send psychos to 10 and 12, and the remaining units to 8.
    Change the fort to manufacturing light tanks. Once your light tank and
    grunts have crossed the bridge, get the tank to destroy it. Save your game.
        The psychos in 10 will have found a light tank, which should be sent up
    to 7 along with the remaining robots. The psychos in 12 should be sent to 9,
    and the factory should be left on jeeps for now. There will be an enemy tank
    in 5 that usually goes down to 7, get your two tanks to attack it from both
    sides. Get one tank to destroy the factory in 4, and the other to take 5.
    Change the factory in 7 to producing psychos, and the one in 5 to producing
    guns. Let the factory in 9 produce one jeep, then put it on medium tanks.
        There will be another enemy light tank to deal with, in my game it went
    for 9. Wherever it goes, make sure you dispose of it, preferably keeping
    your light tanks intact.
        Now, if you've successfully done what I've said, you should have taken
    territory 5, as well as having 7-12. Once you have a jeep (preferably from
    9, but 12 will do) send it to 6. You may have to attack an enemy jeep. Make
    sure you win, and continue up to 3.
        The computer won't have much attacking power if you've followed what
    I've said, so you should be able to defend until you've got a sizeable army
    for a fort assault.
    
        <7> Pyro Technics    +----+-----+----+   +----+-----+----+
                             |    |     |    |   |    |     |    |
                             | RF |  FT | VF |   | 1  |  2  |  3 |
                             |    |     |    |   |    |     |    |
                             +---++--+--++---+   +---++--+--++---+
                             |   |   |   |   |   |   |   |   |   |
                             |VF |VF | RA| RF|   | 4 | 5 | 6 | 7 |
                             |   |   |   |   |   |   |   |   |   |
                             +---++--+--++---+   +---++--+--++---+
                             |    |     |    |   |    |     |    |
                             | VF | FT  | RF |   | 8  |  9  | 10 |
                             |    |     |    |   |    |     |    |
                             +----+-----+----+   +----+-----+----+
    
        You will begin with 2 groups of psychos, 1 of toughs and a light tank in
    territory 9. Send psychos to 8 and 10, toughs to 7 and the tank to 6. Change
    the fort to manufacturing light tanks. The psychos at 10 will get a medium
    tank, which should be sent up to 6. The remaining psychos should reinforce
    the toughs at 7. The psychos at 8 should capture the light tank in 4, and
    then capture the territory. Once 5 is defenseless, get your light and medium
    tanks to capture it, then wait in the intersection on the 5-6 boundary.
        It is important to hold a majority of the territories, don't settle for
    an even number of them. 4, 5 and 7 should produce guns, and the remaining
    factories should produce the strongest units available. Continue defending
    and reinforcing your defences until you have 50 units.
        Get as many tanks as possible (light or medium) and send them through to
    the fort via territories 5 and 6. There shouldn't be much of a problem, if
    you have managed to hold all 7 territories specified.
    
        <8> Molten Kombat    +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | VF | FT | RF |   |  1 |  2 |  3 |
                             +---++----++---+   +---++----++---+
                             |   |      |   |   |   |      |   |
                             | RA|      | RF|   | 4 |   5  | 6 |
                             +---++----++---+   +---++----++---+
                             |    |    |    |   |    |    |    |
                             |    | VF |    |   |  7 |  8 |  9 |
                             +---++----++---+   +---++----++---+
                             |   | RA   |   |   |   |      |   |
                             |   |   RF |   |   | 10|  11  | 12|
                             +---++----++---+   +---++----++---+
                             |    |    |    |   |    |    |    |
                             | VF | FT | RF |   | 13 | 14 | 15 |
                             +----+----+----+   +----+----+----+
    
        You will have 3 groups of psychos and 1 of toughs in territory 14. Send
    psychos to 11, 13 and 15, and toughs to 11 also. Change the fort to making
    light tanks.
        Once your robots reach 11, send them further up to 8. They should pick
    up a jeep along the way, which should also be sent to 8. These units will
    have to fight an enemy light tank, make sure you win. The psychos in 13
    should be sent to 10 (make sure you get the medium tank) and then to 8. With
    your new medium tank, capture 7 and destroy the bridge connecting it to 4.
    Send your medium tank to 8 after doing this. The psychos in 15 should be
    sent to 12 (where they will get a light tank) and then up to capture the
    light tank in 9 (you probably won't get there in time, but it's worth a 
    try). The light tank you picked up should head to 9. Save your game before
    doing this, because it will have to fight numerous enemies including a light
    tank and a medium tank. Just keep reloading until you win.
        Manufacture whatever you want, just continue to reinforce your defenses
    in 8 and 9. When you think you're strong enough, send units up to 5 and 6 to
    capture them. Get 3 while you're there, to cripple the computer even more,
    and hold these territories for a while.
        To assault the fort, use as many medium tanks as you have. They should
    easily defeat the guns.
    
        <9> Slippery Jim     +-----+-----+-----+   +-----+-----+-----+
                             |     |     |     |   |     |     |     |
                             |  VF |  FT |  RF |   |  1  |  2  |  3  |
                             +-----+--+--+-----+   +-----+--+--+-----+
                             | RF  |  |  |     |   |     |  |  |     |
                             |  RA |RF|VF|  VF |   |  4  | 5| 6|  7  |
                             +-----+--+--+-----+   +-----+--+--+-----+
                             |     | FT  |     |   |     |     |     |
                             |  RF |  RA |  VF |   |  8  |  9  | 10  |
                             +-----+-----+-----+   +-----+-----+-----+
    
        You will begin with a medium tank, 3 groups of psychos and 2 of toughs
    in territory 9. Send psychos to 8 and 10, toughs to 5 and 6 and your tank
    to 7. Change the fort to manufacturing medium tanks, and save your game.
        The tank going to 7 will have the most opposition, but will also be the
    most important. It will (commonly) have to defeat an enemy medium tank and
    a jeep, make sure you win. Once you have secured the territory, build a
    howitzer or two, then churn out medium tanks. The factories in 5 and 6
    should build as many guns as possible, then make toughs or snipers. The
    factory in 10 should produce light tanks for now, then medium once you have
    secured all territories. The robot factory in 8 should make as many psychos
    as possible.
        Once you have plenty of psychos in 8, send them up to take 4. Build guns
    in 4, then make pyros. Once you have a suitable army in 7, take them up to
    3. Bulk up your forces, and launch an assault on the fort through 3. You may
    want to try through 5 and 6, but the bridge makes it slightly more
    difficult.
    
        <10> The Wall        +---+---+---+---+   +---+---+---+---+
                             |   |   |   |   |   |   |   |   |   |
                             | VF| RF| FT| VF|   | 1 | 2 | 3 | 4 |
                             +---++--+--++---+   +---++--+--++---+
                             |    |     |    |   |    |     |    |
                             | RF |     | RF |   | 5  |  6  |  7 |
                             +---++--+--++---+   +---++--+--++---+
                             |   |   |RA |   |   |   |   |   |   |
                             | VF| FT| RF| VF|   | 8 | 9 | 10| 11|
                             +---+---+---+---+   +---+---+---+---+
    
        You will have a medium tank, 3 groups of psychos and 2 groups of toughs
    in territory 9. Send psychos to 8, 10 and to capture the light tank in the
    lower right corner of the map (territory 10 or 11, can't remember). Send the
    remaining psychos that capture the tank to 11, and the tank itself to 5.
    Both groups of toughs should go to territory 6, and your medium tank should
    go to territory 7. Change the fort to manufacturing medium tanks, and save
    your game.
        Your medium tank will have to fight an enemy medium tank, and your light
    tank will have to fight an enemy light tank. Be sure to win these battles.
    There will be a lot of robots sent to 6, so continually reinforce it.
        The factories in 5, 7 and 10 should produce guns. 8 and 11 should
    produce medium tanks. When you have built as many guns as possible, set all
    of the robot factories to producing snipers. The medium tanks should be used
    to reinforce 5, 6 and 7, and all of the completed snipers should gather in
    7.
        Once you have plenty of snipers (6-10 groups) send them all into the
    enemy fort, and they should take out any artillery in their way. I prefer
    attacking the fort this way, but you could just as easily send medium tanks
    at it. Either way, you should win.
    
        <11> Chilly Willy    +----+-----+------+   +----+-----+------+
                             |    | FT  | RA   |   |    |     |      |
                             | VF |  RF |   RF |   |  1 |  2  |   3  |
                             +----+---+-+------+   +----+---+-+------+
                             |        |        |   |        |        |
                             |   RF   |   VF   |   |    4   |    5   |
                             +--------+--------+   +--------+--------+
                             |        |        |   |        |        |
                             |   VF   | FT  RF |   |    6   |    7   |
                             +----+---+-+------+   +----+---+-+------+
                             |    |     |      |   |    |     |      |
                             | RF |  RA |  VF  |   |  8 |  9  |  10  |
                             +----+-----+------+   +----+-----+------+
    
        This level will begin with a medium tank, 2 groups of toughs, and one
    each of psychos and snipers in 7. Both toughs should be sent to destroy the
    factory in 5. The medium tank should be sent to 6, but make sure it goes in
    a straight line through the rocks rather than going way down through 8 and
    9. Send your psychos to 10 (get the APC) then over to 6. The snipers should
    go down to capture the light tank in 9 (they should get the territory
    automatically on their way past) and then 8. The tank should be sent to 6.
    The fort should manufacture medium tanks, and the robot factory next to the
    fort should make guns then toughs.
        Your toughs in 5 may have to fight a few enemy robots, but you shouldn't
    have too many problems. After they have destroyed the factory, they should
    destroy the bridge linking 5 to 7, then return to defend the fort. Change
    the factory in 10 to producing medium tanks, and the factory in 8 to toughs.
        You will face a lot of competition in 6. Your two tanks and APC must
    fight multiple enemy units, usually a light tank, medium tank and jeep. It
    is vital that you defeat all enemies here and keep all vehicles intact. Make
    some guns to secure the territory, then produce medium tanks.
        Your APC and light tank should then proceed up to 4. The APC should hold
    the territory while the tank destroys the bridge linking it to 2. Don't
    worry about guns here, just start producing toughs.
        If you've been quick enough, there will be no defenses in 1. Otherwise
    there may be a gatling or a gun. If you've been really slow they will have
    multiple artillery there. Whatever is there, you should defeat in any way
    possible and take the territory.
        You should then take 3 and 5 in whatever way possible. If you've been
    slow, the computer may have built a howitzer in 3, which will really annoy
    you. Use all the medium tanks you've been building to overwhelm it. If
    you're lucky, they won't have done this, and you will only have to beat a
    couple of guns. Once you have the territory, build a howitzer and place it
    as far to the left of the territory as possible, then start making toughs.
    This howitzer should be used to destroy the vehicle factory in the enemy
    fort territory.
        All of these toughs you have been making should congregate at the corner
    of 1, 2 and 4. Once you've reached the maximum unit number, send your toughs
    to the fort. They should be able to attack the lower left corner of it while
    staying out of the range of the howitzer there.
    
        <12> Heavy Metal     +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | VF | FT | RF |   |  1 |  2 |  3 |
                             +----+----+----+   +----+----+----+
                             | RF |    |    |   |    |    |    |
                             |    | RA | VF |   |  4 |  5 |  6 |
                             | VR |    |    |   |    |    |    |
                             +----+----+----+   +----+----+----+
                             |    |    | VR |   |    |    |    |
                             | VF | RA |    |   |  7 |  8 |  9 |
                             |    |    | RF |   |    |    |    |
                             +----+----+----+   +----+----+----+
                             |    |    |    |   |    |    |    |
                             | RF | FT | VF |   | 10 | 11 | 12 |
                             +----+----+----+   +----+----+----+
    
        You will begin with 3 groups of psychos, 2 of toughs and 1 of pyros in
    territory 11. Both groups of toughs should be sent to destroy the factory in
    4. Psychos should be sent to 10, and to capture the medium and light tanks
    in 7 and 9 respectively. The pyros should be sent to 12, then on to 8.
    Change the fort to manufacturing medium tanks and save your game.
        With your two new tanks, the medium one should be sent to 8, and the
    light to 9. The remaining psychos are expendable, send them wherever you
    want. Start manufacturing a heavy tank in 12, make pyros in 10 and howitzers
    in 7 and 9. Once the light tank has captured 9, destroy the factory in 6.
        You will have an equal number of territories as the computer, but if the
    two factories mentioned were successfully destroyed the computer will be
    crippled. It is important to hold all the lower 6 territories, so make sure
    you do so. You will have to fight at least 1 medium and 1 light tank, as
    well as countless robots. They are usually sent to 8, but don't concentrate
    all of your defense there or the computer will adapt.
        When you get your first heavy tank, send it to capture 5 and wait there.
    Wait for another heavy tank, which should be used to capture 6. The tank at
    6 can then go on to take 3.
        Amass your forces, and prepare for a fort assault. There will be
    howitzers on both lower corners of the fort, but the trick used in the
    previous battle will still work (barely). It will work even better if you 
    use heavy tanks instead (due to their longer range). Get a couple to attack 
    the lower parts of the fort, you may want to send in some toughs as well,
    just be very careful with them.
    
        <13> Hot n Steamy    +----+----+----+   +----+----+----+
                             |    |    | FT |   |    |    |    |
                             | VF | RF | RA |   |  1 |  2 |  3 |
                             +---++----++---+   +---++----++---+
                             |   |      |   |   |   |      |   |
                             | RF|  RF  | VF|   | 4 |   5  | 6 |
                             +---+------+---+   +---+------+---+
                             |   | VR   |   |   |   |      |   |
                             | VF|   RF | RF|   | 7 |   8  | 9 |
                             +---++----++---+   +---++----++---+
                             | RF |    |    |   |    |    |    |
                             | RA | VF | FT |   | 10 | 11 | 12 |
                             +----+----+----+   +----+----+----+
    
        Here's something you may find interesting. One time I got up to this
    level, and didn't feel like playing properly anymore. I decided to send up
    all my units at the enemy fort, just to see how far they'd go. You can
    probably guess that the reason I'm saying this is that I won. Who knows, you
    may get lucky...
        Anyway, for those of you who want a real guide for this level, you will
    start in territory 12 with a medium tank, 2 groups of psychos and 1 group
    each of lasers, toughs and snipers. Send your medium tank to 9, your lasers
    to 8, your psychos to 10 and 11, your toughs to 7 and your snipers to
    capture the light tank (near the top-right of 10, I think). Change the fort
    to manufacturing medium tanks and save your game.
        Your lasers will find a medium tank on their way, this should be sent to
    5. Build howitzers in 5, 7 and 8, and light tanks in 11. Once some howitzers
    have been completed, change 11 to manufacturing heavy tanks. 10 should make
    pyros and 9 should make toughs.
        With luck, you will be able to hold these 7 territories. Since you have
    the upper hand, the computer will not be able to manufacture at your speed
    and you will be able to overpower them. The light tank in 7 was the key unit
    in my game, don't let it be killed.
        Once you have a heavy tank, you should be able to take 1, 2 and 4 with
    little trouble. 6 will be slightly more difficult, but sending all the
    medium tanks that the fort has been building will beat the howitzer.
        Use the same strategy with the heavy tanks and toughs to beat the fort.
    Heavy tanks will do more damage per shot, and toughs (when used in large
    numbers) will cover a larger blast radius (it's only 'cause they couldn't
    hit a white elephant on a black background but anyway...).
    
        <14> Restoration     +---+---+---+---+   +---+---+---+---+
                             |   |   |   |   |   |   |   |   |   |
                             | RF| RF| FT| VF|   | 1 | 2 | 3 | 4 |
                             +---++--+--++---+   +---++--+--++---+
                             | RA |     | VR |   |    |     |    |
                             |    |     |    |   |  5 |  6  |  7 |
                             | VF |     | RF |   |    |     |    |
                             +----+-----+----+   +----+-----+----+
                             | RF |     |    |   |    |     |    |
                             | VR |  VF |    |   |  8 |  9  | 10 |
                             +---++--+--++---+   +---++--+--++---+
                             |   |   |RF |   |   |   |   |   |   |
                             | VF| FT| RA| RF|   | 11| 12| 13| 14|
                             +---+---+---+---+   +---+---+---+---+
    
        You will begin with 2 groups of psychos, 2 of toughs and one of snipers,
    as well as a light tank and a heavy tank in territory 12. The crane that one
    of your snipers captures should be used to repair the bridge directly above
    your fort. Send snipers, psychos and toughs to 14 (they should get 13 on the
    way) and your remaining robots to 11. Send your heavy tank to 9 and your
    light tank to 8. Change the fort to manufacturing medium tanks and save your
    game.
        Once your robots have arrived in 11, send them up to 8. The robots in 14
    should be sent up to 10. After your light tank has captured 8, send it to
    destroy the factory in 5. It may face some opposition, but nothing that a
    little reloading can't fix. Once the factory is destroyed, the computer will
    send it's crane down to repair it. Destroy the crane, then send your light
    tank back to 8 (repair if necessary).
        After you have managed to destroy the factory, it is important to hold
    your 7 territories until you get a couple of medium tanks. Build howitzers
    wherever possible (except the fort) and guns in 8. Once the territories have
    been fortified satisfactorily (is that a word?) build the strongest unit
    available to you.
        Once you have some medium tanks, they can be used to capture 5. Repair
    the factory, and build some howitzers. Snipers and lasers should be used to
    capture 6 and 7. Hold these for a while until you get some heavy tanks. Use
    heavy tanks to capture 1, 2 and 4.
        The fort will be defeatable using the same method as before, honestly I
    think it was just an oversight that allowed this strategy to work.
    
        <15> Swamp Fever     +---+---+---+---+---+   +---+---+---+---+---+
                             |   |   |   |RF |   |   |   |   |   |   |   |
                             | VF|   |   |   | VF|   | 1 | 2 |   | 4 | 5 |
                             |   |   | FT| RA|   |   |   |   | 3 |   |   |
                             +---+---+   +---+---+   +---+---+   +---+---+
                             |   |RA |   |   |   |   |   |   |   |   |   |
                             | RF|   +---+ RF| RF|   | 6 | 7 +---+ 8 | 9 |
                             |   | RF|   |   |   |   |   |   |   |   |   |
                             +---+---+   +---+---+   +---+---+   +---+---+
                             |   |RF | FT|   |   |   |   |   | 12|   |   |
                             | VF|   |   | RA| VF|   | 10| 11|   | 13| 14|
                             |   | VR|   |   |   |   |   |   |   |   |   |
                             +---+---+---+---+---+   +---+---+---+---+---+
    
        Before I begin, I must say that I hate this level with a passion. There
    were times when I was playing that I was sure I was going to lose, then
    I suddenly captured about 6 territories which completely turned the game
    around. Some advice: never give up on this level until all you have left is
    your fort territory.
        You will start in territory 12 with 3 groups of psychos, 1 heavy tank,
    1 medium tank and 1 jeep. Send some psychos to capture the medium tank in 7,
    and another group to capture the crane and light tank in 10. The last group
    of psychos should get territory 8. Your heavy tank should go to 6, and your
    medium tank should go to 11. Send your jeep to 14. Change the fort to
    manufacturing light tanks and save your game.
        It is imperative that you keep the bridge linking the two fort
    territories destroyed. You will have a gun near it, and use the light tank
    that is coming to help. Now, in 7 and 8 you should build guns. In 11 build
    snipers, in 14 build 1 jeep then change to medium tanks. The light tank
    captured from 10 should be used to take territory 10 then head up to 6. Your
    medium tank should also head to 6. When 6 is captured, build toughs and
    ensure that all opposition coming is stopped.
        If you were lucky enough to avoid getting your psychos eaten by crocs,
    you should still have one remaining under the medium tank in 7. If so, send
    him up to capture 2. Your first group of snipers from 11 should be used to
    capture 13. Once you have safely secured 6, send your heavy tank up to get
    territory 1.
        If all has gone according to plan, you should occupy territories 1, 2,
    6, 7, 8, 10, 11, 12, 13 and 14. Hold these and bulk up your forces until you
    have plenty of heavy tanks or toughs to destroy the fort.
    
        <16> Light Brigade   +----+-----+----+   +----+-----+----+
                             |    |     |    |   |    |     |    |
                             | RF |  FT | VF |   |  1 |  2  |  3 |
                             +----+-----+----+   +----+-----+----+
                             | VF |     | RF |   |    |     |    |
                             | RA |  RF | VR |   |  4 |  5  |  6 |
                             +----+-----+----+   +----+-----+----+
                             |    |     | VF |   |    |     |    |
                             | VF |     | RA |   |  7 |  8  |  9 |
                             +----+-----+----+   +----+-----+----+
                             |    |     |    |   |    |     |    |
                             | RF |  RF | VF |   | 10 |  11 | 12 |
                             +----+-----+----+   +----+-----+----+
                             | VF |     |    |   |    |     |    |
                             | VR |  FT | RF |   | 13 |  14 | 15 |
                             +----+-----+----+   +----+-----+----+
    
        You will start in territory 14 with a heavy tank, a medium tank, 1 group
    of toughs, 1 of snipers and 2 of psychos. Send your heavy tank to 11 then 8,
    and your medium tank to 9. Send toughs and snipers to 7 (go through 13 then
    10, capturing them on your way). Both groups of psychos should be sent to 
    15. Change the fort to making light tanks and save your game.
        Once your psychos arrive at 15, send them up to 12 and then on to 9.
    Your heavy tank will have to fight an enemy tank, try to keep yours on the
    road to allow greater mobility. If you lose, reload and try again, since the
    entire strategy hinges on this heavy tank. Your toughs and snipers will have
    a few enemy robots and a gatling to deal with, but they should be able to
    handle it. With the snipers, the safest way to deal with the gatling is to
    send them down after heading around the factory. This will make them
    encounter the gatling before the flag, so they won't rush in and get killed.
        Manufacture 1 jeep in 7, then switch to howitzers. 9 should build
    howitzers from the start. Build pyros in 10, snipers in 11, heavy tanks in
    12, mo. missiles in 13 and lasers in 15. Once your fort has made a couple of
    light tanks, change it to medium tanks.
        Guard the roads in each territory, since the enemy will use these in an
    attempt to break through. Continually reinforce your defenses, you will be
    manufacturing at a greater speed than the computer.
        Once you think you have enough forces, you will need to capture 4, 5 and
    6. Go for 4 and 6 first, and take out the howitzers on either side of 5. Get
    your heavy tank to take 5 once this is completed. Attack the fort by using
    the same strategy, sending your units straight up the middle.
    
        <17> Car Park        +-----+----+----+----+   +-----+----+----+----+
                             |VF VR|    |    | VF |   |     |    |    |    |
                             |  FT | VF | VF | VR |   |  1  |  2 |  3 |  4 |
                             +-----+----+----+----+   +-----+----+----+----+
                             | VF  |    |    | FT |   |     |    |    |    |
                             |  RA |    |    | RF |   |  5  |  6 |  7 |  8 |
                             +-----+----+----+----+   +-----+----+----+----+
                             |     |    |    |    |   |     |    |    |    |
                             |  RF | RA | RA | RF |   |  9  | 10 | 11 | 12 |
                             +-----+----+----+----+   +-----+----+----+----+
                             |     |    |    |    |   |     |    |    |    |
                             |  RF | RF | RF | RF |   |  13 | 14 | 15 | 16 |
                             |     |    |    |    |   |     |    |    |    |
                             +-----+----+----+----+   +-----+----+----+----+
    
        This level is arguably the hardest in the game, so make sure you are
    prepared to be repeatedly annoyed. As with Level 15, this battle can be
    turned around in an instant, so don't give up until you are, to put it
    bluntly, totally screwed.
        You start with 2 medium tanks, 2 light tanks, a jeep and a group of
    snipers in territory 8. Immediately get your snipers to run to 12, they need
    to capture these territories quickly. Your jeep should be sent to 15, but if
    you just select the jeep and click on the flag in 15 it will take the long
    route via 3 and 4. To prevent this happening, move it in segments. Send
    light tanks to 4 and 11, and medium tanks to 3 and the road intersection in
    7. Leave the light tank in 11, but get the one in 4 to reinforce the medium
    tank in 3. Your fort should be producing heavy tanks, and the robot factory
    in the fort territory should make howitzers (place them on the fort corners)
    then lasers).
        Build howitzers in 3, light tanks in 4 and pyros in 12. Once your
    snipers have taken 12, get them to go to 16, making sure they go in a
    straight line through the water. One or two of them may be eaten by a sewer
    monster, but as I said it is important to capture these territories. Build
    grunts in both 15 and 16 until you have captured all the vehicles (remember,
    the APCs won't be captured automatically). There are two road intersections
    in territory 15, sit a heavy tank on one and a mo. missile on the other.
        Now comes the most difficult part of all. You must defend what you have,
    and if you have kept the bridges that link 14 to 15 destroyed, the only
    paths the computer will have will be through 3 and 7. Clump as many units as
    possible there, and reinforce them with whatever you have. There will be
    HEAPS of enemies, since the computer will send all the vehicles it has
    captured as well as any units it has manufactured. They may break through
    once or twice, but the attack will be sufficiently blunted to allow you to
    recapture the territories with ease.
        Once you have some snipers, send them to capture 13 and 14. Continue
    building snipers in all four of the lower robot factories. Repeatedly
    assault the territories with everything you have until the computer only
    holds territory 1.
        By now, you will probably have heaps of tanks. Use them all in the fort
    assault, keep to attacking the lower extremities.
    
        <18> Bridge Game     +----+----+----+----+   +----+----+----+----+
                             | VF | RF | RA | RF |   |  1 |  2 |  3 |  4 |
                             +----+----+----+----+   +----+----+----+----+
                             | RF |  FT     |    |   |    |         |    |
                             | VR |     RF  | VF |   |  5 |    6    |  7 |
                             +----+---------+----+   +----+---------+----+
                             |    |  RF     | VR |   |    |         |    |
                             | VF |     FT  | RF |   |  8 |    9    | 10 |
                             +----+----+----+----+   +----+----+----+----+
                             | RF | RA | RF | VF |   | 11 | 12 | 13 | 14 |
                             +----+----+----+----+   +----+----+----+----+
    
        This is a FUN level, provided that you know how to play the bridge game.
    I don't know if this is the bridge game they had in mind when they made and
    named the level, but this is MY bridge game. You will notice the three
    bridges linking territory 6 with 9. The computer will rapidly repair these
    with it's cranes, make sure you have something with an explosive gun. Shoot
    the bridges a couple of times, to damage them a bit, then stop. Wait until
    an enemy unit is crossing the bridge and finish the job. Kerblam! No more
    unit, and the computer will faithfully repair the bridge again, all ready
    for another trap. Fun fun fun. I will not refer to this repeatedly, so
    remember to keep on the lookout.
        Ok, you will start with one of each kind of tank, as well as 1 group
    each of psychos, snipers, pyros and lasers. Send your snipers and lasers to
    8, and your medium tank and pyros to 10. The psychos should take the crane
    in territory 12, then use it to repair the bridge leading to 11. Your light
    tank should head to 11, then up to 8. Keep your heavy tank in 9 to play the
    bridge game. Manufacture medium tanks in your fort and howitzers in the
    robot factory nearby. Save your game.
        The psychos remaining from capturing the crane should head along the
    bottom of the map, capturing 12, 13 and 14. Commonly, the computer will send
    a light and heavy tank to 8 and a medium tank to 10. The medium tank should
    pose no problems, get your tank repaired afterwards. In 8, it is an entirely
    different story, since you will have two groups of robots and one light tank
    which will have to beat the enemy heavy tank. This is winnable, it's just
    difficult. Keep your tank on the road, and tell it to move when it gets shot
    at. Get in your own shot while the heavy tank is reloading, and repeat. Yes,
    it is very difficult, but it is possible, and, more importantly, vital to
    your strategy.
        Build howitzers in 8 and guns in 10. Build toughs in 11, 13 and in the
    robot factory in 9. Build heavy tanks in 14, and switch your fort to mo.
    missiles once you have a few medium tanks. Do everything in your power to
    hold the lower 7 territories.
        Keep this up until you have plenty of units spare. If it needs doing,
    repair the middle bridge. Send your units along it, being careful not to get
    caught in your own trap. Follow the usual strategy, a mo. missile will help
    a lot due to it's extreme power.
    
        <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 <bzcharkl@hotmail.com>. Send anything you want to tell me
    there. <http://www.geocities.com/TimesSquare/Ring/9520> 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
    <http://www.gamefaqs.com>. It won't necessarily be the most recent version
    there, though.
    

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