Z: STEEL SOLDIERS WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_HF), ver 1.2, 23/06/2001

Table of Contents
1-Update History
2-History Briefing
3-Game Introduction
4-Units Briefing
5-Buildings Briefing
6-General Tactics
7-Multiplayer Tactics
8-Walkthrough
9-Credits and misc

****************
1-UPDATE HISTORY
****************

23/06/2001-version 1.2. Corrected some errors (for example the wrong v 1.0
date) and other sections are online or started. I partially redesigned the
missions' maps but the campaign walkthru won't continue for now...

19/06/2001-version 1.0. Back online! My last document was...eerrr...Cyberbots?
Uhm, doesn't matter at all. My first document was a non-standard RTS, and Z:
Steel Soldiers is an other one! BTW, let's end this useless paragraph...first
sections available, but the document is long way to be completed...

******************
2-HISTORY BRIEFING
******************

After 509 years of continuos war, Transglobal and MegaCom forces sealed a
treaty of peace. On planet Rigal, the planet were the most undisciplined
soldiers are sent, the local MegaCom commander, Captain Zod, took the news with
extreme sadness, as the end of all hostilities means that he and his men will
have no longer a work.
During a patrol, two of Zod's men, Brad and Clarke noticed that someone built
an airfield in the demilitararized zone; though Zod second-in-commnad, Lassar,
tries to persuade Zod that an armed patrol should no enter a demilitarized
zone, Brad and Clarke engage and unknown Dropship; after the ship is downed by
the two soldiers (with machineguns ?!?!?!?!?), all contacts are lost.

*******************
3-GAME INTRODUCTION
*******************

Who remember the original Z? I do, though I do not own the game. In sharp
contrast with all other RTS, the first Z was contrentaed on immediate action,
with little or no controls over resources; the map was divided into sectors
that gave the players a certain amount of resources (depending on the "value"
of the sector) and installations.
Z: Steel Soldiers keeps the same concept but enhaces the raphic engine and
available units, both in number and in type. In Z: Steel Soldiers, the only
thing you have to care about resources is to build stores to increase the
maximum amount of resources you can keep and to know that resources are given
to you preiodically and that the amount is decided by how many sectors (and
their quality) you own: so no Harvesters at all, you have only to care about
producing units (which is a semi-automated action), conquering sectors and
finally destroying the enemy command center.

****************
4-UNITS BRIEFING
****************

---------------------------------------------------------------------
First: please forgive me for wrong names. I own the italian copy of the game
which is fully translated (strange enough, voices are not so bad). I'd like any
help in this way.
---------------------------------------------------------------------

------------
--INFANTRY--
------------

-----------------------------------------------------------------
Infantry are the only units capable of conquering a sector (place your cursor
over a flag and when the red hand shows up, issue the order) and do specific
tasks. As they are ground-bound, water and steep slopes block them.
-----------------------------------------------------------------

Type: CONSTRUCTION UNIT
Firepower: none
Armor: averae/heavy
Speed: average/low
Technology Level: 1
Cost: 2000
Production Time: 0.30

The Construction Unit is your only infatryman not...trained? Built? In the
Barracks. Only the Command Center can produce such...men? Robots? and the
Construction Units are the only units capable of building new structures and
repairing damaged allies or structures. They have no weapons at all and are
slow, but they have enough armor to withstand light/medium weapons.

Type: PSYCHO
Firepower: low
Armor: low
Speed: average
Technology Level: 1
Cost: 1500
Production Time: 0.22

Your basic soldier. Lightly armed and armored, but has a good speed. As large
groups of Psychos can be deadly against light ground vehicles or aircrafts, a
Barrack should always produce them; during assaults Psychos are useful to
suppress faster units and protect rear and sides of the main strike force. Like
Starcraft's marines, Psychos are tactically superior to most units, as they are
cheap, fast to produce and can fire against any target within their action
range.

Type: PYRO
Firepower: low/average
Armor: low/average
Speed: low
Technology Level:
Cost: 2000
Production Time: 0.30

Pyro's real problem is its slowness. It has a decent armor (slightly better
than the Psycho's one) and its flamer is a very effective weapon: the flame is
a continuos rain of flames that ends only when the target moves out of range,
out of firing arc or when it's destroyed; plus, if the target escapes, the
flames will continue to burn (and to cause damage) for some seconds. However
Pyros need few seconds to aim, so if the target is moving (not too fast nor too
slow, as vehicles like Heavy Tanks will be a nice target) there are few chances
that the Pyro will score.

Type: AGRESSOR
Firepower: average
Armor: low/average
Speed: low
Technology Level:
Cost: 2500
Production Time: 0.37

Take a Pyro, strenghten its armor and give him a rocket launcher. What do you
get? An Agressor, of course! Slow but heavily armored (for an infantrymen) and
armed. Its rocket laucnher can cause great amounts of damage to any kind of
unit, especially (relatively) slow-moving targets like Agressors, Pyros and
most vehicles; it is the same weakness of the Pyro, as the rockets describe an
arched trajectory and are not guided. They will be your main strike force since
you'll get them, but always keep some Psychos to engage fast targets.

Type: LASER
Firepower:
Armor:
Speed:
Technology Level:
Cost: 4000
Production Time: 1.00

Type: TECHNICIAN
Firepower:
Armor:
Speed:
Technology Level:
Cost: 4500
Production Time: 0.45

Type: SNIPER
Firepower: average/high
Armor: low
Speed: average
Technology Level:
Cost: 4000
Production Time: 1.00

I personally love Snipers: with a single shot they can disable ground vehicles
and all grounded choppers; disabled vehicles can be used by anyone fast enough
to put whatever infantryman inside it. Flying vehicles cannot be disabled, but
their rifles are effective as Agressors' rockets (maybe slightly better),
though they are faster than them. Their armor protection, though classified as
low is equal to the Psycho's one. Ideal to build elite-strike teams and to form
a very effective line of defense around your Command Center.

Type: SPY
Firepower:
Armor:
Speed:
Technology Level:
Cost: 5000
Production Time: 1.15

Type: ARTIFICER
Firepower:
Armor:
Speed:
Technology Level:
Cost: 4500
Production Time: 1.07

-------------------
--GROUND VEHICLES--
-------------------

--------------------------------------------------------------------
Ground vehicles represent the largest part of your army; here you'll find
everything you want, from light scout vehicles to mobile ECM
(electronic-counter measure) tanks. As with Infantry water and steep slopes
block them.
--------------------------------------------------------------------

Type: JEEP
Firepower: low
Armor: low
Speed: high
Technology Level:
Cost: 2000
Production Time: 0.30

Basically it's a Psycho with slightly better armor and weapons; speed is almost
doubled. Jeeps can be more useful than Psychos, as you can harrass enemies
while larger (and slower) units reach their targets.

Type: APC
Firepower:
Armor:
Speed:
Technology Level:
Cost: 3500
Production Time: 0.52

Type: LIGHT TANK
Firepower:
Armor:
Speed:
Technology Level:
Cost: 2500
Production Time: 0.37

Type: MEDIUM TANK
Firepower:
Armor:
Speed:
Technology Level:
Cost: 4500
Production Time: 1.07

Type: HEAVY TANK
Firepower:
Armor:
Speed: very low
Technology Level:
Cost: 6000
Production Time: 1.30

Type: MORTAR TANK
Firepower:
Armor:
Speed:
Technology Level:
Cost: 4500
Production Time: 1.07

Type: MISSILE TANK
Firepower:
Armor:
Speed:
Technology Level:
Cost: 7000
Production Time: 1.45

Type: RADAR
Firepower:
Armor:
Speed:
Technology Level:
Cost: 3000
Production Time: 0.45

Type: DISGREGATOR
Firepower:
Armor:
Speed: very low
Technology Level:
Cost: 10000
Production Time: 2.30

Type: SHOCK WAVE
Firepower:
Armor:
Speed: very low
Technology Level:
Cost: 12000
Production Time: 3.00

----------------
--AIR VEHICLES--
----------------

--------------------------------------------------------------------
Air units have no terrain restrictions but are relatively lightly armored and
not so powerful. Note that you can only build and have a direct control over
Choppers and VTOLs (like the Wasp), as the Fighter/Bomber and the Stealth
Bomber are used "only" to deliver bombs on a designated target.
--------------------------------------------------------------------

Type: SCOUT CHOPPER
Firepower:
Armor:
Speed:
Technology Level:
Cost: 3000
Production Time: 0.45

Type: ATTACK CHOPPER
Firepower:
Armor:
Speed:
Technology Level:
Cost: 4500
Production Time: 1.07

Type: CARGO CHOPPER
Firepower:
Armor:
Speed:
Technology Level:
Cost:
Production Time:

Type: WASP
Firepower: average/high
Armor: average/high
Speed: average/high
Technology Level:
Cost: 6500
Production Time: 1.37

The Wasp is not a helicopter, but a VTOL, Vertical Take Off (and) Landin
vehicle, just like the Harrier and Freestyles airplanes used by some countries
in real world (at least the Harrier). However, this isn't related to Z: Steel
Soldiers, so forget it.
Wasps will substitute Attack Choppers, or will form small elite groups for fast
aerial attacks. The two gatling lasers mounted on a Wasp nose produce lot of
damage, though they have to recharge/cool down after about 15 seconds of
costant fire; this usually takes five full seconds where the Wasp can only
move. A group of 10 Wasps is enough to level a Command Center even under heavy
anti-aircraft fire.

Type: STEALTH BOMBER
Firepower: high
Armor: average/low
Speed: high
Technology Level:
Cost: 15000
Production Time: 3.45

If only you can produce Stealth Bombers and used them where and whenever you
want...aah, what a dream. Airplanes like the Stealth Bomber and the
Fighter/Bomber cannot be physically produced, and the time and the resources
you spend for them represent the time needed to get them armed and ready.
Attacks are launched by right-clicking on a Hangar and selecting the single
bomb (Fighter/Bomber) or the three bombs (Stealth Bomber) icons; targets must
be structures or units and within a friendly unit visual range.
As the name suggest, the Stealth Bomber is invisible on the enemy's radar
screens but when within visual range of enemy troops or fixed installations,
can be attacked (and therefore damaged and destroyed).
The bomb delivered by this plane (a more futuristic version of the B-1B plane)
has enough explosive to reduce by half the health of a Command Center.

Type: FIGHTER/BOMBER
Firepower: none
Armor: average/low
Speed: high
Technology Level:
Cost: 10000
Production Time: 2.30

The Fighter/Bomber is used in the same way as the Stealth Bomber, though the
bomb carried by this plane does not allocate damage but deliver a virus
(identical to the spy's own) in a large area. It may be useful to support
attacks, but I prefer the destructive power of the Bomber's ordance. De
gustibus (wow, a latin phrase...).
Unlike the Stealth Bomber, the Fighter/Bomber is visible on the enemy's radar.
This plane looks like a mixture of a F-15 and a MiG-25/31.

---------------
--SEA VESSELS--
---------------

--------------------------------------------------------------------
As the name suggest, these units can be only be produced by the Ship Yard and
can travel only on water. They are relatively powerful, though clearly limited
in their movements.
--------------------------------------------------------------------

Type: GUNBOAT
Firepower:
Armor:
Speed:
Technology Level:
Cost: 3000
Production Time: 0.45

Type: DESTROYER
Firepower:
Armor:
Speed:
Technology Level:
Cost: 5000
Production Time: 1.15

Type: CRUISER
Firepower:
Armor:
Speed:
Technology Level:
Cost: 4500
Production Time: 1.07

Type: BATTLECRUISER
Firepower:
Armor:
Speed:
Technology Level:
Cost: 10000
Production Time: 3.30

********************
5-BUILDINGS BRIEFING
********************

---------------------------------------------------------------------
As with Units, please forgive me for wrong names. I own the italian copy of the
game which is fully translated (strange enough, voices are not so bad). I'd
like any help in this way.
Then remember that buildings can be built only by Construction Units. The time
reported here describes how many seconds/minutes a single Construction Unit
will need to complete the building; if you assign more than one Unit to build
something, the time will be divided by the actual number of Construction Units
doing the job.
---------------------------------------------------------------------

Type: COMMAND CENTER
Firepower: from none to average
Armor: average/high
Technology level: 1
Cost: none
Production Time: none

Self expliantory. During the single-mission campaign losing the Command Center
will mean immediate defeat, but during some kinds of multi-player games you can
survive withouth it. However, not having a Command Center means that you cannot
build Construction Units, and withouh any of them, no other buildings.
Depending on the technology level, Command Centers can be defended by two
couples of Anti-Tank Guns and Anti-Aircraft Guns, which gives you limited
freedom in placing units away from it.

Type: RADAR
Firepower: none
Armor: light/average
Technology Level: 1
Cost: 3000
Production Time: 0.45

The Radar gives you a bird-eye view of the battlefield, showing units and who
controls the sectors. Semi-vital structure. Mobile Radar vehicles can partially
substitute a Radar building.

Type: BARRACKS
Firepower: none
Armor: average
Technology Level: 1
Cost: 4000
Production Time: 1.00

Needed to train infantrymen. Nothing more, nothing less.

Type: STORE
Firepower: none
Armor:
Technology Level:
Cost: 3000
Production Time: 0.45

When I saw the name "negozio" (shop, market, in Italian) I was really curious
about this building. Then I was surprised that is Z's equivalent for C&C's
tiberium storage tanks...the only purpose of the store is to increase your
maximum credit capacity of 1000 units. Additional Stores will give you more
"autonomy".

Type: VEHICLE FACTORY
Firepower: none
Armor: average
Technology Level:
Cost: 5000
Production Time: 1.15

Self expliantory, I think.

Type: HANGAR
Firepower: none
Armor:
Technology Level:
Cost: 7000
Production Time: 1.45

It's where you build choppers and order air strikes. Order for your Stealth
Bombers and Fighter/Bombers have to be issued from there.

Type: BUNKER
Firepower: none
Armor: average
Technology Level:
Cost: 4500
Production Time: 1.07

Similar to the Starcraft original. The bunker can hold four infantrymen; the
bunker will take damage instead of the infantrymen, but when it will be
destroyed, your infatrymen inside will say bye-bye. I personally suggest one or
two Snipers and two Agressors (and one Psycho if you placed a single Sniper).

Type: ANTI-TANK GUN
Firepower: average
Armor: average
Technology Level:
Cost: 3000
Production Time: 0.45

Basic fixed-gun. Effective against any kind of light/medium armored ground
target. Cannot fire at air targets.

Type: ANTI-AIRCRAFT GUN
Firepower: average
Armor: light/average
Technology Level:
Cost: 4500
Production Time: 1.00

The name is self expliatory, I think. Cannot fire against ground targets;
weaker than an Anti-Tank Gun.

Type: HEAVY CANNON
Firepower:
Armor:
Technology Level:
Cost: 8000
Production Time: 2.00

Type: ANTI-MISSILE STATION
Firepower:
Armor:
Technology Level:
Cost: 12000
Production Time: 3.00

Type: RESEARCH CENTER
Firepower: none
Armor:
Technology Level:
Cost: 12000
Production Time: 3.00

Type: REFINERY
Firepower: none
Armor:
Technology Level:
Cost: 12000
Production Time: 3.00

A single Refinery can hold additional 5000 credits and increase the production
of credits of all sectors by 20%. I do not think that a second Refinery will
increase the total credits by an other 20%. For more infos about how getting
credits, read the "General Tactics" briefing.

Type: SHIELD GENERATOR
Firepower: none
Armor:
Technology Level:
Cost: 14000
Production Time: 3.30

Type: ENVIRONMENTAL CONTROL
Firepower:
Armor:
Technology Level:
Cost: 15000
Production Time: 3.45

Type: TELEPORT
Firepower: none
Armor:
Technology Level:
Cost: 20000
Production Time: 5.00

Type: DEFENSE TOWER
Firepower:
Armor:
Technology Level:
Cost: 6500
Production Time: 1.37

Type: ARMED PLATFORM
Firepower:
Armor:
Technology Level:
Cost: 10000
Production Time: 2.30

Type: SHIP YARD
Firepower: none
Armor: average
Technology Level:
Cost: about 2000
Production Time: about 0.30

Ship Yards build ships (really?). You cannot build Ship Yards wherever you
want, but only were there is a scaffold. Send your Construction Units and issue
a Repair order.

******************
6-GENERAL TACTICS
******************

Z: Steel Soldiers is classified as RTS (Real-Time Strategic), but it is
different from most of the other games. In fact, it is not a radical departure
like MechCommander or Ground Control, but its gameplay is rather original. To
gain resources you have to conquer (and hold) new territories (sectors) that
form the actual map. Every sectory has a value which ranges from 1 to 5, where
1 is the sector with less resources and 5 the richest. Note that 5-rated
sectors will be more difficult to conquer and hold, and the defense of such
territories may absorb most resources you gain.
For the facts cited above, Z:SS is faster than most games, and playing of the
defensive (wait until you have a large army to destroy your enemy) is, in most
cases, a losing tactic, as the enemy (speaking about AI) will always try to
send small groups of forces to regain lost territories or to steal new ones; in
fact, the AI is quite advanced, as I have seen some diversional tactics, with
fast air or ground vehicles passing near your forces to distract you/them from
infantrymen trying to capture a sector or larger vehicles trying to attack your
buildings. However, let's speak about territories first.
Each sector produces a certain amount of credits (resources), depending on two
factors: bigness and sector value. For the first factor, bigger is the sector,
more resouces you'll get. I mentioned the second factor above: the secotr is
valued from 1 to 5, a number shown on the small flag at the center of the
sector. No matter how many units you have in the sector, the secotr is under
control of the player controlling the flag. When there are no enemy units in a
hostile or neutral sector, it will be awarded to the player with the largest
force in it. The number on the flag is a multiplier: if a sector is valued a
"3" and produces 1000 credits, you'll get 3000 credits because (flag
number)*(sector basic value)=(total credits). Credits are awarded all togheter,
meaning that every minute all terrains will produce credits, which will be
stored in your "bank". The "bank" initial maximum load is of 10000 credits, but
each Refinery increase the storage of 5000 units while each Store of 1000
units. Note that a single Refinery can increase the production of credits by
the 20% for ALL territories you own (so you need only one; the 20% is applied
to the (total credits) value, so that
(flag number)*(sector basic value)=(total credits)*20%=(real total credits).
Great, isn't it ?:)
Okay let's speak about conquering sectors; you'll need any kind of infantry
unit, as they are the only units with hands capable of physically capturing a
flag. This is an other good reason to always keep some Psychos or Snipers with
your tanks. What about defending them? I suggest to build at least one
Anti-Aircraft Gun at position a small group of 5 infantrymen (nominally a
Sniper, 2 Psychos and 2 Agressors) NEAR THE FLAG. Additional buildings like
factories will be protected by produced units and (semi)vital structures like
Radars should be always built near your Command Center. This composition of a
defensive force is enough to stop non-massed attacks by ground vehicles (in
fact the Sniper will disable them...free vehicles!) and most air vehicles, and
is enough to fend off almost any attack made by other infantrymen. And, if they
conquer the sector, it will be easy to regain control of it.
A last note about resources: the two bars in the upper-left (by default) corner
shows how many resources you have (green) and the how  many resources you are
going to spend (red): if the red passes the green one, production of ALL units
in ALL factories will stop before being ended.
Now, let's speak about defending the Command Center: two Snipers, two
additional Anti-Aircraft Guns at the corners not covered by the two guns on the
Center itself and two Anti-Tank Guns/Heavy Cannons at the other two. With such
defense you'll have very few problems.
Now let's speak about attack tactics.
My favourite one is to build a large groups of Wasps or Attack Choppers (about
10), and order a Stealth Bomber attack, while concentrating on infatry for
defense. The Wasps should be enough to level the enemy Command Center
themselves, but the Bomber attacks is a warranty. This type of attack can be
fended off by a fast attack to the enemy's sectors, aimed to drastically lower
his/her capability to store credits; building Anti-Aircraft Guns all around
your Command Center, as well having some units with ground-to-air weapons will
be useful. You may be also able to destroy the Bomber before it reaches the
Command Center.
The longest tactic, considering time as primary resource, is to slowly control
all sectors; you'll need a strong defensive force, as the AI will always attack
you. I personally dislike this tactic in Z: Steel Soldiers, as the game should
be fluid and with few dead moments. However, if you are going to use this
tactic, it is better to use large groups of infantry mixed with fast and
averagely fast vehicles; fixed defenses are not so good. Heavier vehicles will
be built to stage the final attack.

(to be completed)

**********************
7-MULTIPLAYER TACTICS
**********************

(to be completed)

*************
8-WALKTHROUGH
*************

Z: Steel Soldiers has the usual fixed campaign, meaning that there is no way to
alterate mission structures (goals, enemies, your units, resources), in sharp
contrast with the future RTS and, in part, Emperor: Battle for Dune (though Red
Alert, Tiberian Sun and Dune 2000 were only a mere commercial product IMO
-especially TS, as it came out at the same time of HomeWorld and after
Starcraft-, this title looks good...I'm looking forward to it, just let me put
my hands on it, and...). All mission names are translated from Italian, and may
be wrong. If someone knows the "real" names, any help in this way will be
appreciated.

MISSION 1: QUICK ON THE TRIGGER

Map Type: desertic

Number of Sectors: 8
------------
|1   |  2  |
---+---+----
|  | 4 |   |
| 3|---| 5 |
|  | 6 |   |
------------
| 7  |  8  |
------------

Vital Sectors: 8 (your Command Center)
               2 (enemy Command Center)
               3 (mission objective)

Mission Objectives:
+ Rescue Brad and Clarke
+ Take Brad to your Command Center
+ Destroy Enemy Command Ceter

Initial Units: 3 Construction Units
               9 Psychos
Initial Buildings: Command Center
                   Radar

While on patrol, Brad and Clarke spotted an unknown Dropship and opened fire
against it, eventually destroying it. As soon as this happened, communications
with the two soldiers were lost. Zod orders you to rescue the two soldiers and
to verify the Dropship identity.

Immediatelymove the Psychos to the sector on your left (n. 7) to find an
abandoned Barrack; capture it and begin productionof other Psycho; order your
three Construction Units to build a second Barrack near the Command Center and
assign a rally point so that the produced units will be able to defend the
Command Center. Now move the first nine Psychos to sector 3 and conquer it:
Brad will come out from his hiding place, telling you that Clarke has been
captured by the enemies. Now bring him to the Command Center and move the first
Psychos you produced to sector 5 while the Psychos produced by the captured
Barracks will occupy sectors 6 and 4.
By now Brad should be in the Command Center; anyway, the next mission objective
will be to destroy the enemy command center, located in sector n. 2. If you
followed my instructions, the enemy Command Center will be attacked from two
sides, eventually slicing in half the already weak defenses. Destroy your
target and get ready for the next mission.

MISSION 2: PLACE OF SADNESS

Map Type: desertic

Number of Sectors: 11
------------
|1   |  2  |
------------
|3 |   4   |
|--+---+---|
|  5   | 6 |
---+---+----
|  | 8 | 9 |
|7 |---+---|
|  | 10|11 |
------------

Vital Sectors: 10 (your Command Center)
               2 (enemy Command Center)
               8 (mission objective)

Mission Objectives:
+ Find and Destroy enemy Radar

Initial Units: 3 Construction Units
               9 Psychos
Initial Buildings: Command Center
                   Barracks

As you engaged Transglobal troops, it is no wonder that they will strike back.
However, you have to find the Dropship before evacuating this location.
Destroying the enemy Radar should give you enough time to locate the crashed
DropShip.

Immediately move three of your Psychos to sector 7 to conquer it, and other
three to sector 11 to capture an abandoned Radar and Barracks. Your
Construction Units should build a Barrack near the Command Center and in sector
7. Immediately begin to produce Psychos and place five of them to guard your
Command Center.
Before moving the Psychos to other sectors, be sure that all groups are formed
by at least five units.
Though your goal is to destroy the enemy Radar, located in sector 8, it is
better to conquer all sectors and destroy all other enemy buildins, including
the Command Center in sector 2. The computer will try to use the conquered
sectors to their maximum, so espect at least two Barracks producing Psychos,
plus a third near the Command Center; it wouldn't be a big problem, however.
Now that all essential structures are gone, gather all your units to sector 5,
near the accessible gate of the bridge that leads to the hill in sector 8
(where do you think the Radar is built?), cross it and destroy the small group
of enemy Psychos protecting the Radar; target the last enemy structure to end
the mission.

MISSION 3: SMOOTH AS OIL

Map Type: desertic

Number of Sectors: 14
------------------
|   1  | 2 |  3  |
-------+---+------
|   4  | 5 | 6|7 |
-------+---+--+  |
| 8 | 9|10 |     |
|   +--+   +------
|      |   |  11 |
-------+---+------
| 12   | 13| 14  |
------------------

Vital Sectors:  12 (your Command Center)
                5, 6, 7, 10 (mission objectives)

Mission Objectives:
+ Find and Destroy dropship derelicts
+ Salvage dropship's black box and take it to your Command Center

Initial Units: 2 Construction Units
               4 Psychos
               4 Jeeps
Initial Buildings: Command Center
                   Barracks
                   2 Anti-Tank Guns


Without a Radar, Transglobal troops won't be able to direct a large-scale
attack against you. It is now time to find the derelict and its black box to
understand what is going on.

Send your Psycho in sector 8; there you'll find a Vehicle Factory, so begin to
produce Jeeps; your initial Barracks will have to produce Psychos and Pyros.
Send the Jeeps you have in sector 14 and the Construction Units in sector 13,
where they'll build at least one Anti-Tank gun (and eventually conquer a
Radar). When the Gun is complete, move them to sector 14: conquer it and begin
full production of Psychos and Pyros; the first units should go to sector 11 to
conquer it. Build a second Barrack and produce the usual infantrymen. Then move
the Construction Units to sector 8 to build two Anti-Tank Guns and send your
Psychos to conquer sector 9.
Now wait until you have at least 10 Psychos, 10 Pyros and some Jeeps. Send them
to the biggest derelict in sector 7 and destroy it: you'll find the black box.
Order to the soldier who picked it up to enter your Command Center while the
rest of your assault force destroys the derelicts in sector 7 and 6. To destroy
the remaining derelicts (sectors 5 and 10), head left trhough the pass (you'll
be at the Vehicle Factory you conquered) and be prepared to eliminate some
enemies, though I recomend to ignore them and head toward the last two
derelicts.

(to be completed)

******************
9-CREDITS and MISC
******************

Yaiiiiiiii, I think you know that the first credit goes to Bitmap Brothers for
Z: Steel Soldiers (and not only for this game!); the second goes to me for this
document (eh eh) and the third to all sites hosting this FAQ with my
permission. All other misc credits go to all the misc
things/persons/musicians/games/etc etc etc; the list is too long and I'm too
tired to write it, maybe in the other releases of the walktrhu, though I think
this will not happen. However, if someone will conquer the right to be
mentioned in this document, I will thank him/her here. Live to fly and fly to
live, boys and girls.
Sites authorized to show this FAQ:
+ GameFAQs (http://www.gamefaqs.com)
+ The Clans Hall (http://www.sealteamsix.com/briareos/index.html visit it, it's
my personal site ;)
+ DHL (http://dhl.net)
+ Action Trip (http://www.actiontrip.com)
+ The Internet Central Network (http://www.a2zweblinks.com)

To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is
264286. Write only about this FAQ or if you have a cute (female)friend/sister
to introduce.

Copyright (c) Briareos Kerensky 2001/2002. Reproduction  and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.
