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The System reacts to the player's actions. In its simplest sense, a
player that is highly aggressive and wastes ammunition will face tougher
opposition as the System reacts as if it is facing a larger fleet. This
will be discussed in more detail later in this document (see "Aggression
Levels" in "Tips, Tricks and Techniques") but I think this illuminates one
possible reason no one has written a FAQ or Walkthrough for the game.
Since player actions largely dictate the type and number of ships you will
face, a level may change dramatically on each pass through depending on
how you play the game. This makes writing a walkthrough more difficult
than it might be in other games where you face similar waves of enemies
each time you play the game. On the other hand, this obviously increases
the challenge and replay value (especially when you consider all the
secrets to be discovered and variety of weapons available).


===Aggression Levels===
The System reacts to the player's actions. In its simplest sense, a player that is highly aggressive and wastes ammunition will face tougher opposition since the System will react as if it is facing a larger fleet. Since player actions largely dictate the type and number of ships you will face, a level may change dramatically on each pass through depending on how you play the game.  This increases the challenge and replay value, especially considering all the secrets to be discovered and variety of weapons available.


As I explained in the introduction, the number and strength of opponents you
== Aggression Levels ==
face varies depending on the aggression levels of the System. When the
aggression level goes up, so does the strength of your enemy and the degree of
challenge you face in surviving.


The following seem to increase the aggression level:
The number and strength of opponents you face varies depending on the aggression levels of the System. When the
aggression level goes up, so does the strength of your enemy and the degree of challenge you face in surviving.


o Shooting a lot, especially with the special weapon. Aggression levels
The following actions appear to increase the aggression level:
seem to increase faster and the more powerful the weapon being fired.
* Shooting a lot, especially with the special weapon. Aggression levels seem to increase faster and the more powerful the weapon being fired.
o Upgrading Special Weapons, especially picking up Fire 2
* Upgrading Special Weapons, especially picking up Special Weapon 2.
o Failing to destroy a base in the allotted time.
* Failing to destroy a base in the allotted time.


The following seem to decrease the aggression level:
The following actions appear to decrease the aggression level:
* Destroying a base before the timer runs out
* Losing a Zanac.
* Using an Enemy Eraser
* Reducing your rate of fire for a while, or increasing your reliance on your Standard Gun.
* Destroying a Sart.


o Destroying a base before the timer runs out
Some events on each level are 'scripted' -- for example, near the beginning of Level 3 you will always be attacked by clusters of type 2 Degids regardless of the aggression level. On the other hand, when you see Type 3
o losing a Zanac
E-Fains or the larger non-capital ships you can assume that the Aggression Level is very high.
o using an ERASER
o Reducing your rate of fire for a while, or increasing your reliance on your
Conventional Weapon.
o you destroy a SART


Some events on each level are 'scripted' -- for example, near the
== Base Destruction ==
beginning of Level 3 you will always be attacked by clusters of type 2 DEGIDs
regardless of the aggression level. On the other hand, when you see Type 3
EFFINEs or the larger non-capital ships you can bet the System is pretty
ticked off.


===Base Destruction 101===
Periodically the scroll of a level will halt and you will be given a time limit in which to destroy a large fortress, an assembly of cores. If you destroy all of the cores before the time runs out, the screen will be cleared of enemies and you will receive a bonus before the scroll continues or you move on to the next level. If you don't destroy the base in time, the aggression level of the System may increase.


Periodically the scroll of a level will halt and you will be given a time
A typical base has at least four or more cores. Initially, the cores take turns firing in a pattern. As you destroy the cores, the remaining cores will begin firing more often. Finally, when only two to three cores remain they will all fire continuously. This can be a problem if the remaining turrets are difficult to deal with based on your level of weaponry.
limit in which to destroy a large base, an assembly of ground turrets. If
you destroy all the turrets before the time limit elapses, the screen will
be cleared of enemies and you will receive a bonus before the scroll
continues or you move on to the next level. If you don't destroy the base
in time, I believe the aggression level of the System increases.


A typical base has at least four and usually quite a few more turrets.
For example, some weapons are unable to destroy Leads, so Slit Cores and Combo Cores should be destroyed first unless you are using a weapon like Tile 7. Round Cores, which fire round blue hard to destroy bolts known as Beruos, are also difficult to deal with when they fire continuously. In general, you should save turrets that fire only Light Bars for last since any weapon can easily remove those projectiles.
Initially, the turrets take turns firing in a pattern. As you destroy the
turrets, the remaining turrets will begin firing more often. Finally, when
only two to three turrets remain they will all fire continuously. This can
be a problem if the remaining turrets are difficult to deal with based on
your level of weaponry.


For example, some weapons are unable to destroy CHIPs, so CHIP Turrets and
If you end up with a Lead or Beruo core as the final surviving core, it can fill up the screen with so many Beruo that you are unable to reach it with your weapons.  Try maneuvering into the upper left or right corners
COMBINATION Turrets should be destroyed first unless you are using a
of the screen. You may be able to hit the core a few times sideways with a weapon like Tile 0, but more importantly the Beruos will follow you. After they are all heading for the corner of the screen, dodge back
weapon like Fire 7. AMOEBA Turrets, which fire round, blue hard to destroy
underneath the core and enjoy a few precious seconds of clear shooting at the turret. Repeat this a few times and you should be able to destroy any core, as long as you don't run out of time.
blobs that look a little like miniature GIZAs, are also a pain in the butt
when firing continuously. In general, you should save turrets that fire
only ALMONDs for last since any weapon can easily mop up those
projectiles.


If you end up with a CHIP or AMOEBA turret as the final surviving turret,
Some bases have very Turret 1s and Turret 4s that shoot Leads and Light Bars.  These cores are smaller than the normal fortress cores and fire constantly. These targets are optional — they can be ignored and you will still destroy the base if you obliterate all the regular cores in time. It is still a good idea to take them out at the start just to clear the field, especially since destroying them will not affect the rate of fire of the main base cores.
it can fill up the screen with so many AMOEBAs that you are unable to
reach it with your weapons. Try shifting to the upper left or right corner
of the screen. You may be able to hit the turret a few times sideways with
a weapon like Fire 0, but more importantly the AMOEBAs will follow you.
After they are all heading for the corner of the screen, dodge back
underneath the turret and enjoy a few precious seconds of clear shooting
at the turret. Repeat this a few times and you should be able to destroy
any turret, as long as you don't run out of time.


Some bases have very small turrets that shoot CHIPs or ALMONDs but are
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smaller than the actual base turrets and fire constantly. These turrets
are optional -- they can be ignored and you will still destroy the base if
you obliterate all the normal turrets in time. It is still a good idea to
take them out at the start just to clear the field, especially since
destroying them will not affect the rate of fire of the main base turrets.
 
==Walkthrough==
This walkthrough describes only what always occurs on a level, or things that are frequently encountered. Since the game constantly changes, you may encounter different enemies each time you play.

Revision as of 00:02, 31 May 2008

The System reacts to the player's actions. In its simplest sense, a player that is highly aggressive and wastes ammunition will face tougher opposition since the System will react as if it is facing a larger fleet. Since player actions largely dictate the type and number of ships you will face, a level may change dramatically on each pass through depending on how you play the game. This increases the challenge and replay value, especially considering all the secrets to be discovered and variety of weapons available.

Aggression Levels

The number and strength of opponents you face varies depending on the aggression levels of the System. When the aggression level goes up, so does the strength of your enemy and the degree of challenge you face in surviving.

The following actions appear to increase the aggression level:

  • Shooting a lot, especially with the special weapon. Aggression levels seem to increase faster and the more powerful the weapon being fired.
  • Upgrading Special Weapons, especially picking up Special Weapon 2.
  • Failing to destroy a base in the allotted time.

The following actions appear to decrease the aggression level:

  • Destroying a base before the timer runs out
  • Losing a Zanac.
  • Using an Enemy Eraser
  • Reducing your rate of fire for a while, or increasing your reliance on your Standard Gun.
  • Destroying a Sart.

Some events on each level are 'scripted' -- for example, near the beginning of Level 3 you will always be attacked by clusters of type 2 Degids regardless of the aggression level. On the other hand, when you see Type 3 E-Fains or the larger non-capital ships you can assume that the Aggression Level is very high.

Base Destruction

Periodically the scroll of a level will halt and you will be given a time limit in which to destroy a large fortress, an assembly of cores. If you destroy all of the cores before the time runs out, the screen will be cleared of enemies and you will receive a bonus before the scroll continues or you move on to the next level. If you don't destroy the base in time, the aggression level of the System may increase.

A typical base has at least four or more cores. Initially, the cores take turns firing in a pattern. As you destroy the cores, the remaining cores will begin firing more often. Finally, when only two to three cores remain they will all fire continuously. This can be a problem if the remaining turrets are difficult to deal with based on your level of weaponry.

For example, some weapons are unable to destroy Leads, so Slit Cores and Combo Cores should be destroyed first unless you are using a weapon like Tile 7. Round Cores, which fire round blue hard to destroy bolts known as Beruos, are also difficult to deal with when they fire continuously. In general, you should save turrets that fire only Light Bars for last since any weapon can easily remove those projectiles.

If you end up with a Lead or Beruo core as the final surviving core, it can fill up the screen with so many Beruo that you are unable to reach it with your weapons. Try maneuvering into the upper left or right corners of the screen. You may be able to hit the core a few times sideways with a weapon like Tile 0, but more importantly the Beruos will follow you. After they are all heading for the corner of the screen, dodge back underneath the core and enjoy a few precious seconds of clear shooting at the turret. Repeat this a few times and you should be able to destroy any core, as long as you don't run out of time.

Some bases have very Turret 1s and Turret 4s that shoot Leads and Light Bars. These cores are smaller than the normal fortress cores and fire constantly. These targets are optional — they can be ignored and you will still destroy the base if you obliterate all the regular cores in time. It is still a good idea to take them out at the start just to clear the field, especially since destroying them will not affect the rate of fire of the main base cores.