This is a quick Primer for players old and new based on my experience and what I’ve discovered thus far and is a response to the fact that most guides here are somewhat outdated. I will go through step by step in what I think is the most optimal way to begin and sustain a Pandemic Mission Scenario, which is the main mode of the game as of this review.
Preface
If you heard or played Prototype for the PS3, then congratulations, your now the Blackwatch. Genderbent Alex Mercer is on the loose and your saving grace is that she isn’t a player character and doesn’t have an armory of bioweapons to use against you. What she does have is a high fatality rate and you can accidentally lose the game if you pursue her from the get-go with the starting squad.
What you wanna do is start with Treasure Island, which is the first map of the game and the one most optimized in favour of the player. The map is divided into three islands, and on the top left is a news reader that’ll let you know where she’s spawned and where she’s starting the infection. Again, from the get-go, that entire island is a lost cause, BUT the other two islands aren’t. Hence, pick the one closest to the bridge to start your base of operations.
Before I forget, the Spacebar is your friend. This button switches between Slow and Normal Time Speed. Use Slow Mode frequently to build your base, contemplate the next course of action or get a read on the situation. For first time players, use the Slow Mode to see where Patient Zero start the infection.
Getting started
There four units in a default squad.
The copter. (Windmill)
The Assault (Fist)
The Engineer (Cog)
The Captain(Arrow)
The Captain is your MC and if she dies, then the game is over. Some players could micro her well and use her cloak and flashbangs for early scouting, but I ain’t one of them and so she stays at the base warming her ass day and night.
The Engineer is your most important unit on the other hand. In Slow Mode, use the base building and deploy the CERC HQ. Note, after doing so, you’ll gain immeadiate access to all other buildings and you can cue any Engineer with multiple build orders for aggressive expansion which is vital. Anyhow, start with building the Strategic Operations Centre to earn money.
This is where things get tricky. One SSO generates 600$ on default which amounts to jack. What you wanna do is build the first and then order you first engineer to build another. Most sectors have one SSO point with some having two. Again, use the Spacebar to slowdown time and find them. Most of your first income generation will be spent in building SSO’s for a solid economy. Just be sure to build away from the infected island.
What I find reliable, is to train three or four Engineers and have them spread out across the two uninfected islands. The last trained Engineer will have the job of base building.
In the meantime, busy that first Assault in building sandbags on the bridgehead leading to the infected island. This is the earliest defense I use and with, say, four Assaults on one chokepoint/checkpoint you can hold out against the first few attacks. Do not venture into infected ground unless you are a micro pro, but even then you’ll probably be wasting time that could be used in building your base and defenses.
Now, here’s an additional note. The devs made it clear the AI is a major effort in development, and it shows. I’ve had it happen early on where they sent a Juggernaut (big tanky bastard) over the bridge and basically ruin my early game. This is where I share a very important note. The Engineer is your earliest Anti-Tank unit. Under the LOADOUT section when recruiting him, there is weapon called an SMAW. Four or five engineers firing in sequence will drop a Juggernaut flat.
Now the Copter, the micro unit. Even if you aren’t a micro savvy player, you’ll find that the best way to use that first air unit is either ferrying Engineers sector to sector for base production, or using it as a firing platform for shooting zombies safely. If your daring, you can use for early raids, but Alexa Mercer (Patient Zero in-game) will often be haunting the first infected zone. Even if she wasn’t there’s a high probability she’ll be nearby and she will crash that bird before killing the survivors. Losing the Copter isn’t a fatal loss, but it is certainly a tactical and resource one.
One last thing for this part, make every Infantry sprint! Time is of the essence in the early hours of the infection. The shooting will start by nightfall.
“You need to build a wall!” thus spoke EX-PresiMan
Buildings to take note at this time are the Barracks which is a no-brainer and generators. For the latter, I find it more convenient to just build more of these than the power pylons because the range on said pylons is pathetically short and you better of building a few generators over time and building things around them. Yes, I am aware and have suffered for doing this, and I will get into that below.
Now, just because he has a rocket, doesn’t mean he can’t base build. You can start by dropping an Ammo Tent from the build menu. This should stop an ammo shortage incident. You could then build a couple of guard towers for added defense. Note, these towers already come manned, so you don’t need to dedicate more troops. Note, everything above will be done amidst gunfire and screaming death.
Once you got this down, you can round out the defence with at least one generator in order to start deploying defense turrets. In combination with the ammo tent and the towers, your pretty much set for the early defence. Just be sure to have a trio of Engineers at least on reserve and ready to intercept an early Juggernaut.
Moving on, we go into the next phase, which is the more advanced infantry. Your likely running on Max Population by now, so be sure to build Garrison Tents in advance. These can be trained with the defense building on the frontline, or after that. You’ll need to check your current income and plan accordingly, but the build order is usually Scientist (Hazard Symbol) then Heavy Weapons Specialist (Bullets).
For Scientist, arm them with a Flamethrower always, their just made for that. Note, I’m fairly certain friendly fire is a thing so don’t go burning your own guys on accident. Scientist have the role of Exp Farming. Zombies occasionally drop DNA symbols, and only scientist can pick them up. These accelerate your doctrine points and you need to max out the research tree on the left of the display in order to kill Alexia “Patient Zero” Mercer. Flamethrowers are also reliable anti-building weapons, which is important for the next section.
Heavy Weapons Specialist are a meh thing for me as of this writing, their an alternative if you can’t deploy actual turrets yet, but their use otherwise is just to pad defence and offence. All infantry have a large variety of gear, but the most I’ve used is Engineers, Assaults and Scientist in that order. They have a “deploy” ability that allows them to fire with stability at the cost of limiting their range to a narrow path.
I will end this part by saying that there are other classes such as Radio, Sniper and Spec Ops(?) along with the Operator, but I’ve never used these and I apologize for not having much insight on that.
Oh and before I forget, the most important thing to build once the above is mostly done is the Resistor. This defence structure stops a late game enemy from tunneling and getting the drop on you later. Believe me, the last thing you want to ragequit over is the Captain dying from what amounts to oversight because a giant worm decided to say hello to the base. They need Generators to function so build that first. Their range is big too, so you can just build one on your base and each sector that you have a base or SSO and no longer have to worry -much- of the Infected spawning in another sector. Still, I recommend flying Copters over those areas if you feel something is up. Fog Of War is a thing in this game.
Say, “Sike Atlas!”
The CERC HQ has a vehicle it can make called an Atlas and it a super useful support unit.
The Atlas has several configurations from Fuel, Supply and Repairs (Far right) to Mobile Base Defense (Far Left) and you can select which you want before purchasing. There’s an Atlas for everything, even for Jodie and Martha to keep them company while your guys get violently slaughtered on the front.
Ahem.
Atlas are a must have and you can probably replace some parts of the last section with an Atlas Tower. I use them mainly to protect the bases or the Evac Areas. Why you may ask? Because humans are ♥♥♥♥♥♥♥♥ even when the apocalypse happens that’s what.
Enter the Factions.
I’m not going to give this its own section since its still unbaked as of this time. What I can tell you there will be at least one (or two) hostile factions that will do nothing more than kill your men or blow up your buildings. You can cap these guys using men firing from a Copter, or just have an Atlas Tower deployed in you base to do the job.
Once you have plenty of cash, just buy loyalties from the factions neutral or agitated towards you. They’ll become allies and help you, mostly. Again, I don’t think these guys are fully fleshed out other than being target practice.
Welcome to the Red Zone Mother Humpers!!
I’ll be frank. Your going to be sending men to die.
It’ll be in the dozens.You’re enemies are clunky pathfinding, unexplained mechanics and just plain unoptimised gameplay.
This section will dedicated to just telling you that the sole reason your doing these raids is for the DNA points.
As mentioned in the previous sections, Scientist can collect DNA points amidst Firebending in order to generate points for expanding you Doctrine. Doctrine that unlocks better vehicles and an ultimate in order to kill Not-Prototype MC. Their flamethrower loadouts are also arguably the most reliable infantry weapon for anti-building while still not sacrificing the capacity to burn everything else. What you wanna do is get them as close as possible to Hives and let them spray and fry the forbidden
organic Dorito Mountains. These drop DNA points just as regular and special enemies do.
These raids are to be conducted only AFTER your defense line is established, and especially after your income is big and at an all time peak. The latter is earned with each zombie you kill and with every SSO built. Note, I don’t mention Evac because I have no idea how that system works.
You’ll be also doing these raids after the enemy starts to dwindle, which is earnestly the best time since resistance will be at a minimal, and you’ll have a wider range of vehicles which is what I’ll focus on in the next section.
Other things to note.
I’m fairly certain Red Zones have a spore mechanic, meaning your troops can only be out in those zones for minutes at a time before getting infected, and needing to treatment. Hence, it’s important to use vehicles like the Cerberus or Copters to close in the distance fast. Remember that just because these men are expected to die, doesn’t mean you shouldn’t be careful in how you deploy them. Every destroyed hive is another the enemy has to rebuild and can’t send corpses your way.
Speaking of getting infected, there is a Medical Centre that can be built that heals and cures your troops infections, but chances are your men are going to be overrun long before they can run back to the checkpoint. Still, build a MedCent near the checkpoint for the lucky ones to come back from the raids. Can’t have the Atlas boys pleasing Jodie forever, eh?
Also, I will in this section another useful unit from CERC HQ building, the Scout Drone. It’s unarmed, but unlikely to get shotdown too. So, use it to keep tabs on the infected zones and figure where Patient Zero is. Note, the AI can and will Mercer your men if it feels like it. Four Scientist crossing their flames together should render her inert, but she’ll just hide in her MeSpace for a while to sulk on HiveMediaGram before coming back out to show who’s boss. You should probably get your men out before then.
On another point, experiment with the weapons your troops carry. I say Scientist with a Flamethrower is compulsory, but if you feel your Assaults are better with shotguns, shields or grenade launchers then go ahead and do it. Same for Heavy’s or even an Engineer if you feel daring enough to deploy a Forward Operating Base.
“Research don’t kill aliens, big guns do!”
Before that, I wanna talk about vehicles available from the start. The Atlas has its own section, so I’ll be focusing on a few I find worth mentioning and have fielded.
As mentioned, the starting Sparrow Copter which is based of a Little Bird is a fast response unit. Use it to deal with human targets or conduct recon or raids. The latter is done at your own risk. Note, mounted units will survive the crash, but their dead anyways from either zombies or Alexa herself.
The Ajax is a four-wheeler. Not much to say other that it and a Humvee(?) are good if you want to move stuff or have a wheeled gun platform early. Otherwise, the Sparrow above has you covered.
Springbok is an interesting one. It’s the earliest armoured pesonnel carrier you’ll have on the dime, able to ferry around 6 men. This is what I mean using for raids into Red Zones. Drive right up to the hive, disembark and torch the structures. Survive, and continue to the next hive after collecting samples. Sadly, this thing will get stuck at the slightest number of infected swarming it, so be careful.
Now we can get to the Unlockable vehicles. These will be in the order I find useful.
The Charon is an advancement from the Copter. It’s the Medium Helicopter of the game with a carrying capacity of a dozen men. Useful, but not as useful as the optional loadout. By taking away the carrying capacity, you can fit a Bunker Buster which is super useful for when the Resistor fails or the worm spawns in the gaps between Resistors. Yes, worms, big ones at that. What’s most annoying is that the holes they leave behind will allow zombies through, and believe me it’s a different kind of hell unleashed seeing your forces flanked and the Captain eaten right under you. Bunker Busting is a special ability for Bunker Buster Charon.
Next, is the Cerberus and by golly its an upgrade. Base form can carry a dozen troops, which makes it the best thing to have for Red Zone raids. I’d have it before the Charon, but like Resistors, a Bunker Busting Charon is built and forget until needed for use. It has two other forms, the mortar and the 105mm tank duty. As others will point out, artillery is king and the mortar Cerberus with a deployed Supply Atlas is just a return to trench warfare. You’ll still need to send raiding teams into the zones if you want to get DNA Points.
Finally with have MUTT and MULES. MUTT is just a mobile turret if nothing else, and I just build a trio of these to send for patrols. You’ll need to be sure their in range of an Atlas for refuel, but that of course is a resource investment. The alternative is to send them into Red Zones ahead of the raiding groups and have them cover the insertion point. MULES, on the other hand, are a nimbler supply unit more fitted to support the raid groups with supplies. Both are unmanned and effective tools so use with care.
Imperfect Epilogue
As seen, I did not touch on the Evac function for civvies, because I have no idea how that one functions. As far I’m concern it doesn’t seem to have any direct bearing on income nor any UI indicator. I stand to be corrected on this.
If there is anything else, do share in the comments. They seemed to have moved the thermal function originally seen in earlier builds. That’s something I’d like to see.
Anyhow, I see the potential in this game, and I’m all for it.
Remember, hold the red line for its the last line you will ever hold.
That’s all we are sharing today in Cepheus Protocol – Prep Guide for The New Update, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author Napster153