SAS: Zombie Assault 4 Guide

(Mostly) Everything About SAS 4 for SAS: Zombie Assault 4

(Mostly) Everything About SAS 4

Overview

(I didnt finished it yet…im trying add more stuff as possible.) Im gonna try explain lots of things about this game. Let’s get started.

Classes

There are 3 classes in this game. These are:

Medic Assault and Heavy Class
Medic Class:

Heals team ^^ (What did you expect?)

His skills are:

Skill and Icon
Description
Medkit
Drops a field medkit that heals any SAS who pick it up
Protective Aura
Increases the thermal and chemical armor value for player and nearby allies (Passive, Fire and Corrosive resistant)
Revive
Boosts revive time and health of nearby fallen teammate (Passive, when stand next to the dead ally, skill activates)
Biocleanse Bomb
Slows zombies by 50% and lowers their resistance by 50% when in blast radius
Bad Blood
Melee attackers take damage every time they strike you (passive)
Final Farewell
When you go down you heal everyone around you and drop medkits (4 – 11 Medkits)
Zombie Antidote
Huge gaseous explosion of virus antidote does large damage to zombies in the radius (Active, Throws Purplu Bomb)

Assault Class:

Team Player (and my Favourite Class)

His skills are:

Skill and Icon
Description
Adrenaline
Increase movement, firing and reload speed for short duration
Deadly Force
Increase global gun damage (too much)
CQC (Close Quarters Combat)
Slash knife to enemies entering skill range
Gun Mod Expert
Decrease gun augmentation cost, increase augmentation reward xp
Stim Shot
Heals when health is below 20% (passive)
Killing Spree
Kill 20 zombies to activate increased damage and pierce. Keep killing to refresh duration (IT’S KILLING TIME!!!)
Assault Team
Calls in an assault team to your position (3 people)

Heavy Class:

Absolutly Badass (Really…)

His skills are:

Skill and Icon
Description
Hold The Line
While standing still, increases your damage and weapon penetration for a short time
Heavy Gear
Reduces percentage of negative movement effects for weapons and armor (passive)
Tough Body
You are more resistant to damage than normal
Die Another Day
Become 90% immune to damage for a short time
Brute Strength
Your brute strength allows you push through obstacles and damage enemies in your path (passive)
Concussion
Your shots have a chance to stun enemies (passive)
Aerial Bombardment (A.K.A. Nuke)
Powerful orbital strike deals huge damage in a targeted area

Base Skills

There are 12 skill that every character can use. These are:

Name
Icon
Skill Description
Fast Reload
Decrease reload time
Fast Movement
Increase movement speed
Toughness
Increase max HP
Recovery Time
Reduce your recovery time when knocked down in multiplayer games
Health Regen
Passively regenerates your health over time
Pay Grade
Increase the end of mission cash reward. Affects failed mission cash reward as well
Body Armour Expert
Increase the total resistance for all armour worn
Energy Boost
Increase max energy
Energy Regen
Increase the amount of energy regenerated per seconds
Field Supplies
Get extra premium ammo for current active gun used whenever you pick up any loot
Grenade Damage
Grenade do extra damage
Critical Shot
Chance per shot to do more damage (base crit damage is +100% without any level)

Levels

There are 7 missions in the main story

These are:

Mission
Plot
Onslaught
A dropship in an infested space station cannot depart because its door ramps are stuck. The ramps will be repaired in 6 1/2 minutes, but until then, the player(s) must fight off the incoming horde of zombies.
Vaccine
After finding no signs of life other than zombies on Planet Thera, the destruction of the infested planet by an orbital strike satellite is verified in defense of the future to mankind.

However, a zombie outbreak has occurred on planet Aartis, where the remaining members of the human race resides. At the same time, a vaccine has been found in a laboratory on planet Thera by Combot, vital to the survival of humans.

The destruction of Thera cannot be taken back as the attack is already in launch. Thus, SAS soldiers are deployed to the surface of Thera, where they must take a subway to the lab, get the vaccine, and escape to a dropship in less than fifteen minutes, before “Operation Disinfect” commences, the devastation of the planet, destroying the vaccine and the soldiers.

Survivors
The SAS receives communication from locals who are trapped in a heavily populated city on Aartis. The S.A.S are deployed to save the survivors which is 60 people in all. After saving the survivors they will give you S.A.S creds and inside each building is a cash register after shooting each register you will gain more S.A.S creds. after saving all or most of the survivors (even if they all die you can win).

You will need to clear the area of the remaining infected. After killing the rest of the infected, a boss or multiple bosses will emerge from the ground. If the boss is killed, you will gain a strongbox and the mission will end after a twenty second countdown.

Zombie Pods
A digital strain of the zombie virus has taken over Combot and created cyborg zombies. Humans and robotic components are being harvested into egg-like pods. This map is most likely intended for the first encounter with the Zombie Mech
V.I.P.
The VIP is trapped in his house and is in a safe room due to heavy infection in his house. SAS must evacuate the VIP from the house and survive until the evac. chopper comes. (You want to shot him trust me.)
Power Out
A hospital in an infested city has lost power. There is no worry about being infected due to its strong defenses, but the only way to restore power is via four switches through the underground tunnels. The player(s) must repair all four switches.
Last Stand
The last survivors of Aartis are waiting for evacuation in the Market Square. However, the area isn’t secure enough, so players must prevent the zombies from passing with only 25 lives

Multiplayer Game Modes

-Quickmatch: Find 3 random people to play.

-Private Match: Allows to play with friends (in this mode you can choose map).

– Events:

*Apocalypse: The aim is to survive as many waves as possible until all players are down at the same time
* Last Man Standing: The goal of this event is to stay alive the longest. Your ally is your enemy.

Event Prizes:

Bronze (Top 75%): Neodymium Box, 2 HMG Turrets and 3 SAS Cred Packs
Silver (Top 50%): Promethium Box, 2 Molybdenum Boxes and 5 SAS Cred Packs
Gold (Top 25%): 3 Thulium Boxes, 4 Molybdenum Boxes and 9 SAS Cred Packs
Platinum (Top 10%): 3 Nantonium Boxes, 4 Promethium Boxes and 12 SAS Cred Packs
Diamond (Top 1%): 4 Nantonium Boxes, 5 Promethium Boxes and 20 SAS Cred Packs

– Nighmare: It costs one Nightmare ticket to play. You have five tickets per day. Zombies are much tougher, and each map is individually redesigned. In addition, Nightmarish zombies exist, which are much larger than normal, and have the Nightmarish buff, which heavily increases their health, size, and damage, as well as 75% resistances to all types of damage. (They also have red labels when moused over.) Even a group of players at lower levels may meet bosses such as Nightmarish Savage Devastators or a swarm of Nightmarish Elite Necrosis, which can often lead to the death of lower leveled levels due to them not having tough enough equipment due to their levels and due to the bosses having all these Nightmarish buffs.

Nightmarish zombies have 10x health and 10x damage, are larger than normal.

-Contracts:
There are mini missions in this mode. You play on different maps. These are:

Name
Picture
Compound
Crash Site
Uranium Mine
Sea Lab

Contracts:
*Ammo Recovery: Involves collecting ammunition caches scattered throughout the map and returning them to the spawn location.
*Data Revival: Involves hacking into various computer terminals to retrieve data.
*Support Weapons Shipment: Defense contract that involves protecting various crates from zombie attacks.
*Zombie Hotspot: Zombie Hotspot is an assault contract in which you have to kill as many zombies as possible.

Strongboxes

There are 9 Strongboxes in the game. These are:

– Steel

-Titanium

-Molybdenum

-Iridium

-Neodymium

-Promethium

-Thulium

-Nantonium

Properties

-Each Strongbox opened contains exactly one weapon or armor piece (This is why it named Strongbox 🙂 )

-The higher level the strongbox, the better items you’ll get. ( However, it is strictly off chance, therefore there are still chance to unboxing great gear off low tier and undesirable gear off high tier, although there are less chance for those to happen…)

BLACK STRONGBOX
-Black

Properties

– Only opens with Black key

– There is a small chance (5%) of obtaining a Black Key via a Nantonium Strongbox in Nightmare Mode

– Black strongboxes contain a Black weapon/armor.

Perks

There are 3 perks in this game. these are:

Name
icon
description
Tank
+20% Damage immunity
+50% Health from medkits
+50% Health regen
+2x Cryo Turrets
+10x Cryo Grenades
Killing Machine
+10% Damage
+10% Crit Chance
+2x HVM Turrets
+2x HIKS Turrets
+10x Frag Grenades
High Roller
3% Increased Strongbox drop chance
+1 Strongbox quality increased
X3 Chance for Super Rare Thulium Boxes
X2 Chance for Ultra Rare Nantonium Boxes

Enemies, Bosses and Elites

Zombies

There are 6 zombies in game. These are:

Name
Normal
Fetid
Evolved
Apex
Shambler
Stalker
Runner
Spitter
Shielder
Bloater

Minor Bosses:

Name
Normal
Savage
Zombdroid Servant
Zombdroid Soldier

Major Bosses:

Name
Normal
Savage
Resistance
Regurgitator
Normal form
20% Chemical

Savage Form
40% Chemical

LoaderBot
Normal Form
50% Physical
20% Thermal
20% Energy

Savage Form
60% Physical
30% Thermal
30% Energy

Zombie-Mech
Normal Form
20% Physical

Savage Form
40% Physical

Wicker
Normal Form
100% Thermal
20% Energy

Savage Form
100% Thermal
25% Energy

Devastator
Nothing (75% against everything when enraged)
Necrosis
Normal Form
25% Energy

Savage Form
50% Energy

Elites (Zombie Modifiers):

Name
Icon
Description
Fiery Skin
75% thermal resistance, +100% fire damage.
Poisoned Limbs
75% poison/acid resistance, 100% acid damage over 3 sec.
Chitinous Hide
75% physical resistance.
Extra Fast
+50% movement speed.
Berserk
Tripled attack speed.
Extra Strong
Double damage on all attacks (including melee attacks, Spitter acid, damage over time from Fiery Skin or Poisoned Limbs, and Acid Blood).
Regenerating
The zombie regenerates 5% of its health per second.
Energy Resilient
75% energy resistance.
Dark Minion
They ignore all obstacles and ignore damage reduction from armour by 75%
Acid Blood
On death, the zombie creates a puddle of acid
Nightmarish
10x health and damage, 1.5x size, which adds 50% to attack range (Includes all modifiers except Dark Minion, Acid Blood, and Regenerating).

Augmentations

You can apply 3(+1) different augments and 10(+2) level per weapon.

Weapon Augmentations:

Name
Icon
Purpose
Deadly
+10% damage per level
Overclocked
+10% RoF per level
Piercing
+10% pierce per level
Enlarged
+2.5% blast radius per level
Tenacious
+10% DoT per level
Capacity
Increases clip size by 10%, 30%, 60%, and +20%/level after that
Pinpoint
+3% critical chance for level one, then +1% for each level after that
Adaptive
+4% of target’s resistance ignored per level from levels 1 to 10
Race Modded
-8% reload time per level
Biosynthesis
+3 HP per zombie kill Per level
Skeletonized
Decreases movement penalty by +10 per level

Armor Augmentations:

Name
Icon
Purpose
Fortified
Increase protection against physical damage
Heat Resistant
Increase protection against Fire damage
Hazchem
Increase protection against toxic damage
Energised
+2.5% max. energy per level
Body Fueling
+2.5% max. hp per level
Tissue Repair
Increases health regeneration rate by +1 per level
Revitalising
Increases energy regeneration rate by .25 energy per second each level
Resuscitating
+5% recovery speed per level (multiplayer)
CQC Enchanced
Increases damage to melee attacks
Machine Assisted
Increases movement speed. +1.5% at level 1, then +0.75% every level after.
Nimble
+2.5% reload speed per level
Target Assist
2.5% crit chance first level, then + 0.5% per level. Max 8%
Smart Target
+2% gun damage from level 1-5, then +1% from level 6-12. Max 17%

Masteries

Masteries are passive upgrades to all grenades, turrets, High Damage (HD) ammo, armor parts and weapon types. Each of the above has 5 levels of masteries. To upgrade to the next level, each category requires you to do different things to gain experience to level up.

For weapons, a particular weapon type to kill zombies will give xp. Note that the xp given is based on the amount of zombies killed, not the quality, meaning killing 2 Worms should give you more xp than killing a Savage Necrosis with the same weapon.

Experience Requirement

Below are the experience requirement for each level of masteries. Experience requirement is the same for every weapon type, armor part, grenades, HD ammo and turrets

Level 1: 2,400 points

Level 2: 10,000 points

Level 3: 30,000 points

Level 4: 100,000 points

Level 5: 400,000 points

Type
Level 1
Level 2
Level 3
Level 4
Level 5
Pistols
+2% Movement Buff while holding a Pistol
+5% Damage to all Pistols
+10% Clip Size to all Pistols (1 minimum)
+10% faster Backpedalling
LFull-Auto all Pistols/+25% RPS
Sub-Machine Guns
+2% Movement Buff while holding a SMG
+15 Clip Size to all SMGs
Half Spread (increased accuracy)
+15% Fire Rate to all SMGs
+1 Pierce to all SMGs
Shotguns
+5% Reload Speed to all Shotguns
+50% Range
+50% chance to gibbing with all Shotguns
2x Damage to all obstacles
+1 Fletchette to all Shotguns
Assault Rifles
+2% Crit Chance to all ARs
+10 Clip Size to all ARs
+10% Damage to bosses for all ARs
+5% Damage to all ARs
+1 Pierce to all ARs
Sniper Rifles
+5% Damage to all SRs
+1 Pierce to all SRs
+5% Crit Chance to all SRs
+25% Crit Damage to all SRs
On Crit, 5% chance to do 10X Damage
Rocket Launchers
+5% Blast Radius to all RLs
+5% Damage to all RLs
Lower 8% of RL movement penalty (multiplies)
+2 Pierce to all RLs
+25% Resistance ignorance to all RLs
Light-Machine Guns
+5% Damage to all LMGs
Lower 8% of LMG movement penalty (multiplies)
+1 Pierce to all LMGs
+50 Clip Size to all LMGs
Ignore up to 35% of target resistance / +35% reload speed if not moving
Flamethrowers
+1 Pierce to all Flamethrowers
+25 Clip Size to all Flamethrowers
+25% Burn Time to all Flamethrowers(does not effect /sec of DoT)
+25% Resistance ignorance to all Flamethrowers
50% Longer Flame Range
Turrets
+10% Turret Ammo Capacity
+10% Turret Damage
1 turret of each type
+25% Turret Fire Rate
Maximum active Turret increased to 3
High Damage Ammo
2 packages of HD ammo to all gun types you own
+5% HD ammo Damage (+30% total)
+5% HD ammo Damage (+35% total)
+5% HD ammo Damage (+40% total)
+10% HD ammo Damage (+50% total)

Armor Parts and Grenades

Automatically gain xp as long as wear armor when playing. The xp earned will be randomly distributed to different armor parts. Note that all the xp gained from one game will be distributed to the same category.

Type
Level 1
Level 2
Level 3
Level 4
Level 5
Grenades
+5% extra damage
+5% larger blast radius
Able to bring 50 grenades of each type into games instead of 20
All loot drops also grant 1 frag grenade
Grenades cost 50% less
Helmets
+0.25 energy regen per second
+1% gun damage
+10 energy
+5% faster recovery time
+100 defense to physical, heat, toxic
Shotguns
+5% Reload Speed to all Shotguns
+50% Range
+50% chance to gibbing with all Shotguns
2x Damage to all obstacles
+1 Fletchette to all Shotguns
Vests
+50 to physical
100 damage to melee attacker
+2000 health
+10% chance that damage that would have killed you is ignored completely
+200 defense to physical, heat, and toxic
Gloves
+25 defense to toxic
lower gun movement penalty up to max of 4% less
+10% faster reload
+50% pick up radius
+100 defense to physical, heat, and toxic
Pants
+50 defense to heat
+50 damage to melee attacker
+3% movement speed
+15% more health from medkits (for both drop medkit and medic’s medkit)
+100 defense to physical, heat, and toxic
Boots
+25 defense to toxic
+25 defense to heat
+3% movement speed
+10% faster backpedaling
+100 defense to physical, heat, and toxic

Daily Rewards

Daily Rewards bring Strongboxes, turrets and SAS 4 Credit Packs.

Reward List: (In Order of Days)
1st Day: 2 Titanium Strongboxes
2nd Day: 2 Molybdenum strongboxes
3rd Day: 3 Cryo Turrets
4th Day: 2 Molybdenum strongboxes
5th Day: 2 SAS 4 Credit Packs (player level x $250)
6th Day: 2 Molybdenum strongboxes
7th Day: 3 Heavyshot Turrets
8th Day: 2 Iridium strongboxes
9th Day: 2 SAS 4 Credit Packs (player level x $250)
10th Day: 2 Iridium strongboxes
11th Day: 3 Teknoboom turrets
12th Day: 2 Neodymium boxes
13th Day: 2 SAS 4 Credit Packs (player level x $250)
14th Day: 2 Neodymium boxes
15th Day: 3 Ronson Flame Turrets
16th Day: 2 Neodymium boxes
17th Day: 3 SAS 4 Credit Packs (player level x $250)
18th Day: 2 Neodymium strongboxes
19th Day: 3 Ronson Flame Turrets
20th Day: 2 Promethium strongboxes
21th Day: 3 SAS 4 Credit Packs (player level x $250)
22th Day: 2 Promethium strongboxes
23th Day: 3 Zeus Turrets
24th Day: 2 Promethium strongboxes
25th Day: 3 SAS 4 Credit Packs (player level x $250)
26th Day: 2 Promethium strongboxes
27th Day: 3 Zeus Turrets
28th Day: 2 Promethium strongboxes
29th Day: 3 SAS 4 Credit Packs (player level x $250)
30th Day: 2 Thulium strongboxes
31th Day: 3 Zeus Turrets
32th Day: 2 Promethium strongboxes
33th Day: 3 SAS 4 Credit Packs (player level x $250)
34th Day: 2 Promethium strongboxes
35th Day: 3 Zeus Turrets
36th Day: 2 Promethium strongboxes
37th Day: 3 SAS 4 Credit Packs (player level x $250)
38th Day: 2 Promethium strongboxes
39th Day: 3 Zeus Turrets
40th Day: 2 Thulium strongboxes

After 40th Day, it will go back to day 21 and repeat the cycle.

One more thing…

Sas: Zombie Assault 4 is my favourite flash game. If you want to play with (or ask something) me just add me. Have a good day… And thank you for reading this Guide.

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