Uploaded June 2024 | Updated September 2026, 2 weeks ago
I recently started playing VC4 and have been doing some turn attacking. Compared to the first game, this one has quite a few new features that are useful for completing battles in a low number of turns. In this video, I utilize some of these features to finish Two Fronts in a single turn. In particular, I use the Last Stand ability. When a unit dies, there is a chance he will make a Last Stand. When this happens, you have a number of options. The only option I use in this video is Stand Up, which does a few things. First, you'll be given some extra AP; I think you get 100. Second, Stand Up lets you move around as an invincible zombie. A zombie can do most things that a normal unit can, including capturing bases, entering a goal zone to complete a "reach the goal" level, and using devices like ladders. A few actions are not allowed, such as crouching and checking a unit's stats. Also, I think potentials don't activate. Third, Last Stand lets you attack, even if you have already used your action. You can't use Ragnaid, though. Attacking will end the unit's move and put him into KO status.
The battle is split into two parts. In the first part, Squad 7 has 6 CP and must capture 3 camps. Once they're captured, the second part begins on the same turn. Your CP is reset to 6 and Squad E must capture the enemy base camp. Below are some notes on my moves in the first part of the battle, which is much harder than the second:
1-3. (Largo) I capture the western camp, blowing up a couple fences along the way to clear the paths that that girls will take.
4. (Rosie) I run toward the northwest camp, using a grenade to get a little farther. There, I let the enemies kill me, which activates Last Stand. As Zombie Rosie, I use friendly fire to kill the enemies in the camp, then capture it.
5. (Alicia) I run toward the southern camp.
6. (Alicia) This is a tricky move that took over eight hours of friendly fire. I had to adjust my position a few times to find a good place to stand. First, I get killed to transform into Zombie Alicia. I make my way toward the camp and start using friendly fire to damage the encamped shock trooper. However, I don't want to kill him yet, since he's the only one who can hit the gatling turret in the camp. So, before he dies, I enter the camp and let him kill the turret. Afterward, I leave the camp and finish off the trooper. The reason I kill the trooper in two sessions of friendly fire instead of one is that once he starts shooting at me, he might hit the two enemies that I'm using to kill him. If they die, I would have no way to damage the trooper in the camp and would have to restart the move. To avoid this, I take out almost all his HP before he starts shooting at me. By the time I start the second session of friendly fire (during which he's shooting at me), he's almost dead, so it's much less likely that he would kill the other enemies before they kill him. With both enemies in the camp dead, I reenter it and capture the flag.
Thus concludes part 1 of the battle. Part 2 is trivial in comparison; it amounts to a victory lap after the difficult part 1. The only thing worth noting in part 2 is that for the last move, I use a Direct Command to reset Raz's AP. The tutorial on Direct Commands doesn't mention this, but it's very useful in turn attacking.
I recently started playing VC4 and have been doing some turn attacking. Compared to the first game, this one has quite a few new features that are useful for completing battles in a low number of turns. In this video, I utilize some of these features to finish Two Fronts in a single turn. In particular, I use the Last Stand ability. When a unit dies, there is a chance he will make a Last Stand. When this happens, you have a number of options. The only option I use in this video is Stand Up, which does a few things. First, you'll be given some extra AP; I think you get 100. Second, Stand Up lets you move around as an invincible zombie. A zombie can do most things that a normal unit can, including capturing bases, entering a goal zone to complete a "reach the goal" level, and using devices like ladders. A few actions are not allowed, such as crouching and checking a unit's stats. Also, I think potentials don't activate. Third, Last Stand lets you attack, even if you have already used your action. You can't use Ragnaid, though. Attacking will end the unit's move and put him into KO status.
The battle is split into two parts. In the first part, Squad 7 has 6 CP and must capture 3 camps. Once they're captured, the second part begins on the same turn. Your CP is reset to 6 and Squad E must capture the enemy base camp. Below are some notes on my moves in the first part of the battle, which is much harder than the second:
1-3. (Largo) I capture the western camp, blowing up a couple fences along the way to clear the paths that that girls will take.
4. (Rosie) I run toward the northwest camp, using a grenade to get a little farther. There, I let the enemies kill me, which activates Last Stand. As Zombie Rosie, I use friendly fire to kill the enemies in the camp, then capture it.
5. (Alicia) I run toward the southern camp.
6. (Alicia) This is a tricky move that took over eight hours of friendly fire. I had to adjust my position a few times to find a good place to stand. First, I get killed to transform into Zombie Alicia. I make my way toward the camp and start using friendly fire to damage the encamped shock trooper. However, I don't want to kill him yet, since he's the only one who can hit the gatling turret in the camp. So, before he dies, I enter the camp and let him kill the turret. Afterward, I leave the camp and finish off the trooper. The reason I kill the trooper in two sessions of friendly fire instead of one is that once he starts shooting at me, he might hit the two enemies that I'm using to kill him. If they die, I would have no way to damage the trooper in the camp and would have to restart the move. To avoid this, I take out almost all his HP before he starts shooting at me. By the time I start the second session of friendly fire (during which he's shooting at me), he's almost dead, so it's much less likely that he would kill the other enemies before they kill him. With both enemies in the camp dead, I reenter it and capture the flag.
Thus concludes part 1 of the battle. Part 2 is trivial in comparison; it amounts to a victory lap after the difficult part 1. The only thing worth noting in part 2 is that for the last move, I use a Direct Command to reset Raz's AP. The tutorial on Direct Commands doesn't mention this, but it's very useful in turn attacking.
![Silo [Modded: No Timer] DLTK Slappers Only 1:53:35
In this video, I play a modified version of the game that disables the timer in Silo. Details on the mod are here:
https://forums.the-elite.net/index.php?msg=489632
For a description of DLTK Slappers Only, see my Surface 2 video:
http://www.youtube.com/watch?v=SL3_jHJkmJM
I cut out most of the chopping from this video because its very boring to watch. I also sped up a few other boring, repetitive parts. An unabridged version is here:
https://www.youtube.com/watch?v=WdRddZd9Md4
Ive always thought that without the timer, Silo would be a fairly easy level on DLTK and could maybe even be beaten Slappers Only. I decided to give it a try by using a mod that disables the timer. Sure enough, the level was pretty simple and didnt take many attempts. Most of the run is self-explanatory, but one thing I should mention is the door leading from Ourumovs hallway to the catwalk next to the final room. Guards are unable to open this door; I think its the only door in the level with this property. They can warp through it if you unload them, but they dont seem to do so very consistently. To give them a better chance to warp, I run all the way back to the beginning of the level. For the first guard that got stuck behind the door, this worked and he was able to warp through. But the second guard refused to warp, so I had to open the door myself (which I prefer to avoid because its somewhat dangerous).
Unfortunately, there is a strange visual artifact in this video: two horizontal bars move up the screen before looping around to the bottom. While I was playing, I thought something was wrong with my TV, but when I checked the recording I saw that the bars were there too. Im not sure what caused this problem, since I used the exact same setup for my Surface 1 run a few days ago and that video turned out fine. I can only guess that the problem is somehow related to the power supply, since it seemed to get worse when my air conditioner was running (the size and darkness of the bars varied considerably on my TV, even though in the recording they look consistent the whole time). At least this problem turned up while I was playing a goofy category instead of something more serious.
EDIT: It appears that the problem was caused by the AC adapter I was using for my S-video splitter. I replaced the AC adapter and the horizontal lines disappeared. Silo [Modded: No Timer] DLTK Slappers Only 1:53:35](https://i.ytimg.com/vi/87YTdPPNbI4/mqdefault.jpg)









