Liero
Handbook V 1.2
Introduction
to version 1.2:
This is a Liero handbook, created by
Joe McD (Game Cube Guy). In this book are strategies covered in every area,
from moves to weapons, even battle strategies in various game modes. But first,
I would like to personally thank you for having an interest in my handbook...
but because I can't, this will have to do: Thank you.
This version is slightly different
from version 1.0. In this version I have changed info on some weapons,
including the Fan, and added some more strategies.
Let me know any of your ideas, comments or
complaints (be nice, please). You can figure out how to contact me at the
bottom of the handbook called "contacting me". You can't miss it.
Contents:
Digging
Technique
Jumping
Technique
Ninja
Rope Technique
Weapons
Game
Types
Other
Game Types
Battle
Technique
Battle
Strategies
Setting
Up Options
Other
Will
there be a third version of the Liero Handbook?
Links
Special
Thanks
Contacting
Me
Digging Technique:
There isn't a whole lot to digging,
just hold the direction you want to dig, aim at the angle you want to dig, and
repeatedly tap the opposite direction you are facing. But to dig at the most
downward direction as possible, tap left, right, left, right and so on. Your
direction may not be directly down, but it takes practice, and you will find it
nearly impossible to fully master it.
Digging is a much better solution to
blasting the dirt, for several reasons. Being up against an object and shooting
with nearly any weapon often results in damaging yourself. You need those
weapons for shooting your enemy, especially when he is near you. And if you
just get out of the dirt, facing your enemy, and find yourself reloading,
chances are a blast of the enemy's biggest weapon will follow.
Jumping Technique:
Jumping is simple. Press jump, and hold the
direction you want to go, if any but straight up. Jumping is more useful than
it is made out to be. Jumping will get you into/out of many places your ninja
rope can't (say it ain't so!). For instance, you wanted to get to an area
slightly above you, but it's too close to the ceiling to ninja rope in, or
perhaps you don't have enough room to swing on the ninja rope. Also, you can
scale the sides of near-sheer-drop walls by jumping and not tearing up the
landscape.
Ninja Rope Technique:
Ah, the Ninja Rope. More than once a
faithful companion when saving my skin. You have to love that elastic-like cord
and the potential it holds.
Travel:
To travel at a good speed, angle
your rope at a 45 degree and throw it to the ground above you. A little after
you reach 2/3rds of the swing, let go, coast the air for a bit, and launch
again. Repeat the process to travel across. Everyone knows how to travel up,
right? Launch upward and hang on. Ah, but there is more. A little explained
fact, that if you hold control (ctrl) while pressing up or down, yow will climb
up/ slide down as far as the rope's length. This is a little cockeyed while
swinging, but when hanging still, this can be a great speed ambush to an
opponent halfway down your descent. Also, just shoot straight ahead and let the
rope drag you across the floor, if you don't feel like going up. Oh, yeah, and
don't forget that left/right makes you swing when hanging still or swing even
more than you are.
Roping The
Enemy:
Nothing says Liero fun like roping
he enemy. Aim, shoot, pull, and let the dirt fly. Unfortunately, this is a
rather stupid thing to do if you are playing, as they say, "for
keeps". Because you basically shoot past each other, acting in a unstrategic
berserkness that will ends up with 80% luck. But there are some, though few,
reasons to rope the enemy. Roping the enemy is something to consider if you
have the weapon "Flamer". And if you are stuck in an area with an
explosive about to go off that you can't get out of in time, try roping the
enemy so you will pull him in with you.
Weapons:
These are descriptions of the 40 weapons that come with Liero keep in
mind that you may have a Liero game that has been hacked and the weapons may be
different. After the name of the listed weapon (they are in alphabetical order)
is a general description of the weapon and what it does. Then "Pros"
shows all of the good things about the weapon. "Cons" shows all of
the disadvantages. "Suggested Use" shows a suggestion for a way you
could use it. And "Rating" shows it's rating from good to bad on a
five star ("*") scale.
Bazooka:
This has a three shot clip of your
normal heavy duty missile. It travels slow, and the blast radius isn't high,
but if you're hit you will take a lot of damage. There is nothing overly
special about this weapon, but it is used. It will be incredibly hard to hit
moving targets, and I suggest you limit your distance of firing to medium
range.
Pros: High damage
Cons: slow shot, low blast radius
Suggested Use: Oppression weapon, or
for when the enemy isn't really going anywhere.
Rating: * * *
Big Nuke:
This doesn't act much like a nuclear
bomb, but when it explodes, it lets off several smoking projectiles which then
later explode. Unlike the Chiquita Bomb, the projectiles come to the ground
faster. The Big Nike also has a much longer fuse.
Pros: heavy damage
Cons: long fuse
Suggested use: somewhere you can get
out of but the opponent can't
Rating: * * *
Blaster:
A launcher that shoots out a heavy
ball that, upon contact, explodes and showers out shrapnel. This is good if you
like shrapnel, but try not to hurt yourself. The shrapnel is the big damaging
thing here, so you may want to try firing it to a surface above the enemy.
Pros: lots of shrapnel
Cons: slow
Suggested Use: shrapnel tactics at a
distance
Rating: * * *
Booby Trap:
Lay it out, it throws to a random
nearby place. It takes the shape of a powerup, and if you touch it, it blows
up. Similar to a mine, but it might be easier to detect, that is, unless the
enemy is so thrilled at such a good powerup that he forgets to be careful.
Pros: Disguised
Cons: None
Suggested Use: just don't put a
whole lot out or in a close area
Rating: * * *
Bouncing larpa:
See Larpa. No one really likes these much. I can say the same for
myself. It works just like a larpa, except the projectile can bounce for a long
time. Usually you end up hurting yourself. The advantage is, that the bounce
can cover areas twice over, or get to angles that you can't normally get to
with a gun.
Pros: The projectiles stick around
Cons: really annoying to deal with,
you usually end up hurting yourself
Suggested Use: launch when the enemy
is at a distance, and somewhere you can leave relatively fast.
Rating: * *
Bouncy Mine:
At first I thought this was exactly
like the Zimm, but the Zimm continues at an angle, constantly reflecting as if
it were a laser or something. This one bounces like a rubber ball, off any
surface, but gravity works on this one, so it will come down eventually. The
damage is basically the same as any kind of mine: medium. Also, you only get
one mine per clip.
Pros: if you throw it right, it will
cover a floor surface back and forth in no time, making it hard for those who
are in the area.
Cons: not very damaging
Suggested Use: anywhere cramped, or
a flat surface where the mine can't get away
Rating: * * *
Cannon:
This is a fast speed high power
trajectory projectile (for those of you who don't know enough English it means
that it comes down eventually). The clip size is good and so is the rate of
fire. But the power is so strong you almost can't aim it like a falling bullet.
When it lands, it explodes and lets off a bit of shrapnel. This one is nice for
clearing dirt barricades on open areas, or for long distance firing from behind
high cover.
Pros: good damage, high power, high
rate of fire, good clip size
Cons: not easy to arc, poor for
anything closer than medium range
Suggested Use: long range shots from
behind cover
Rating: * * * *
Chaingun:
Almost on everyone's list of the top
five favorites. It has an impressive clip size, and great rate of fire. There
is a bit of kick and recoil, but it doesn't matter because the shots don't
spread at their incorrect angle, so it's usable for any range and in any
condition. The only reason a person would not use it in a certain condition is
because some weapons handle EVEN BETTER on a particular situation.
Pros: Incredibly versatile
Cons: medium kick
Suggested Use: ANYWHERE
Rating: * * * * *
Chiquita Bomb:
An explosive worth it's praise. You
toss the large yellow capsule with approximately a 2 1/2 second fuse (so you'd
better get out fast), the initial explosion is damaging, but the real fun is
the shower of fruit (you guessed it, bananas) that explodes on contact with
anything... even you. Great for clearing large areas of dirt or to mangle a
trapped opponent.
Pros: High blast radius, high damage
Cons: Short fuse
Suggested Use: anywhere you can get
out of fast
Rating: * * * *
Cluster Bomb:
A long fuse, long range explosive
that has and initial blast but sends out several small explosives afterward.
This is similar to the Chiquita Bomb, except the fuse and range are much
longer, giving strategy more room. Just make sure you stay out of the way,
because the projectiles fly far.
Pros: long fuse, large radius, long
range
Cons: lower damage for an explosive
Suggested Use: a place that is wide
open. Toss to an enemy that has a bit of distance from you.
Rating: * * *
Crackler:
The danger comes as soon as you
throw it. The flying explosive sprays shrapnel in every direction until it
lands, then it explodes in a cloud if shrapnel that breaks into even more
shrapnel, raining like hail over a large radius. Very cool, as long as you
don't mind taking a little damage, and it doesn't work as good in closed in
areas.
Pros: large radius, lots and lots of
shrapnel
Cons: you almost always get hurt
with this
Suggested Use: oppression weapon or
for covering a large area
Rating: * *
Dart:
Commonly overlooked weapon, because
of it's low rate of fire, slow travel, and average (though still good) clip.
However, the dart gives off medium damage, and is still a formidable weapon of
you are a good shot and the enemy isn't really moving fast. Try it out and
experiment.
Pros: Good damage, Good clip size
Cons: Slow rate of fire, slow travel
Suggested Use: at a moderate
distance with a clear shot
Rating: * * *
Dirtball:
Similar to greenball in use, but
with less shots per clip, and it takes a while for the "dirt
capsules" to explode. The dirt content in the shot is larger though, about
three worm lengths. Getting stuck in one of these will slow you down, and it is
a quick source of ground level cover. But no one ever picks these, because of
their "cockeyedness", and I give them a rating of "*"
because they have few uses.
Pros: ???
Cons: takes too long, too inaccurate
Suggested Use: in fleeing or to open
an ambush
Rating: *
Doomsday:
A gun that sprays a large clip of
inaccurate mini rockets that damage relatively well. this is useful of getting
swinging or fast moving worms, or when you really what to scare the brains out
of the fleeing worm. A personal favorite. Use for oppression, try not to use
for defensive measures. Don't fire from behind cover unless you want to hurt
yourself, and who would want to do that?
Pros: Height rate of fire
Cons: High accuracy, and recoil.
Suggested Use: just about anywhere
Rating: * * * *
Explosives:
A fast reloading trio of TNT sticks.
Low blast radius, moderate damage, 1 and 1/2 second fuse, so for close combat
only. Don't worry about aim, since if you ware throwing them as close as you
would there's not much of a chance to miss. Just make sure you're not open to
powerful gunfire while you are reloading.
Pros: fast reload, good damage
Cons: short range, short fuse
Suggested Use: run in, throw it, and
then run back... or at a close enemy from some cover.
Rating * * *
Fan:
This is the biggest weapon change
from Liero Hanbook V 1.0. The fan is more versatile than
I
thought. Instead of just blowing the enemy far away from you, it can also blow
all but the fastest weapons away from you, and can be aimed to reflect enemy
shots back at the enemy.
Pros: Enemy shots hurt the enemy,
and the enemy still has to reload while you use your own weapons.
Cons: doesn't damage enemy by itself
Suggested use: blow weapons like
throwing items back to the enemy
Rating: * *
Flamer:
Very short range, no accuracy
required. Relatively high damaging, provided you get enough time to continually
burn your opponent. The clip is long so don't worry too much about wasting it.
And that's about it. It doesn't really part the waters for you, so you may want
to use a more versatile weapon instead.
Pros: good clip size, excellent
close range damage
Cons: Very short range and slow
travel speed
Suggested Use: at very close range
Rating: * *
Float Mine:
Throw it in the air. Shortly
afterward, it will stop and stay in midair. There are two shots per clip with a
descent reload speed. ...and that's about it.
Pros: stays in midair
Cons: short range
Suggested Use: Blocking up thin
passageways
Rating: * * *
Gauss Gun:
An excellent weapon with speed and
damage. The accuracy requirement is high, though. If you are relatively close
to the enemy without obstacles for shooting, this should be the weapon you use.
A high damage bullet with a bit of shrapnel after the initial explosion.
Unfortunately, there's only one shot per magazine, so if you miss, or even if
the enemy survives, you'd better have an escape plan. This is best shot when
the enemy is in your view screen and when he is relatively still.
Pros: high speed, high damage
Cons: slow reload, 1 round clip
Suggested Use: just about anywhere
(try not to blow yourself up)
Rating: * * * * *
Grasshopper:
A launcher weapon, that once it hits
something, it bounces randomly whenever hit hits something or even changed
direction in the air. No matter how many times it hits the enemy, it keeps
going until the fuse runs out, then goes away. This one is nice for special
situations, but not often used.
Pros: continues going even after
contact
Cons: uncontrollable after the first
contact
Suggested Use: throw it into an
enclosed area where the enemy is
Green Ball:
An... interesting weapon, though it
isn't really damaging. This has little use, but there are still situations in
which it can save your bacon. It spits out a large automatic magazine of green
pellets that quickly expand into a green foam that is diggable and destroyable.
It's uses are numerous, though many not important. You can engulf the enemy in
it, slowing him down while you make a run for safety or the powerups. You can
also clog up passageways and build walls, perhaps for protective purposes. But
when pushing comes to shoving, those things may not help you as well as a
weapon slot is worth.
Pros: ???
Cons: non-damaging
Suggested Use: block up or smother
enemy at any place
Rating: * *
Grenade:
For those of you who don't already
know, the real damage caused by real army hand grenades is not the explosion,
but the shrapnel created from the metal hull of the grenade exploding. That's
why there are grooves in a hand grenade (or raised squares, whichever way you
look at it). The same effect works here. The grenade is useful for it's initial
explosion, but even if your aim is off, the spray of the shrapnel is bound to
get him. However, the 4 second fuse gives the enemy too much time to run, and the shrapnel isn't that damaging. Try
it if you want, but I'm sticking with the Chiquita bomb.
Pros: wide shrapnel radius
Cons: not very damaging
Suggested use: throw at a distance
Rating: * * *
Handgun:
A pistol that has a large clip of
weak bullets. They fire at a good rate, and it has a laser sight.
Unfortunately, the bullets travel slowly. Sniping can be a pain to try to use,
but you can give it your best shot (just watch out for the gravity). But it's
an over-all accuracy weapon, which doesn't work out too well. But reloads fast.
Pros: large clip, laser sight
Cons: low damage, low speed / high
gravity
Suggested Use: accuracy at medium
range
Rating: * *
Hellraider:
It launches a flaming... thing. It
bounces off surfaces, and eventually explodes into smoking chunks that also
damage the enemy. This is pretty damaging, but it's not very long range, and
you have to make sure you fire at a surface that won't make it bounce toward
you.
Pros: bounces
Cons: short range
Suggested Use: Level surfave or at a
slope away from you
Rating: * *
Larpa:
A good weapon, with a few shots per magazine. No components of the shot
do individually high damage, but if you can't really shoot the projectile at
them, the rain of shrapnel the larpa trails behind will likely still damage the
enemy, though not very much if only one or two hit him. If you are confident in
your aim, you can arc it higher, so if they are nearer you can focus a higher
density of shrapnel in one area. Also, if the enemy is making his way towards
you from a distance, fire several larpa (not the whole clip if you have
"change+reload" off) over his head, then go for a more accurate,
damaging weapon.
Pros: almost always damaging,
versatile
Cons: not that great at up close
combat
Suggested use: somewhere without a
closeby ceiling, at a distance from the enemy
Rating: * * * *
Laser:
A weapon with a good feel to it. It
provides a long, steady stream of burning laser that constantly drains life as
long as you are hitting the enemy. Missing altogether is nearly impossible,
because you can't get much more automatic that a constant straight line.
However, just a little bit of exposure does little damage, and any player
besides the AI will not sit still for you to shoot him, or will return with a
volley of more powerful weapons. The Laser is good for many situations and is
effective at any range. Also, it is the best digging wean available. No escape
route? No problem, just quickly burn straight up and fire your ninja rope. Just
be sure not to move while you do this.
Pros: constant stream, long clip
Cons: low damage
Suggested Use: strafe up/downward
while standing still, or terrorize while enemy is reloading. Also, burn through
dirt.
Rating: * * * *
Mine:
A decent weapon that looks just like the normal dirt pattern, making it
camouflage. It's medium/high damaging, with one mine per clip. Lay it somewhere
you know the opponent will go, and be sure not to forget where you put it,
because it will blow you up too. Don't throw it on rocks or other non-dirt
colored areas, because the enemy is bound to figure out you put a mine there.
And don't use it for close combat, because even though it explodes on contact
when flying through the air, it's damage is too low and clip too short to make
it worth the risk you take of getting pulverized.
Pros: disguised
Cons: you might not see it and it
blows you up, useless for engaging combat
Suggested use: lay it anywhere the
enemy is sure to go, but cannot see it.
Rating: * * *
Minigun:
A wicked gun that virtually
"sprays" a cloud of low damaging gunfire with ludicrous recoil and
major kick. This is virtually unusable at medium or long range. The best use
would be with you VERY near the enemy, but any close combat would work. But
with the kick, you could find yourself flying backwards through the air.
Pros: wicked rate of fire
Cons: terrible kick and very
inaccurate
Suggested Use: any time you are
right in front of the enemy
Rating: * * *
Mini Nuke:
A few small "big nukes" in
one clip. The initial explosion is useless, the green smoky projectiles then
rain over a small area and create havoc after 4 seconds. Make sure whoever's
the target can't get away if you want to get him. Back up after you throw it,
but it's not that dangerous, as long as you aren't very near one of the dark
green projectiles.
Pros: heavily damaging
Cons: long fuse
Suggested Use: in a closed in area
Rating: * * *
Mini Rockets:
A gun that shoots rockets similar to
the Bazooka, but with lower damage and a higher rate of fire. There's a large
clip in here also. All of this adds up to a good suppression weapon, if you're
a descent shooter. But even as long as the clip is, you can still empty it out
fast, so make sure you have a backup plan.
Pros: large clip, high rate of fire
Cons: low damage
Suggested Use: suppression
Rating: * * * *
Missile:
This one should have been called
"TOW Missile", because you can guide the missile after you launch it.
The missile is slow, and it takes practice to get the controlling right, but in
the hands of an expert, it is very dangerous. No one is safe from a missile.
Pros: player guided
Cons: slow, one shot per clip
Suggested Use: when you are in a far
away area from the enemy
Rating: * * * *
Napalm:
Throw a long range, medium fuse,
"canister". After the fuse is up, flaming balls shoot everywhere, and
fall. At close up it is very damaging, unfortunately, it's not really a very
"mangling" weapon like the Big Nuke or the Chiquita Bomb, and at the
range you must get to throw it at the accuracy required, you have to get
out FAST. So this makes it very
annoying to use.
Pros: heavily damaging
Cons: short fuse, short radius
Suggested Use: out in the open
Rating: * * *
RB Rampage:
This is a very stupid weapon. You
shoot out a clip of what looks like 8 shots at a high rate or fire, and they
continually bounce like the zimm for 30 seconds. The damage is low, but you
often just end up shooting yourself. If you think you want to try this one,
just remember to PRACTICE. And to also make sure the shots don't come back to
yourself.
Pros: bouncing (reflective, whatever
you want to call it)
Cons: low damage, short clip, often
you hurt yourself
Suggested Use: when you can't shoot
the enemy from where you are with a normal weapon
Rating: *
Rifle:
A good weapon for sharp shooters. A
very heavily damaging weapon that is wicked fast and has a laser sight. Just
one problem, one shot per clip. It probably should have been called
"Sniper Rifle", because of it's apparent use. Whatever you do, don't
use it at any range shorter than long range.
Pros: high damage, laser sight
Cons: one shot per clip
Suggested Use: long range shots from
behind cover when the enemy is relatively still
Rating: * * * *
Shotgun:
The shots are what you'd basically
find in a shotgun type weapon, an expanding could of pellets that damages
heavily at close range, and has a better chance of hitting at long range. The
shots travel kinda slowly, and you have a descent clip size, though the rate of
fire is slow.
Pros: heavy damage
Cons: kick, low rate of fire
Suggested Use: when you don't feel
like missing your target, also good for suppression
Rating: * * * *
Spikeballs:
My preferred close combat weapon.
Throw a barrage of spike balls at one time for a toss per magazine. Many will
hit, and though the are medium/low damaging by themselves, after they've rained
on you you'll probably have lost at least a 1/4 of your life, but likely more.
in about 5 seconds they disappear, so don't use them as a trap or mine. And
make sure you have a clear shot, because the spray of balls goes wide and a few
may hit a wall or ceiling and bounce towards you.
Pros: wide spray
Cons: low damage per spikeball
Suggested Use: when the enemy is in
front or below you, at relatively close range
Rating: * * * *
Super Shotgun:
This is just like the normal
Shotgun, but with a much larger cloud of pellets, and only two shots per clip.
Low rate of fire, and slow bullet travel. But the large cloud of pellets makes
it easy to hit your target, and at close range it has devastating damage.
Pros: LARGE cloud of pellets
Cons: kick, and low clip size
Suggested Use: moving/swinging
targets, when you aren't very accurate
Rating: * * * *
Uzi:
This is an interesting machine gun.
What this one does is spout out a short stream of a incredibly high rate of
fire (faster than the Chaingun). It's almost completely accurate, but is a pain
when trying to blast dirt with it. The damage dealt is ok, but the shortness of
the clip makes it virtually impossible to strafe. However, the Uzi has a
ludicrously fast reload. This one is for close combat.
Pros: high rate of fire, fast reload
Cons: short clip
Suggested Use: when the enemy isn't
going anywhere
Rating: * *
Winchester:
A good ol' standard assault rifle. A
good rate of fire, but not exactly a machine gun. the shots are straight, and
medium damaging, but they have a bit of a kick. The clip size is nice and the
reload is moderately fast. The bullets travel at fast as the rifle does. So if
you are a sharpshooter, go with this one. If you aren't, try it anyway. It is
useful at mostly medium range, and can be used for long range. I wouldn't
suggest if for close range.
Pros: good damage, fast speed
Cons: Kick
Suggested Use: anywhere where you've
got cover and an aim
Rating: * * * *
Zimm:
One shot in a clip. It shoots an
incredibly annoying thing that bounces off walls continually until it hits
somebody. It goes fast, and is high damaging, so you'll find you kill yourself
a lot with this. And that's all that there is to it.
Pros: It bounces, very high damage
Cons: everything that goes wrong
will
Suggested Use: forget this one. at
least you don't kill yourself with the Fan or Geenball.
Rating: * (I'd make it lower if that
were possible, but going out of boundaries seems unprofessional).
Game Types:
There are four types of games
available in Liero: Kill 'em All, Tag, Capture the Flag, and Simple Capture the
flag (Simple ctf).
Kill 'em All:
There isn't much of a trick to this
one, because the way to win is to be the last one standing, which means you
have to kill the other until his lives run out. Just read the weapon and
strategies to get through this one.
Tag:
In tag, the person who died the last is "it". If you are it,
you must kill the opponent once, and he will become "it". Those who
are not "it" have a timer ticking, and after the time limit, the
person with the most time on his clock wins.
The key is to go totally defensive
when you are not "it". So you should pack at least two mines and traps of any kind. When you are on the run,
place them behind you and in routes to you, creating a sort of fortress.
When you are not "it", you
must put as much distance between you and your opponent as possible and as fast
as you can, making getting to you more difficult by using dirt weapons or
mines. When your enemy engages you in combat,
don't fire back unless he is badly wounded and you are in good health.
Instead, use the ninja rope to get out fast (digging is too slow, and you can't
go upwards).
When you are it, go berserk in an
all-out offensive, pursuing the enemy relentlessly. Good weapons to use here
are suppression weapons. Try Doomsday or Mini Rockets. Another good idea is the
Chaingun or Minigun. Chaingun is also useful for quickly eliminating dirt,
which is good if you are in a hurry to get to your opponent.
Capture The
Flag:
In this game, it works a bit like
Tag, except when you are not "it", you can capture the enemy's flag
(the color of the enemy) and take it to your fort (your color). You can do this
as many times as you want until you become "it" by dying. Once
someone collects the selected amount of flags, he wins.
You should arm yourself similar to
how you would when playing Tag, except you must also lay traps and protect your
flag. Once someone is holding a flag (indicated by a flag shown in the bottom
of their screen), they can loose it by dying, leaving the flag where they died.
No one get's points for loosing the
flag, so when you get it, run back to your fort as quickly as possible. Be
careful, because your opponent is likely to chase after you once you get his
flag, in hopes of liberating it again.
Simple Capture
The Flag:
In this case, there is no
"it". Anyone can capture a flag at any time. You still need defense
for guarding your flag, but now there is less concern for guarding yourself
when you are not "it".
The first thing you should do is
load up the are surrounding your flag with traps. Then go to the enemy's flag
and capture it. Since it will be likely piled up with traps, use an explosive,
since most traps blow up when exposed to an explosion.
Get the flag, and you know the rest.
Just make sure you don't run into the enemy on the way to your fort.
Other Game Types:
There are a few game types you can
play without specifically selecting one. This basically means someone came up
with their own game that goes beyond the rules of normal game settings.
Race:
There are a few "race
track" levels available for download at the Liero sites that are on my
"Contacts" section at my webpage (http://www.geocities.com/lieroguy)
. When you race the rules are simple: using your ninja rope, or walking
abilities, be the first person to make a designated number of laps. You may or
may not use items, depending on your preference. But if you do, you should
probably cut out the real manglers. Try keeping Float Mine, Greenball, Dirt
Ball, and other simple "trap" weapons, and maybe a small gun like
Handgun or Shotgun. If you die, you can continue at whichever lap you are on,
continuing from the place you reappear, so in some cases it's not a good idea
to kill your opponent.
Mission:
This is basically a normal
"Kill 'em All" game but certain objectives give you extra points to
be added to your "kills" or whatever (You must keep score yourself,
as the computer will not count points for objectives). You can make your own
liero level with buildings or landmarks that can be destroyed for points, or
any other objective you can think of.
Battle Technique:
These are ways to hone your skills.
There are a few suggestions here, but
your best instructors are practice and experience.
Aiming:
Aiming is moving your normal sight
(a red square, if you are not using a mod that alters it). However, aiming is a
little tough, especially when the target (or you) is moving. Close combat isn't
so bad to aim with, but it's the precision stuff you worry about. Aiming while
walking or using the ninja rope is very difficult, so don't try it if you can
avoid it. For those of you who can't get an exact aim on a worm, try holding
the direction you want the sight to move, then quickly hold the opposite
button. The sight will then travel slower. Aiming straight up is a very nice
ability when the enemy is above you. instead of trying to aim from where you
are, just point straight up and try to move under the enemy.
Sniping:
Sniping is basically using your
laser sight on your weapon, and looking on the other's screen to tell if it is
touching them. If your laser is touching them, your normal sight will change to
green (unless you are using a mod that changes it). Sniping takes time, so it
is useless when the enemy is in your view screen, or has a clear shot to you.
You'd best snipe from behind cover, like a rock protruding slightly from the
dirt.
The best sniping weapon is the
Rifle. It is very damaging and very fast. Check it's description in the
"weapons" section.
If you are out of danger, only shoot
if you are sure you can hit. If the enemy gets too close and you are desperate,
you'll be temped to shoot, but if you are using the Rifle, just keep your cool
and switch to a better weapon for the situation, because you only get one shot
per clip.
To target moving objects, remember
the following. If they are jumping, they will probably float slowly, so shoot
them just when they land. If they have cover once they do that, then shoot them
when they reach the apogee of their jump, or on their way down. Forget about
shooting them if they are falling off something, because they are usually going
too fast. If they are swinging, they will likely have a rhythm to it. So just
concentrate on one part of the swing, when they enter your laser sight, fire.
Explosives:
Explosives as a weapon type are
anything you throw that explodes, like Mine, Explosives, Chiquita bomb, etc.
The varying explosives cover a wide range of close combat situations, and you
must figure out which one you can master and select that one, or maybe two.
The big problem with explosives is
that they have a problem of hurting the one who threw it. That can be almost
eliminated with the following precautions. Be sure you can get out of range of
the blast, or throw the explosive out of your range. Be sure it doesn't
accidentally hit the walls or ceiling and come bouncing back to you. To prevent
it from coming back, you should check your estimated trajectory if you have a
spare tenth of a second.
Shrapnel
Weapons:
Shrapnel weapons are weapons that
work mainly on the damage of shrapnel, like Larpa, Crackler, and Grenade. Most
shrapnel weapons are explosives, and ALL shrapnel weapons have a risk of you
hurting yourself. To use shrapnel weapons, you have to examine your area and
decide if it's really a good idea.
For instance, the worm called Joe
has the worm called Bob pinned up in a opening in the dirt. Bob is trying to
escape while he reloads, but Joe doesn't want him to get away. Joe doesn't
think, and he throws a Crackler. From the time it leaves his hand shrapnel
sprays everywhere, raining down on Bob, pushing the boundaries of the clearing
in the dirt much wider, and sprays on Joe too, because he couldn't get back
through the tunnel fast enough.
Here's how it should work. Joe and
Bob are at the top of a level stretch of dirt. Bob hastily unleashes hit
Doomsday and hits Joe a few times. Bob is now out of ammo, and he waits to
reload. Joe throw a Crackler, and as it leaves his hand he is hit by a piece of
shrapnel. No problem, he has plenty of life to spare and losing some is to be
expected. So Bob sees that it is coming, and is aiming straight up to fire his
grappling hook. Before he launches, the Crackler lands. Bob's back absorbs a
lot of shrapnel, and he has fired now, but the ceiling is far away, if he makes
it at all, it would take almost 3 seconds. So now the shrapnel that was blown
upwards is now coming down, and the shrapnel that exploded before is turning
into even more shrapnel. Just then, his grappling hook meets the ceiling and he
is pulled up, unfortunately, he is pulled through the cloud of shrapnel. He
survives, and gets to the top, but his health bar is on red. Bob swings to safety
and Joe had already reloaded. Bob lands well away from Joe so that Joe can't
throw another Crackler and make it effective. So Joe chooses Larpa, fires well
above Bob's head, and two pieces of shrapnel hit Bob, and he dies.
There you go, boys and girls.
Shrapnel 101.
Battle Strategies:
When in the heat of battle, one will
fall for the oldest trick in the book. Here are some strategies and battling
techniques you will find useful. Please note that though it may seem like you
don't have time enough to decide which technique applies, there is time to
think when the game starts or someone dies (at that time the worms are
separated at a distance). Many of these techniques don't really work on the
computer AI, which isn't a big deal because the AI is incredibly easy.
Oppression
Snare:
Get a good oppression weapon or an
explosive with a long fuse. Let's say a Doomsday or a Big Nuke. Block an escape
route with Mines or Booby Trap. Then get to the worm and blast away or throw
the explosive between you two. The enemy should run through the escape route,
and in his haste to flee, loses his caution and hits the Mines or is lured to
the Booby Trap. However, the enemy may run in your direction in spite of the
danger of the explosives or your gun. In that case, you've got a clear shot so
go ahead and blast him. For best results, try when your enemy is reloading, and
preheat your oven to 350 degrees (just joking about the oven thing).
Bouncy
Maneuver:
You find the enemy in an enclosed area, like a large clearing in the
dirt. However, it must be a relatively
large area because if it were small enough, explosives would better do the job.
Dig (or shoot) your way in and use a "bouncy" item. After that, if
you have a dirt shooting weapon, seal off the exit. If you don't have a dirt
shooting weapon, beware, because it may come back to you.
Flag
Liberation (Capture The Flag and Simple ctf):
When your enemy is closer to your
flag than you are to him, you may want to position yourself between the enemy
and his fort. Once he has the flag, he has to come to the fort sometime. Use a
heavy weapon and then hold him off.
If you're really desperate, throw a
short fused explosive like a Chiquita Bomb when your enemy is right on top of
you. At that point, missing is virtually impossible, and you could take him
out. Unfortunately, you'll likely die, too. Bu the point is is that he loses
the flag.
Fan/Worm
Manuver:
Get a bunch of float mines or
explosives that the enemy is sure to find difficult getting past, and when he
is near, use the fan and "blow" him into it. And that's about it.
Fan/Float Mine
Manuver:
Throw some float mines in front of you (if the enemy is near the trap,
don't empty your Float Mine clip because it will take too long to reload). Then
switch to fan and blow the float mines toward the enemy
Fan/Return
Manuver:
Use the fan to blow the enemy's shots back to him. Some good weapons to
return are: Doomsday, explosive types, Blaster, Cannon, Bazooka.
Setting Up Options:
These are suggested option setups. Using them may be a good idea of you
are looking for standardized combat rules.
Tournament
Rules 1:
This is my preffered Tournament Rules. I think it should be standard,
but others may disagree. A few weapons are put as "Bonus" only, and
the Bonus amount has been upped.
"Kill 'em All" mode
Weapons on Bonus: Big Nuke, Chiquita
Bomb, Fan, Gauss Gun, Minigun, Super Shotgun.
Lives: 5
Loading Time: 100%
Max Bonuses: 20
Tournament
Rules 2:
This is basically what you get when you first download Liero. All
wapons are availalbe on "Menu".
"Kill 'em All" mode
Lives: 5
Loading Times: 100%
Max Bonuses: 20
No Luck
Options:
These rules are created to avoid all luck in the game, so that it's
allmost completely skill.
"Kill 'em All" mode
Lives: 8
Loading Times: 100%
Max Bonuses: 0 (None)
Tournament Capture The Flag:
This is my preffered Capture The Flag Tournament settings.
"Capture The Flag" mode
Flags: 5
Loading Times: 100%
Max Bonuses: 20
Tournament
Simple Ctf:
This is my preffered Simple Ctf Tournament settings.
"Simple Ctf" mode
Flags: 8
Loding Times: 100%
Max Bonuses: 20
Tournament
Tag:
This is my preffered Tag Tournament settings... as if anyone would play
a Tournament on Tag.
"Tag" mode
Time: 10:00
Loading Times: 100%
Max Bonuses: 20
Fragger
Settings:
This is for people who get Liero
just to frag. This is for them.
"Kill 'em All"
Lives: 10
Blood: 300%
Lading Times: 10%
Max Bonuses: 25
Other:
These are little bits of info that
you may find useful.
Making Your
Own Levels:
To make your own levels, you can use
the standard liero level editor that comes with the liero game, but we all know
there isn't enough options with that. So if you want, you can download Wormhole
off the internet. Wormhole is a program that lets your design levels just like
in paintbrush with many different colors and lots of options. You can even scan
pictures and put them in as levels. You can download Wormhole at nearly every
Liero website, but the official page for Wormhole is:
http://hem.passagen.se/otterud/wormhle/
But, as of now, the site seems to be
temorarily down, or messed up. You can still get to download it, I beleive.
More Blood:
Some of you sickos actually want
more blood than available with liero. There is a program available at the same
site shown at the bottom of "Making Your Own Levels" above. If you
don't have the patience or availability to download it, you can run liero with
the suffix "/b00%" (example "C:/Windows/Games/Liero/Liero /b
3200). If you aren't running it through DOS, just go to the properties of the
program. Go to the "program" tab in the properties window. The first
line of input should have the directory that liero is in, and the file itself
(that means that you need to put the "/b 3200" command there).
Graphics Mods:
Graphics mods are basically the
graphics files, but altered. You can make some really weird looking mods of any
characters (like instead of worms, they'd be soldiers, or bugs). You can alter
just about anything except the dirt in graphics mods, and download all kinds on
the net. To activate them, you must get a special program. There are many
different ones. My favorite one is a program you can download from the site
address above in he section "Making Your Own Levels".
Weapons Mods:
Using a very special program called
LieroKit, you can alter or completely change the a weapon that comes with the
game, or make a whole new set. Just make sure that you save a backup copy of
the original weapon list. You can download it at the Liero Hellhole website
(don't worry, it's not satanic).
Sound Mods:
LieroKit can alter sound mods, but it is far too complex. Try SND Tools
availalbe for download at the website called Liero Hellhole. Creating Sound
mods is a bit more fragile than other mods, and I am not very experienced in
it. If you have the info I can use, please send it to me. Untill then, the rest
of you will have to find out some other way.
Will there be a third
version of the Liero Handbook?
Likely, though it will come about
much faster if I get plenty of feedback from those who read this (check out the
"Contacting Me" section). I'm interested in any comments, questions,
or suggestions. But most of all, I'm looking for battle tactics, and strategies
of any kind.
Links:
www.liero.net -This is Liero Net. A site that covers a
lot in the liero world, but not much in the level and mod selection.
http://liero.gamershell.com/index2.html -This is Liero Hellhole. It's a site with a
ton of downloads and pictures to show you what they'll look like. They update
often.
http://hem.passagen.se/otterud/wormhole/ -This is the Wormhole web page. A
few nice programs to download.
www.liero2.com -The unofficial Liero 2 web page. I say
it's unofficial because the original creator of Liero itsn't behind this site.
I beleive Dom Orchard runs it. The unofficial Liero 2 project is called "L2",
and was created because people were getting tired of not hearing from the
original creator (first name is Joosa) very much about his sequel. We don't
know what it has, or how long it will take before it gets here. So these people
got together and started on L2. I'm rooting for it to be the best and come out
first.
Special Thanks:
Tim Verweij- a great Liero fan who
runs the Liero Hellhole site. He helped me spell check this document and had
some good suggestions for it.
Dominic Orchard -The maker of the L2
site and one of the masterminds behind the L2
project.
Joosa -The original maker of Liero.
He made a good game, and without Liero, what would become of our lives (I don't even want to think about
it)?
All of the Liero fans... especially
those who read this! -I'm glad you guys (and girls) have taken the time to read
this handbook and make my efforts worthwhile.
Contacting Me:
Allright, here's how you contact me.
I have MSN messenger.
E-mail: joystick_jockey1985@hotmail.com
ICQ#: 85891889