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Grey Goo Game Guide by gamepressure.com

Grey Goo Game Guide

Table of Contents

Buildings | Humans Grey Goo Guide

Last update: 11 May 2016

All of the Human buildings need to be connected to the Core and form a network. The only exception are walls and turrets with appropriate technologies. Conduits are buildings and of low durability, at that so, they are the vulnerable spot of the base. Additionally, they can only be built like the rest of them, i.e. within the sight and along their entire length. Therefore, two units cannot be built at two sides of a plain, with a Conduit between them, because the game does not recognize this action. Also, you cannot draw a Conduit onto the areas higher than the Core itself. For this reason, a part of the map is inaccessible for your buildings.

Breaking the Conduit results in deactivating all of the buildings on the disconnected side. In spite of that, you still can build buildings next to the disconnected parts. Some of the buildings may not work, due to this, but turrets with appropriate technologies will. To remedy the situation, you need to fix it and everything will return to normal.

Also fortifications are different than in the case of Beta. Walls are standalone units and they do not require gates. Your units can pass through at will, which makes things easier, in the case of long battlements. Also, you have access to four turrets but, to build them, you first need to build Attachments. Each turret is specialized so, it is a good idea to build them one next to another, so they can complement each other. The lack of universal turrets is made up for with the firepower and the ability to put them next to each other. Four Anti-Heavy Sentinel next to each other, supported by Artillery Sentinel are capable of massacring the enemy forces, before they even come close. Also, it is a good idea to build Detector Sentinels. These turrets dissipate the fog of war around them and allow you to keep an eye on grounds above them, without you having to send units there. Apart, they veil in the fog of war, the buildings that have already been discovered by the enemy. In extreme situations, they allow you to conceal the entire base and have the enemy dispatch reconnaissance units, on a regular basis. Otherwise, he will have no idea about the current condition of your base and its defenses.

Buildings, including turrets, can be built freely, along Conduits, thanks to which you are capable of forming long defense lines for fortifications and factories. In the case of the latter, you need to watch out. While building a factory note the arrows that determine the direction, in which new units leave it, as well as the green crosses. The crosses mark the locations, in which you can build attachments to the factory - two for a small one and, at least, three for a big one. While building Attachments, the crosses turn into pulsating stars so, at each moment, you will know where you can build them. This is important., because attachments remain active only in these spots and nowhere else, even if you still locate them near factories. Therefore, if you make a mistake, you will have to sell the attachment and build it again. Or teleport it. Apart from that, this makes locating factories, in thickly developed areas, or ones covered with a thick network of Conduits, unprofitable. This is so, because it may turn out that the factory can only have two, or even one attachment, which is especially painful in the case of big factories.

The last noteworthy building is the Teleporter. It is expensive and construction lasts a minute and a half. To unlock it, you need to have, at least, one Air Pad, and each time it is used, it requires a two-and-a-half minute cooldown, In return, it allows you to teleport any six ground units anywhere on the map, visible either to you, or to your allied units. The number of teleporters permissible around the base depends only on your finances, because there is no limit on the number of these.

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