On this page of the Mutant Year Zero: Road to Eden guide, we have put together a number of unique tips on how to eliminate difficult opponents and how to avoid their attacks. These are general hints; tips for winning specific battles are available in the walkthrough, in our World Atlas.
Apart from attacking the team, the Shamans can call for reinforcements on the battlefield.
- Try to kill the shaman already in the first round to prevent him from using the horn and calling reinforcements.
- If the reinforcements have been summoned, check the position of the team. It may turn out that new enemies appeared behind the heroes' backs. Then change the position of your companions so that they don't become an easy target for new enemies.
- The summoned enemies are usually weak mutants (e.g. Marauder or Butcher). Check if you can kill them with a skillfully tossed frag grenade.
Pyroghuls toss Molotov cocktails.
- It is necessary to place the heroes away from each other. If a given pyroghul attack is successful, only one person will be set on fire.
- Equip your team with at least one smoke grenade before the battle. It may allow an early extinguishing of the fire.
- Attack the pyroghul from as far away as possible (using rifles, etc.) before it approaches close enough to make a throw.
- If you have Pyro Armor armor, make sure somebody is wearing it. It provides additional protection against fire.
Medical robots can resurrect fallen opponents. After returning to life, such an enemy will have half of the health points.
- A medical robot should be attacked at the very beginning of the battle before any of the mutants are killed. Remember that in case of lack of people to heal, the bot may attack your team (in melee combat).
- The resurrection of an ally takes one turn. After a turn, the team may try to stop the process by destroying or stunning the medical bot.
- You don't have to destroy the bot right away. You can stun it for a few turns using an EMP grenade or the Circuit Breaker ability.
- Do not allow activated medical boots to move away from the main combat area. They can resurrect enemies from other areas of a given location (e.g. from previous fights).
The enforcer bots are a stronger variety of robots and in addition to laser guns, they can also perform long jumps.
- Try to set up your people inside buildings. Even if an Enforcer makes a jump, it will not be easy for it to get directly above the heroes or behind their backs.
- You don't have to destroy Enforcers right away. You can stun it for a few turns using an EMP grenade or the Circuit Breaker ability.
A tank is a strong opponent who, apart from using a good weapon, can perform a charge and stun a team member by knocking them to the ground.
- The best way to interrupt a Tank before they charge is to use Magnus' mind control (Puppeteer ability). You can then use the demon-possessed monster to attack other enemies, including knocking them down and "turning them off" from the battle for a few turns.
- If a team member is stunned, try to distract opponents from him (also based on Bormin's Taunt ability). This character will be defenseless for some time.
- You can "immunize" a team member to a charge by putting on Axe Warrior Armor, which can be found in The Iron Serpent location. The tank doesn't "recognize" this armor and despite everything, it will try to charge - the result will be a rebound from a member of the team and the monster's waste of the turn.
Mimir Z600 is a powerful mech that can attack the team and break through buildings.
- Even before the start of battles involving mechs, equip your people with at least one EMP grenade and, in addition, the Circuit Breaker ability. This will allow you to sabotage the machines.
- The mechs can use a loaded attack or a flamethrower. In the first case, paralyze it before charging is complete. In the second, set the heroes far away from each other so that they are not all affected by the fire.
- Mimir Z600 can easily break building walls. Remember this when hiding your people, because they may suddenly find themselves in an open space.
- Do not attack the mech until it is paralyzed. Do not stand close to him when he is destroyed, because there will be a powerful explosion.
Mimir Z200 is a flying robot that can shoot from a powerful cannon.
- Even before the start of battles involving mechs, equip your people with at least one EMP grenade and, in addition, the Circuit Breaker ability. This will allow you to sabotage them.
- If you have weapon upgrades that give you a percentage chance to stun a mechanical opponent, then mount them as well. Any opportunity to obstruct Mimir's work is welcome.
- The missiles released by Z200 robots break through walls and deal damage immediately. Avoid placing heroes near destructible walls of buildings. Hide behind additional objects inside buildings or behind indestructible covers.
Several different mini-bosses are encountered during the campaign, with some of their attacks being common across many types.
- Electric shock - Do not place the team members close to each other, as the discharges can "jump" from one team member to another. Additionally, try to attack a mini-boss from a long distance.
- Puppeteer - stop a possessed character in one spot (e.g. using the Tree Hugger ability) or move away from them with your characters. Mind control stops working after a few turns, or when the mini-boss is killed.