SAS Zombie Assault Wiki
Advertisement

Here's a list of tropes found in SAS 4. Follow the same rules as the Gun Reviews page. If you don't know what tropes are, go here  to find out. All tropes must be from TV Tropes followed by examples. Here's the TV Tropes' page on the whole series.

SAS: Zombie Assault 4 provides examples of:[]

The Wiki Rule: Right here!

Cool Starship: The Mantis 12 dropship. (well, sort of)

Zombie Puke Attack: Regurgitators and Spitters.

Recycled IN SPACE: Tempest and AA-12, 1887 Shockfield and Winchester Model 1887, Trailblazer and revolver, and Heartburn and ZCS Wipeout. Not to mention that the whole game is a Zombie Apocalypse IN SPACE. Literally.

More Dakka: Ronson 55, Phantom, and HVM 002, HIKS M1000, and most LMGs with Overclocked.

Beam Spam: Hotspot.

Death of a Thousand Cuts: HVM 002, Phantom, and Hotspot. And the M1000. Need I continue?

The Multiverse: The Normal matches differ between multiplayer and single play, and as levels go up, different things come out. Also the differences between Normal mode and Nightmare mode.

Sawed-off Shotgun: Mustang.

Heart Container: Toughness and Leveling Up.

Gatling Good: Zombdroid Soldier miniguns and HIKS M1000.

The Big Guy/Mighty Glacier: The Heavy Class.

The Medic: The Medic Class. (DUH)

Fragile Speedster/Glass Cannon: The Assault Class.

Shotguns are Just Better: The Stripper, Tempest, and 1887 Shockfield are considered to be the best guns in the game by some.

Powered Armor: Anything with Target Assist, Smart Target, Resuscitating, CQC Enhanced (literally), or Machine Assisted.

Zombie Apocalypse: DUH.

AKA-47: The Z-1 Assault is an M16/Colt Commando Rifle, the Z-2 LMP is an MP5, and the Z-5 Heavy is a Stoner Light Machinegun.

Chain Lightning: Gigavolt, Trailblazer, and Jupiter.

Pinball Projectile: Shredder.

Elite Zombie: Anything Fetid and up. Also includes Savage.

Revolvers are Just Better: The Trailblazer is considered to be the best pistol by some.

Left-Handed Right-Handed Guns: The LMGs are designed for lefties as the clip is on the right side, and so, the cartridges must eject out of the left. Now if only there was a Lefty mode...

Painfully Slow Projectile: Rockets and energy bolts travel a bit too slow. In reality, rockets are near the speed of sound while lasers, the closest to energy bolts, are instantaneous.

Mysterious Mercenary Pursuer: The HVM troops in Ice station that try to kill you after you stop the invading zombies.

Awesome but Impractical: Anything [RED], especially if non-physical, when used early-on will drain your cash like crazy. This also applies to [BLACK] Weapons, as they cost insanely more than normal and [RED] weapons.

Kill it with Fire: Really anything thermal, but especially the Ronson WP Flamethrower.

Kill it with Ice: Although it may not be very practical, the Ronson Cryogenic Turret can kill zombies.

Life Meter: Health.

Mana Meter: Energy.

Money Multiplier: Pay grade.

Sentry Gun: All turrets.

Every Car is a Pinto: Shooting the cars will cause them to explode.

Critical Existence Failure: You can survive with 1 health and still fight with maximum capability.

Friendly Fireproof: You can't shoot other players, even in competitive events.

Luck Stat: High roller and crit shot.

Kinetic Weapons are Just Better: Most of the weapons considered to be the best in the game are not energy, such as the S300, the Hornet, and the COM2. The exception would be the 1887 Shockfield.

Regenerating Health: Health Regen, Tissue Repair, and to a point Stim Shot.

Regenerating Mana: Energy Regen Skill and Revitalising Augment.

Heal Thyself: Medkits heal you just by POKING them.

Macross Missile Massacre: Gebirgskanone with Overclocked 10.

Ninja Pirate Zombie Robot: Zombdroids, Loaderbots, and Zombie Mechs are robot plus zombie.

Killer Robot: Zombroids, Loaderbots, and Zombie Mechs. Again.

Turned Against Their Masters: Zombroids, Loaderbots, and Zombie Mechs. Again. Oh, and Combot too.

Nintendo Hard: Playing Nightmare by yourself.

Guns Akimbo: Exaggerated by the Zombdroid Soldiers. They are dual-wielding miniguns, in a fashion resembling Call of Duty: Advanced Warfare's XMG.

Walking Tank: The Zombie Mech, obviously. Armed with autocannons, flamethrowers, lasers, missile launchers, and a repulsor, to wit.

Forklift Fu: The Loaderbots.

Wolfpack Boss: Again, the Loaderbots. Also, sometimes multiple bosses will spawn in other missions, especially on Nightmare mode.

Sickly Green Glow: The medkits in the Meltdown mission that damage you when you touch them. Also, the gas from the same mission.

Earth-Shattering Kaboom: The Vaccine mission has you trying to save a sample of a vaccine from The Virus from one of these.

A.I. is a Crapshoot: Combot basically becomes the Big Bad after it gets infected, leading to the creation of the Zombie Mechs, Zombdroids, and Zombie Turrets. Subverted in that it was, well, infected with a digital version of The Virus.

Zerg Rush: Basically zombie "tactics" in a nutshell.

Shock and Awe: The Trailblazer, CM Gigavolt, and CM 800 Jupiter are electrical weapons.

Humongous Mecha: The Zombie Mech and Loaderbots.

Incendiary Exponent: Zombies can have Firey Skin, which not only makes them able to set you on fire with their attacks, but they can also resist fire-based attacks.

Wreathed in Flames: Wickers are completely immune to fire and are, naturally, on fire. They also throw fireballs and explode on death.

Ground Pound: Devastators.

Literally Shattered Lives: Zombies killed when frozen will gib.  Also, the level 3 shotgun mastery give you the ability to gib zombies. Heck, explosions also gib zombies, as they should.

Ludicrous Gibs: Bound to happen with a lot of shooting. Especially with level 3 shotgun mastery.

Bloodier and Gorier: Compared to the previous SAS: Zombie Assault games. You actually can walk over hundreds of bodies of fallen zombies in this game, unlike the others, which faded almost instantly.

Random Drop: Zombies will sometimes drop loot (especially bosses), such as grenade crates, cash, high damage ammo, and Strongboxes.

Money Spider: As said, zombies will sometimes drop cash.

Crate Expectations: High Damage Ammo and Grenade crates

Chest Monster: The green Medkits on Meltdown...

Rare Random Drop: Nantonium Strongboxes.

Impossible Item Drop: What are zombies doing with grenades? And ammo, and cash? Additionally, why can't we see when a zombie's carrying a strongbox (they're larger than most non-boss zombies)?

Rewarding Vandalism: Shooting the pots in the VIP's house and the crates at the Ice Station will give you loot occasionally. The Achievement Redecorator specifically requires the player to break EVERY BREAKABLE OBJECT in the VIP's house.

Die, Chair, Die!: There are various objects that can be destroyed. Some of these actually drop loot, like the aforementioned pots.

Exploding Barrels: Complete with radiation hazard trefoil. They even glow red when they're about to blow!

Asteroids Monster: The Necrosis splits into three Necrosis Spawn on death. One will Teleport Spam you, another spits acid, and another leaves fire everywhere. Oh, and they are heavily resistant to physical, chemical, and incendiary weapons, respectively.

Teleport Spam: The aforementioned physically-resistant Necrosis Spawn.

Stuff Blowing Up: A lot of stuff is going to blow in this game.

Dummied Out: The HIKS R40 and CM Sonic Drill only show up in the game files, but they were originally going to be in the game as a whole.

Government Conspiracy: The HVM Soldiers and Captain sent to Boreas to help the government attempt to cover up the outbreak.

Keeping Secrets Sucks: In order to keep the outbreak on Boreas secret, the HVM Soldiers and Captain attempt to kill the player.

Deadly Gas: The rooms with radioactive gas on Meltdown.

Race Against the Clock: Vaccine and Meltdown.

Timed Mission: Same as above.

Exact Time to Failure: Vaccine, but Meltdown more specifically.

Instant Cooldown: Meltdown. Shut off the reactors and everything's suddenly fine.

Event Flag: Boss battles, cutscenes, leveling up, etc.

Boss Battle: There's a boss battle at the end of every mission.

Blatant Item Placement: Why the VIP keeps grenades and turrets in his flowerpots and medkits in his dining room and bathroom, we'll never know.

Hammerspace: Where do your weapons go when you switch to another?

Hyperspace Arsenal: You can bring up to 21 turrets, 100 grenades (50 of each if you have level 3 grenade mastery), two LMGs, and a pistol with you on a mission. While you're at it, don't forget all that ammo for your weapons. HOW DO YOU CARRY ALL THAT?

Turns Red: The Devastator's enraged state. And if you're very literal-minded, [RED] versions of weapons, red Loaderbots (Savage Loaderbots), and red Zombie Turrets appear when you get far enough in the game.

Escort Mission: The VIP mission, once you find the titular VIP.

Artificial Stupidity: The VIP. This guy will charge unarmed STRAIGHT into a massive horde of zombies and blames you for the damage he takes.

Critical Hit: Critical Hits and Super Critical Hits.

Cooldown: Various class-specific skills.

Boss Warning Siren: Bosses can be heard before they are seen, and the text "WIN THE BOSS FIGHT" will appear when the boss appears.

Chainsaw Good: Apex Bloaters.

Emergency Weapon: Pistols aren't meant for direct combat, only as a last resort or for falling back.

Breaking the Fourth Wall: If you pick up all three radioactive Medkits on Meltdown, your character will ask you to quit it and says they want another player to control them.

Shout Out: The Heavy's skill Die Another Day is named for the James Bond film of the same name.

Advertisement