Tuesday, 26 February 2013

Which?: Walkthrough Guide

Which?: Walkthrough Guide

Walkthrough Guide on Which?
1) Which Soft? - Pick up and drop both circles. One will smoosh/ flatten as it lands.
2) Which Switch? - Click on both circles. The one that turns off the light is the correct one.
3) Which Heavier? - Drop both circles. Each will shake the screen, but one will shake it more than the other.
4) Which Painted? - Drag the cursor in each circle. One will leave a streak of paint.
5) Which Cleanness? - Pick up each circle. One will be colored; the other will be clear. Pick the clear ball.
6) Which Soft (2)? - Click each circle. One will look like you're pushing into it. That is the correct ball.
7) Which Rough? - Click and drag your cursor over each circle. One will drag slower than the other.
8) Which Thin? - Click on either the left or right side of the circles to see how thick each one is.
9) Which Lucky? - Click and drag over each circle to clear away the color. Choose the circle with the star.
10) Which Light? - Click and drag the roof/area above the circle upwards. The lighter circle rises faster.

11) Which Cutting? - Click and drag the right area of each circle. One should have a removable section.
12) Which Ice? - Click and drag each circle. Then let go. One will keep sliding after you let go.
13) Which Rotation? - Click and hold each circle. One will move the cursor around.
14) Which Ball? - Click and drag your cursor on each circle. The view of your cursor should move like its moving around a ball for the correct one.
15) Which Sticky? - Try to click and drag your cursor on each ball. One shouldn't move your cursor when you do this.
16) Which Heavier (2)? - Click and drag each circle upwards. One should stay in place when holding it; the other should slide out of the cursor.
17) Which Luck (2)? - Click and drag any edge of the circle over itself. It should peel away, and one should have a star under it.
18) Which Old? - Pick up each circle. The one that's brighter is the older one.
19) Which Bigger? - Click each circle to make them smaller. Keep clicking them until they resize themselves. One will resize much bigger than the other.
20) Which Living? - Click and hold one each circle. The mouse will pulse to the heartbeat of the live one.

Thursday, 21 February 2013

Psychic Arrow: Walkthrough Guide

Psychic Arrow: Walkthrough Guide

List of Upgrades on Psychic Arrow
Hero's Power - Increases the initial launch power and speed of the arrow.
Spirit Speed - Increases the arrow's normal speed.
Spirit Boost - Increases booster speed when clicking.
Spirit Control - Increases your control over the arrow while in flight.
Energy Limit - Increases your maximum energy limit for a longer flight.
Orb Booster Limit - Increases your maximum booster energy.
Glass Orb Detection - You can detect more glass orbs. (Restores booster fuel)
Barrel Launchers - Higher appearance of barrels. (Boosts arrow for extra flight).
Soul Absorption - Quality of souls increase. Souls are now worth more.
Soul Detection - Higher amount of souls appear.
Pirate Appearance Bonus - Greater chance of appearing pirates. (When eliminated they offer soul bonuses)

Recommended Build on Psychic Arrow
1. Soul Detection
2. Soul Absorption
3. Pirate Appearance
4. Hero's Power
5. Spirit Speed
6. Spirit Control
7. Spirit Boost
8. Energy Limit
9. Orb Booster Limit
10. Glass Orb Detection
11. Barrel Launchers
12. Repeat! :)

In this build, I focus on collecting souls first. Soul Detection, Soul Absorption, and Pirate Appearance are good ways to increase your souls quickly. Once you have the purchasing power, go ahead and get all other upgrades you need to clear the game. In my opinion, I find this build effective if you are trying to clear Psychic Arrow in the shortest amount of time.

Sunday, 17 February 2013

Bearbarians: Walkthrough Guide

Bearbarians: Walkthrough Guide

List of Roles on Bearbarians
Scouts - Light but quick; they are armed with a melee weapon and a pistol. The first on the scene and devastating in numbers.
Brutes - Powerful tank units; slow but very strong! They wield a melee weapon and fire shotguns.
Medic - Vital support units who can heal their team mates (with the attack button) and fire a rifle.
Mage - Mystical warriors who shoot fire balls and can 'blink' teleport by pressing the block button.

List of Hats on Bearbarians
Cute Hair - LVL 1, Health + 10, Speed + 0, Melee + 0, Ranged + 0, Critical + 0
Spiky Hair - LVL 1, Health + 0, Speed + 0, Melee + 0, Ranged + 10, Critical + 0
Cool Hair - LVL 1, Health + 0, Speed + 0, Melee + 10, Ranged + 0, Critical + 0
Bandana - LVL 1, Health + 0, Speed + 10, Melee + 0, Ranged + 0, Critical + 0
Cap - LVL 1, Health + 0, Speed + 0, Melee + 0, Ranged + 0, Critical + 10
Turban - LVL 4, Health + 20, Speed - 10, Melee + 0, Ranged + 0, Critical + 0
Leather Cap - LVL 4, Health - 10, Speed + 0, Melee + 0, Ranged + 20, Critical + 0
Arecher's - LVL 4, Health - 10, Speed + 0, Melee + 20, Ranged + 0, Critical + 0
Pan - LVL 4, Health + 0, Speed + 20, Melee + 0, Ranged - 10, Critical + 0
Bucaneer - LVL 4, Health + 0, Speed - 10, Melee + 0, Ranged + 0, Critical + 20
Wizard Hat - LVL 7, Health + 20, Speed + 0, Melee + 0, Ranged + 0, Critical + 10
Skull Mask - LVL 7, Health + 10, Speed + 0, Melee + 0, Ranged + 20, Critical + 0
Corsair - LVL 7, Health + 0, Speed + 0, Melee + 20, Ranged + 0, Critical + 10
Hun - LVL 7, Health + 10, Speed + 20, Melee + 0, Ranged + 0, Critical + 0
Old Helmet - LVL 7, Health + 0, Speed + 0, Melee + 10, Ranged + 0, Critical + 20
Casque - LVL 10, Health + 20, Speed + 10, Melee + 0, Ranged + 0, Critical + 10
Horned Helm - LVL 10, Health + 10, Speed + 0, Melee + 0, Ranged + 20, Critical + 10
Forest Helm - LVL 10, Health + 10, Speed + 0, Melee + 20, Ranged + 0, Critical + 10
Spikey Hun - LVL 10, Health + 10, Speed + 20, Melee + 0, Ranged + 0, Critical + 10
Samurai - LVL 10, Health + 0, Speed + 0, Melee + 10, Ranged + 10, Critical + 20
Cassis - LVL 13, Health + 30, Speed + 10, Melee + 0, Ranged + 0, Critical + 10
Crusader - LVL 13, Health + 10, Speed + 0, Melee + 0, Ranged + 30, Critical + 10
Viking Helm - LVL 13, Health + 10, Speed + 0, Melee + 30, Ranged + 0, Critical + 10
Mist Weaver - LVL 13, Health + 10, Speed + 30, Melee + 0, Ranged + 0, Critical + 10
Starlight - LVL 13, Health + 0, Speed + 0, Melee + 10, Ranged + 10, Critical + 30
Mystic Helm - LVL 16, Health + 20, Speed + 20, Melee + 0, Ranged + 10, Critical + 10
Shogun - LVL 16, Health + 20, Speed + 0, Melee + 10, Ranged + 20, Critical + 10
Death Mask - LVL 16, Health + 10, Speed + 10, Melee + 20, Ranged + 10, Critical + 10
Gold Crown - LVL 16, Health + 10, Speed + 20, Melee + 0, Ranged + 0, Critical + 20

List of Weapons on Bearbarians
Machette - LVL 1, Health + 0, Speed + 0, Melee + 0, Ranged + 0, Critical + 0
Hatchet - LVL 2, Health + 0, Speed + 0, Melee + 0, Ranged + 10, Critical + 0
Axe - LVL 2, Health + 0, Speed + 0, Melee + 10, Ranged + 0, Critical + 0
Mace - LVL 2, Health + 0, Speed + 0, Melee + 0, Ranged + 0, Critical + 10
Chainsaw - LVL 2, Health + 0, Speed - 10, Melee + 20, Ranged + 0, Critical + 0
Thumper - LVL 2, Health + 0, Speed - 10, Melee + 0, Ranged + 20, Critical + 0
Hammer - LVL 5, Health + 0, Speed + 0, Melee + 0, Ranged + 20, Critical + 0
Sword - LVL 5, Health + 0, Speed + 0, Melee + 20, Ranged + 0, Critical + 0
Chopper - LVL 5, Health + 0, Speed + 0, Melee + 0, Ranged + 0, Critical + 20
Cutlass - LVL 5, Health + 10, Speed + 0, Melee + 0, Ranged + 10, Critical + 0
Imperial - LVL 5, Health + 10, Speed + 0, Melee + 10, Ranged + 0, Critical + 0
Spanner - LVL 8, Health + 10, Speed + 0, Melee + 0, Ranged + 20, Critical + 10
Spear - LVL 8, Health + 10, Speed + 0, Melee + 20, Ranged + 0, Critical + 10
Runesword - LVL 8, Health + 0, Speed + 10, Melee + 0, Ranged + 20, Critical + 10
Bone - LVL 8, Health + 0, Speed + 10, Melee + 20, Ranged + 0, Critical + 10
Staff - LVL 8, Health + 10, Speed + 10, Melee + 0, Ranged + 0, Critical + 20
Gold Axe - LVL 11, Health + 10, Speed - 10, Melee + 0, Ranged + 20, Critical + 20
Gold Sword - LVL 11, Health + 10, Speed - 10, Melee + 20, Ranged + 0, Critical + 20
Gold Staff - LVL 11, Health + 0, Speed + 10, Melee - 10, Ranged + 20, Critical + 20
Gold Hammer - LVL 11, Health - 10, Speed + 10, Melee + 20, Ranged + 0, Critical + 20

List of Armors on Bearbarians
Strap - LVL 3, Health + 10, Speed - 10, Melee + 0, Ranged + 0, Critical + 0
Two Strap - LVL 3, Health + 10, Speed + 0, Melee + 0, Ranged + 0, Critical - 10
Fur Coat - LVL 3, Health + 10, Speed + 0, Melee - 10, Ranged + 0, Critical + 0
Bandages - LVL 6, Health + 10, Speed + 10, Melee + 0, Ranged + 0, Critical + 0
Cloak - LVL 6, Health + 10, Speed + 0, Melee + 0, Ranged + 0, Critical + 10
Gauntlet - LVL 6, Health + 10, Speed + 0, Melee + 10, Ranged + 10, Critical + 0
Belt - LVL 9, Health + 20, Speed - 10, Melee + 0, Ranged + 0, Critical + 0
Tunic - LVL 9, Health + 20, Speed + 0, Melee + 0, Ranged + 0, Critical - 10
Forest Tunic - LVL 9, Health + 20, Speed + 0, Melee - 10, Ranged - 10, Critical + 20
Flame Tunic - LVL 12, Health + 20, Speed + 10, Melee - 10, Ranged - 10, Critical + 10
Ninja Tunic - LVL 12, Health + 20, Speed + 0, Melee + 10, Ranged + 0, Critical + 10
Shadow - LVL 12, Health + 20, Speed + 0, Melee + 0, Ranged + 10, Critical + 10
Armor - LVL 15, Health + 30, Speed + 10, Melee + 0, Ranged + 0, Critical + 20
Ice Armor - LVL 15, Health + 30, Speed + 10, Melee + 10, Ranged + 0, Critical + 0
Flame Armor - LVL 15, Health + 30, Speed + 10, Melee + 0, Ranged + 10, Critical + 0
Wizard - LVL 18, Health + 30, Speed + 10, Melee + 10, Ranged + 0, Critical + 20
Dragon - LVL 18, Health + 30, Speed + 10, Melee + 0, Ranged + 10, Critical + 20
Gold Armor - LVL 18, Health + 30, Speed + 10, Melee + 0, Ranged + 0, Critical + 30


Recommended Build on Bearbarians
Scouts
From level 1 to 3: Cool Hair, Axe, Strap
From level 4 to 6: Pan, Sword, Gauntlet
From level 7 to 9: Corsair, Bone, Gauntlet
From level 10 to 12: Forest Helm, Gold Sword, Ninja Tunic
From level 13 to 15: Viking Helm, Gold Sword, Ice Armor
From level 16 to 18: Death Mask, Gold Sword, Wizard

Brutes
From level 1 to 3: Bandana, Axe, Two Strap
From level 4 to 6: Pan, Sword, Gauntlet
From level 7 to 9: Old Helmet, Spear, Gauntlet
From level 10 to 12: Samurai, Gold Hammer, Ninja Tunic
From level 13 to 15: Mist Weaver, Gold Hammer, Armor
From level 16 to 18: Death Mask, Gold Hammer, Gold Armor

Medic
From level 1 to 3: Spiky Hair, Axe, Two Strap
From level 4 to 6: Turban, Cutlass, Gauntlet
From level 7 to 9: Skull Mask, Spanner, Gauntlet
From level 10 to 12: Horned Helm, Shadow, Shadow
From level 13 to 15: Crusader, Gold Staff, Flame Armor
From level 16 to 18: Shogun, Gold Staff, Dragon

Mage
From level 1 to 3: Spiky Hair, Axe, Two Strap
From level 4 to 6: Turban, Hammer, Gauntlet
From level 7 to 9: Wizard Hat, Spanner, Gauntlet
From level 10 to 12: Casque, Gold Staff, Shadow
From level 13 to 15: Crusader, Gold Staff, Flame Armor
From level 16 to 18: Death Mask, Gold Staff, Dragon

Walkthrough Guide on Bearbarians
I know it's hard to pick a dominant role in Bearbarians. Don't worry, let me break it down for you. If you like to run around shoot every once and a while but sticking mostly to melee hit and runs. Go for scout! If you want to go in and take out their entire team with mixed attacks, go for Brute. If you feel supporting your AI is the best way to win while hitting enemies from afar, definitely Medic. Lastly, if you want to be strictly ranged from any distance Mage is the best way to go.

There is an easy way to win and a not so easy win. To beat the game is super easy. Go for Mage, they are like the instant caster of doom. Remember to build a team of Brutes and Medics. Buy items that increase range on Mage and max health and melee on your team. When the game start, basically find a safe corner and start spamming. Once you start feeling threatened, simply blink away to a safe spot.

This is my guide for not so easy way to win. Always play as a Brute or Scout. Keep your distance and use ranged attacks as much as possible. Shooting always seems to be the stronger attack. When the enemies charging towards you, always block first then attack. Precise timing is the key to kill. Always get better items when you level up, and remember to equip the items on your whole party, not just your main guy. Pro-Tip: Medic has greatest DPS. Equip with the highest ranged stat items, then press directional button in quick succession. The result is an overpowered machine gun blast that mows down the enemy. Of course, stick to your preferred play style, but it's fun to try.

Tuesday, 12 February 2013

400 Years: Walkthrough Guide

400 Years: Walkthrough Guide

Walkthrough Guide on 400 Years
- Stand up and head to the right. Don't be afraid of water... stone can't breathe, so just walk right through it!
- When you encounter the second pond with no slope to climb out the other side on, press and hold [spacebar] to advance time to winter so it freezes over.
- Continue heading right.
- Climb the first tree at the cliff.
- On top of the ledge, press and hold [spacebar] to advance time to wait for the second tree to grow large enough to climb... about ten years!
- Once you've climbed, advance the time to fall.
- Head to the right and press [E] to pick up one of the chestnuts. Be careful not to advance time while carrying it since it will crumble to dust! (Don't worry, you can always advance to fall again and pick up another if this happens.)
- Continue to the right until you hit a wall, and press [E] again while standing close to it to plant the chestnut.
- Advance time until the newly planted tree is tall enough to climb. (Around ten to thirteen years or so.)
- Climb the tree, and once atop the cliff, advance the time to winter.
- Head to the right, crossing over the frozen water and continue.
- When you get to the cliff, just step off. Don't be scared; you're very sturdy.
- Making sure the season is still set to winter, continue to the right past the village and cross the frozen water.
- On the other side of the water, advance the time to fall.
- Press [E] while standing in it to pick some of the grain you find growing there. Once again, don't advance time or the grain will crumble to dust and you'll have to come back for more.
- Head to the left back towards the village and fall into the water you had just crossed.
- Walk along under the water to the left, through the tunnel, until you reach a tree.
- Climb the tree and head to the right until you fall back to the village.
- Press [E] when prompted to plant the grain, right at the spot you fell in.
- Head to the right and stand beside the water.
- Advance time for... a long time. Over the span of several decades, you will notice the village begin to improve, and eventually they will start building a bridge.
- When the bridge is completed (you can stop advancing time whenever you like to check on its progress) head to the right and cross it.


- Where you originally found the grain, you should now find a new settlement of villagers.
- Keep heading to the right until you encounter a small pond of water. If there is no bridge across it yet, advance time more years until the villagers build a bridge that gap as well.
- Proceed to the right until you encounter another big body of water.
- Advance time while standing on the shore until it is winter and the water has frozen over.
- Head across the water while it's iced over, but stop roughly in the middle of the lake and advance time so the ice melts.
- If done correctly, you should fall through the ice and down a long, long tunnel underwater. If you missed, just climb out and try again.
- Walk all the way to the right, climbing the slope, until you reach a wall with stalactites and stalagmites growing from the ceiling and floor.
- Once more, advance time until the stalactites has grown up from the ground enough for you to climb over the wall. This will take a LONG TIME, easily over 70 years, so be patient.
- Climb over the wall and proceed to the right down into the water.
- Advance time to summer and continue walking through the water to the right. Eventually, you should encounter a net dangling from the surface. Use this to climb to land. (The boat only both has its net down and is close to the left side of the screen where you want it in the summer.)
- Head to the left through the village until you encounter a wall.
- Advance time once more until the tree there grows tall enough to climb... don't worry if you can't see it right away, it's there.
- At the top of the wall once you can climb, advance time to fall.
- Pick up one of the chestnuts lying on the ground.
- Head back to the right.
- Keep walking right until you fall into the water you climbed out of it.
- The boat should now be parked on the right side of the shore opposite the village. Use its net to climb up and out.
- Walk up to the wall and plant your chestnut against it.
- Once more, advance time until your newly planted tree is tall enough to climb.
- Climb the tree and continue walking to the right.
- At the top of the tall, sooty mountain, you should find a hole. Climb all the way down it.
- When prompted, press [E] to block the lava, and then advance time to see the results.

Friday, 8 February 2013

Battle For Darkness: Walkthrough Guide

Battle For Darkness: Walkthrough Guide

List of Attributes on Battle for Darkness
Health Points - Total health points of a given unit. Every time a unit suffers from an attack, health points are deducted.
Armor - Armor reduces the health points deducted when a unit suffers from an attack.
Attack - Damage afflicted (in health points) to an opponent on a successful attack.
Agility - Ability to get past the opponent's defensive skills.
Defense - Ability to avoid (block or dodge) the opponent's attack.
Range - Distance (in some battle columns) from which a ranged unit can attack.

List of Evil Units on Battle for Darkness
Goblin Warriors
Description: Strong VS Peasants but, weak VS all other units.
Special Skill: Gold Digger - While active, units killed by Goblins give 50 / 100 % more gold.

Health Points: 100 / 150
Armor: 20 / 30
Attack Damage: 20 / 30
Agility: 20 / 30
Defense: 20 / 30
Size: 10

Call to arms - Increase the battalion size. 40 / 45 / 50 / 55 / 60 / 65 / 70 Gold
Feast of Flesh - Increase health points by 50%. 80 Gold
Armorsmith - Increases armor by 50%. 70 Gold
Black Steel - Increases attack by 50%. 70 Gold
Finesse - Increases agility by 50%. 40 Gold
Shield Mastery - Increases defense by 50%. 40 Gold
Upgrade Gold Digger - 100% gold bonus and last 50% longer. 140 Gold

Skeleton Archers
Description: Arrows effective against any units but, weak in melee combat.
Special Skill: Fiery Arrows - Fiery arrows deals 100 / 200 % more damage to the enemy.

Health Points: 100 / 150
Armor: 10 / 15
Attack Damage: 10 / 15
Agility: 20
Defense: 10
Range: 3 / 4
Size: 5
Recruit: 400 Gold

Call to arms - Increase the battalion size. 80 / 90 Gold
Feast of Flesh - Increase health points by 50%. 160 Gold
Armorsmith - Increases armor by 50%. 140 Gold
Dark Forged Arrows - Increases attack by 50%. 140 Gold
Fast Hands - Increases attack rate by 50%. 240 Gold
Shooting Range - Increases range by 1. 240 Gold
Upgrade Fiery Arrows - 100% more damage and last 50% longer. 280 Gold

Skeleton Warriors
Description: Strong VS Peasants, Militia, and Archers but, weak VS Swordsmen, Madmen, Guards and Paladins.
Special Skill: Blood Shield - While active, life is stolen from the enemy on successful Skeleton shield blocks.

Health Points: 120 / 180
Armor: 20 / 30
Attack Damage: 30 / 45
Agility: 30 / 45
Defense: 20 / 30
Size: 10
Recruit: 800 Gold

Call to arms - Increase the battalion size. 160 / 180 / 200 / 220 / 240 / 260 / 280 Gold
Feast of Flesh - Increase health points by 50%. 320 Gold
Armorsmith - Increases armor by 50%. 280 Gold
Black Steel - Increases attack by 50%. 280 Gold
Finesse - Increases agility by 50%. 160 Gold
Shield Mastery - Increases defense by 50%. 160 Gold
Upgrade Blood Shield - More life is stolen and lasts 50% longer. 560 Gold

Chamans
Description: Ranged attacks effective against any unit but, weak in melee combat.
Special Skill: Black Rain - While active, Realm units suffer 50% more damage when hit and lose 50% agility.

Health Points: 100 / 150
Armor: 10 / 15
Attack Damage: 16 / 24
Agility: 20
Defense: 10
Range: 3 / 4
Size: 5
Recruit: 1200 Gold

Call to arms - Increase the battalion size. 240 / 270 Gold
Feast of Flesh - Increase health points by 50%. 480 Gold
Armorsmith - Increases armor by 50%. 420 Gold
Dark Mana - Increases attack by 50%. 420 Gold
Focus - Increases attack rate by 50%. 720 Gold
Shooting Range - Increases range by 1. 720 Gold
Upgrade Black Rain - Lasts 100% longer. 840 Gold

Underworld Fighters
Description: Strong VS Peasants, Militia, Swordsmen and Archers but, weak Vs Madmen and Paladins.
Special Skill: Resurrection - While active, fallen Underworld Fighters will resurrect from the dead.

Health Points: 180 / 270
Armor: 30 / 45
Attack Damage: 20 / 30
Agility: 50 / 75
Defense: 40 / 60
Size: 10
Recruit: 2000 Gold

Call to arms - Increase the battalion size. 400 / 450 / 500 / 550 / 600 / 650 / 700 Gold
Feast of Flesh - Increase health points by 50%. 800 Gold
Armorsmith - Increases armor by 50%. 700 Gold
Black Steel - Increases attack by 50%. 700 Gold
Finesse - Increases agility by 50%. 400 Gold
Survival - Increases defense by 50%. 400 Gold
Upgrade Resurrection - Lasts 100% longer. 1400 Gold

Cursed Knights
Description: Strong VS Peasants, Militia, Swordsmen and Archers but, weak Vs Madmen.
Special Skill: Protection - While active, increase armor and defensive skills of the Cursed Knights by 50%.

Health Points: 220 / 330
Armor: 40 / 60
Attack Damage: 40 / 60
Agility: 40 / 60
Defense: 30 / 45
Size: 10
Recruit: 3000 Gold

Call to arms - Increase the battalion size. 600 / 675 / 750 / 825 / 900 / 975 / 1050 Gold
Feast of Flesh - Increase health points by 50%. 1200 Gold
Armorsmith - Increases armor by 50%. 1050 Gold
Black Steel - Increases attack by 50%. 1050 Gold
Finesse - Increases agility by 50%. 600 Gold
Shield Mastery - Increases defense by 50%. 600 Gold
Upgrade Protection - Lasts 100% longer. 2100 Gold

Werewolves
Description: Strong VS Peasants, Militia, Swordsmen, Archers and Madmen but, weak Vs Guards and Paladins.
Special Skill: Roar - Increase Werewolves attack by 300% while active.

Health Points: 400 / 600
Armor: 30 / 45
Attack Damage: 50 / 75
Agility: 40 / 60
Defense: 30 / 45
Size: 10
Recruit: 5000 Gold

Call to arms - Increase the battalion size. 1000 / 1125 / 1250 / 1375 / 1500 / 1625 / 1750 Gold
Feast of Flesh - Increase health points by 50%. 2000 Gold
Armorsmith - Increases armor by 50%. 1750 Gold
Steel Claws - Increases attack by 50%. 1750 Gold
Finesse - Increases agility by 50%. 1000 Gold
Survival - Increases defense by 50%. 1000 Gold
Upgrade Roar - Lasts 100% longer. 2100 Gold

Dark Mages
Description: Ranged attacks effective against any unit but, weak VS Madmen, Guards and Paladins.
Special Skill: Apocalypse - Missiles of fire rain down upon the enemy.

Health Points: 160 / 240
Armor: 25 / 38
Attack Damage: 20 / 30
Agility: 30
Defense: 20
Range: 3 / 4
Size: 5
Recruit: 6000 Gold

Call to arms - Increase the battalion size. 1200 / 1350 Gold
Feast of Flesh - Increase health points by 50%. 240 Gold
Armorsmith - Increases armor by 50%. 2100 Gold
Dark Mana - Increases attack by 50%. 2100 Gold
Focus - Increases attack rate by 50%. 3600 Gold
Shooting Range - Increases range by 1. 3600 Gold
Upgrade Black Rain - Lasts 100% longer. 4200 Gold

Demon
Description: Strong VS all units except Guards and Titan.
Special Skill: Smash - Powerful strike dealing great damage to the enemy.

Health Points: 1600 / 2400
Armor: 50 / 75
Attack Damage: 200 / 450
Agility: 30 / 45
Defense: 30
Size: 1
Recruit: 9000 Gold

Call to arms - Increase the battalion size.
Feast of Flesh - Increase health points by 50%. 3600 Gold
Armorsmith - Increases armor by 50%. 3150 Gold
Black Steel - Increases attack by 50%. 3150 Gold
Finesse - Increases agility by 50%. 1800 Gold
Brutality - Increases attack by an extra 50%. 5400 Gold
Upgrade Smash - Recharge 50% faster. 6300 Gold

Goblin Kamizake
Description: an Expandable unit that will deliver a powerful explosive charge.

Size: 5
Buy: 200 Gold each


List of Realm Units on Battle for Darkness
Peasants
Description: Weak Unit.

Health Points: 60
Armor: 0
Attack Damage: 10
Agility: 10
Defense: 10

Militia
Description: Strong VS Goblins, Skeleton Archers and Chamans but, weak VS skeletons, Underworlds, Knight, Wolves and Dark Mages.

Health Points: 160
Armor: 10
Attack Damage: 20
Agility: 20
Defense: 20

Archers
Description: Strong VS Goblins but, weak VS skeletons, Underworlds, Knight, and Wolves.

Health Points: 140
Armor: 20
Attack Damage: 20
Agility: 30
Defense: 30
Range: 3

Swordsmen
Description: Strong VS Goblins, Skeletons, Archers and Chamans but, weak VS skeletons, Underworlds and Wolves.

Health Points: 200
Armor: 30
Attack Damage: 30
Agility: 40
Defense: 30

Madmen
Description: Strong VS all units except Wolves and Demons.

Health Points: 400
Armor: 40
Attack Damage: 50
Agility: 50
Defense: 70

City Guards
Description: Strong VS all units except Underworlds, Cursed Knights, and Demon.

Health Points: 300
Armor: 50
Attack Damage: 40
Agility: 50
Defense: 60

Paladins
Description: Strong VS all units except Cursed Knights and Demon.

Health Points: 360
Armor: 50
Attack Damage: 50
Agility: 50
Defense: 70

Titan
Description: Strong VS all units.

Health Points: 4000
Armor: 60
Attack Damage: 5300
Agility: 50
Defense: 50

Recommended Build on Battle for Darkness
Here is my build if anyone is interested: Chamans - Dark Mages - Archers - (Melee Unit)
The sequence for Melee Unit: Goblins > Skeletons > Fighters > Werewolves > Cursed Knights > Demon.

The build consists of 3 ranges and 1 melee setup. This setup is to obtain the maximum damage output. The Melee Unit is like tankers; their purpose is to protect ranges units and do some additional damage to realm units. Always use the Goblin Kamizake when you're facing a bad matchup such as the City Guards vs. werewolves, or madmen vs. your cursed knights. The benefit of underworld fighters is they resurrect when they die. Used them to delay battles and probably the most efficient way to wait for cooldowns without sacrificing units. Fiery Arrows, Black Rain, and Apocalypse are the most powerful AOE spells, remember to use them regularly when facing large cluster of units.

Cheat Codes on Battle for Darkness
Hold [SHIFT] and press [0] to activate the cheat codes screen. Enter one of the following cheat codes in bold and click submit. Note: It's case sensitive.
Some gold please
- Earn 1000 gold
Hit them hard
- 20% extra attack damage for all your units
Make us strong
- 20% extra health points for all your units
Armored for victory
- 20% extra armor for all your units
Bring more explosives
- Goblin Kamikaze units cost 50% cheaper
Focus Focus Focus
- Special skills recharge 20% faster
Army discount
- Upgrades cost 20% cheaper
I wanna be rich
- Earn 20% more gold for all kills

Tuesday, 5 February 2013

Stop GMO 2: Walkthrough Guide

Stop GMO 2: Walkthrough Guide

List of Weapons on Stop GMO 2
Handgun - Low damage rate with low reload rate.
Cost: 200 / 500 / 900 / 1400 / 2000 Gold
Shotgun - Excellent damage rate with decent reload rate.
Cost: 300 / 900 / 1500 / 2300 / 4000 Gold
Machine Gun - Decent damage rate with excellent reload rate.
Cost: 400 / 1500 / 3000 / 4000 / 5500 Gold

List of Upgrades on Stop GMO 2
Ammo - Increase ammo when collected.
Cost: 100 / 200 / 400 / 800 / 1000 / 1300 / 1700 Gold
Gold - Increase the amount of gold when looted.
Cost: 100 / 200 / 400 / 800 / 1000 / 1300 / 1700 Gold
Life - Increase the HP of your character.
Cost: 100 / 200 / 400 / 800 / 1000 / 1300 / 1700 Gold
First Aid Bag - Increase the HP healed from the pills.
Cost: 100 / 200 / 400 / 800 / 1000 / 1300 / 1700 Gold
Bomb - Increase the damage of the bomb.
Cost: 100 / 200 / 400 / 800 / 1000 / 1300 / 1700 Gold

Recommended Build on Stop GMO 2
1. Gold
2. Life
3. Handgun
4. Ammo
5. First Aid Bag
6. Shotgun
7. Machine Gun
8. Bomb
9. Repeat!


Walkthrough Guide on Stop GMO 2
Stop GMO 2 is quite different and harder than Stop GMO. You get to do more things here! Basically, follow my recommended build above and you can quickly complete the game even without having to upgrades all of them. Basically, spend your gold and upgrade on gold as much on it as possible, then you fill up Health, Ammo, and First Aid Bag, and get at least level three Handgun. Now you can one-shot Eggplants easily. I used 10 attempts to finish the game, and if you are the kind that likes to rush to win. You should max Life, Handgun and Bomb first! During the gameplay, hold down the mouse button and tap the number 1 on the keyboard, you will find the pistol shooting like a machine gun! It works with other weapons too. You should stand under the bomb and denotate it when you are crowded by too many monsters. Don't not hesitate to use your Shotgun and Machine Gun. The bullets drop every few seconds. Jumping is useless in this game as you will still get attacked, no matter how you jump and try to avoid the monsters.