Friday, 29 March 2013

More Which?: Walkthrough Guide

More Which?: Walkthrough Guide

Walkthrough Guide on More Which?
1) Which Eight? - Click and pull each circle. The one that stretches into 8 circles is it.
2) Which Skewer? - Lift up each circle. The one with a pole in the middle is it.
3) Which Deep? - Click and hold the cursor over each circle. The one in which the cursor sinks deeply is it.
4) Which Square? - Click and drag on the edges of each circle. The one whose four corners stay out into a square shape is it.
5) Which Mirror? - Hover your cursor over each circle. The one in which the cursor has a "reflection" is it.
6) Which Semitransparent? - Which your cursor as an arrow, click and hold between the two circles. Next, drag the arrow under each circle. The one under which you can see the arrow is semi transparent.
7) Which Iron? - Click and drag each circle up to the "ceiling." The one that sticks (notice the colors on top and bottom connote a magnet) is iron.
8) Which Emptiness? - Click on the blue space below the circles and drag it all the way down until it's all water. The circle that floats up to the surface is empty.
9) Which Clockwise? - Click and hold for a few seconds over each circle. The one that spins in a clockwise direction (from left to right) is clockwise.
10) Which Eraser? - Pick up each circle and "rub" it against the words at the top of the screen. The one that erases the words is an eraser.


11) Which Night? - Click the bottom of each circle and drag upwards to lift its "shades." The one that has a darkened sky with a pale blue moon (as opposed to a bright sunny sky) is night.
12) Which This Side? - Pick up each circle and drag it up to the words at the top of the screen. The one that goes over the words (instead of behind them) is on this side.
13) Which Clay? - Poke each circle. The one in which a lasting impression is made is clay.
14) Which Lacking? - Pull one circle over onto the other, and then vise verse. The one that gets cut out is lacking.
15) Which Caught? - Click on each circle to pull it up then click underneath it to hold it up. The one that wiggles like a caught fish is "caught." (This might take a little experimentation until you see it happen).
16) Which Long? - Click and pull each circle to the opposite side of the screen. The one that stretches out with a thinner line is long.
17) Which Slippery? - Click in the middle of each circle and drag upwards. The one on which your cursor swerves or slips around is slippery.
18) Which Fresh Mochi? - Mochi, the rice dough covered Japenese treat, is freshest when it's soft and pliant. So click on each circle and pull out. The one that pulls easiest and farthest is the fresh mochi.
19) Which Full? - Click the very top of each circle and pull up to look under its "lid." The one filled to the top with water is full.
20) Which Do not press? - This one you must answer quickly. When you click a circle, if the whole screen starts to shake, then quickly select it's corresponding "A" or "B" button before the screen blows up.

Monday, 18 March 2013

Nuclear Plant 2: Walkthrough Guide

Nuclear Plant 2: Walkthrough Guide

Recommended Build on Nuclear Plant 2
- Science Researching +1
- Science Researching +2
- Science Researching +3
- Science Researching +5 (max)
- Money +1
- Money +2
- Money +3
- Money +5 (max)
- Reloading speed +1
- Reloading speed +2
- Reloading speed +3
- Reloading speed +5 (max)
- Shooting Accuracy +1
- Shooting Accuracy +2
- Shooting Accuracy +3
- Shooting Accuracy +5(max)
- Plant Growing Speed +1
- Plant Growing Speed +2
- Plant Growing Speed +3
- Plant Growing Speed +5 (max)
*Optional to upgrade Health Regeneration*
- Health Regeneration +1
- Health Regeneration +2
- Health Regeneration +3
- Health Regeneration +5 (max)
*Optional to upgrade Health Protection*
- Health Protection +1
- Health Protection +2
- Health Protection +3
- Health Protection +5(max)
Total Skill Points: 77 (full build) or 55 (semi-full build)


Walkthrough Guide on Nuclear Plant 2
Upgrade the Science Researching speed all the way first. Do not start working on the plant growing speed until all other skills are researched completely. Then focus upgrading your Money all the way. Next, you will need to upgrade your Reloading Speed and Shooting Accuracy evenly according to your needs, followed by upgrading Plant Growing Speed. Lastly, you can choose to upgrade between Health Protection and Health Regeneration. Both of which does not make much different because you can always grab health packs at the shop.

For the full build, grab the energy gun at $150 then multi-ray gun at $3500, lastly when you have $12000 go for heavy pulsar gun. Heavy pulsar gun is overpowered. Now, you can freely collect all the guns whenever you like. My strategy for killing was to wait until the monsters are really close to me and then kill them as quick as possible and immediately afterward hit down and shift at the same time to reload and keep upgrading. Don't hesitate to grab health packs if you need.

Saturday, 16 March 2013

Fear Less!: Walkthrough Guide

Fear Less!: Walkthrough Guide

List of Upgrades on Fear Less!
Recover - Recover Health. Cost: 5 / 10 / 20 / 50 / 100
Health - Gain half a heart. Cost: 5 / 10 / 20 / 50 / 100
Jump - Jump higher. Cost: 5 / 10 / 20 / 50 / 100
Sword - Better sword aim. Cost: 5 / 10 / 20 / 50 / 100
Fox Ears - Foxes won't attack you. Cost: 200

List of Medals on Fear Less!
Death Dodger - Run 100m far.
Recurring Nightmares - Run 666m total.
The Grass is Greener - Run 500m far.
The Hardest One - Win a medal.
If You Can't Beat Em... - Buy the Fox Ears.
All of the Things - Buy all upgrades.
Traumatized - Die 10 times.
Fighting Back - Travel twice as far as your first run.
Master of Suspense - Recover from near death to full health.
Trouble With Truffles - Only takes damage from mushrooms.
Like a Badger Badger - Jump over 100 mushrooms.
Mushroom Cloud - Jump over 500 obstacles total.
Out Fox - Pop 20 foxes.
Over the Moon - Pop 15 wolves.
With Her Bear Hands - Pop 10 bears.
How Could You? - Hurt an innocent bunny.
You're NOT on Fire! - Safely run past 100 fires.
Sunshine - Beat the Nightmare.
Collector - Get 15 Dream Coins in one run.
Hoarder - Get 300 Dream Coins in your bank.
All of the Money - Get 150 Dream Coins in one run.
Pacifist - Jump over an enemy.
Friend to Nature - Jump over every kind of animal.
Squat Thrusts - Jump off the screen.
Rhythm - Run 20s flawlessly.
Flow Ninja - Run 60s flawlessly.
Inception - Run 120s flawlessly.


Recommended Build on Fear Less!
1. Recover
2. Jump
3. Sword
4. Health
5. Repeat until you get all upgrades.
6. Fox Ears

Walkthrough Guide on Fear Less!
At first, don't bother much about upgrades, rack up some coins, at least 50. Secondly, get recover, the first step is to clear out the most complicated tasks, like Master of Suspense, you just have to get hurt until your health drops til 1/2 a heart and wait for some. Normally, you can't do this too fast, so as you get more coins, upgrade jump so you can live more. Now, if you hadn't acquired those yet, focus onto the following easy medals: Death Dodger, The Hardest One, How Could You?, Fighting Back, Traumatized, Trouble with Truffles, Collector, and Rhythm. Once done, this is where we start playing for real. You can now focus on getting more coins and increasing anything you find lacking but prioritize jump and health. The remaining medals are pretty straightforward. However if you want to ask me which is the hardest medal to get, that will be the medal "Inception"! Because I think is a challenge to run flawlessly for 2 minutes straight, but still achievable after a few tries. I would highly suggest you to get all the upgrades first before trying. Don't Double/Triple jump just because you can, you may need to Double/Triple jump over something and not be able to because you are still in the air. You can jump over enemies, if you miss on the sword bar, and avoid taking damage. If you get attacked by something and miss, just jump over them. Not only does it get you Pacifist, but it also keeps your HP.

Tuesday, 12 March 2013

Cat God vs Sun King 2: Walkthrough Guide

Cat God vs Sun King 2: Walkthrough Guide

List of Upgrades on Cat God vs Sun King 2
Cat God
Health - Increase your starting health to 10 / 15 / 20 points. Price: 175 / 750 / 2000
Arrows - Reduces arrow speed and Archer firing rate. Price: 175 / 750 / 2000
Recharge - Recharge your Divine Pillar of Flames in 6 / 5 / 4 seconds. Price: 175 / 750 / 2000
Combos - 1 / 2 / 3 additional Coins per combo kill. Price: 175 / 750 / 2000
Scarabs - Increase the spawn rate and coin bonus of Scarabs. Price: 175 / 750 / 2000
Powers - Triggers a Scarab Power with 4 / 3 / 2 Scarabs. Price: 175 / 750 / 2000
Sandworm - Scarab Power: Summon a large sandworm to devour your enemies. Price: 200 / 800 / 2500
Locusts - Scarab Power: Each swarm eats up to three enemies. Price: 200 / 800 / 2500
Meteor - Scarab Power: Meteor now damages the building as it falls. Price: 200 / 800 / 2000
Firewall - Scarab Power: Increase duration to 4 / 5 / 6 seconds. Price: 200 / 800 / 2500
Mummies - Scarab Power: Createa total of 6 / 8 / 10 Mummies. Price: 200 / 800 / 2500
Ankh - Triggers on death: Restores 3 HP and teleports enemies away. Useable Once per game. Price: 1500

Sun King
Health - Increase Sun Emperor's starting Health to 4 / 5 / 6. Price: 175 / 750 / 2000
Offense - Increase the speed of the Sun Emperor's fireballs. Price: 175 / 750 / 2000
Defense - Increases the Sun Emperor's movement speed. Price: 175 / 750 / 2000

List of Enemy Codex in Cat God vs Sun King 2
Slave - The most common (and weakest) minion of the Sun King. Their bald heads allow for greater thermoregulation in the desert heat. They are decent builders, mostly due to their sheer numbers.
Soldier - With fireballs raining down constantly from the skies, they are the only ones smart enough to put a shield over their heads. But that does not protect them much.
Archer - Armed with a bow and seemingly limitless supply of arrows, these guys can take pot shots at the Cat God from a distance. Best to take them out early.
Priest - Selfless protectors of their fellow minions. Creates a cute little protective bubble around a random ally, which can take exactly one hit before disintegrating. Their robes are made of silky satin.
Artisan - Unlike the amateur slaves running around the place, these guys are trained in architecture and civil engineering. Builds three times faster than anyone else. Kill them quickly.
Priestess - Her special ability only triggers when you kill her and make her stronger than you can imagine Okay, not really. When she dies, she splits into two Ghosts.
Ghost - Half of a dead Priestess doomed to wander the temples of the Sun King until killed. On the other hand, they are immune to Locusts and Sandworms.
Jackal - Unlike all the other minions, this guy just stands still, and occasionally teleports to a random ally. When he teleports, he shoots a single arrow at Cat God. What a Jerk.
Flyer - Dreams of being a seagull, soaring high in the sky. Moves faster when ignited suicidally charging towards the Cat God. His erratic fly patterns make him a little harder to hit.
Sun King - The big man. The head honcho. Mister numero uno. The once and future king, etc, etc. Able to take multiple hits, with a chance of hurling fireballs back at the Cat God when struck.


Recommended Build for Cat God vs Sun King 2
Cat God
1. Combos
2. Recharge
3. Scarabs
4. Powers
5. Health
6. Arrows
7. Firewall
8. Sandworm
9. Locusts
10. Mummies
11. Meteor
12. Repeat!
13. Buy Ankh when you have extra money.

For Sun King battles: Aim and use the fireball to hit Scarabs to trigger power or, if you have bad aiming, use Divine Pillar of Flames to gather Scarabs. Next, remember to target the Sun King or other stronger minions to win. Stronger minion such as jackals or Sun King can launch projectiles like arrows and fireballs, always get rid of them as soon as possible. Don't wait until it's too late, health over money! It's advisable to upgrade non-power based things first. Why? Because you'll use a power is only going to come up maybe once or twice a game, but that's unlikely - on average you'll use powers less than once in the beginning. As you start getting more money, upgrade Scarabs/Power, and it becomes more worthwhile and cheap compared to the other upgrades!.

Sun King
1. Offense
2. Defense
3. Health
4. Repeat!

For God Cat battle: Dodge any incoming attacks to your best of your ability. The Cat God is very predictable. At any given point of time, if your minions or your fireball hits the God Cat, it triggers Firewall. During this period, run to the edge and pray for Scarabs. Once Firewall is finished, aim God Cat again with your fireball. It's a cycle if you notice.

Tuesday, 5 March 2013

Battle Without End: Walkthrough Guide

Battle Without End: Walkthrough Guide

List of Stats on Battle Without End
Str - Your physical strength. Increases base attack.
Dex - Dexterity is also your agility, or how nimble you are. It's the fine motor skills needed to fire weapons like the bow and affects your balance.
Int - Your rational capability. Adds damage to Magical Skills, also increase the Chance of Skill Use.
Will - Your mental prowess and determination. The more Will be you have, the better you can survive dangerous situations. Affects the player's Critical Hit Rate.
Luck - A mysterious and inexplicable phenomena that help you. The more Luck you have, the more often good things happen to you. Affects the player's Critical Hit rate.
AP - Ability Points, or AP, are required to rank up skills.
Atk - The amount of damage you deal with enemies when you attack them with physical weapons like swords and bows.
Bal - Balance. The likelihood that your attacks will deal damage close to the max damage you are capable of. The more Balance you have, the higher the chance. Balance is affected by Dexterity and skill ranks.
Crt - The chance that attack you deal will inflict deadly damage to your enemies. Your Critical rate is affected by your Luck and Will.
Crt.M - Critical multiplier is the number you multiply when determining critical hit damage!
Def - Defense. The amount of damage you absorb when a physical attack hits you. The more Defense you have, the less damage you take.
Prt - Protection. Reduces all damage received by %. It also reduces Critical Hits received.
Prt.I - How much of monsters protection you ignore. The more you ignore, the more damage you deal!
CP - Combat Power is the value that determines how strong a player is.

List of Skills on Battle Without End
Smash (Melee)
Rank F
When skill is active:
- Damage 200%

Rank 1
When Skill is active:
- Damage 500%, Str + 8, Will + 8

Counterattack (Melee)
Rank F
When Skill is active:
- Counter 50% oppenent's + 100% user's dmg
- Fixed Crit. + 5%
- Mana cost: 5, dex + 1

Rank 1
When Skill is active:
- Counter 200% oppenent's + 150% user's dmg
- Fixed Crit. + 10%
- Mana cost: 20, dex + 15

Defence (All)
Rank F
When skill is active:
- Defence + 20
- Protection + 5
- Protection*1.1, HP + 2, Defence + 1

Rank 1
When skill is active:
- Defence + 65
- Protection + 30,
- Protection*2, HP + 41, Defence + 15

Mirage Missile (Ranged)
Rank F
- Damage: 100%
- Debuff: Poison (Cause 4 + Will*0.05 damage per turn, can be stacked)
- Mana cost: 6, dex + 1

Rank 1
- Damage: 200%
- Debuff: Posion (Cause 26 + Will*0.7 damage per turn, can be stacked)
- Mana cost: 15, dex + 23, int + 14

Life Drain (Melee)
Rank F
- Damage: 100% + Str*0.1%
- Effect: Steal 30% of the damage
- Mana cost: 10, Str + 1

Rank 1
- Damage: 100% + Str*0.75%
- Effect: Steal 100% of the damage
- Mana cost: 35, Str + 29, HP + 30

Corrosive Shot (Ranged)
Rank F
- Damage: 100%
- Debuff: Corrosion (Reduce 1 + Dex*0.01 pro. of target, can be stacked)
- Mana cost: 10, Dex + 1

Rank 1
- Damage: 200%
- Debuff: Corrosion (Reduce 3 + Dex*0.03 pro. of target, can be stacked)
- Mana cost: 25, Dex + 52

Firebolt (Magic)
Rank F
- Damage: 7-25
- Mana cost: 10, Int + 1

Rank 1
- Damage: 60-120
- Mana cost: 30, Int + 52

Icebolt (Magic)
Rank F
- Damage: 10-20
- Mana cost: 10, Int + 1

Rank 1
- Damage: 70-80
- Mana cost: 20, Int + 52

Lightning Bolt (Magic)
Rank F
- Damage: 1-40
- Mana cost: 10, Int + 1

Rank 1
- Damage: 40-150
- Mana cost: 25, Int + 52

Fireball (Magic)
Rank F
- Damage: 32-80
- Debuff: Burn (Cause Int*0.2 damage per turn, can be stacked)
- Mana cost: 40, Int + 3

Rank 1
- Damage: 320-480
- Debuff: Burn (Cause Int*1 damage per turn, can be stacked)
- Mana cost: 100, Int + 64, Str + 12

Ice Spear (Magic)
Rank F
- Damage: 80-88
- Debuff: Frozen (5% + Int*0.02% chance to stun target for 1 turn)
- Mana Cost: 30, Int + 1

Rank 1
- Damage: 160-240
- Debuff: Frozen (15% + Int*0.1% chance to stun target for 1 turn)
- Mana Cost: 70, Int + 29, MP + 30

Thunder (Magic)
Rank F
- Damage: 16-106
- Effect: Ignore 5 + Will*0.02 pro. of target
- Fixed Crit. + 5
- Mana cost: 45, MP + 5, Will + 1

Rank 1
- Damage: 160-880
- Effect: Ignore 15 + Will*0.1 pro. of target
- Fixed Crit. + 15
- Mana cost: 120, MP + 90, Will + 29

Mana Shield (Magic)
Rank F
- Effect: Every mana can absorb 0.5 + Int*0.002 damage from target (30% of damage at most)
- Mana cost: 5, MP + 2

Rank 1
- Effect: Every mana can absorb 1.5 + Int*0.01 damage from target (95% of damage at most)
- Mana cost: 15, MP + 50, Int + 11

Combat Mastery (Melee)
Rank F
- HP + 10, Str + 1
Using Melee Weapon:
- Att.Max + 1, Balance + 1

Rank 1
- HP + 150, Str + 42, Dex + 10
Using Melee Weapon:
- Att.Min + 8, Att.Max + 18, Balance + 15

Critical Hit (All)
Rank F
- Will + 3, + Cri.Mul + 50

Rank 1
- Will + 45, + Cri.Mul + 150

Magic Mastery (Magic)
Rank F
- MP + 10

Rank 1
- MP + 150, Int + 17

Blacksmithing (All)
Rank F
While Strengthen Equip:
- Success Rate + 0%
- Dex + 1, Int + 1

Rank 1
While Strengthen Equip:
- Success Rate + 14%
- Won't disappear before + 7
While Fail:
- 50% stay the same.
- Dex + 21, Int + 21

Range Mastery (Ranged)
Rank F
- Dex + 2
Using Ranged Weapon:
- Att.Max + 1, Balance + 1

Rank 1
- Dex + 50, Str + 6, Will + 10
Using Ranged Weapon:
- Att.Min + 10, Att.Max + 25, Balance + 15


List of Title on Battle Without End
The Beginner - Welcome to the game world. Protection + 1, Luck + 5
The Reborn - Rebirth After reaching age 20+. Str + 6, Int + 6, Dex +6, Will + 6, Luck + 6
The Adult - Become 18 years old. Will + 15, Dex + 3, Luck - 5
The All-Knowing - Character age is 30 or older. Int + 20, Int x1.1, Dex + 20, Will - 30, HP - 5, MP - 5
The Old - Character is 40 or older. Int + 35, Int x1.2, Dex + 10, Will - 40, Str - 5, HP - 10, MP - 10
Who Reached Lv 50 At Age 10 - Reach level 50 at age 10. Str + 20, Str x1.05, Will + 10, Will x1.05, Int - 20, Dex - 20, Luck + 10
The Wise - Level up with Int equal to or over 200. Int + 20, Int x1.1
The Strong - Level up with Str equal to or over 200. Str + 20, Str x1.1
The Skillful - Level up with Dex equal to or over 200. Dex + 20, Dex x1.1
The Tough - Level up with Will equal to or over 200. Will + 20, Will x1.1
The Lucky - Level up with Luck equal to or over 200. Luck + 20, Luck x1.1
The Beginner Forger - Acquire an equipment with level 5+. Str + 10, Luck + 10, Int - 10, Dex - 10
The Advanced Forger - Acquire an equipment with level 8+. Str + 15, Str x1.05, Luck + 10,
Luck x1.05, Int - 10, Int - x0.95, Dex - 10, Dex - x0.95
The Expert Forger - Acquire an equipment with level 12+. Str + 20, Str x1.1, Luck + 20, Luck x1.1, Int - 20, Int - x0.9, Dex - 20, Dex - x0.9
The God Blessed - Acquire an equipment with level 15+. Str + 30, Str x1.2, Luck + 30, Luck x1.2, Int - 30, Int - x0.8, Dex - 30, Dex - x0.8
Who Experienced Death - Endure a fatal attack (500+ damage) from any monster. HP + 50, HP x1.05, Protection +5, Int - 30, Dex -30
Who Transcended Death - Endure a fatal attack (1000+ damage) from any monster. HP + 80, HP x1.1, Protection +8, Protection x1.05, Int - 20, Dex -20
The Breaker - Deal (500+ Damage) to any monster in one attack. Str + 20, Str x1.05, Attack + 10, Int - 30, Luck - 20
The Terminator - Deal (1000+ damage) to any monster in one attack. Str + 30, Str x1.1, Attack + 20, Attack x1.05, Int - 20, Luck - 15
The Killer - Deal 100,000 damage in total. HP + 30, HP x1.05, Defence + 10, Defence x1.05
The Warlord - Deal 1,000,000 damage in total. HP + 50, HP x1.1, Defence + 15, Defence x1.1
The Boss Slayer - Defeat 100 bosses. Pro.Ignore + 5, Pro.Reduce + 3
The Butterfingers - Fail to strengthen equipment 4 times in a row. Protection + 10, Dex - 20, Luck - 20
The Weakness Discoverer - Critical hit 7 times in a row. Crit + 20, Crit x1.1, Cri.Mul + 30, Cri.Mul x1.05
The Elemental Apprentice - Acquire rank 1 in Icebolt, Firebolt, and Lightning Bolt and Thunder. MP + 200, MP x1.2, Int + 50, Int x1.2, Magic Attack +10, Magic Attack x1.1, Str - 20, Str - x0.8, Hp - 30, HP - x0.9
The Elemental Master - Acquire rank 1 in Ice Spear, Fireball, and Thunder. MP + 200, MP x1.2, Int + 50, Int x1.2, Magic Attack + 15, Magic Attack x1.15, Str - 30, Str - x0.7, HP - 60, HP - x0.8, Dex - 30, Dex - x0.9, Protection + 3
The Sniper - Acquire rank 1 in Range Master, Mirage Missile, and Corrosive Shot. Dex + 30, Dex x1.2, Crit +20, Crit x1.2
The Master of Blacksmithing - Rank 1 Blacksmithing. HP - 30, MP - 30, Dex + 30, Will + 10, Luck + 20, Luck x1.1
The Combat Master - Rank 1 Combat Mastery. HP + 50, Attack x1.2, Str + 20, Int - 20, Int - x0.8, Luck - 20
The Master of Counter - Rank 1 Counterattack. MP - 30, Str - 20, Int + 20, Dex + 20, Dex x1.1
The Master of Critical Hit - Rank 1 Critical Hit. HP + 30, Dex - 10, Dex - x0.9, Protection - 5, Will + 30, Will x1.2, Cri.Mul + 50
The Master of Defense - Rank 1 Defense. HP + 100, HP x1.1, Defence + 20, Protection + 10, Int - 10, Int - x0.9, Luck - 10
The Master of Firebolt - Rank 1 Firebolt. MP + 30, MP x1.1, Int + 15, Int x1.1, Str - 10, Str x0.9, Dex + 15, Luck - 10
The Master of Icebolt - Rank 1 Icebolt. MP + 20, MP x1.1, Int + 15, Int x1.1, Str - 20, Str x0.9, Dex + 15
The Master of Lightning Bolt - Rank 1 Lightning Bolt. MP + 30, MP x1.1, HP - 30, HP - x0.9, Int + 15, Int x1.1, Str +10, Luck - 10.
The Magic Master - Rank 1 Magic Mastery. MP + 50, MP x1.1, Magic Attack +5
The Master of Smash - Rank 1 Smash. Str + 20, Str x1.2, Dex - 20, Luck + 20, Protection - 10
The Master of Range - Rank 1 Range Mastery. Dex + 30, Dex x1.2, Str - 25, Str - x0.9, Will - 30, HP + 25
The Master Mirage Missile - Rank 1 Mirage Missile. Dex + 20, Dex x1.1, Int + 25, Str - 20, Will - 15, MP + 30
The Master of Corrosive - Rank 1 Corrosive Shot. Dex + 35, Dex x1.3, Will + 25, Str - 20, Str - x0.8, HP - 35, MP + 50
The Master of Fireball - Rank 1 Fireball. MP + 30, MP x1.2, Int + 15, Int x1.2, Str + 10, Str x1.1, Will - 10, Will x0.08, Dex - 20, Luck -20
The Master of Ice Spear - Rank 1 Ice Spear. MP + 30, MP x1.2, Int + 25, Int x1.3, Str - 20, Str - x0.8, Hp - x0.9, Dex +25, Luck + 20
The Master of Thunder - Rank 1 Thunder. MP + 30, MP x1.2, Int + 15, Will + 30, Will x1.2, Str - 15, Str x0.8
The Mana Shield Master - Rank 1 Mana Shield. MP +50, MP x1.2, Int + 25, Str - 10, Str - x0.9
The Life Drain Master - Rank 1 Life Drain. HP + 50, Hp x1.2, Str + 25, Str x1.1, Int - 20, Int - x0.8, Luck -20

Recommended Build on Battle Without End
Skill Build
- Blacksmithing (Once you reach Blacksmithing Lv9, you should be able to start crafting items. Keep all the high Luck Item)
- Combat Mastery
- Life Drain
- Smash
- Counter Attack
- Critical Hit
- Defense (Once you maxed defense, You can start to collect Int Items)
- LightningBolt
- Thunder
- Magic Mastery
- Icebolt
- Ice Spear
- Firebolt
- Fireball
- Mana Shield (Once you maxed defense, You can start to collect Dex Items)
- Range Mastery
- Mirage Missile
- Corrosive Shot

Title
For Melee & Ranged User
1. The Combat Master
2. The Terminator
3. The Killer

For Magic User
1. The Master of Ice Spear
2. The Master of FireBolt
3. The Wise

Walkthrough Guide on Battle Without End
When you start off, you will need to pick races. There are 5 different races mainly Human, Elves, Giant, Undead, and Dwarves. Human has best-starting stats for caster, while Elves best for bow/crossbow users. Giants best for two-handed weapons. Undead for people who like to critical, balance with all type of weapons. Dwarves not much for stats but lucky, maybe good for finding better loot. I prefer going for Giant since you have no strong magic, in the beginning, a high damage character is recommended. Then select the oldest Age, because at the age of 20 you can rebirth which will allow you to keep your skills, skill points (AP), equipment, inventory, and gold but will reset your level so you can gain AP much much faster so do it as soon as you can! The lower the age you pick, the more stats you gain per level, but it is such a slight amount that it won't matter much unless you plan to go for lv 40+.

For your information, I started as a magic user at first but the spell damage doesn't seem to scale hardly at all with Int, and none of the gear comes innately with any magic attack value. so, my rank 1 spells eventually were doing consistently less damage than my basic attack. It's also far less than my unleveled Smash, both of which cost me little Mana to use. Don't be discouraged! I can be wrong. :) If you insist or you like being a magic user, I suggest a full set of Str items and the full set of Int items so you can interchange whenever you like. Feel free to explore the map too and try to get a pet as soon as possible. It will speed up your game drastically.

Pro-Tip: Luck is the only important stat is the entire game because it increases the % of blacksmithing. To win you need to stack hundreds of luck until it's ridiculously high. After about two days of playing you should be in the 1000-1600 enemy CP range, with maxed blacksmithing. Now start looking for rings/necklaces with +luck. Get your luck stacked as high as possible. Eventually, you will advance to where you are finding +50-75 luck items, keep those! You will hit the tipping point where you can get maxed equipment without breaking it fairly easy. Be reminded that you could filter the items you want under the options tab, for example, if I only want rings and necklaces then just deselect everything other than rings and necklaces.

Lastly to fight ???, you will need to have high Critical and Critical Multiplier; Only Dagger and One-handed Melee weapon fulfill the criteria. Max out your weapons first then equipment... Now with a near complete or full set of set of equipment, set your skills to defense, smash, counterattack and life drain. Congratulations! You have beat the game, now try PVP.

Friday, 1 March 2013

Steampunk Tower: Walkthrough Guide (Web/Browser)

Steampunk Tower: Walkthrough Guide (Web/Browser)

List of Skill Upgrades on Steampunk Tower
Tower Upgrades
Economy - + $1000 at the beginning, Cost: 2 Stars
Reloading Speed - 20% less time reloading cannons, Cost: 2 Stars
Soldiers Training - 10% more exp. for cannons, Cost: 2 Stars
Rebels Funding - 10% more money from enemies, Cost: 4 Stars
The Eye - 20% less recharge time of "Eye", Cost: 4 Stars

Machinegun Upgrades
Ballistics - + 10 Firing range, Cost: 1 Star
Steel Heart - + 2% Chance of Critical hit, Cost: 2 Stars
Fire Heart - + 3% Chance of fire-setting, Cost: 3 Stars
New Bullets - + 20% Damage, Cost: 4 Stars
Max. Firing Speed - + 20% Firing Speed, Cost: 4 Stars

Heavygun Upgrades
Capacity - +5 Shells, Cost: 1 Star
New Shape - + 10 Firing range, Cost: 2 Stars
Shrapnel - + 20% Splash damage, Cost: 3 Stars
Thermite - + 10% Chance of fire-setting, Cost: 4 Stars
Trotly - + 15% Damage, Cost: 4 Stars

Lightning Upgrades
Current Intensity - + 10% Damage, Cost: 2 Stars
Calibration - + 20% Firing Speed, Cost: 2 Stars
Electric Shock - + 5% Shock, Cost: 3 Stars
Death to Many - + 1 chains in lightning, Cost: 3 Stars
Death to All - + 1 chains in lightning, Cost: 4 Stars

Saw Upgrades
Serial Production - Minus 10% cost to buy the first Saw, Cost: 2 Stars
More Saws - + 5 Shells, Cost: 2 Stars
New Mechanisms - + 20% Firing Speed, Cost: 3 Stars
Sharpening - + 5% Chance of Critical hit, Cost: 3 Stars
New Saw - + 15% Damage, Cost: 4 Stars

List of Cannons on Steampunk Tower
Machine Gun
Wasp 1 (Tier 1) - Attack: 4 - 7, Fire Rate: Fast, Ammo: 60, Distance: Short, Cost: 7000
Wasp 2 (Tier 2) - Attack: 7 - 11, Fire Rate: Fast, Ammo: 70, Distance: Short, Cost: 11000
Locust (Tier 3) - Attack: 8 - 13, Fire Rate: Fast, Ammo: 70, Distance: Short, High firing Speed, Cost: 22000
Desert Locust (Tier 4) - Attack: 15 - 20, Fire Rate: Fast, Ammo: 70, Distance: Short, Max firing speed, Cost: 30000
Hornet (Tier 3) - Attack: 15 - 20, Fire Rate: Fast, Ammo: 80, Distance: Average, High damage & fire-setting, Cost: 20000
Red Hornet (Tier 4) - Attack: 25 - 30, Fire Rate: Fast, Ammo: 90, Distance: Average, High damage & fire-setting, Cost: 28000

Heavy Gun
Axe (Tier 1) - Attack: 8 - 14, Fire Rate: Slow, Ammo: 30, Distance: Short, Cost: 10000
War Axe (Tier 2) - Attack: 20 - 35, Fire Rate: Slow, Ammo: 35, Distance: Short, Cost: 15000
Arrow (Tier 3) - Attack: 45 - 80, Fire Rate: Slow, Ammo: 40, Distance: Average, High damage, Cost: 26000
Lance (Tier 4) - Attack: 70 - 100, Fire Rate: Average, Ammo: 50, Distance: Long, High damage at long range, Cost: 35000
Mace (Tier 3) - Attack: 30 - 55, Fire Rate: Average, Ammo: 40, Distance: Average, Blast wave, Cost: 28000
Hammer (Tier 3) - Attack: 50 - 75, Fire Rate: Average, Ammo: 50, Distance: Long, Deadly blast wave, Cost: 38000

Lightning
Thunder (Tier 1) - Attack: 6 - 10, Fire Rate: Average, Ammo: 30, Distance: Average, Cost: 8000
Thunderstorm (Tier 2) - Attack: 10 - 20, Fire Rate: Average, Ammo: 35, Distance: Average, Cost: 14000
Hurricane (Tier 3) - Attack: 28 - 38, Fire Rate: Average, Ammo: 45, Distance: Average, More chains, Cost: 24000
Tornado (Tier 4) - Attack: 40 - 55, Fire Rate: Average, Ammo: 50, Distance: Average, More chains, Cost: 32000
Tempest (Tier 3) - Attack: 25 - 35, Fire Rate: Average, Ammo: 40, Distance: Average, Chance of shock, Cost: 25000
Blizzard (Tier 4) - Attack: 38 - 48, Fire Rate: Average, Ammo: 45, Distance: Average, High chance of shock, Cost: 33000

Launcher
Claw (Tier 1) - Attack: 12 - 19, Fire Rate: Slow, Ammo: 25, Distance: Average, Cost: 9000
Fang (Tier 2) - Attack: 28 - 38, Fire Rate: Slow, Ammo: 30, Distance: Long, Cost: 13000
Leopard (Tier 3) - Attack: 50 - 67, Fire Rate: Slow, Ammo: 40, Distance: Long, High firing speed, Cost: 22000
Guepard (Tier 4) - Attack: 68 - 80, Fire Rate: Average, Ammo: 45, Distance: Long, Very high firing speed, Cost: 30000
Tiger (Tier 3) - Attack: 62 - 78, Fire Rate: Slow, Ammo: 45, Distance: Long, High damage, Cost: 25000
Lion (Tier 4) - Attack: 75 - 110, Fire Rate: Slow, Ammo: 45, Distance: Long, Max damage, Cost: 33000

List of Enemies on Steampunk Tower
Infantry
Soldier - Life: 10, Armor: Low, Attack: 1 - 4, Speed: Fast
Steam Soldier - Life: 50, Armor: Medium, Attack: 3 - 5, Speed: Average

Motorized
Monocycle - Strength: 20, Armor: Low, Attack: 10 - 15, Speed: Fast
Tanket - Strength: 70, Armor: Medium, Attack: 4 - 9, Speed: Average
Armored Car - Strength: 100, Armor: Medium, Attack: 8 - 16, Speed: Fast

Tank Forces
Tank - Strength: 250, Armor: Medium, Attack: 18 - 24, Speed: Average
Armored Tank - Strength: 300, Armor: Medium, Attack: 16 - 22, Speed: Average
Grand Car - Strength: 900, Armor: High, Attack: 20 - 40, Speed: Slow
The Boss - Strength: 6666, Armor: High, Attack: 30 - 45, Speed: Slow

Prototype
Walker - Strength: 700, Armor: High, Attack: 15 - 30, Speed: Slow
Grand Walker - Strength: 4000, Armor: High, Attack: 20 - 35, Speed: Slow

Air Forces
Parachutist - Strength: 10, Armor: Low, Attack: 1 - 4, Speed: Fast
Airplane - Strength: 20, Armor: Low, Attack: 0.2 - 0.4, Speed: Fast
Helicopter - Strength: 100, Armor: Medium, Attack: 1 - 4, Speed: Average
Airship - Strength: 50, Armor: Low, Attack: 2 - 3, Speed: Slow
Balloon - Strength: 50, Armor: Low, Attack: 5 - 7, Speed: Fast
Parachutist - Strength: 3800, Armor: Gigh, Attack: 15 - 20, Speed: Slow


Recommended Build on Steampunk Tower
Upgrades Build #1
1. Economy
2. Ballistics
3. Reloading Speed
4. Soldier Training
5. Steel Heart
6. Rebel Funding
7. Fire Heart
8. New bullets
9. Max. Firing Speed
10. Current Intensity
11. Calibration
12. Electric Shock
13. Death to Many
14. Death to All
15. "The Eye"

Upgrades Build #2
1. Economy
2. Reloading Speed
3. Soldiers Training
4. Rebels Funding
5. Current Intensity
6. Calibration
7. Electric Shock
8. Death to Many
9. Death to All
10. Serial Production
11. More Saws
12. New Mechanisms
13. Sharpening
14. New Saw
15. "The Eye"

Stage Builds
Stage 1: Follow Upgrades Build #1, build all Machine Guns.
Stage 2: Follow Upgrades Build #1, build all Machine Guns.
Stage 3: Follow Upgrades Build #1, build all Machine Guns.
Stage 4: Follow Upgrades Build #1, build all Machine Guns.
Stage 5: Follow Upgrades Build #1, build all Machine Guns.
Stage 6: Follow Upgrades Build #1, build 2 Lightnings and 6 Machine Guns.
Stage 7: Follow Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 8: Follow Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 9: Follow Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 10: Follow Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 11: Follow Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 12: Follow Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 13: Follow Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 14: Follow Upgrades Build #2, build 4 Saw Launcher and 6 Lightnings.
Stage 15: Follow Upgrades Build #2, build 4 Saw Launcher and 6 Lightnings.

Perferred Guns Upgrades
Machine Gun: Wasp 1 > Wasp 2 > Hornet > Red Hornet
Lightning: Lightning > Thunderstorm > Hurricane > Tornado
Saw Launcher: Claw > Fang > Leopard > Guepard

Walkthrough Guide on Steampunk Tower
Upgrades Build #1 focus on playing Machine Guns and Lightnings. I find it most effective to clear from stage 1 to stage 13 pretty easily with three stars. I have tested it and should work fine. Keep this in mind that you always have to upgrade your Machine Guns first then Lightnings because you want your Machine Guns to do as much damage as possible. Use "The Eye" when you think your guns cannot handle or multiple guns are reloading during fights.

After clearing stage 13, it's time to change strategy. Now, reset and follow Upgrades Build #2 because most enemies in stages 14 and 15 are armored tanks and prototypes. They are strong and tanky... The only effective weapon available to slice through them is Saw Launchers. Lightning can stun enemies which are perfect for Saw Launchers to do more damage. Whenever you upgrade your gun to a better tier, it will automatically reload the ammo fully as well. So, it is recommended to upgrade those guns with low ammo first. This will help you save a little waiting time.

Anonymous's Guide
Walkthrough Guide on Steampunk Tower
Try pairing up appropriate towers with each other to make up for each others' weaknesses. Heavy Gun and Lightning work well together because lightning canons provide excellent air cover that heavy guns lack, and heavy guns are effective against all ground units when upgraded, though I was not a big fan of heavy guns. Saws and Machine Guns work well together because machine guns possess the rapid fire needed to kill swarms of enemies, and both are decent vs. air.

I've tested out all the levels in order (from 1-15) using different combos of towers, or even 1 single tower. I usually do not use more than 2 per stage b/c that spreads the upgrades thin. When I say "works," I mean getting 3 stars. Here's what I found:
Mass lightning: Works on every stage that does not have Grand Walkers. Their stun ability gives them decent chance against Grand tanks and walkers.
Mass Machine Guns: Works on every stage that does not have Grand Walkers, although I did pull off 3 stars when I upgraded them all to Red Hornet (Path 2).
Mass Saws: Works on every stage except the first one. This surprised me because having 5 Saws on each side takes away their weakness of slow firing rate b/c you have a lot of them firing at once. Saws would be imbalanced if they fired a little faster.

The best combo I found was Saw and Lightning, usually 6 Saws, 4 Lightning. Lightning shreds all air and weak ground units and can stun big targets, while Saws deal with the big targets. You don't even need to steam strike on most levels if you use this strategy.