Tuesday, 29 October 2013

10 More Bullets: Walkthrough Guide

10 More Bullets: Walkthrough Guide

List of Upgrades on 10 More Bullets
Max Combo - You set bigger explosions.
Combo: 6 / 10 / 15 / 20 / 25
Cost: 100 / 250 / 750 / 2500
Boosters - More boosters at the same time.
No. Slot: 1 / 2 / 3 / 4 / 5
Cost: 100 / 250 / 750 / 2500
Grabbers - They grab stuff on the ground for you.
No. Grabbers: 1 / 2 / 3 / 4 / 5
Cost: 100 / 250 / 750 / 2500
Special Waves - Big wave with lots of ships.
No. Ships per Wave: 10 / 15 / 20 / 30 / 50
Cost: 100 / 250 / 750 / 2500

Recommended Build on 10 More Bullets
1. Max Combo
2. Special Waves
3. Boosters
4. Grabbers
5. Repeat!


Walkthrough Guide on 10 More Bullets
At the start of every round, wait for the small, fast brown ship to come. You won't always be able to hit it, but if you do, it'll give you a massive explosion like 15 shots and always drop a bonus. By doing this, it will help bring in huge amounts of gold if you manage to get a good combo from it. Do not even really worry about shooting the bigger ships with your main shot; you are just wasting your precious bullets! Just save it to trigger a massive combo, that's the most efficient way to spend your rounds.

For new players, you can follow the recommended build above. I suggest you buy the first max combo as your first buy then buy the first wave upgrade. This will help you make tons more points which in turn makes you even more gold. Also, extra booster slots are key for more scores. However, you should never have more grabbers than slots, although both are important. Note that, when you have three grabbers the little gold ship becomes a good thing to aim for as ships on the screen will become gold worth like 20 gold each. This can give a huge amount of money, especially if a special wave is in progress. Have fun!

Saturday, 26 October 2013

Zombo Buster: Walkthrough Guide

Zombo Buster: Walkthrough Guide

List of Units on Zombo Buster
Gunner Squad
Private Gunner (Tier 0)
Description: A Regular shooter with ordinary handgun. Very good for one on one.
Damage: 15 - 20, Firing Rate: Normal, Special: None

Sergeant Gunner (Tier 1)
Description: A trained shooter with better shooting experience. Getting stronger...
Damage: 20 - 25, Firing Rate: Normal, Special: None

Captain Lethal (Tier 2)
Description: Trained with the ability to hit an enemy with superb damage. Ready zombies?
Damage: 25 - 30, Firing Rate: Normal, Special: Critical Lv1

Colonel Lethal (Tier 3)
Description: Just promoted and also stronger critical.
Damage: 30 - 50, Firing Rate: Normal, Special: Critical Lv2

Chief Lethal (Tier 4)
Description: Highest rank, highest critical rate, death to zombies!
Damage: 50 - 70, Firing Rate: Normal, Special: Critical Lv3

Captain Immobilize (Tier 2)
Description: ANalternae evolution, armed with special mini stun gun. Halt zombies!
Damage: 20 - 30, Firing Rate: Fast, Special: Mini stun Lv1

Colonel Immobilize (Tier 3)
Description: Gun Upgraded! Get ready to see some laggy zombies!
Damage: 30 - 40, Firing Rate: Fast, Special: Mini stun LV2

Chief Immobilize (Tier 4)
Description: The leader of the squad equipped with the best stun gun ever!
Damage: 40 - 50, Firing Rate: Fast, Special: Mini stun Lv3

Agent Squad
Private Agent (Tier 0)
Description: Young, fast and dangerous with high firing rate.
Damage: 4 - 5Firing Rate: Fast, Special: None

Sergeant Agent (Tier 1)
Description: Better firing rate, last hit stealer!
Damage: 5 - 6, Firing Rate: Fast, Special: None

Captain Assault (Tier 2)
Description: Specialize in the vital shooting that causes a mini push to a single zombie.
Damage: 6 - 8, Firing Rate: Fast, Special: Mini push Lv1

Colonel Assault (Tier 3)
Description: Trained with the special tactic and able to push zombies with better distance.
Damage: 8 - 10, Firing Rate: Fast, Special: Mini push Lv2

Chief Assault (Tier 4)
Description: One and only shooter with superb protective pushing skills. Don't touch my door!
Damage: 10 - 12, Firing Rate: Fast, Special: Mini push Lv3

Captain Tesla (Tier 2)
Description: Armed with the discovery of electric gun that pierce through enemies.
Damage: 10 - 20, Firing Rate: Normal, Special: Lightning Lv1

Colonel Tesla (Tier 3)
Description: Improved guns and suits, let's put some more shocks to the party.
Damage: 20 - 40, Firing Rate: Normal, Special: Lightning Lv2

Chief Tesla (Tier 4)
Description: Fancy and excellent for a line of zombies in the various distance. Feel the zap!
Damage: 40 - 60, Firing Rate: Normal, Special: Lightning Lv3

Bombard Squad
Private Bombard (Tier 0)
Description: An ex-stuntman from action movies. Very talented and experienced dead man walking
Damage: 10 - 20, Firing Rate: Slow, Special: None

Sergeant Bombard (Tier 1)
Description: Equipped with safety helmet to cover the exploding parts of zombies.
Damage: 20 - 30,
Firing Rate: Slow,
Special: None

Captain Stun (Tier 2)
Description: Extreme version and loves to create a stunning effect as well as stunning zombies.
Damage: 30 - 50, Firing Rate: Slow, Special: Area Stun Lv1

Colonel Stun (Tier 3)
Description: Level Up! Zombies are meant to be stopped with improved stun duration.
Damage: 50 - 75, Firing Rate: Slow, Special: Area Stun Lv2

Chief Stun (Tier 4)
Description: An extreme professional who uses mini nuclear for his daily routine.
Damage: 75 - 125, Firing Rate: Slow, Special: Area Stun Lv3

Captain Repulsor (Tier 2)
Description: Being a true fan of the iron armor, he invented a gun that shoots alike. Prefers knockback than stun.
Damage: 15 - 20, Firing Rate: Slow, Special: Force Back Lv1

Colonel Repulsor (Tier 3)
Description: Added some upgrades for the gun. Thanks to search engines, zombies get ready!
Damage: 20 - 25, Firing Rate: Slow, Special: Force Back Lv2

Chief Repulsor (Tier 4)
Description: Maybe he'll never be able to create iron armor, but at least he got this jet powered beam cannon.
Damage: 25 - 30, Firing Rate: Slow, Special: Force Back Lv3

List of Zombies on Zombo Buster
Zombie
Description: Normal zombie in a normal situation. Quite cute and not deadly.
Health: 60, Speed: Normal, Damage: 1

Girlhopper
Description: They don't walk, they hop and take very short time to reach any door.
Health: 70, Speed: Fast, Damage: 1

Big Lud
Description: Quite slow and quite strong, at least they can cover their friends behind.
Health: 260, Speed: Slow, Damage: 1

Fencer
Description: A little bit smarter than other, they bring fences to block special effect.
Health: 190, Speed: Normal, Damage: 1

Megaphone
Description: Comes in person but if you let them walk too long, they'll call friends.
Health: 180, Speed: Normal, Damage: 1

Azdol and Mevda
Description: Big one is slow, but small one aims for the elevator, don't let your guard down!
Health: 280, Speed: Slow, Damage: 1

Giganzom
Description: A friend of Big Dude in rugby costume. Nice defense and blocks more damage.
Health: 400, Speed: Slow, Damage: 1

Zwat Squad
Description: Infected special forces squad, they block special effect much long with their special shield.
Health: 350, Speed: Normal, Damage: 1

Zomhee
Description: Use both hands and feet to move, super quick and threatening.
Health: 160, Speed: Fast, Damage: 1

Gargantuan
Description: Mutated version with super defense, better get this one down first!
Health: 1450, Speed: Slow, Damage: 2

Daywalker
Description: A mutated version of zombie and much stronger than before.
Health: 120, Speed: Normal, Damage: 1

Ladyjumper
Description: A mutated version of Girlhopper, faster and more threatening.
Health: 140, Speed: Fast, Damage: 1

Gigaphone
Description: A mutated version of Megaphone, with superb cowardly skill.
Health: 230, Speed: Normal, Attack: 1

Zomhee Q
Description: A mutated version of Zomhee, seems like the most annoying enemy.
Health: 250, Speed: Fast, Damage: 1

Mevda
Description: Aim for the rightest unit and self-destruct when collides army!
Health: 110, Speed: Fast, Damage: 1

Steady Gang
Description: Makes you feel excited or bad anytime with the rhythm of the evil guitar!
Health: Unknown, Speed: Slow, Attack: Status Effect

Zakaki Davinci
Description: An Imaginist zombie, can do almost anything with his magical dead tablet.
Health: Unknown, Speed: Slow, Attack: Death Journal

Picici
Description: Usually zombies are brainless but not this one. Manipulates everyone including you!
Health: Unknown, Speed: Slow, Attack: Malfunction

Pokeaang
Description: A maniac of the red-white ball series! Beware of the balls!
Health: Unknown, Speed: Slow, Attack: Zomball

Hyper Genezuz
Description: The boss of zombies... NO INFORMATION, EXTRA CAUTION PLEASE!
Health: Unknown, Speed: Slow, Attack: Doom Rocket

List of Upgrades on Zombo Buster
Gunner Squad
Tax Free - Reduce base Gunner Squad's hiring fee by 10.
Alien Gun - Increase Gunner Squad's damage by 20%.
Headshot - Increase both squad chance to inflict critical/mini stun.
Antizombie Bullet - Increase Lethal Squad's critical damage and Immobilize Squad's mini stun last a little bit longer. Freeze or die?

Agent Squad
Physical Training - Extra 25% damage to every bullet shot by Agent Squad.
Gunplay - Increase Agent Squad's firing speed slightly.
Focus - Increase both squad chance to inflict lightning/mini push.
Turbo Mode - Improve Tesla Squad's lightning by 3 enemies and extra mini push distance for Assault Squad. Get away from my door!

Bombard Squad
Demon Gunpowder - Increase Bombard's Squad's hit radius.
Outrage - Increase Bombard Squad's damage by 20%.
Berserk - Increase chance to inflict stun/force back for both squad.
Heavy Buster - Stun Squad stuns for extra 0.5 sec, and Repulsor Squad knocks even further. Go home zombies!

Utilities
Bounty Cash - Earn 30% bonus cash from calling next wave.
Organization Treasury - Start up with extra 20% fund.
Leftover - Enemies killed will happily drop a little amount of bonus cash.
Life Insurance - Get extra 5 life points for all stages, thanks, Firebeast!

Bomb of Duty
Bomb Crafting - The art of bomb crafting, reduce Cooldown by 5 secs.
Radiation - Increase explosion radius.
Explosive Gas - Increase explosion damage by 25%.
Pyrotechnic - Add bonus stun effect for 1 sec, feel lagging zombies!

Time Machine
Stop + - Increase stop duration by 1 sec.
Turbo Battery - Reduce Cooldown by 10 secs.
Stop ++ - Increase stop duration by 2 secs.
Hypnosis - All stopped enemies receive 10% extra damage dealt, fever time!

Flamebot
Flamethrower + - Increase flamethrower damage by 25%.
Turbo Mechanic - Reduce Cooldown by 10 secs.
Flamethrower ++ - Increase flamethrower damage by 50%.
Burning floor - Cooking zombies? Impossible is nothing! Use this and you'll see the floor in fire as well as zombies on fire!


Recommended Build on Zombo Buster
1. Bounty Cash
2. Organization Treasury
3. Leftover
4. Demon Gunpowder
5. Outrage
6. Berserk
7. Heavy Buster
8. Bomb Crafting
9. Radiation
10. Explosive Gas
11. Pyrotechnic
12. Stop +
13. Turbo Battery
14. Stop ++
15. Hypnosis
16. Flamethrower +
17. Turbo Mechanic
18. Flamethrower ++
19. Burning floor
20. Life Insurance
21. Upgrade the rest in random order!

Walkthrough Guide on Zombo Buster
The only effective unit in the game goes to Bombard's Squad! Thanks to its area damage, it can clear swarm of zombies quickly unlike other solo targeted units. Simple math, if there are three zombies (there are usually a lot more), and the bombard unit does 10 damage, then it does 30 damage with every hit. On the other hand, the other two units shoot only one zombie at a time. For them to keep up, they'd need to do around 30 damage in the time it takes the bombard unit to shoot once. Bombard squad is OP! You will build as many Bombards as possible until all the elevators are full. Slowly and steadily upgrade them until you have 2 Chief Stun and 1 Repulsor in each elevator. This setup will work well with all stages, only if you follow my recommended build above! Else, you can also try 1 Bombard and 2 Agents. They are good except for the last stage. For those still have trouble, you can spam click a zombie to lower its health by a small bit. Get an auto clicker from the internet to click 100 times a second and bosses are a cakewalk.

Wednesday, 9 October 2013

Pre-Civilization: Stone Age: Walkthrough Guide

Pre-Civilization: Stone Age: Walkthrough Guide

List of Techs on Pre-Civilization: Stone Age
4000 - 1000k Years B.C.
Gathering
Description: Unlocks the activity 'Gathering': Each person makes 2 food, 10 people max.
Requirements: Nothing

Knowledge of Plants
Description: Gathering + 10 people max and + 1 food per person.
Requirements: Research Points 1, Gathering

Use of Fire
Description: Population + 5 maximum.
Requirements: Research Points 1.

Crude Stone Tools
Description: Unlocks the activity 'Stoneworking': Each person makes 3 production, 5 people max. Unlocks the building of dwelling.
Requirements: Research Points 1.

Fur Clothing
Description: Population + 10 maximum.
Requirements: Research Points 1, Crude Stone Tools.

Improved Stone Tools
Description: Stoneworking + 10 people max. Unlocks the building of workshop.
Requirements: Research Points 1, Crude Stone Tools

Hunting
Description: Unlocks the activity 'Hunting': Each person makes 3 food, 5 people max. Strength + 20%.
Requirements: Research Points 1.

Primitive Weapons
Description: Strength + 30%.
Requirements: Research Points 1, Hunting

1000 - 50k Years B.C.
Advanced Gathering
Description: Gathering + 30 people max.
Requirements: Research Points 1, 1000k Years B.C. and Knowledge of Plants.

Religion
Description: Unlocks the activity 'Worship': Each person makes 3 culture, 10 people max. Unlocks the building of Burial Place.
Requirements: Research Points 1, 1000k Years B.C. and Use of Fire.

Art
Description: Worship + 15 People Max
Requirements: Research Points 1, 1000k Years B.C. and Religion.

Building of Fire
Description: Population + 20 maximum.
Requirements: Research Points 1, 1000k Years B.C. and Use of Fire.

Shelter
Description: Population + 100 maximum.
Requirements: Research Points 1, 1000k Years B.C. and Building of Fire.

Advanced Stone Tools
Description: Stonework + 20 people max.
Requirements: Research Points 1, 1000k Years B.C. and Improved Stone Tools.

Thrown Weapons
Description: Strength + 50%.
Requirements: Research Points 1, 1000k Years B.C. and Primitive Weapons.

Trapping
Description: Hunting + 5 people max, and + 1 food per person. Unlocks the building of hunting camp.
Requirements: Research Points 1, 1000k Years B.C. and Hunting.

Captive Animals
Description: Hunting + 10 people max. Unlocks the building Storage.
Requirements: Research Points 1, 1000k Years B.C. and Trapping.

Fishing
Description: Unlocks the activity 'Fishing': Each person makes 3 food, 20 people max.
Requirements: Research Points 1, 1000k Years B.C. and Hunting.

50 - 4k Years B.C.
Agritculture
Description: Unlocks the activity 'Food Production', + 2 food per person, 200 people max.
Requirements: Research Points 1, 50k Years B.C. and Advanced Gathering.

Barter
Description: A passive growth of culture and production + 20%.
Requirements: Research Points 1, 50k Years B.C. and Agriculture.

Adornment
Description: Worship + 50 people max.
Requirements: Research Points 1, 50k Years B.C. and Art.

Pottery
Description: Population + 400 maximum.
Requirements: Research Points 1, 50k Years B.C. and Shelter

Architecture
Description: Population + 200 maximum. Unlocks the building Megalith.
Requirements: Research Points 1, 50k Years B.C., Shelter and Component Tools.

Cloth Outfit
Description: Population + 1000 maximum.
Requirements: Research Points 1, 50k Years B.C. and Fur Clothing

Component Tools
Description: Stoneworking +174 people max. Unlocks the building Palisades.
Requirements: Research Points 1, 50k Years B.C. and Stone Tools.

Ranged Weapons
Description: Strength + 100%.
Requirements: Research Points 1, 50k Years B.C. and Thrown Weapons.

Domestication
Description: Hunting + 100 Maximum.
Requirements: Research Points 1, 50k Years B.C. and Captive Animals.

Animal Husbandry
Description: Unlocks the activity 'Food Production', +3 food per person, 200 people max.
Requirements: Research Points 1, 50k Years B.C. and Domestication.

Fish Hooks
Description: Fishing + 40 people max, and + 1 food per person.
Requirements: Research Points 1, 50k Years B.C. and Fishing.

Fishing Nets
Description: Fishing + 120 people max and + 2 food per person.
Requirements: Research Points 1, 50k Years B.C. and Fishing Nets.

Social class
Description: Unlocks the building palace and possibility to win the game.
Requirements: Research Points 1, 50k Years B.C., Barter, and Architecture.

List of Buildings on Pre-Civilization: Stone Age
Dwelling
Description: Population + 10 maximum, + 20% to passive growth of culture and production.
Requirements: Technology: Crude Stone Tools, Production Points: 100.

Workshop
Description: Stonework production + 1 per person.
Requirements: Technology: Improved Stone Tools, Production Points: 400.

Hunting Camp
Description: Hunting + 10 people maximum, + 1 food per person to hunting.
Requirements: Technology: Trapping, Production Points: 800.

Burial Place
Description: Culture + 1 per person for worship.
Requirements: Technology: Religion, Production Points: 1400.

Storage
Description: Passive Growth of culture and production + 20%.
Requirements: Technology: Captive Animals, Production Points: 3000.

Palisade
Description: Strength + 200%.
Requirements: Technology: Component Tools, Production Points: 5400.

Megalith
Description: Worship + 125 people maximum stonework production + 2 per person.
Requirements: Technology: Architecture, Production Points: 7000.

Palace
Description: Beat the game.
Requirements: Technology: Social class, Production Points: 15000.

List of Evolutions on Pre-Civilization: Stone Age
Australopithecus
Description: Basic type of human-primate, no bonuses.
Requirements: None.

Homo Habilis
Description: An improved form of human-primate, culture bonus 20%.
Requirements: Production points 50.

Homo Erectus
Description: An improved form of human-primate, culture bonus 40%.
Requirements: Production points 1000.

Homo Heidelbergensis
Description: Primitive people, culture bonus 60%.
Requirements: Production points 2500.

Homo Sapiens
Description: Modern Humans, culture bonus 100%.
Requirements: Production points 12000.


Walkthrough Guide on Pre-Civilization: Stone Age
Notes
- First off, if the first event is an ice age, you aren't gonna win, so restart if ice hits early (finding a nut grove, on the other hand, is badass, to put it bluntly).
- You can ignore risk for at least most of the first age which means have no guards if you have population space, growth is much more important, but try not to underestimate the Barbarians later on, as they will wreck you if their stats are high.
- Cheat dumb barbarians when you can, as it results in no loss, which is quite precious.
- Despite the above tip, it's safe to have risk up to around 30-35%.
- The strength of your guards has nothing to do with neither the stats of barbarians or storms nor your odds of winning a fight against barbarians.
- Don't bother getting fishing. I'm not sure if it gets better than farming for a per worker rate, but you can grow fast enough without fishing.
- Once you hit a new age, you normally get a new boost in the pop cap, so get everyone on food jobs if you can once the pop cap increase comes.
- As a last resort against strong barbarians, if they're after your forest, maybe your desert, it's worth it to just surrender those lands, as the forest will be useless once you get farming (get both the techs for farming). You'll need the mountains, though, so do not let them take that, as barbarian land grabs are permanent, and every bit counts when you're shooting for palace building.
- If the barbarians eat your people, you may be able to recover if you have a lightning fast population growth speed.
- Other than that, victory rides heavily on luck, mostly the lack of an Ice Age, so one of the only ways to get the victory is keep trying and hope for better luck.

Strategy
The first tech you should get is the gathering boost (2 cherries). Getting hunting seems like a decent idea, but only opens 5 work slots instead of 10, so hold off on that for a little. The next most important thing to population growth is cultural growth for technology, but you don't unlock the desert until the next age, so you'll have to make due with getting Use Of Fire next for a higher pop. cap. I've tried stone tools early instead but having more people earlier pays off later, not to mention each person generates culture and production on their own, even guards. Stone tools are pretty important too, though, so get that as your third tech.

Once you start mining, work straight towards building Dwellings as soon as possible for an extra, much-needed pop cap increase, and grow the population from there. Cloth clothing can very much be worth it, so you might want to get Fur Clothing, but not if its right when the next age is about to happen; you'll want to save it for Religion. Then once hitting the next age, get Religion to boost your tech a lot, then Building of Fire for a pop cap increase, followed by getting Trapping asap since hunting becomes more efficient than gathering in the second age. You may also want to skip building a Workshop so you can build a Hunting Camp, it can help a ton.

From there, the idea is to grow as fast as possible, but do not totally neglect production, as starting early can be the difference between victory and failure. You know you should be doing well if you evolve to Homo-Erectus before the third age. A quick note about the third age: if you have tech spare points from not getting fishing which you shouldn't fish, then you should get Architecture right away to both massive boost production cap and have a nice pop cap increase, which should be well needed by now.

If you're doing an excellent job, you'll possibly have a totem pole in the desert, and have the farm entirely staffed by turn 85 or earlier, which is when you should work exclusively towards the palace. Keep upping mining tech if mountains are full. Also, you should consider boosting farming further level up Agriculture; that's what I did.