Friday, 25 December 2015

Bear in Super Action Adventure: Walkthrough Guide

Bear in Super Action Adventure: Walkthrough Guide

List of upgrades on Bear in Super Action Adventure
Character
Health - Increase max health points.
Cost: 50 / 100 / 200 / 400 / 800 / 1500 / 3000
Damage - Increase damage.
Cost: 50 / 100 / 200 / 400 / 800 / 1500 / 3000
Shooting Speed - Increase shooting speed.
Cost: 50 / 100 / 200 / 400 / 800 / 1500 / 3000
Movement Speed - Increase movement speed.
Cost: 50 / 100 / 200 / 400 / 800 / 1500 / 3000
Critical Strike - Increase chance for bullet to make double damage.
Cost: 50 / 100 / 200 / 400 / 800 / 1500 / 3000
Bullets Number - Increase number of bullets fired.
Cost: 1500 / 4000
Gold Magnet - Increase gold magnet range.
Cost: 50 / 100 / 200 / 400 / 800 / 1500 / 3000

Abilities
Power Shot - Fire powerful shot.
Cost: 1000 / 2500 / 4000
Shield - Makes bear immune to all damage. Higher level, lesser respawns time.
Cost: 500 / 1500 / 3000 / 6000
Blast - Casts powerful blast line.
Cost: 1500 / 3000 / 5000 / 8000


Recommended Build for Bear on Super Action Adventure
1. Health
2. Damage
3. Shooting Speed
4. Gold Magnet
5. Critical Stike
6. Shield
7. Bullets Number
8. Blast
9. Power Shot
10. Movement Speed (Optional)
11. Repeat!

Walkthrough Guide on Bear in Super Action Adventure
Well, that was neat for the 20-30 minutes it took to beat Bear in Super Action Adventure. All you have to do is basically upgrade your health first, because you are very squishy with 3 HP from the start and this game is quite bullet hell for the most part. After that focus on getting damage and shooting speed, which are essential to clear the stage and earn cash from killing monsters. Now upgrade your Gold Magnet, to minimize your movement and allow you to dodge projectile more quickly. Shield, Blast and Bullets Number are the most awesome upgrades you should get as early as possible. These three upgrades make things so much easier. Once you have them, this game will be a piece of cake! I know from experience, I didn't upgrade movement speed because I was quite comfortable with the speed. I am more confident and better at controlling slower movement; I can actually dodge, see where I'm going in a sea of bullets. I felt was a mistake at level 20, I maxed out Movement Speed to get everything maxed out! The movement was too fast and I can't beat last boss for a few tries, so think carefully before upgrade. The choice is yours. :)

Friday, 18 December 2015

Awesome Seaquest: Walkthrough Guide

Awesome Seaquest: Walkthrough Guide

List of Buildings on Awesome Seaquest
Oil Rig
Description: Drilling oil is how you earn money to spend on your military capabilities. Employ more riggers to get more oil out the well and earn more money. Riggers gain XP and level up as they work. Their health will refill when they level up. Overwork your riggers to earn money quicker, but make sure you keep and eye on their health.

Rigger
Cost: 75
Upgrade: 75 / 150 / 225 / 300 / 375 / 450 / 525 / 600 / 675

War Room
Description: Boffins work just like riggers, employ more to earn more resource, level up and over them to earn resource quicker. Spend your resource on special weapons to use during battle.

Boffin
Cost: 75
Upgrade: 75 / 150 / 225 / 300 / 375 / 450 / 525 / 600 / 675

Special Weapons
EMP - Stop baddies from attacking momentarily.
Cost: 75 Resource
Air Flack - Automatically attack air units.
Cost: 200 Resource
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Mines - Placed in water, destroys subs on contact.
Cost: 250 Resource
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Fog O' War - Baddies attack each other for a while.
Cost: 500 Resource
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Air Strike - Hit boats hard from the sky.
Cost: 300 Resource
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450

Special
Description: Give yourself an edge in battle by purchasing these special units. You can only own a limited number, so think carefully before buying, check the map first.

Units
Kamikaze - Weapon of last resort, will enter the battle once all options are exhausted.
Cost: 100
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Hacker Blimp - Hack coastal radio signals and earn extra money.
Cost: 200
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Prospector - Gather treasure from the sea bed and earn extra money.
Cost: 200
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Skip - Auto repair boats during battle, each repair cost money.
Cost: 250
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Tesla Boat - Attacks the enemy with a high power lightning strike.
Cost: 300
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450

Naval Base
Description: Buy and train your units for battle. New units can be unlocked after a successful battle. Military units gain XP and level up during battle.

Units
Scout - Weak all rounder.
Cost: 150
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Choppa - Strong against boats, weak against choppas, does not attack subs.
Cost: 250
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
AA Gun - Strong against choppas, weak against boats, does not attack subs.
Cost: 250
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Sub - Strong against boats, weak against subs, does not attack choppas.
Cost: 250
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450
Anti Sub - Strong against subs, weak against boats, does not attack choppas.
Cost: 250
Upgrade: 50 / 100 / 150 / 200 / 250 / 300 / 350 / 400 / 450

List of Upgrades on Awesome Seaquest
Buildings
Oil Rig - Upgrade to Lv. 2 / 3 / 4, add another tier to Oil Rig.
War Room - Upgrade to Lv. 2 / 3 / 4, add another tier to War Room.
Special - Upgrade to Lv. 2 / 3 / 4, add another tier to Special
Naval Base - Upgrade to Lv. 2 / 3 / 4, add another tier to Naval Base.

Specials
Hacker - Unlock Hacker to earn cash from wi-fi.
Prospector - Unlock Prospector to earns cash from gold.
Tesla - Unlock Tesla to attacks enemy units.
Skip - Unlock Skip to repairs units in battle.

Weapons
Mines - Unlock mines. Effective against subs.
Flack - Unlock flack. Effective against choppas.
Airstrike - Unlock airstrike. Effective against boats.
Fog of War - Unlock fog of war. Effective against all units.

Units
Choppa - Unlock unit, Choppa.
Submarine - Unlock unit, Submarine.
AA Gun - Unlock unit, AA Gun.
Anti-Sub - Unlock unit, Anti-Sub.


Recommended Build on Awesome Seaquest
1. Oil Rig Lv. 2
2. Oil Rig Lv. 3
3. Oil Rig Lv. 4
4. Naval Base Lv. 2
5. Submarine
6. Naval Base Lv. 3
7. AA Gun
8. Naval Base Lv. 4
9. Anti-Sub
10. Skip
11. Special Lv. 2
12. Mines
13. War Room Lv.2
14. War Room Lv.3
15. War Room Lv.4
16. Special Lv. 3
17. Special Lv. 4
18. Flack
19. Airstrike
20. Fog of War
21. Hacker
22. Prospector
23. Tesla
24. Choppa

Walkthrough Guide on Awesome Seaquest
To beat this little flash game in extreme mode, you will need a little planning and somewhat strategic with what order you should upgrade your buildings and units, especially in the beginning. You should start off by buying 3 Oil Riggers and overwork them as soon as possible and every time! Do not spend your gold on Boffins first. Then upgrade your Scout to level 3, then proceed to battle. Retreat when your units are low on health. Every time you won a battle, you have a point to upgrade your facilities, I will highly advise you to level your oil rig first because what is upgrades without gold, right? You can follow the recommended build above. With the extra money earned from battle, you should start purchasing more Scouts and upgrade them to Lv.5 or 6 slowly, also start buying more Boffins. You should have a smooth victory until you get your Lv. 4 Oil Rig.

After getting Lv. 4 Oil Rig, you can start building Naval Base first then Units. I like to unlock my first unit as Submarine first, AA Gun, Anti-Sub, then Choppa. The reason is Submarines are very nice early game, but late game is best fought using a mix of Anti-Air and Anti-Sub. Unlock Repair Boats aka Skip is a must! Hacker and Prospector might be a good option for the extra cash depends on you want to waste that early upgrade point on it or not, choose one only. Kamikaze and Teslas are not worth it because your goals are not wanted your units to get destroy during battles. Every single gold spent on upgrading is precious! Use at least 2 of the repair Boats, but having 4 is very nice. For me, I like to keep my army balanced, example if you have unlocked the AA Gun and the Submarine and you can have 8 units. Try to go for 3 AA Guns, 3 Submarines, and 2 Scouts. Then once you upgraded your Naval Base to Lv. 4, try and work for 4 Scouts, 4 AA Guns, 4 Subs, 4 Anti-Sub and at least 2 Repair Boats minimum. When the thing gets progressively tougher, make sure you always have 3 EMP attacks each turn. The best way to use EMP is when you noticed your units are low on Health, use it and retreat your unit. I find this more useful then randomly spamming EMPs. Fog of War is critical when you against the big bosses. I prefer to use the Fog of War because it hits on all types of units. Once you expanded your Fog of War, use your EMP. EMP and the fog are easily best specials in the game, the rest of them are good to have. Good luck!

Pro-Tip: Get the Oil Rig and War Room to level 2 as quickly as possible, when reached level 2 you can heal all the units (Oil Riggers/Boffins) on the tower with one click. This will save you a lot of time and stress.

Friday, 11 December 2015

Every Day The Same Dream: Walkthrough Guide

Every Day The Same Dream: Walkthrough Guide

Walkthrough Guide on Every Day The Same Dream
Dream #1: The Day He Went To a Cemetery.
"BEEP BEEP BEEP

The man just woke up. He could not believe that he just had a dream of his normal, yet very boring day. He was hoping that he could escape his boredom by dreaming, but he was working even in his dreams. Well, maybe he could personally do something else instead...

The man turned off the alarm, dressed up, talked with his wife, then rode the elevator. The same old lady was there, saying the same thing: "5 more steps and you will be a new person." When he got to ground floor, though, he decided to go left to the back of the building, instead of to the parking garage.

There, the man saw a homeless person. The man decided to talk to the homeless, and the homeless said: "I can take you to a quiet place." The man decided to tag along, wanting to be free from the monotony of the workplace, and the homeless led him to the cemetery."

Dream #2: The Day He Pets The Cow.
"BEEP BEEP BEEP

The man woke up. He felt that he just had the strangest dream, one where he decided to ditch work and talk to a homeless guy behind their apartment. While it may have been a dream, it felt different from his normal day, and he enjoyed that. The man dressed up, talked with his wife, got to the elevator, and talked to the same old lady. This time, she said something different: "4 more steps and you will be a new person".

When the man got to the ground floor, he checked the back alley again, but the homeless person in his dream was not there. He walked to the parking garage, but during his drive, he decided to stop the traffic behind him, get out of the car and walk out of the screen (either way). In a nearby grass patch, the man found a cow who was mulching on some grass. The man decided to pat the cow, then get back to work in his same boring cubicle. While he passed his boss though, the man noticed that their stock value has started to drop drastically in value."

Dream #3: The Day He Caught a Leaf.
"BEEP BEEP BEEP

"Another dream..." the man muttered to himself as he woke up. He dressed up and went on to his daily routines. When he talked with the old lady who always rides the elevator with him, she said this time: "3 more steps and you will be a new person."

The man checked behind the alley, but no homeless person. During his drive to work, the man looked out to see the same patch of grass he dreamed of, but he did not see a cow. When he parked his car though, he looked at the dangling leaf. Waiting for a while, the man saw as the leaf finally got dislodged from the tree from all the wind, and the leaf started to fly away. Reacting quickly, the man caught the leaf, which was more interesting than work. Then the man remembered about his job, and rushed to his cubicle. As he ran in and got another late lecture by his boss, he saw the stock charts again: they just kept falling."


Dream #4: The Day He Went To Work Nude.
"BEEP BEEP BEEP

After waking up to realize that it was another dream, the man thought that this might also be a dream. To test this, the man decided not to wear his professional attire. His wife simply said, "Dress up; you're late." The old woman who always rode the elevator with him simply said: "2 more steps, and you will be a new person."

While the man was getting to work, he looked for any evidence of what happened in his prior dreams, and he realized that none of them exist. When he got to work, the boss was furious when he saw that the man was not wearing a tie, and instantly said: "What? Where is your tie?" Behind the boss was the company's stock chart, showing that they were dropping even lower. Before the man had any chance to say anything, the boss said: "You are fired!" "

Dream #5: The Day He Decided To Die.
"BEEP BEEP BEEP

The man woke up, knowing that what he had was just another dream. He didn't know whether he was still in a dream or not, but he knew that he did not want to go back to work today. Just about anything was better than sitting in his cubicle all day, endlessly clicking a mouse. The man thought about what else he could do, when it dawned on him that his cubicle was right next to the stairs to the roof of the company. He shivered at that thought, afraid of what he was planning on doing, but after thinking about it a lot, he decided that this was the only way to get out of doing the same things over and over again.

So the man dressed up, and did his daily routine. He talked with the old lady on the elevator, who said "One last step and you will be a new person." The man looked for anything from his previous dreams, but again, he found that they all disappeared from his normal life. Once at his office, he met the boss again in front of the company's dwindling stock charts, and instead of sitting in his cubicle, the man kept walking right to the edge of the roof, placed his briefcase down, stood on the railing, then fell to his death."

Dream #6: The Day He Was a New Person.
"BEEP BEEP BEEP

The man woke up. He was hoping that his last dream was a reality - at least it meant that he no longer was chained by the dreadfulness of reality. He has had so many dreams within dreams that he could no longer tell whether this was a dream or not, but even if it was a dream, he could not think of another way to break up the monotony of his everyday life. Giving up, the man decided to dress up, and go to the kitchen to start another dreary day.

Except when he entered the kitchen, his wife was no longer there. The man was surprised - his wife was very loyal to him, and even though she was a part of his monotonous day, he felt incomplete without her there. The man kept going, hoping to talk to the old lady who rode with him in every dream, but even she was not there. The man started to really panic when he noticed that alongside everything that he dreamed about, everyone else that was usually a part of his everyday life simply disappeared. Even his boss and his coworkers disappeared, only leaving behind a stock market chart that showed that the company has gone bankrupt. The man kept walking to the roof, and saw another person that looked just like himself standing on the railing of the roof. Just as the man walked up to him, he saw the other man fall to his death..."

Friday, 4 December 2015

Trigger Knight: Walkthrough Guide

Trigger Knight: Walkthrough Guide

List of Items on Trigger Knight
Weapon
Lv1: Dagger (216 Atk), Cost: 0
Lv2: Sword (303 Atk), Cost: 236
Lv3: Rapier (390 Atk), Cost: 272
Lv4: Falchion (477 Atk), Cost: 308
Lv5: Katana (564 Atk), Cost: 344
Lv6: Flamberge (651 Atk), Cost: 380
Lv7: Zweihander (734 Atk), Cost: 416
Lv8: Broad Kris (825 Atk), Cost: 452
Lv9: Excalibur (912 Atk), Cost: 488
Lv10: Astral Sword (999 Atk), Cost: 524

Armor
Lv1: Clothing (1908 HP), Cost: 0
Lv2: Protector (2807 HP), Cost: 204
Lv3: Breastplate (3706 HP), Cost: 258
Lv4: Chainmail (4605 HP), Cost: 312
Lv5: Fullplate (5504 HP), Cost: 366
Lv6: Samurai Plate (6403 HP), Cost: 420
Lv7: Valkyrie Garb (7302 HP), Cost: 474
Lv8: Odin Garb (8201 HP), Cost: 528
Lv9: Avaion (9100 HP), Cost: 582
Lv10: Astral Armor (9999 HP), Cost: 636

Consumables
Elixir - Restore health, Cost: 150
Gold Voucher - 1000% Gold, Cost: 500
Divine Edge - 10000% Damage, Cost: 200
SoulShrine - Extend Lifespan, Cost: 50 + 70n

List of Monsters on Trigger Knight
Wolves - Attack: High, Def: Low
Goblin - Attack: Medium, Def: Medium
Golems - Attack: Low, Def: High
Dragons - Attack: High, Def: High


Walkthrough Guide on Trigger Knight
To successfully slay the dragon, you will need to start the game off correctly. By properly, I mean buy the first weapon upgrade as soon as it shows up! While armor upgrades are superior over sword upgrades, they fully restore your health as well aside increasing max HP. Save money by not purchasing armor first. It's best to hit the Armorsmith after a battle when you're low on health and you know there is no option left. I always budget a minimum of 4 attacks from the enemy and assume that he will hit 5-10% harder than the last enemy. Use the Soul Shrine when you are low on Life Span around 20%-ish. If you have a good sense of timing, wait until the last second to use it to maximize the duration of your new Life Span by making it start later.

I cannot stress the usefulness of Gold Vouchers enough. But saving up for a Gold Ticket early can cost you a short game or give you a very long one, which is a gamble. One good way to use your Gold Voucher is by using up your Elixir during battle regardless of health if you see the voucher coming and having enough gold once you reached that turn. Then, during next battle, you will have as much health to fight the monsters when you use your Voucher on. With the extra gold earned, prioritize weapon upgrade first, then one stock elixir. Only use armor upgrades only if your health is low. If you encounter more vouchers along the way again, this time, you can choose to buy armor to restore your health if drop below half. Avoid overwriting items by using them before buying others; they don't stack either.

After Day 8, never go into a battle without an item. This is when Dragons start appearing, though I don't usually encounter one until about Day 10. The easiest way to defeat one is to use the Divine Edge item. If you don't have that, then you'd better have an Elixir. Keep an eye on your health, but also watch how much damage you take from each hit. Use it at the last second or if you don't have enough to survive another hit, you'll have a chance at slaying the beast.

Friday, 27 November 2015

DuBlox: Walkthrough Guide

DuBlox: Walkthrough Guide

Walkthrough Guide on DuBlox
Stage 1
Up, Right8, Up

Stage 2
Down, Right, Down5, Left2

Stage 3
Left, Up, Right3, Up, Right, Up, Right, Down, Left, Down5, Left

Stage 4
Up2, Left3, Down, Left, Down, Right, Up, Right, Down, Left, Down3, Right, Down

Stage 5
Up, Left, Down, Right, Up, Right3, Up, Right, Down, Left, Up, Right4, Up, Left

Stage 6
Down, Right, Down5, Left, Down2, Left, Up, Right2, Up5, Left, Up

Stage 7
Down, Left, Up2, Left, Down

Stage 8
Right, Down, Left, Up, Right, Down, Left, Up5, Right3, Down, Right2, Down, Right, Down

Stage 9
Right2, Up2, Right2, Down, Right2, Up, Left3, Up, Right

Stage 10
Down2, Right2, Down, Right, Up, Right, Down, Left2, Up, Left, Down, Left, Up, Left2, Down3, Right, Down

Stage 11
Up, Right, Down, Left, Up, Right6, Up, Right, Down, Left, Up2, Left, Down, Right, Up

Stage 12
Down, Right, Up, Right, Down, Left, Up, Right, Down6, Left3, Down, Right, Up, Left

Stage 13
Left, Up, Right4, Down4, Left, Up, Right, Up4, Left, Down, Right, Down5, Left

Stage 14
Up2, Left3, Down3, Right, Up2, Left, Down, Right, Down, Left, Down3, Right, Down

Stage 15
Right, Down, Left, Up, Right, Down4, Right, Up2, Left, Down, Right, Up, Left, Up, Right, Down5, Right, Up

Stage 16
Down, Right, Down6, Left, Up2, Left, Down, Left2, Up5, Right3, Up

Stage 17
Down, Right, Up, Left, Down3, Right, Up3, Left2, Down, Right, Up, Left, Down, Right, Down

Stage 18
Down3, Right, Down2, Left, Up4, Left, Down, Right, Up, Left, Up, Right, Down2, Left, Up, Right5, Down3, Left, Down2, Left, Down, Left

Stage 19
Right, Down, Right, Down, Right, Down, Right, Down, Left, Up2, Left, Up, Right, Down, Right, Down

Stage 20
Right, Down, Right, Up, Right, Down, Right, Up, Right

Stage 21
Down2, Right3, Up, Left, Down, Right, Down

Stage 22
Down, Right2, Down, Right, Down, Left, Down2, Right, Up, Right2, Up2, Right, Up, Left, Down2, Left, Down, Left2, Up, Left3

Stage 23
Up, Left, Up, Right, Down, Right5, Left5, Up, Left, Down, Right, Up, Right3, Up, Right2, Down, Left, Up, Left

Stage 24
Right2, Up, Down, Right3, Up, Left, Down, Right3, Down2, Left, Up, Right, Up2, Right


Stage 25
Up, Right, Up, Right, Up, Left2, Up, Left, Right, Up, Right3, Down, Left, Down, Left, Down, Right2, Down, Left

Stage 26
Right, Up2, Right, Up2, Left, Up, Left, Up, Left, Down, Right2, Up2, Right2, Down2, Right, Up, Left, Up2, Down4, Left2, Down2

Stage 27
Right3, Up2, Right2, Up, Left, Down2, Right, Down3, Left2, Up6, Left2, Down2, Left

Stage 28
Up3, Right3, Down, Left, Up3, Right, Up, Left, Right2, Down2, Right, Down3, Left2, Up3, Right2, Up, Right2, Up2

Stage 29
Up4, Right, Down, Left, Down, Right, Up2, Right3, Down, Right, Down, Left, Down3

Stage 30
Left, Up, Left, Right, Up, Right3, Down, Left, Right, Down3, Left, Down, Left, Right, Up, Left4, Up6, Right, Up, Right, Left, Down, Right4, Up, Left2, Down, Right, Down2, Right

Stage 31
Down2, Left2, Up, Right, Up2, Right, Down, Right3, Left, Down, Right2, Down, Left2, Up, Right

Stage 32
Right, Up2, Right, Up2, Left, Up, Left, Up, Left, Down, Left, Right3, Up2, Right2, Down2, Right, Up, Left, Up2, Down4, Left2, Down2, Left, Down, Right

Stage 33
Up, Right, Up, Right4, Up2, Left2, Right2, Down4, Left2, Right2, Up2, Left4, Down, Left, Down, Right2, Down, Right, Up5, Left, Down, Left2

Stage 34
Down2, Up2, Left5, Up, Right, Down2, Left2, Right2, Up3, Left, Down2, Right, Down4, Right2, Up, Right2

Stage 35
Right6, Up2, Left, Down, Left2, Up, Right, Down2, Right4

Stage 36
Up, Left, Up, Right, Down2, Right, Up2, Right, Down3, Left, Right, Down, Left, Down, Left, Down, Right, Up, Right, Down, Left, Up2, Right2, Down, Left2, Up, Left, Right, Up, Left, Down, Left, Down, Right2

Stage 37
Right, Up4, Right2, Up, Left, Up2, Left4, Down2, Left, Down, Right2, Down, Right, Down, Up, Left

Stage 38
Right3, Down, Left2, Up, Right, Down, Right2, Up, Right2, Up, Right, Up, Right, Up, Left, Down, Left, Down, Right, Up, Right, Up, Down, Left

Stage 39
Right, Down, Right, Down2, Left3, Right3, Up2, Left, Up, Right, Down2, Right, Down, Left3, Down3, Right, Up, Left, Up2, Right9

Stage 40
Left, Up, Right2, Up, Right, Up, Left, Down, Left2, Up, Right, Down2, Left2, Right2, Up2, Left, Down, Right2, Down, Right, Down, Right, Up, Right, Down, Left3

Stage 41
Up4, Right

Stage 42
Down, Right2, Down, Right, Up, Left2, Up2, Right2, Up3, Left, Down, Right3, Up, Left2, Down, Right3, Down, Right2

Stage 43
Up2, Left, Down, Right, Down4

Stage 44
Right, Up2, Right2, Down2, Left, Down2, Left, Right, Up2, Right, Up, Down, Up, Right, Down2, Right, Up, Down2, Left2, Down2, Left2, Up4, Left

Stage 45
Up, Left, Up, Left2, Up2, Right3, Up, Right2, Up, Left, Down, Left2, Down, Left, Up, Left, Down, Right3, Down2

Stage 46
Up4, Right3, Down, Right, Down2, Left, Up, Left3, Up4, Right3, Up, Right

Stage 47
Right3, Down, Left2, Up2, Down, Left, Up2, Left, Right, Down2, Left4, Down2, Left, Up, Right, Down, Up, Left, Down, Right, Up2, Right, Down, Left, Down, Right3, Down3, Right, Up, Left, Down

Stage 48
Right, Down, Right2, Up, Right2, Up

Stage 49
Up2, Right, Down, Right, Up, Right, Up

Friday, 20 November 2015

Death Valley: Walkthrough Guide

Death Valley: Walkthrough Guide

List of Upgrades on Death Valley
Slash Boost Power
Max Boost Damage: 3 / 6 / 10 / 14 / 19 / 26 / 35 / 53 / 75
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 3200 / 5000

Weapon Power
Damage: 4 / 7 / 10 / 16 / 22 / 27 / 32 / 38 / 44
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000

Weapon Cooldown
Cooldown Sec: 3.2 / 3 / 2.8 / 2.6 / 2.4 / 2.2 / 2 / 1.8 / 1.6
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000

Health Points
Health: 40 / 50 / 60 / 85 / 120 / 185 / 250 / 320 / 400
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000

Regeneration Speed
Regen Sec: 0.8 / 1.3 / 2 / 3 / 4 / 5 / 6 / 7 / 8
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000

Critical Hit
Percent per hit: 0 / 2 / 4 / 7 / 10 / 13 / 17 / 20 / 25
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000

Loot Bonus
Gold Percent: 100 / 105 / 110 / 116 / 124 / 138 / 150 / 200 / 300
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000

Mana Regeneration
Regen Sec: 1 / 1.05 / 1.1 / 1.16 / 1.24 / 1.35 / 1.5 / 1.8 / 2.1
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000

Spell Damage
Spell Damage: 15 / 20 / 30 / 45 / 65 / 90 / 120 / 155 / 190
Cost: 0 / 300 / 550 / 850 / 1200 / 1750 / 2200 / 2900 / 4000


Recommended Build on Death Valley
1. Loot Bonus
2. Weapon Power
3. Slash Boost Power
4. Health Points
5. Regeneration Speed
6. Spell Damage
7. Mana Regeneration
8. Weapon Cooldown *Optional*
9. Critical Hit *Optional*
10. Repeat!

Walkthrough Guide on Death Valley
Death Valley is all about getting the right upgrades to survive the death valley. I will almost get Loot Bonus first because gold is accumulated based on killing the monsters. The more monsters you kill, the more gold you get based on your Loot Bonus. Then I like to go for weapon Power and Slash Boost Power for damage. Pretty straightforward. Then I will need survivability to last me through the levels, Health Points, and Regeneration is necessary as soon as the monsters can 2 hit KO you. Then after that go for Spell Damage along with Mana Regeneration. It is optionally not needed to upgrade Weapon Cooldown and Critical Hit because the benefits aren't as significant as those upgrades I've mentioned. You can skip them until you maxed out all the upgrades. To defeat stage 40, you will need to be in full health, and know when to use your spell, try to hit at least two or more monsters as much as possible. Remember to spam click to gain the Slash Boost Power!

Note that when a character is dead, it only revives half the health. To gain full health, you need a little work. After you revived the monsters won't come out immediately, you will regenerate some health during this period. Then when you start fighting the first monster, click the upgrade button and press the main menu button. You will return to the menu page, then press start game again. You should notice that your health is based on the moment you exit the game. Repeat a few times, then attempt stage 40. Good luck! :)

Friday, 13 November 2015

Grab Them By The Eyes: Walkthrough Guide

Grab Them By The Eyes: Walkthrough Guide

Walkthrough Guide on Grab Them By The Eyes
There's some mechanics you need to learn the hard way. Most importantly, the card prices are reduced every turn. The cards always cost, in order from left to right, 10, 20, 30, 40, 50. So going to buy expensive cards is worse than waiting for them to get cheaper. If a player spends all their money, the opponent can keep buying the leftmost card, getting every card for $10 each. Secondly, each team gets $50 every day to spend on punch cards, but you also try to keep any leftover money from the previous day. That gives even more advantage to buying cheap. Thirdly, the IA always tries to buy additional frames first which is a bad strategy. It will tend to always cost them more $20, if they were to pick it first. Then, with whatever money remaining, they can only buy the leftover cards. The AI really overvalues them, but do not get me wrong. Buying extra frames can be the key to win, as long you are buying the additional frame cheap! Also, making sure you have an extra set of messages, effects, borders and colors to equip on, even if everything is only worth 1. My strategy to win is basically buying a lot of cards at the $10 first. Then I built up a margin of at least 10-15 at the beginning of the game, so when they started to get more customers than me it wasn't enough for them to beat me overall. Luck does plays a significant role in this flash game.

Friday, 6 November 2015

Tequila Zombies 3: Walkthrough Guide

Tequila Zombies 3: Walkthrough Guide

List of Weapons on Tequila Zombies 3
Cold Weapon
Melee
Damage: 1, Fire Rate: 1.5, Ammo: 5, Cost: Free
Axe
Damage: 1.5, Fire Rate: 1.5, Ammo: 5, Cost: 270
Katana
Damage: 3, Fire Rate: 2, Ammo: 5, Cost: 1600
Sledgehammer
Damage: 4, Fire Rate: 1, Ammo: 5, Cost: 2600

Handguns
Colt 1911
Damage: 1, Fire Rate: 2, Ammo: 1.5, Cost: Free
Magnum
Damage: 2, Fire Rate: 1.5, Ammo: 1, Cost: 650
Mauser
Damage: 2, Fire Rate: 2, Ammo: 2.5, Cost: 1750
Desert Eagle
Damage: 3, Fire Rate: 2, Ammo: 2.5, Cost: 2300

Shotguns
Sawed-Off
Damage: 2.5, Fire Rate: 1, Ammo: 1.5, Cost: Free
Mossberg
Damage: 2.5, Fire Rate: 1, Ammo: 2.5, Cost: 900
USAS12
Damage: 4, Fire Rate: 2.5, Ammo: 3, Cost: 2100
Jackhammer
Damage: 4, Fire Rate: 4.5, Ammo: 3.5, Cost: 2500

SMG
MicroUzi
Damage: 1, Fire Rate: 4, Ammo: 4.5, Cost: 450
Tec9
Damage: 1.5, Fire Rate:4, Ammo: 4.5, Cost: 1350
UMP
Damage: 2, Fire Rate: 4, Ammo: 4, Cost: 1700
FN90
Damage: 2.5, Fire Rate: 5, Ammo: 5, Cost: 2100

Explosives
M79
Damage: 4, Fire Rate: 1, Ammo: 1, Cost: 2050
GM94
Damage: 4, Fire Rate: 2.5, Ammo: 2.5, Cost: 2250
Hawk MM1
Damage: 4, Fire Rate: 3, Ammo: 3.5, Cost: 2600
Guitar
Damage: 5, Fire Rate: 3, Ammo: 2, Cost: 3000

Sniper Rifles
Springfield
Damage: 3, Fire Rate: 1.5, Ammo: 2, Cost: 1800
MSG90
Damage: 3, Fire Rate: 2, Ammo: 3.5, Cost: 1950
Dragunov
Damage: 3.5, Fire Rate: 2, Ammo: 2.5, Cost: 2400
M95
Damage: 5, Fire Rate: 1.5, Ammo: 2, Cost: 2700

Assault Rifles
L85
Damage: 2.5, Fire Rate: 3.5, Ammo: 4, Cost: 1800
M16A2
Damage: 3, Fire Rate: 3.5, Ammo: 4, Cost: 2100
Ak47
Damage: 3.5, Fire Rate: 3.5, Ammo: 4, Cost: 2300
HKG36C
Damage: 4, Fire Rate: 4, Ammo: 4, Cost: 2900

Armor
Green
Block: 2, Cost: 320
Yellow
Block: 3, Cost: 1450
Red
Block: 4, Cost: 1800
Blue
Block: 5, Cost: 3200

List of Magazines on Tequila Zombies 3
VHM Magazine #1 - Unlocks 3rd slot.
VHM Magazine #2 - Use two small guns.
VHM Magazine #3 - Start with ammo.
VHM Magazine #4 - Longer Chili time.
VHM Magazine #5 - Unlocks 4th slot.
VHM Magazine #6 - Max ammo increased.
VHM Magazine #7 - Extra cold arm damage.
VHM Magazine #8 - More money drop.
VHM Magazine #9 - Piercing bullets.
VHM Magazine #10 - Start with tequila.
VHM Magazine #11 - Regeneration.
VHM Magazine #12 - Superpowers restore health.

All Secret Magazines Location on Tequila Zombies 3
1. Abandoned Miners Rush - Checkpoint 5/8: Pit of Rats
- Do not jump down first, go the right and notice the skeleton. There is a magazine hanging on the skeleton.
2. Ghost Town - Checkpoint 2/8: Gasoline Storage
- Before entering the house, search the broken barrel.
3. Ghost Town - Checkpoint 5/8: Main Street
- Do not exit the inn once you finish clearing the inn. Search room 204, you can find one magazine under the bed at far left.
4. Classified Object - Checkpoint 1/8: Dead Ranger Assault.
- It is in the third part of this checkpoint. It is on top one of the US Army boxes.
5. Classified Object - Checkpoint 4/8: Restricted Area
- It is in the third part of this checkpoint. Search an opened box lying sideway; there is one magazine inside.
6. Classified Object - Checkpoint 5/8: The Lab
- Clear the first part first. Don't drop down, instead go right through the tunnel. Then clearing 3 parts, walk the way to the end. There is a magazine on the floor beside the locker.


Recommended Build on Tequila Zombies 3
Miguel
Cold Weapon - Katana
Shotguns - Jackhammer
SMG - FN90
Explosives - Hawk MM1
Armor - Blue

Jaqueline
Cold Weapon - Katana
Handguns - Desert Eagle
SMG - FN90
Sniper Rifles - M95
Armor - Blue

Jeff
Cold Weapon - Katana
Handguns - Desert Eagle
Shotguns - Jackhammer
Assault Rifles - HKG36C
Armor - Blue

Walkthrough Guide on Tequila Zombies 3
Tequila Zombies 3 is almost nothing new compared with the previous two. You would get used to the playing style almost immediately if you completed it before. Unlike the previous two, this time, you will need to collect ammo to use your weapons. They can be carried forward to the next checkpoint. However, this game is slightly harder than the previous two. You can try saving some ammo, but I do not see a need because the ammo is dropped quite abundantly. I didn't have any issue with the ammunition except the beginning of the first stage. Saying so, please still aim before you shoot. They will run out very soon if you keep consuming the ammunitions without a purpose. Collect tequila and only use your super powers, when you are unable to handle the situation due to zombies clustering. This could save your life in desperate times.

For me, I like to play Jaqueline. Mainly because of its Sniper Rifle, M95. It is one of the best weapons in the game which can kill 8 zombies with 1 piercing shot. The only downside is the slow firing rate. Jeff is also not bad, his Shotgun and Assault Rifles perform decently almost throughout the game. But, I dislike his super powers; In the beginning stage usually the cheaper power move is better than transforming because it installs all weaker enemies, while the transformation makes you run around and do it manually. In the second stage, the transformation is better because a lot of the enemies have enough health to survive the weaker attack. However, in the third stage all of the acid and powerful enemy projectiles make the transformation a lot less valuable as it doesn't offer protection and by then your guns are doing about as much damage as your claws. Miguel is okay, but I do like to use explosive weapons. You can use any characters to finish the game. But based on my opinion, Jacqueline is the best, follow by Jeff then Miguel.

Friday, 30 October 2015

Tequila Zombies 2: Walkthrough Guide

Tequila Zombies 2: Walkthrough Guide

List of Weapons on Tequila Zombies 2
Small Guns
Beretta
Tier: 0, Damage: 1, Fire Rate: 3, Ammo: 2, Cost: Free
Colt Anaconda
Tier: 1, Damage: 2, Fire Rate: 2, Ammo: 1.5, Cost: 1,000
Desert Eagle
Tier: 2, Damage: 3, Fire Rate: 2, Ammo: 2, Cost: 4,000
Ingram
Tier: 2, Damage: 2, Fire Rate: 3, Ammo: 2.5, Cost: 4,500

Tools
Circular Saw
Tier: 0, Damage: 2, Fire Rate: 5, Ammo: 2, Cost: 1,000
Chain Saw
Tier: 1, Damage: 2.5, Fire Rate: 5, Ammo: 2.5, Cost: 2,000
Stake Hammer
Tier: 2, Damage: 4, Fire Rate: 5, Ammo: 3.5, Cost: 7,000
Brushcutters
Tier: 2, Damage: 4.5, Fire Rate: 5, Ammo: 3, Cost: 7,500

Long Arms
Shot Gun
Tier: 0, Damage: 3, Fire Rate: 2, Ammo: 3.5, Cost: 2,000
Wingchester
Tier: 1, Damage: 3.5, Fire Rate: 1, Ammo: 2, Cost: 3,500
Combat Shotgun
Tier: 2, Damage: 4, Fire Rate: 4, Ammo: 3, Cost: 12,000
M95
Tier: 2, Damage: 5, Fire Rate: 1, Ammo: 2, Cost: 10,000

Automatic
MP5
Tier: 0, Damage: 2, Fire Rate: 2, Ammo: 2, Cost: 2,000
Tommy Gun
Tier: 1, Damage: 2, Fire Rate: 3, Ammo: 4, Cost: 4,000
AK47
Tier: 2, Damage: 4, Fire Rate: 4, Ammo: 3, Cost: 8,000
M4A1
Tier: 2, Damage: 3, Fire Rate: 4.5, Ammo: 4.5, Cost: 8,300

Explosives
M79
Tier: 0, Damage: 3.5, Fire Rate: 1, Ammo: 1, Cost: 8,000
Milkor
Tier: 1, Damage: 4, Fire Rate: 2.5, Ammo: 2, Cost: 12,000
Cluster Launcher
Tier: 2, Damage: 4.5, Fire Rate: 3, Ammo: 2, Cost: 20,000
Guitar Launcher
Tier: 2, Damage: 5, Fire Rate: 2.5, Ammo: 2, Cost: 23,000

Armor
Type I
Tier: 0, Block: 1, Cost: 5,000
Type II
Tier: 1, Block: 2.5, Cost: 8,000
Type III
Tier: 2, Block: 5, Cost: 12,000

Special
Minigun
Tier: 3, Damage: 5, Fire Rate: 5, Ammo: 3, Cost: 30,000
Lightning Gun
Tier: 3, Damage: 5, Fire Rate: 5, Ammo: 2, Cost: 30,000


Recommended Build on Tequila Zombies 2
Small Guns
1. Colt Anaconda
2. Desert Eagle

Tools
1. Circular Saw
2. Chain Saw
3. Stake Hammer

Long Arms
1. Shotgun
2. Winchester
3. M95

Automatic
1. MP5
2. Tommy Gun
3. M4A1

Explosives
1. M79
2. Milkor
3. Cluster Launcher

Armor
1. Type I
2. Type II
3. Type III

Special
1. Minigun
2. Lightning Gun

Walkthrough Guide on Tequila Zombies 2
Tequila Zombies 2 is kindof hampered. Hindered by the fact that the weapon unlocks system is flawed. I think the drops are determined by what is unlocked, with no regard for what has been unlocked. So if you have 4 weapons unlocked, and you kill 20 enemies, you will get one of each gun. But if you have unlocked with just a pistol and a minigun and then kill 20 enemies you get 2 pistols and 2 miniguns. Plus, it is more beneficial to get just pistol upgrades, so you duel wield. So I only unlocked pistols and minigun. The result was no low-level guns and tons of miniguns. After I had beaten the game with just miniguns and pistols I unlocked the other guns, and the game did become more fun, but it also became way harder. This is one way you can finish this game.

If not, you can follow one 'tech tree' at a time. For example, don't buy one of each gun first. Concentrate get a Tier 2 Pistol first, then consider purchasing other weapons like Automatic. This will be harder and more grindy, but you can use more weapons rather than just pistol and Minigun. During the battle when you grab a pistol, try to empty the clip before grabbing the second one which you will dual wield, and always dual wield when you do grab a pistol. Explosives were particularly good for groups and tougher enemies, but I found the auto weapons to be the best all round. Long Arms are also good at clearing Waves. Always try to aim high, never too low. If not, they will still be alive, crawling after you shoot them. Then remember that sword won't work on flying units, so always use a gun. Most bosses have very simple sets of moves, which you can use to your advantage. You can dodge under robocop's bullets for free hits, but get out before he pummels you in close quarters.

Friday, 23 October 2015

Tequila Zombies: Walkthrough Guide

Tequila Zombies: Walkthrough Guide

List of Weapons on Tequila Zombies
Melee
Machete - Cost: 0
Axe - Cost: 1,500
Stake Hammer - Cost: 10,000
Chainsaw - Cost: 30,000

Handgun
Beretta - Cost: 0
Colt - Cost: 2,500
Glock 17 - Cost: 5,000
Desert Eagle - Cost: 10,000

Sub-Machine Gun
Ingram - Cost: 2,000
MP5 - Cost: 4,000
Tommy Gun - Cost: 7,000
FN 90 - Cost: 10,000

Shotgun
Ruger - Cost: 2,000
Remington - Cost: 3,500
H&K Caws - Cost: 10,000
Jack Hammer - Cost: 20,000

Rifle
Wingchester - Cost: 2,500
Styre Scout - Cost: 4,500
MSG 90 - Cost: 10,000
M9S - Cost: 30,000

Heavy Machine Gun
Ak 47 - Cost: 4,000
M4 - Cost: 7,000
Mb0 - Cost: 20,000
Minigun - Cost: 40,000


Recommended Build on Tequila Zombies
1. Axe
2. Colt
3. Stake Hammer
4. Ak-47
5. Winchester
6. M4
7. Styre Scout
8. Mb0
9. MSG 90
10. Minigun
11. M9S
12. Glock 17
13. Desert Eagle
14. Buy any weapons you like! :)

Walkthrough Guide on Tequila Zombies
In Tequila Zombies, ammunition is not collectable. The "use it or lose it" attitude on guns is making the game very luck-based, even at maximum upgrades; if you're unlucky enough not to have any weapon crates drop when a boss shows up, you will die. I will pick up Rifle or Heavy Machine Gun then slowly kill enemies and conserve ammo until you find the next crate that is either Rifle or Heavy Machine Gun. Once you know, you can a crate you safely pick up, use up all your remaining bullets in your current weapon before the threat disappears. Then repeat the process by conserving bullets again... If you are doing it right, you can finish the game before getting Minigun and M9s. I prefer Stake Hammer over Chainsaw because Chainsaw seems to do minor damage, but faster compared to Stake Hammer. Honestly, in a lot of situations, it's barely better than the stake hammer. You can run into a crowd and where the stake hammer would kill many of the zombies in one hit a bunch of them get off a single shot when using the chainsaw. And for some reason, Chainsaw caused my game to lag, so Stake Hammer is better.

For first two bosses, the minute you don't have any weapon crates drop when he shows up; you will be dying. That's why I invested only on Stake Hammer, Desert Eagle, Minigun, and M9S. The melee weapon and pistol are mandatory so they can't be helped. So, this will give you 66% chance of getting a Heavy Machine Gun and Rifle during weapon drops, making the first two boss fights more advantageous. Try not to run past him as much as possible; you will confirm get hit by him. Then the Final Boss, you can completely avoid his attacks by running past him straight without any worries. His punch attacks are too delayed to hit you, and the beams you can easily avoid when timed correctly.

Friday, 16 October 2015

Last Town: Walkthrough Guide

Last Town: Walkthrough Guide

List of Mayor on Last Town
Javlineer
+ 10% damage for all units.
Blacksmith
+ 10% defense for all units.
Cleric
+ 2% health regen for all units.

List of Town Perks on Last Town
Musket - Kills up to 1 / 2 / 3 / 4 / 5 Zombie that would overrun the town.
Courage - Townsfolk gain extra 10 / 15 / 20 / 25 / 30 % hitpoints.
Fortune - Enemies 10 / 15 / 20 / 25 / 30 % more likely to drop items.
Scavenge - Dig additional 1 / 2 / 3 / 4 / 5 time after each battle.
Leadership - Townsfolk cost 5 / 10 / 14 / 17 / 25 less to hire.
Stockpile - Begin each battle with extra 20 / 35 / 60 / 75 /90 apples.
Adrenaline - Townsfolk recharge activated skills 5 / 11 / 14 / 17 / 20 % faster.
Armor - Townsfolk receive 5 / 11 / 14 / 17 / 20 % less damage.
Fertilizer - Apples grow 14 / 19 / 26 / 32 / 40 % faster.
Intimidation - Enemies walk 4 / 6 / 8 / 10 / 12 % slower.
Bravery - Townsfolk inflict extra 5 / 11 / 14 / 17 / 20 % damage.
Endurance - Extends attack range of townsfolk by 1 / 2 / 3 / 4 / 5.

List of Training on Last Town
Farmer
Apple Tree - Creates a tree that grows apples.
Tea - + 33% health.
Cultivation - 20% cheaper.
Herbal Medicine - + 10 health regen per second.

Assassin
Shadow Assassinate - Instantly assassinates one enemy.
Double Shadow - Increases shadow assassinate to two enemies.
Steel - + 25% damage.
Spiked Bracelet - + 25% damage.

Cleric
Heal - Heals for 25 hitpoints.
Aloe Essence - Passively heals up to 8 adjacent allies.
Lavender Essence - + 25 points for Heal over 5 secs.
Eucalyptus Essence - + 25 points for Heal.

Archer
Skill - Creates a flurry of arrows.
Flame - Enflames arrows that burn enemies for 5 seconds.
Damage - + 20% damage.
Damage II - + 20% damage.

Blacksmith
Haste - Doubles attack speed.
Thorns - Returns 40% of melee damage.
Hitpoints - + 33% hitpoints.
Defense - + 33% defense.

Pharmacist
Skill - Freezes enemies for 4 seconds.
Ensnare - Reduces enemy movement speed to 66%.
Extends Freeze - Extends Freeze to 7 seconds.
Further Ensnares - Further reduces enemy movement speed to 33%.

Engineer
Skill - Creates a wall to block enemies.
Wall Durability I - + 50% hitpoints.
Wall Blaze - Returns 33% of damage on wall back to enemies.
Wall Durability II - + 50% hitpoints.

Javalineer
Jolt - Damages and pushes back enemies.
Leather - Widen attack range.
Steel Tip - +20 % damage.
Gold Tip - +20 % damage.


Recommended Build for Last Town
Town Perks
1. Musket
2. Fortune
3. Scavenge
4. Leadership
5. Stockpile
6. Fertilizer
7. Armor
8. Courage
9. Endurance
10. Bravery
11. Adrenaline
12. Intimidation

Training
1. Farmer
2. Archer
3. Javalineer
4. Engineer
5. Cleric
6. Blacksmith
7. Pharmacist
8. Assassin

Last Town Walkthrough
Last Town is a decent tower defense game. Loads of decisions need to be made and depends too much on luck, e.g. how many coins and gems you get when digging. This game is tough; I had a hard time beating due to enemy ranged units; they are overpowered, forcing units to be placed farther forward and in a compromising position against enemies that pop up halfway across the board. And the way zombies spawn from gravestones right next to your town is unfair, especially since JUST ONE zombie getting past makes you lose... The loss condition is unfairly harsh without the Musket upgrade but laughably easy once it is maxed. Let yourself die, in the early levels to gain more stars and gems before advancing into higher difficulties. Healers only heal passively (with upgrade) or with their skill. They attack enemies.

For most stages, I only implement Farmers, Archers, Engineer, Javalineer. Farmers skill can produce more apples which are essential for building more characters, and those apple trees can block zombie's path. Use it to your advantage. Archer has an incredible AOE skills; it's a little weak but still better than nothing. Engineer is a strong pick due to the skill he has, which blocks zombie's path like Farmer's Apple Tree. Javalineer's jolt is fantastic when things can be messy. I will always build at least 3 farmers in front, then slowly build other characters which are best for the situation.

Monday, 12 October 2015

Where Is Cat?: Walkthrough Guide

Where is cat?: Walkthrough Guide

Walkthrough Guide on Where is cat?
1. Click the cat that's entering through the pet flap.
2. Click the cat on the left side of the sofa.
3. Click the cat on the right side of the table
4. Click the cat behind the plant pot.
5. Click the cat under the bed beside the red slipper.
6. Click the cat in the sink.
7. Click the cat that's entering the garage.
8. Click the red plate in front of the green bin.
9. Click the red plate beside the red backpack.
10. Click the red plate which is stacked in the middle of the white plates.
11. Click the red plate behind the racket.
12. Click the red plate under the plant pot.
13. Click the red plate under the orange-red bottle.
14. Click the red plate in the full bucket of laundry.
15. Click the cup beside the racket.
16. Click the cup beside the plant pot.
17. Click the cup in the sink.


18. Click the cup on the handle of the racket.
19. Click the cup under the bed, beside the toy car.
20. Click the cup beside the yellow cup.
21. Click the cup on the grass below the bucket of laundry.
22. Click the cupcake behind the right shoe.
23. Click the cupcake near the green teapot.
24. Click the cupcake in the bowl of colored beads beside the cactus.
25. Click the cupcake beside the toy dinosaur.
26. Click the cupcake besides the yellow and green perfume.
27. Click the cupcake on the bathtub tap.
28. Click the cupcake behind the scooter.
29. Click the mouse behind the tree.
30. Click the mouse behind the blue headset.
31. Click the mouse behind the stacked white cups.
32. Click the mouse behind the lamp.
33. Click the mouse behind rubbish bin.
34. Click the mouse between the stacked towels.
35. Click the mouse on the tree branch.

Friday, 9 October 2015

Iron Knight: Walkthrough Guide

Iron Knight: Walkthrough Guide

List of Skills on Iron Knight
Health - Increase health maximum to 150 / 200 / 250 / 300.
Cost: 1 / 2 / 4 / 8
Experience - Getting more experience by 20 / 40 / 70 / 100 %.
Cost: 1 / 2 / 4 / 8
Search - Increase in the rate of search by 20 / 40 / 70 / 100 %.
Cost: 1 / 2 / 4 / 8
Repair - Increase in the rate of repair by 20 / 40 / 70 / 100 %.
Cost: 1 / 2 / 4 / 8
Accuracy - Increase shooting accuracy by 20 / 40 / 70 / 100 %.
Cost: 1 / 2 / 4 / 8
Reload - Increase reload speed by 20 / 40 / 70 / 100 %.
Cost: 1 / 2 / 4 / 8
Armor - Increase armor gate to 150 / 200 / 250 / 300.
Cost: 1 / 2 / 4 / 8

Recommended Build on Iron Knight
1. Search
2. Repair
3. Experience
4. Accuracy
5. Health
6. Armor
7. Reload
8. Repeat! :)


Walkthrough Guide on Iron Knight
Iron Knight is a decently challenging game. If you start playing, you might need to trial and error to play it, as long as you never forget to upgrade your skills. Mainly focus on repairing faster and searching. This will allow you to be more efficient after killing the enemies every wave. One good way picks one side and go to the farther Bush first. Do as much searching when you can in the early game, because your enemies are still weak. When enemies come, kill them while pulling back to the castle. The other side will already have lost HP when you get back, kills anyone quickly who is still alive. Repair both gates if needed; your gate should maintain an ideal health about 90% of all time. Then start over and go to the furthest bush, before the wave starts. Don't worry about repairing every item you find, just get it back to the castle as it seems fit, and ammo conservation is not needed, use whatever works best! One major thing I noticed is the motorcycle largely irrelevant. You don't need the motorcycle to win. I finished the motorcycle but was still able to run back and forth, keep the gate repaired, and get all of the parts for the base to win the game. And the worst part is it breaks! Don't bother trying, if you want to end the game fast. :P

Friday, 2 October 2015

The Company of Myself: Walkthrough Guide

The Company of Myself: Walkthrough Guide

Walkthrough Guide on The Company of Myself
Level 1
- Just walk right to the green square and enter.

Level 2
- Walk to the right again, jump over the platforms, then enter the green square.

Level 3
- Hop across the platforms and don't fall, then reach the exit.

Level 4
- Walk to the right wall
- Hit space to reverse time
- Jump on the shadows head and walk to the right.

Level 5
- Walk to the edge of the platform, and then hit space.
- Walk to the edge of the platform and jump on your shadows head and get to the next pillar. Hit space.
- Wait for the second shadow to get onto the pillar and then use it to get to the next pillar, hit space. Repeat until you can reach the top pillar and then go to the goal.

Level 6
- Jump across the gap, and keep walking right for about 10 seconds. Hit space.
- This time, go down the gap and move to the lever and hit A to use it.

Level 7
- Move over the platform to the right, and stand in the middle of it. Hit space.
- Move to the left and use the lever.

Level 8
- Keep walking right for about 5 seconds and then hit space.

Level 9
- For this one, you can try to time your jumps as if you were going up the stairs, or you can just jump and move right a bunch of times until you think you'd be at the top, then hit A. Hit space.
- Walk to the exit and wait for your shadow to use the lever

Level 10
- Walk off the cliff and drop down. Wait there for a second, and then walk across to the other side. Hit space.
- Drop down on your shadows head, and stand there while he traverses. Then hop to the exit.


Level 11
- This time, do the same thing as last time but in reverse order.
- Wait a second, then drop down and wait until you WOULD be across and hop to the exit. Hit space.
- Drop down and wait until your shadow is on your head, walk across and wait for him to jump to the exit.

Level 12
- For this one, you will have to pull the levers in order with your first shadow, and time it so when you go you jump across the platforms. To do it I just jumped before I pulled each lever as an indicator when to jump off the platform.

Level 13
- Walk to the goal with the Male, hit space.
- Walk to the goal with the female.

Level 14
- Have the male go on one side pulling each lever, and the female go on the other end, pulling all her levers.

Level 15
Move the male to the wall and have the female jump on him and then pull the lever.
- Repeat.

Level 16
- Use the male as a way to get the female to the black lever, but don't pull it yet.
- Move the male down and beside the black wall
- Pull the black lever with the female
- Have the male pull the pink lever and then move to the exit
- Move the female to the exit.

Level 17
- Have the female pull the pink lever.
- Have the male pull the black lever and go to the exit.

Level 18
- Walk to the lever, wait a few seconds and then pull it. Jump to the flower, and then hit space.
- Jump up the platforms and wait for your shadow to pull the lever and walk to the goal

Level 19
- For this one, all you need is put your shadow onto your head.
- Go out and make sure that you hit the jump first. Hit space, now jump again to trade places with your shadow and jump once more.
- Repeat this and make sure that your shadow stacks a chain of about six shadows on top of you.
- Walk right.

Level 20
- Just keep jumping into the pit and moving as far right as you can.
- Jam the jump key as you go over, and you should be able to get a boost over from one of your falling shadows.
- Sooner or later you or a shadow will make it across.

Friday, 25 September 2015

Sentry Knight: Conquest: Walkthrough Guide

Sentry Knight: Conquest: Walkthrough Guide

List of Upgrades on Sentry Knight: Conquest
Health - Increase our max HP by 1.
Cost: 75 / 200 / 350 / 500
Damage - Increase your gun's damage.
cost: 75 / 200 / 350 / 500
Regeneration - Learn the ability to regen HP.
cost: 50 / 100 / 250 / 400
Potions - Potions recover an extra 1 HP.
Cost: 50 / 100 / 250 / 400
Magnet - Increase your item pickup range.
Cost: 50 / 100 / 250 / 400
Hitbox - Decrease your hitbox size.
Cost: 50 / 100 / 250 / 400
Spell Damage - Increase all spell damage.
Cost: 50 / 100 / 250 / 400
Spell Cooldown - Decrease all spell cooldowns.
Cost: 50 / 100 / 250 / 400

List of Pets on Sentry Knight: Conquest
Owl - Fetches coins and returns them to you.
Pig - Drops gold every 5 enemies slain.
Dino - Stuns a nearby non-boss enemy with its screech.
Wolf - Fire bullets towards your crosshair.
Spirit - Decreases all of your spell cooldowns.
Cat - Sacrifices itself to revive you to 1 HP upon death.

List of Monsters on Sentry Knight: Conquest
Skeleton - A ranged but mostly weak enemy that fires a single bullet.
Health: 3, Damage: 1
Baby Slime - An incredibly frail enemy that will invade on its own or be hatched a regular Slime.
Health: 1, Damage: 1
Slime - A green, gooey mess of a monster. Killing it hatches baby tree slimes in its place.
Health: 4, Damage: 1
Bat - A quick but relatively weak flying creature. Bats fly over the wall without collision.
Health: 2, Damage: 1
Goblin - A ranged creature that fires a spread shot attack of three bullets.
Health: 5, Damage: 1
Wurm - A ranged, evasive monster that burrows into the ground after attacking. Only to dig out again to continue its attack.
Health: 6, Damage: 1
Living Bomb - A hybrid creature that will chase you down and explode when nearby. Upon explosion, it releases an arc of bullets.
Health: 8, Damage: 4
Blue Mage - A flying, ranged monster that fires a spread shot of ice blocks. Blue mages can fly over walls without collision and will constantly orbit your position.
Health: 7, Damage: 1
Rogue - A ranged creature that burst fires three bullets in quick succession.
Health: 5, Damage: 1
Necromancer - A non-attacking monster that consistently summon Skeletons to attack you.
Health: 6, Damage: 0
Red Mage - A flying, ranged monster that fires an arc of bullets. Red Mages can fly over walls without collision and will constantly orbit your position.
Health: 7, Damage: 1
Sludge - A slow moving enemy that leaves a trail of damaging sludge in its wake as well as upon death.
Health: 10, Damage: 1
Beholder - A high-powered ranged creature that burst multiple bullets at a very high rate of speed.
Health: 12, Damage: 2
Troll - A ranged monster with high damage and health that fires a single bullet.
Health: 8, Damage: 2
Queen Slime - The first boss you encounter. She performs three unique attack mechanics and will split into twins at 50% HP.
Health: 500, Damage: 3
Ice Golem - The second boss you encounter. He performs three unique attack mechanics, including a storm that hails exploding ice boulders.
Health: 600, Damage: 3
Undead Warlock - The third boss you encounter. He performs a variety of attack mechanics, bullet hell actions, and even teleports.
Health: 700, Damage: 3
Mage - The final boss you encounter. She performs a variety of attack mechanics and bullet hell actions. Upon death, she evolves into her second form.
Health: 700, Damage: 3


Recommended Build on Sentry Knight: Conquest
1. Damage
2. Regeneration
3. Potions
4. Health
5. Hitbox
6. Spell Cooldown
7. Spell Damage
8. Magnet
9. Repeat!

Walkthrough Guide on Sentry Knight: Conquest
Love this game, however, I've mixed feelings after playing it. For me, this one is still a must play game, but quite frustrating one too. I eagerly want to perfect all quests and achievement, but this game is pretty challenging to me. Can be done, but takes several tries. Generally, you want to follow the build above for your upgrades. I like getting Damage, Regeneration, Potions and Health first, this provides survivability, which allows you to defeat the slime queen quite easily. My only tip for this game is don't stop moving and keep shooting, then learn to dodge incoming projectiles. Spam your spells as and when you can, although the spells aren't really that useful. The Plague spell is a little too situational to use often, and it's too long of a cooldown to use against one enemy. The Ice Shards spell was nice against bosses, but again felt like a waste to use on anything other than a boss. The Fireball spell was at least decent, but it's AoE radius could've used an upgrade category, and its damage was rather lackluster. I could kill a beholder in 5 shots, or a fireball and 2 shots? Not very strong at all, despite the quick cooldown. These spells are good to have especially during a boss match. An example is Slime Queen, you should rush to use your spells as fast as you can if you want to beat it under a minute. Use all three spells at once at the beginning and don't be afraid to take some damage. The wolf is also a good choice to beat the Slime Queen in 1 minute.

For Ice Golem, it is pretty straightforward and one of the easiest in my opinion. Just simply learn to dodge the exploding ice boulders and spikes. For Undead Warlock is a little more tricky. The bullet hell actions are quite painful to begin with, timing is needed to dodge and not get hitted. Try to kill those skeletons as fast as you can prevent clustering. If one skeleton hits you, you are not going to earn the star. The last boss is a Mage, she can perform quite a variety of attacks. Upon death, she evolves into her second form, which is more deadlier and faster. To defeat her, try not to take any damage during her first formative. You should find 4 potions from the boxes, but try not to drink it unless really desperate. Once you defeat the Mage, she will drop another potion. It is best you have at least 4 potions on the ground before attempting the second form. I use Cat as my pet for the final boss, as I can come revive back with 1 health. If you need to grind for gold for upgrades, try Ice Golem! You can get 250 coins everytime and additional coins from boxes.

Friday, 18 September 2015

Fire & Might: Walkthrough Guide

Fire & Might: Walkthrough Guide

List of Upgrades on Fire & Might
Health - Increase dragons health.
Cost: 100 / 200 / 300 / 400 / 500 / 800 / 1,000 / 1,500 / 2,200 / 3,200
Regenerate - Rate of regenerating dragons health per 15 seconds.
Cost: 1,000 / 2,000 / 4,000
Damage - Damage dealt by fireballs.
Cost: 100 / 200 / 300 / 400 / 500 / 800 / 1,000 / 1,500 / 2,200 / 3,200
Number of Fireballs - Number of fireballs fired at the same time.
Cost: 1,500 / 3,500
Chance - Increasing chances of double damage.
Cost: 100 / 200 / 300 / 400 / 500 / 800 / 1,000 / 1,500 / 2,200 / 3,200
Rate of fire - Rate of fireball released in 1 sec.
Cost: 100 / 200 / 300 / 400 / 500 / 800 / 1,000 / 1,500 / 2,200 / 3,200
Speed - Increase movement Speed.
Cost: 100 / 200 / 300 / 400 / 500 / 800 / 1,000 / 1,500 / 2,200 / 3,200
Chilli - Chance of enemy dropping pepper that gives dragon an unrealistically insane fire blow.
Cost: 4,000
Meat - Chance of enemy dropping an instant life saver which can heal dragon.
Cost: 1,200

Recommended Build on Fire & Might
1. Health
2. Number of Fireballs
3. Damage
4. Rate of fire
5. Chance
6. Meat
7. Chilli
8. Regenerate
9. Speed
10. Repeat! :D


Walkthrough Guide on Fire & Might
For beginners or starters, you are fat and big yet, start with so little HP. So it is better to take some HP upgrades just to be safe, eventually though all that is needed is triple fireballs and get damaged along with fire rated. Buy Chili and Meat upgrades to make things easier. You will be to cast an AOE attack to clear all those clusters of spearmen, then pick up meat to heal what you have lost. If you want to heal from regenerate, you can just leave one enemy alive in each 'wave' and avoid the shots to regenerate. Remember that the Spear thrown by the spearmen can be burned down by your fireballs. However, stones launched from the catapult can not be destroyed by fireballs. Some situations are just impossible to avoid because of your large hitbox, namely wizard and warlock attacks which force you into the enemies. Damned those wooden spikes too, they do massive damage and almost instakill your dragon. You can grind a bit at stage 13 to grab some of the upgrades for those players feel that they are falling behind. That's it; the game should be a breeze as long as you focus on troublesome enemies.

Friday, 11 September 2015

Sentry Knight 2: Walkthrough Guide

Sentry Knight 2: Walkthrough Guide

List of Talent on Sentry Knight 2
Ice Tree
Tier 1
Frigid Blast - Blasts an icy cold array of wind and shards, damaging and knocking back all nearby enemies. A chance to freeze enemies.
Rank 1: Deals 12-16 damage. 10 Second cooldown.
Rank 2: Deals 16-21 damage. 10 Second cooldown.
Rank 3: Deals 20-26 damage. 10 Second cooldown.
- Glacial Winds: Increases the knockback distance of Frigid Blast.

Permafrost - All freeze effect durations are increased.
Rank 1: Freeze duration increased by 25 %.
Rank 2: Freeze duration increased by 50 %.
Rank 3: Freeze duration increased by 75 %.

Crystallize - Increases your damage reduction.
Rank 1: Damage reduction increased by 5 %.
Rank 2: Damage reduction increased by 7 %.
Rank 3: Damage reduction increased by 10 %.
- Damage Reduction increased by 10% mirror: Melee enemies will take damage every time they attack your tower.

Tier 2
Ice Shard - A large spike of ice thrusts up from the ground, impaling all nearby enemies. After a few seconds, the shard will explode. dealing more damage to all nearby enemies. Chance to freeze enemies.
Rank 1: Deals 57-72 damage. 20 Second cooldown.
Rank 2: Deals 65-82 damage. 20 Second cooldown.
Rank 3: Deals 73-92 damage. 20 Second cooldown.
Noxious Trap: Upon shattering, Ice Shard will release a row of poisonous explosions that deal damage to all nearby enemies equal to your Plague Bane spell's damage.

Bitter Cold - All frozen enemies will now take damage over time.
Rank 1: Frozen enemies take 1 % of their Max HP in damage over time.
Rank 2: Frozen enemies take 2 % of their Max HP in damage over time.
Rank 3: Frozen enemies take 3 % of their Max HP in damage over time.

Icebound - Increases the chance Active Ice spells will freeze enemies.
Rank 1: Freeze chance increased by 5 %.
Rank 2: Freeze chance increased by 10 %.
Rank 3: Freeze chance increased by 15 %.
- Meltdown: Fire spells will deal 15% more damage to frozen enemies.

Tier 3
Winter's Freeze - A strom of hail and sleet erupts across the battlefield, continuously dealing damage every second to all enemies on screen for a total of 10 seconds. Chance to freeze enemies.
Rank 1: Deals 6-8 damage. 60 Second cooldown.
Rank 2: Deals 9-12 damage. 60 Second cooldown.
Rank 3: Deals 12-16 damage. 60 Second cooldown.
Empowering Cold: While Winter's Freeze is active, your Bow's firing rate and Arrow's damage are both increased by 100%.

Icebreaker - The ice that surrounds frozen enemies will shatter after its duration is reached, dealing extra damage to the target.
Rank 1: Frozen enemies take 12-15 damage when their ice shatters.
Rank 2: Frozen enemies take 16-20 damage when their ice shatters.
Rank 3: Frozen enemies take 24-30 damage when their ice shatters.

Cryomancer - Reduces cooldowns for all Ice Tree active spells.
Rank 1: Ice spell cooldowns reduced by 12 %.
Rank 2: Ice spell cooldowns reduced by 16 %.
Rank 3: Ice spell cooldowns reduced by 20 %.
- Ice Warden: Frigid Blast has a chance to not activate its cooldown when casted.

Fire Tree
Tier 1
Fire Ball - Hurls a flaring, white-hot fireball that explodes upon impact. Chance to burn enemies.
Rank 1: Deals 36-45 damage. 10 second cooldown.
Rank 2: Deals 44-55 damage. 10 second cooldown.
Rank 3: Deals 52-65 damage. 10 second cooldown.
- Ground Zero: Increases the radius of the explosion, allowing it to hit more enemies.

Blaze - All burn effect durations are increased.
Rank 1: Freeze duration increased by 25 %.
Rank 2: Freeze duration increased by 50 %.
Rank 3: Freeze duration increased by 75 %.

Hearth - Increases your Maximum HP.
Rank 1: Max HP increased by 25.
Rank 2: Max HP increased by 50.
Rank 3: Max HP increased by 100.
- Regenerate: Upon taking a killing blow, your tower will regenerate to 50% of its Max HP, can only once per world.

Tier 2
Wall of Fire - Casts a barrier of flames, burning and dealing damage to all enemies who walk through it. Enemies will only take damage from Wall of Fire it that are not currently burned.
Rank 1: Deals 18-23 damage. 20 second cooldown.
Rank 2: Deals 21-27 damage. 20 second cooldown.
Rank 3: Deals 24-31 damage. 20 second cooldown.
- Frozen Fire: While Wall of Fire is active, all Ice spells will deal 15% more damage.

Wildfire - Burned enemies will take more damage from Fire spells.
Rank 1: Fire spells deal 14 % extra damage against burned enemies.
Rank 2: Fire spells deal 20 % extra damage against burned enemies.
Rank 3: Fire spells deal 26 % extra damage against burned enemies.

Flamebound - Increases the chance active Fire spells will burn enemies.
Rank 1: Burn chance increased by 5 %.
Rank 2: Burn chance increased by 10 %.
Rank 3: Burn chance increased by 15 %.
- Reignite: Burned enemies have a chance to reapply their Burn after the flame subsides.

Tier 3
Hellfire - Unleashes a gigantic lava spout, dealing damage to all nearby enemies. The spout also tosses out bombs of scalding hot mamga, exploding upon contact. Chance to burn enemies.
Rank 1: Deals 60-75 damage. 60 second cooldown.
Rank 2: Deals 68-85 damage. 60 second cooldown.
Rank 3: Deals 76-95 damage. 60 second cooldown.
- Charred: casting hellfire will now reduce all active Fire spells cooldown by 5 seconds.

Combustion - Enemies that are burned have a chance to combust, dealing extra damage to the target as well as damage to nearby enemies.
Rank 1: Newly burned enemies have 25 % chance to combust. Deals 15 % of the burned enemy's Max Hp to itself as well as nearby enemies. Can only deal up to 85 damage.
Rank 2: Newly burned enemies have 30 % chance to combust. Deals 15 % of the burned enemy's Max Hp to itself as well as nearby enemies. Can only deal up to 85 damage.
Rank 3: Newly burned enemies have 35 % chance to combust. Deals 15 % of the burned enemy's Max Hp to itself as well as nearby enemies. Can only deal up to 85 damage.

Pyromancer - Reduces cooldowns for all Fire-based active spells.
Rank 1: Fire spell cooldowns reduced by 12 %.
Rank 2: Fire spell cooldowns reduced by 16 %.
Rank 3: Fire spell cooldowns reduced by 20 %.
- Fire Warden: Fireball has a chance to not activate its cooldown when casted.

Unholy Tree
Tier 1
Plague Bane - Instantly curses an area of the battlefield, dealing damage to all nearby enemies. Chance to plague enemies.
Rank 1: Deals 27-34 damage. 10 second cooldown.
Rank 2: Deals 31-39 damage. 10 second cooldown.
Rank 3: Deals 27-34 damage. 10 second cooldown.
Chemical Burns: Plague Bane now has a chance to Burn enemies.

Scourge - All plague effect durations are increased.
Rank 1: Plague duration increased by 25 %.
Rank 2: Plague duration increased by 50 %.
Rank 3: Plague duration increased by 75 %.

Alchemist - Increase the potency of health potions.
Rank 1: Health potion potency increased by 3 %.
Rank 2: Health potion potency increased by 6 %.
Rank 3: Health potion potency increased by 9 %.
- Explosive Vials: Potions will now explode when picked up, dealing your Arrow's minimum damage to all nearby enemies.

Tier 2
Gargoyle - Summon a Gargoyle to sweep across the battlefield, dropping deadly plague bombs onto the specified area below. All enemies hit by the explosion will automatically be plagued.
Rank 1: Deals 41-52 damage. 20 second cooldown.
Rank 2: Deals 49-62 damage. 20 second cooldown.
Rank 3: Deals 57-72 damage. 20 second cooldown.
- Bomb Away: Gargoyle will now drop on additional 2 bombs.

Undying Clutch - Enemies receive an even larger movement speed reduction upon being plagued.
Rank 1: 10% additional movement speed reduction.
Rank 2: 20% additional movement speed reduction.
Rank 3: 30% additional movement speed reduction.

Plaguebound - Increases the chance active Unholy spells will plague enemies.
Rank 1: Plague chance increased by 5 %.
Rank 2: Plague chance increased by 10 %.
Rank 3: Plague chance increased by 15 %.
- Poisoned Arrows: Your arrows now have a chance to plague enemies.

Tier 3
Army of Undead - Summons undead creatures that march along the battlefield, damaging all enemies across the battlefield. Enemies will also be knocked back, giving them a chance to be hit again by the army's pikes. Chance to Plague enemies.
Rank 1: Deals 16-20 damage. 60 second cooldown.
Rank 2: Deals 24-30 damage. 60 second cooldown.
Rank 3: Deals 32-40 damage. 60 second cooldown.
- Elemental Tips: Army of undead will now also freeze, burn or plague the enemies it hits.

Affliction - After plaguing a target, your next spell hit on that target deals increased damage.
Rank 1: Next spell hit on target deals 15 % increased damage.
Rank 2: Next spell hit on target deals 20 % increased damage.
Rank 3: Next spell hit on target deals 30 % increased damage.

Necromancer - Reduces cooldowns for all Unholy-based active spells.
Rank 1: Unholy spell cooldowns reduced by 12 %.
Rank 2: Unholy spell cooldowns reduced by 16 %.
Rank 3: Unholy spell cooldowns reduced by 20 %.
- Plague Warden: Plague Bane has a chance to not activate its cooldown when casted.

List of Upgrades on Sentry Knight 2
Tower - Increases maximum HP and damage reduction.
Max Hp: 100 / 125 / 150 / 175 / 200 / 225 / 250 / 275 / 300 / 325 / 350
Damage Reduction: 0 / 2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 %
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Bow - Increases arrow crit change and firing rate.
Arrow Crit Chance: 0 / 4 / 8 / 12 / 16 / 20 / 24 / 28 / 32 / 36 / 40 %
Firing Rate: 100 / 108 / 116 / 124 / 132 / 140 / 148 / 156 / 164 / 172 / 180
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Arrows - Increases arrow damage and arrow penetration chance.
Arrow Damage: 8-10 / 11-14 / 14-18 / 18-22 / 20-25 / 22-28 / 25-31 / 27-34 / 30-37 / 32-40 / 34-43
Arrow Penetration Chance: 0 / 1 / 3 / 4 / 6 / 7 / 9 / 10 / 12 / 13 / 15 %
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Torch - Increases spell damage and spell crit chance.
Spell Damage: 100 / 112 / 124 / 136 / 148 / 160 / 172 / 184 / 196 / 208 / 220 %
Spell Crit Chance: 0 / 1 / 3 / 4 / 6 / 7 / 9 / 10 / 12 / 13 / 15 %
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Cost to max out one upgrade: 474,500 gold
Cost to max out one upgrades: 1,898,000 gold

List of Monsters on Sentry Knight 2
Slime - Health: 15 HP, Attack: 1-2 Damage every 2.5 seconds
Bat - Health: 25 HP, Attack: 1-2 Damage every 1 seconds
Bee - Health: 15 HP, Attack: 5-7 Damage every 1 seconds
Goblin - Health: 60 HP, Attack: 4-6 Damage every 2 seconds
Skeleton - Health: 50 HP, Attack: 5-7 Damage every 3.5 seconds
Baby Golem - Health: 75 HP, Attack: 4-6 Damage every 2 seconds
Mage - Health: 40 HP, Attack: 8-10 Damage every 4 seconds
Goblin Archer - Health: 60 HP, Attack: 1-2 Damage every 5 seconds
Crab - Health: 75 HP, Attack: 6-8 Damage every 1.5 seconds
Spider - Health: 100 HP, Attack: 14-16 Damage every 4 seconds
Suicide Goblin - Health: 50 HP, Attack: Explodes on tower for 22-24
Mamma Slime - Health: 300 HP, Attack: Spawns slime children
Troll - Health: 225 HP, Attack: 8-10 Damage every 3 seconds
Golem - Health: 230 HP, Attack: 10-12 Damage every 6 seconds
Goblin Cannon - Health: 250 HP, Attack: 18-22 Damage every 10 seconds
Firebomb - Health: 375 HP, Attack: 8-10 Damage every 1.5 seconds
Orge - Health: 500 HP, Attack: 18-20 Damage every 6 seconds
Orc - Health: 750 HP, Attack: 20-22 Damage every 7 seconds
Rock Elemental - Health: 500 HP, Attack: 10-12 Damage every 3 seconds
King Crab - Health: 4,750 HP, Attack: 23-25 Damage every 5 seconds
Zazek - Health: 10,000 HP, Attack: 32-34 Damage every 2.5 seconds

List of Items on Sentry Knight 2
Note: During Survival Mode, enemies can drop items that will give a benefit to the player for the remainder of the run.
- Helm of Wonders (Common Item): Increases all XP gained by 10%
- Thorns (Common Item): All melee enemies will take damage when attacking your tower.
- Priest's Ring (Common Item): Enemies have a chance to drop two potions instead of one.
- Reinforced Bricks (Uncommon Item): Reduces all damage taken by 5%.
- Resurrection Stone (Uncommon Item): Upon taking a killing blow you regenerate to 50% of you Max HP. Can only occur once per Survival run.
- Healing Wand (Uncommon Item): Leveling Up will heal you for 75% of your Max HP. While at max level, you will regenerate health 50% faster.
- Eye of Eriford (Rare Item): Your Fire Spells deal 10% more damage.
- Eye of Londorin (Rare Item): Your Poison Spells deal 10% more damage.
- Eye of Valadrast (Rare Item): Your Ice Spells deal 10% more damage.
- Wizard's Orb (Rare Item): Using any spell has a chance not to activate its cooldown.
- Bow of Bones (Rare Item): Arrow Damage is increased by 15% when you are below 25% of your Max HP.
- Elemental Arrows (Rare Item): Arrows have a chance to Burn, Freeze, or Plague their targets.


Walkthrough Guide on Sentry Knight 2
Campaign Mode
Recommended Talents:
0. Fire Tree - Fireball (Default)
1. Ice Tree - Frigid Blast
2. Unholy Tree - Plague Bane
3. Ice Tree - Frigid Blast
4. Ice Tree - Frigid Blast
5. Ice Tree - Crystallize
6. Ice Tree - Crystallize
7. Ice Tree - Crystallize
8. Fire Tree - Fireball
9. Fire Tree - Fireball
10. Unholy Tree - Plague Bane
11. Unholy Tree - Plague Bane
12. Ice Tree - Permafrost
13. Ice Tree - Permafrost
14. Ice Tree - Ice Shard
15. Ice Tree - Ice Shard
16. Ice Tree - Ice Shard
17. Ice Tree - Icebound
18. Ice Tree - Icebound
19. Ice Tree - Icebound
20. Ice Tree - Cryomancer
21. Ice Tree - Cryomancer
22. Ice Tree - Cryomancer
23. Ice Tree - Winter's Freeze
24. Ice Tree - Winter's Freeze
25. Ice Tree - Winter's Freeze
26. Add the remaining talent points to any skills you like!

Spells: Frigid Blast (Ice Tree), Fireball (Fire Tree), Plague Bane (Unholy Tree), Iceshard (Ice Tree), Winter's Freeze (Ice Tree)

For campaign mode, it's pretty straightforward. I would recommend focusing on the Bow which increases arrow crit chance and firing rate and Arrows which increases arrow damage and arrow penetration chance upgrades over the other upgrades. The increased damage per second from both upgrades is very helpful in taking out tougher monsters. As for spells, unlock all Tier 1 spells first. My theory behind using spells effectively is this, it is more important early on to have more spells than to have less. More spells means you will be able to cast a spell onto the battlefield more often, more spells should equate to more damage per second, and more spells also means you can cast them all at once doing large amounts of damage or cast spells that work well together, one after the other or together.

At some point of time, I suggest playing each stage at least twice before moving on to the next, occasionally thrice. This will allow you to increase your upgrades, obtain more spells, obtain more talents, and upgrade your spells and talents. Because if you rush through the game you will soon find the levels too difficult to complete. However, you may prefer this additional challenge and that may be the way you decide to play.

Survival Mode
Minimum Recommended Talents:
1. Max Ice Tree - Frigid Blast
2. Max Ice Tree - Crystallize
3. Level 2 Ice Tree - Permafrost
4. Max Ice Tree - Ice Shard
5. Max Ice Tree - Icebound
6. Max Ice Tree - Cryomancer
7. Max Ice Tree - Winter's Freeze
8. Max Ice Tree - Cryomancer
9. Max Fire Tree - Fireball
10. Max Fire Tree - Hearth
11. Level 2 Fire Tree - Blaze
12. Max Fire Tree - Wall of Fire
13. Max Unholy Tree - Plague Bane
14. Max Unholy Tree - Alcehemist
15. Level 2 Unholy Tree - Scourge
16. Max Unholy Tree - Gargoyle
17. Add the remaining talent points to any skills you like!

Spells: Frigid Blast (Ice Tree), Fireball (Fire Tree), Plague Bane (Unholy Tree), Iceshard (Ice Tree), Wall of Fire (Fire Tree), Gargoyle (Unholy Tree), Winter's Freeze (Ice Tree)

For Survival Mode, I suggest you to attempt it when you are at least Level 40. Trust me, this is not easy! You should at least have the minimum recommended build as above first before trying, or else you'll be struggling. I also suggest getting Tower which increases maximum HP and damage reduction and Torch which increases spell damage and spell crit chance upgrades. Tower will help keep you alive longer. You also rely heavily on your spells to kill enemies during Survival mode, therefore increasing spell damage with the Torch upgrade is crucial. The idea here is to equip all Three Tier 1 Spells and All Three Tier 2 Spells as well as One Tier 3 Spell. I prefer using the Tier 1, and Tier 2 spells with only One Tier 3 Spell as the cooldown times for Tier 1 and Tier 2 spells are much quicker than that of the Tier 3 Spells. With the Lower Tier Spells, you can cast spells onto the battlefield much more often.

During a battle, try to pick every Health Potion that drops they are very helpful, especially when you have the Alchemist Talent fully upgraded. If enemies pile up by your tower, you should prioritize them first and hit them with some spells to clear them. And if a bunch of long range enemies piles up somewhere near the middle of the battlefield, prioritize them first and hit them with some spells to clear them. (Long range enemies include Goblin Archers, Goblin Cannons, Firebombs, and Mages.) When the Necromancers are on the battlefield, you should try and kill them quickly as this unit heals the other units on the battlefield. There is almost always a Spider Enemy hanging in the upper left corner of the battlefield. If your Tower Upgrade is upgraded to a high level and you also have the Crystallize Talent upgraded to maximum, the Spider Enemies will not do very much damage, and you can ignore it for the earlier portions of Survival Mode. Near the later portions of Survival Mode, the Spider Enemy becomes more damaging, and you may want to take him out if you get the chance. As well, your higher tier spells will probably kill the Spider Enemies from time to time. Always keep an eye on Suicide Goblins hitting your tower. They blow up and do a considerable amount of damage, compared to other low-level enemies.

A boss will appear every 5 minutes, and it always arrives in this pattern; the Rock Elemental, the King Crab, Zazek. The hardest boss to defeat is almost always Zazek; he deals a lot of damage, and his totems can buff and heal enemies, as well as damage your tower. Try not to allow his totems to stay on the battlefield for very long; they can add up and cause you a lot of problems. As with all bosses, try to keep Zazek frozen, plagued, and knock him back away from his firing position. Especially try to save your Tier 3 spells for Zazek if you can. This means you can use your Tier 3 once every minute, just make sure not to use your Tier 3 within the minute before a boss arrive, if you can hold off the enemies without it. So, you can Spell Cycle and used all the Tier 3 spells, especially whenever a Zazek appeared.

Spell Cycling is basically works like this... Your Hotbar can only hold up to 7 spells, yet the player can have more spells than that unlocked. The player can also enter the Talent Menu at any time during battle by pressing "T". Once inside the Talent Menu, the player, can switch the active spells they have in the Hotbar with a spell resting in the Talent Menu. The first time you switch a spell from the Talent Menu to the Hotbar, the newly placed spell will have no cooldown timer and will be ready to use. If you use the spell, then put the old spell back into the Hotbar, the old spell will have the same cooldown time left as when it was stored in the Talent Menu. The idea is to cast those additional spells that are resting in your menu.

Example of Spell Cycling:
Zazek first appears on the battlefield. The player uses Winter's Freeze that was already in the Hotbar. As soon as the player casts Winter's Freeze the player then presses "T" taking them to the Talent Menu. The player now puts switch Winter's Freeze with Hellfire. Hellfire is now in the Hotbar. The player presses "T" again to resume the battle and the player now casts Hellfire. Again, the player presses "T" goes to the Talent Menu and now switches Hellfire, with Army of Undead. The player resumes the battle and uses Army of Undead. When the boss is dead, the player switches the original spell Winter's Freeze back into the Hotbar and lets the spell cool down. Once Winter's Freeze cools down, the player does not use the spell but instead switches it with Hellfire. The player lets Hellfire cool down, but does not use it. The player then switches Hellfire with Army of Undead. Again, the player lets Army of Undead cool down, but does not use it. The player switches Army of Undead with Winter's Freeze. Now, the player can use Winter's Freeze for the rest of the battle until the next boss appears. When the next boss appears the player can now cycle out and use Hellfire and then quickly cycle out Army of Undead and use it.

Friday, 4 September 2015

Little Wheel: Walkthrough Guide

Little Wheel: Walkthrough Guide

Walkthrough Guide on Little Wheel
Scene 1:
1. Use the binoculars.
2. Remember the code that you see in binoculars.
3. Use the same code for the lift switch and press the handle.

Scene 2:
1. Jump three times.
2. Go to the control room.
3. Switch on the fuses.
4. Take the coin.
5. Place the coin in the automat.
6. Get in the lift.

Scene 3:
1. Get in the train.
2. Get out of the train.
3. Move the tank closer to the train.
4. Refuel the train.
5. Get into the train.
6. Activate the dynamo.
7. Press the handle to start the engine.

Scene 4:
1. Press the handle to break the train.

Scene 5:
1. Press the button on the lift.
2. Unattach the bridge wheels from the base by pressing left and right control wheel.
3. Press the middle wheel.
4. Climb down from the bridge.
5. Get into the train.


Scene 6:
1. Press the button to move to the next screen.

Scene 7:
1. Jump down from the train.
2. Put the battery into the crane.
3. Get in the crane.
4. Move to the left.
5. Press the hydraulic arm to catch the train.
6. Move to the right.
7. Press button on the crane to break the blockade.
8. Get out of the crane.
9. Press the button to move to the next screen.

Scene 8:
1. Connect the cable to the electricity.
2. Press the three buttons so they align the rotating black lines into the horizontal position.

Scene 9:
1. Press the button to jump.

Scene 10:
1. Press the door button.
2. Pull out the electric cable from the guard robot.
3. Press the door button.

Scene 11:
1. At the control panel, press the left button twice.
2. Press the right button twice.
3. Connect the cable to the hydraulic arm.
4. Press the right button twice.
5. Press the left button once.