Friday, 27 March 2015

Attack of the Elemental: Walkthrough Guide

Attack of the Elemental: Walkthrough Guide

List of Towers on Attack of the Elemental
Tier 0
Norfort Tower
Description: Basic Defense Building. Shoots cannonball straight to the enemies.
Element: Neutral, Delay: 0.8, Damage: 20, Range: 100, AOE: No, Cost: 200
Ability: None

Tier 1
Blackburn Tower
Description: Blackburn Sorcerers are the specialist at fire arcane. Casts firebolt at enemies.
Element: Fire, Delay: 0.5, Damage: 30, Range: 150, AOE: No, Cost: 250
Ability: None

Riverbourne Tower
Description: With the study from the Tome or Riverbourne, we're able to construct this magical fountain that shoots deadly water missile.
Element: Water, Delay: 0.25, Damage: 17, Range: 100, AOE: No, Cost: 250
Ability: None

Stonesage Tower
Description: Nomad sages of Stone Ridge bring you their help. This tower will hurl your enemies with giant rocks.
Element: Earth, Delay: 1, Damage: 50 (Splash), Range: 130, AOE: No, Cost: 250
Ability: None

Tier 2
Redshore Tower
Description: Advancing your fire arcane, casts enhanced firebolts with additional time magic.
Element: Fire, Delay: 0.5, Damage: 65, Range: 200, AOE: No, Cost: 325
Ability: Slow target for 25% movement speed

Newhollow Tower
Description: Expansion of industrial era brings you steam technology on your tower constructions,
Element: Water, Delay: 1, Damage: 65, Range: 100, AOE: 100, Cost: 325
Ability: Damaging all enemy inside its range simultaneously

Highpine Tower
Description: Masterpiece of our dendrologist's development on mysterious seed they found in The Southern Archipelago
Element: Earth, Delay: 1, Damage: 140, Range: 110, AOE: 100, Cost: 325
Ability: Has 30% chance to entangle the enemy for 3 second

Ironclaw Tower
Description: Heirloom of the Cult of Ironclaw, this tower casts high-energy firebolt.
Element: Fire, Delay: 0.5, Damage: 80, Range: 150, AOE: No, Cost: 325
Ability: None

Snowmont Tower
Description: Legendary priests of Snowmont sanctuary are famous for their cryomancery to guard the frozen relic.
Element: Water, Delay: 0.25, Damage: 45, Range: 100, AOE: No, Cost: 325
Ability: None

Oldrock Tower
Description: Oldrock mages are the specialist on geokinesis, capable of manipulating giant rocks with their mind.
Element: Earth, Delay: 1, Damage: 140 (Splash), Range: 130, AOE: No, Cost: 325
Ability: None

Brightwick Tower
Description: Bright orb assembled on its peak, radiates solar energy to give power to surrounding towers.
Element: Fire, Delay: 1, Damage: -, Range: 1000, AOE: No, Cost: 450
Ability: All towers get additional 30% attack speed and 30% attack damage

Greencourt Tower
Description: Alchemist of Greencourt have invented artificial acid rain which causes corrosive damage to the enemy.
Element: Water, Delay: 0.2, Damage: -, Range: 170, AOE: 170, Cost: 450
Ability: Call poison rain that gives 22 damage for 10 seconds to all nearby enemies in 170 AOE

Woodwall Tower
Description: Great lodge where witchdoctors of Woodwall concocting their deadly poisonous casks.
Element: Earth, Delay: 1, Damage: -, Range: 150, AOE: No, Cost: 450
Ability: Poison target that gives 30 damage per second for 10 seconds.

Aldspring Tower
Description: Latest dwarven ordnance, these huge cannons will burn your enemy to ashes.
Element: Fire, Delay: 0.8, Damage: 140 (Splash), Range: 110, AOE: No, Cost: 500
Ability: Has 30% chance to burn target and gives 10 damage per second for 10 seconds.

Coldwolf Tower
Description: This huge and enigmatic pyramid-like tower is a relic and said to be made by the lost civilization of Coldwolf.
Element: Water, Delay: 1, Damage: -, Range: 100, AOE: 100, Cost: 500
Ability: Slow all nearby enemy in range for 55% movement speed

Goldmerrow Tower
Description: The greed goblins also help us with their alchemist technology of gold transmutation.
Element: Earth, Delay: 1, Damage: 180, Range: 150, AOE: No, Cost: 550
Ability: For every enemy killed by this tower, get additional 25% gold bounty

Tier 3
Vulcandell Tower
Description: Also known as Infernal Citadel, this building is a war vessel of underworld soldiers.
Element: Fire, Delay: 0.5, Damage: 250, Range: 200, AOE: No, Cost: 1450
Ability: Slow target for 35% movement speed

Fallhollow Tower
Description: Steam engineering at its finest, amplify heat pressure at hundreds of degrees temperature.
Element: Water, Delay: 1, Damage: 110, Range: 130, AOE: 130, Cost: 1200
Ability: None

Bellbush Tower
Description: This living tower will teach your enemies why they should fear the wrath of mother nature.
Element: Earth, Delay: 1, Damage: 420(Splash), Range: 110, AOE: No, Cost: 1100
Ability: Has 30% chance to entangle target for 3 second

List of Montsters on Attack of the Elemental
Peacoon
Element: Neutral, HP: 100, Speed 1, Ability: None
Torchon
Element: Fire, HP: 150, Speed 1, Ability: None
Celcius
Element: Water, HP: 200, Speed 1, Ability: None
Bawang
Element: Earth, HP: 250, Speed 1, Ability: None
Teyll
Element: Neutral, HP: 140, Speed 2, Ability: Fast
Banaspati
Element: Fire, HP: 290, Speed 2, Ability: Fast
Undineling
Element: Water, HP: 190, Speed 2, Ability: Fast
Kendhil
Element: Earth, HP: 240, Speed 2, Ability: Fast
Leyka
Element: Neutral, HP: 370, Speed 1, Ability: Split into 3 spawnlings when threatened
Efreetling
Element: Fire, HP: 270, Speed 1, Ability: Split into 3 spawnlings when threatened
Lich
Element: Water, HP: 420, Speed 1, Ability: Split into 3 spawnlings when threatened
Sandman
Element: Earth, HP: 320, Speed 1, Ability: Split into 3 spawnlings when threatened
Gondorwo
Element: daamgeNeutral, HP: 2400, Speed 1, Ability: High HP
Kalagni
Element: Fire, HP: 2000, Speed 1.4, Ability: High HP
Yeti
Element: Water, HP: 2200, Speed 1.4, Ability: High HP
Golem
Element: Earth, HP: 2300, Speed 1, Ability: High HP


Recommended Build on Attack of the Elemental
Upgrade
1. Redshore Tower
2. Ironclaw Tower
3. Newhollow Tower
4. Highpine Tower
5. Oldrock Tower
6. Brightwick Tower
7. Aldspring Tower
8. Vulcandell Tower
9. Snowmont Tower
10. Woodwall Tower
11. Bellbush Tower
12. Greencourt Tower
13. Fallhollow Tower
14. Goldmerrow Tower
15. Coldwolf Tower

Walkthrough Guide on Attack of the Elemental
In Attack of the Elemental, tower and monster have elements; Neutral, Fire, Water, and Earth. Each element has a weakness against another element. Any element against neutral will deal damage. Fire against Earth is 150%, but Earth against Fire is 50%. Earth against Water is 150%, but Water against Earth is 50%. Earth against Fire is 150%, but Fire against Water is 50%. Same element will deal 75% damage. It's better to build a tower that is elementally stronger than the monster element. This is the best way to complete this online flash game. Once you reached stage 6 and above, it is best to build one Brightwick Tower to buff all your towers, as it gives 30% attack speed and damage. It may not seems like a lot of stats added, but it's super efficient if all towers received the buff.

Level 1 - 1 Blackburn Tower, 1 Riverbourne Tower, and 1 Stonesage Tower
Level 2 - 1 Blackburn Tower, 2 Riverbourne Towers, and 1 Stonesage Tower
Level 3 - 1 Riverbourne Tower, 1 Ironclaw Tower, and 2 Redshore Towers
Level 4 - 1 Newhollow Tower, 1 Stonesage Tower, 1 Redshore Tower, and 2 Highpine Towers
Level 5 - 1 Newhollow Tower, 1 Oldrock Tower, 1 Riverbourne Tower, and 2 Redshore Towers
Level 6 - 1 Brightwick Tower, 1 Oldrock Tower, 1 Newhollow Tower and 2 Redshore Towers
Level 7 - 1 Brightwick Tower, 1 Oldrock Tower, 1 Newhollow Tower, 1 Highpine Tower, and 2 Redshore Towers
Level 8 - 1 Brightwick Tower, 1 Aldspring Tower, 1 Vulcandell Tower, and 3 Redshore Towers
Level 9 - 1 Brightwick Tower, 1 Newhollow Tower, and 4 Vulcandell Towers
Level 10 - 1 Brightwick Tower, 1 Redshore Tower, 1 Vulcandell Tower, and 3 Bellbush Towers

Downloadable Content on Attack of the Elemental
- Attack of the Elemental Level Guide

Friday, 20 March 2015

Don't Escape 2: The Outbreak: Walkthrough Guide

Don't Escape 2: The Outbreak: Walkthrough Guide

Walkthrough Guide on Don't Escape 2: The Outbreak
The Base
1. Travel to the far left of the base to grab the shovel.
2. Exit the house and grab both the house keys and the wire from the dumpster.
3. Head into the alley beside the house to grab the bullet wedged into the wall and the wire cutters stuck into the ground.
4. Exit the base by exiting through the broken fence into the woods. To be most efficient with time spending, start by heading to the bottom-right location (-10 minutes).

The Church
1. Grab the axe stuck in the stump on the bottom right.
2. Take the bullet lying on the ground. The little bastard can be found on the ground left of the third fence post from the Church. Because it is barely noticeable, it is best to use the description that appears on the bottom-left of the screen to properly locate it.
3. With no other use for the church, now exit and head to the top-right location (-10 minutes).

The Gas Station
1. Take the bullet and the bullet and empty fuel canister from the front of the gas station.
2. Enter the gas station, and loot the cash register and the medical kit for a coin and painkillers.
3. From the shelf, take some batteries and a water bottle.
4. Enter the backroom of the gas station using the axe from the church.
5. Take the room's bullet and rubber hose.
6. Exit the gas station and walk over to the top-left location (-10 minutes).

The Shop
1. Insert your coin from the gas station into the shopping cart. Now you can carry heavy items!
2. Using the shopping cart, grab the reel of metal by the fence.
3. Talk to Jeremy, the blonde man on the right side of the screen. He will provide you information about his lost glasses. You can trust him about his repayment.
4. Enter the shop, take both the bottle of alcohol and the battery-less camera form the store's shelves.
5. Notice the hole in the shop with the growling noises? Upon clicking on it, you'll find a trapped zombie and Jeremy's glasses. You have a bullet saved for him.
6. Power the camera using the batteries from the gas station. Then, take a picture of the child's drawing outside the shop. There is a man who may want this...
6. Now exit the shop to head over to the last unidentified location, the crash site (-10 minutes).

The Crash Site
1. Grab the 9mm handheld gun form the ground near the police car for our zombie buddies.
2. Attach the rubber hose from the gas station onto the police car's fuel tank and collect it using the empty fuel cannister. Now it's full!
3. Do not bother with the sticks from the bush; they will only hinder you. Now, make the return to the shop (-10 minutes).

The Shop Revisited
1. Head into the shop to your trapped zombie friend and load your gun with your four bullets.
2. Deal him quick justice (+5 zombies) and grab Jeremy's glasses.
3. Head outside the shop and hand Jeremy his glasses. Now you have his willing support (+1 friend).
4. Make the final visit to the church (-20 mins).


The Church Revisited
1. Using the trolley from the shop, fill it up with the bag of cement and the pile of bricks. Now you can barricade your base's windows!
2. Head inside the church, to find a lonely, depressed man on the left. Remedy this with your photo from the shops. Now Father Bernard has joined your ranks (+1 friend).
3. Now with all support and supplies collected, time has come to defend your base. Head "home" (-10 mins).

The Base Revisited
1. Before starting any preparations, enslave our old accomplice Bill using the painkillers you grabbed from the shop. Do not hand him anything else for now.
2. Head out to the gate, and repair it by joining it up with the reel of metal from the shops. With help from your three friends, it should take 1 hour and 45 minutes (-1 hour and 45 minutes). Now you have your first line of defense (-15 zombies)!
3. Improve this by powering the generator with the fuel canister you collected from the police car at the crash site. Then, turn on and connect the generator to the fence with the pair of wires from the dumpster to electrify the fence (-5 zombies)!
4. Heading out to the front yard of the house, dig a pit trap with the shovel from the base for the zombies. With the help of your three friends, it will take 1 hour and 30 minutes (-1 hour and 30 mins). Now you have your second line of defense (-15 zombies)!
5. Head inside the house, and lock the door with the keys from the dumpster. Now you have your primary third line of defense (-10 zombies)!
6. Head into the room with Bill and add both the bottle of water from the gas station and the bag of cement from the church into the sand bucket.
7. Mix this to create mortar, and use the bricks form the church on the window, using it and the mortar to barricade it. With the help your your three friends, it will take 45 minutes (-45 minutes). Now you have your secondary third line defense built (-10 zombies). Now you have created all of the defenses, which in all will fend off 55 zombies in all!
8. Fulfil Bill's wish to have the bottle of alcohol, which will leave in intoxicated and unconscious. Now, slaughter him with the axe from the church (otherwise, he will prove his disloyalty during the attack). He was a zombie after all.
9. Head over to the far left of the base, where the locked hatch it located. Put the metal cutter from the base's alleyway to use, removing the stubborn padlock (can also be shot away, but will attract 5 more zombies).
10. Climb inside the hatch, with only Father Bernard, Jeremy, a shovel, a wire cutter, a full fuel canister, an axe, a shopping cart, a gun with three bullets, a pair of wires, and a key.
11. Shut the hatch, and start the attack, having 2 hours and 40 minutes left on the clock, by clicking on the clock in the inventory.

The Attack
The attack should end perfectly, with nobody harmed, and no zombies within the base. If the base were to be breached, though, the hatch would fend off 5 zombies, the axe 1 zombie, and 1 zombie per bullet. All three of you will escape unharmed, and the game will end.

Friday, 13 March 2015

Rage Zombie Shooter: Walkthrough Guide

Rage Zombie Shooter: Walkthrough Guide

List of Items on Rage Zombie Shooter
Weapon
Glock
Damage: 15, Reload: 16, Cost: 0
Shotgun
Damage: 10, Reload: 40, Cost: 100
M16
Damage: 15, Reload: 10, Cost: 200
FAMAS G2
Damage: 20, Reload: 10, Cost: 500
Barret M80
Damage: 65, Reload: 45, Cost: 750
FN Tactical
Damage: 22, Reload: 8, Cost: 800
Ion Shotgun
Damage: 15, Reload: 40, Cost: 900
Plasma Guns
Damage: 30, Reload: 8, Cost: 1,000
Plasma Rifle
Damage: 30, Reload: 8, Cost: 3,000

Armor
Light Armor I
Armor Points: 5, Cost: 0
Light Armor II
Armor Points: 15, Cost: 200
Heavy Armor I
Armor Points: 20, Cost: 300
Heavy Armor II
Armor Points: 30, Cost: 400
Tactical Armor I
Armor Points: 35, Cost: 500
Tactical Armor II
Armor Points: 40, Cost: 600

List of Skills on Rage Zombie Shooter
Increase Damage - Rank: 5
Increase Health - Rank: 5
Chance to Critical Hit - Rank: 3
Increase Shooting Speed - Rank: 1
Increase Movement Speed - Rank: 2
Chance to Block Enemy Attack - Rank: 1
Chance to Resurrect After Death - Rank: 1
Increase Reward - Rank: 1
Increase Chance to Bonus Drop - Rank: 1


Recommended Build on Rage Zombie Shooter
Weapon
1. Glock
2. M16
3. Fn Tactical
4. Plasma Guns
5. Unlock any other weapon you want! :)

Armor
1. Light Armor I
2. Heavy Armor I
3. Tactical Armor II
4. Unlock any other armor you want! :)

Skills
1. Increase Reward
2. Increase Shooting Speed
3. Chance to Resurrect After Death
4. Increase Chance to Bonus Drop
5. Increase Health
6. Increase Damage
7. Chance to Block Enemy Attack
8. Chance to Critical Hit
9. Increase Movement Speed

Walkthrough Guide on Rage Zombie Shooter
Killing zombies could not have been more entertaining than this. They will approach you from all directions and will increase in numbers if you don't kill them with the first shot. With 24 levels you can collect a lot of experience points which you can use to increase damage, health, the chance to critical hit, shooting speed and movement speed. To win this game, you just have to dodge and avoid getting chase by the zombies. Circle randomly and beware of clustering, do not be over zealous to collect the drops. From what I know, Plasma Guns and Plasma Rifle have pretty simple stats, but I prefer using Plasma Guns then Plasma Rifle. Plasma Guns seems to shoot more bullets than Plasma Rifle, that's how I feel, but you still can win with Plasma Rifle. No problem!

Friday, 6 March 2015

Pirates vs Undead: Walkthrough Guide

Pirates vs Undead: Walkthrough Guide

List of Pirates on Pirates vs Undead
Jack
Damage: 5, Health: 10, Speed: 10, Type: Melee, Cost: 2
Haves
Damage: 4, Health: 4, Speed: 7, Type: Ranged, Cost: 3
Jim & Ray
Damage: 6, Health: 15, Speed: 15, Type: Melee, Cost: 6
Clegg
Damage: 6, Health: 20, Speed: 10, Type: Melee, Cost: 7
Bucko
Damage: 7, Health: 10, Speed: 10, Type: Ranged, Cost: 8
Omar
Damage: 10, Health: 28, Speed: 10, Type: Melee, Cost: 9
Patch
Damage: 9, Health: 13, Speed: 6, Type: Ranged, Cost: 10
Hook
Damage: 14, Health: 35, Speed: 7, Type: Melee, Cost: 12

Recommended Build on Pirates vs Undead
1. Jack
2. Haves
3. Jim & Ray
4. Clegg
5. Omar
6. Patch
7. Hook
8. Bucko


Walkthrough Guide on Pirates vs Undead
Most levels were too easy, but the last three were pretty fun and challenging. You've pretty much gotta complete the game with what you got from the start to the end, meeting harder and harder enemies with the same weak characters. It doesn't matter if your pirates reach the end, you're not taking health from the other side. You have to kill the enemies to get the opposite side to zero. The proper tactic on how to win this game is best to have 1 or 2 ranged troops (depending on how good the opponent is) and 1 melee to tank the fight. If your tanker dies, replace him otherwise, your ranged troops will die. Mostly because ranged units can dish out tons of damage as long they don't get close to enemies. Otherwise, you are wasting your hard earned gold summoning all those pirates and then lose ten health which is not worth it. During the battle, try to spam your bottle as much as possible on harder enemies and boss. Bombs on clusters to make use of the AOE.