Wednesday, 22 February 2017

Learn to Fly: Walkthrough Guide

Learn to Fly: Walkthrough Guide

List of Upgrades on Learn to Fly
Upgrades
Ramp Height - Height of the ramp above sea level.
Cost: 10 / 30 / 50 / 90 / 175 / 300 / 600 / 1000 / 2000 / 4000
Acceleration - A cleaner surface provides faster acceleration.
Cost: 15 / 45 / 80 / 150 / 400 / 750 / 1500 / 3500 / 6000 / 10000
Air Resistance - Reduced air resistance means less speed loss.
Cost: 10 / 30 / 50 / 100 / 175 / 375 / 800 / 2000 / 4000 / 6500
Rocket Fuel - Increase the amount of fuel in your rocket.
Cost: 50 / 100 / 150 / 300 / 600 / 1000 / 2000 / 3500 / 6000 / 10000

Equipment
Glider
Cost: 50 / 1000 / 5000
Rocket
Cost: 250 / 2000 / 10000

Recommended Build on Learn to Fly
Day 1: Don't press anything and your jump will be perfect.
Day 2: Buy Acceleration 1. Don't press anything while you leave the ramp and then flatten out horizontally with the right arrow as you hit the water the first time and get the Distance Achievement.
Day 3: Buy Glider 1. Try to do a High Jump to get the High and Duration Achievements.
Day 4: Buy Air Resistance 1 and play the 5' Ramp. Try to do a High Jump to get the High and Duration Achievements, if fail during day 2.
Day 5: Buy Acceleration 3 and play the 5' Ramp again. Do a Distance Jump and get the Speed Achievement.
Day 6: Buy Ramp High 4 and play the 10' Ramp. Do a High Jump and get the High and Duration Achievements.
Day 7: Buy Rocket 1 and Air Resistance 4 and play the 20' Ramp. Do a High Jump and get the High and Duration Achievements.
Day 8: Buy Glider 2 and play the 10' Ramp. Do a Distance Jump (Hold Space while going off the ramp for ease) and get the Distance and Speed Achievements.
Day 9: Buy Rocket Fuel 5 and play the 35' Ramp. Do a High Jump and get the High and Duration Achievements.
Day 10: Buy Glider 3 and play the 20' Ramp. Do a Distance Jump (Hold Space as you go off the ramp and tap the right arrow to get some extra speed and then go back to a normal trajectory) and get the Distance and Speed Achievements.
Day 11: Buy Acceleration 6 and play the 35' Ramp, if not save your cash first.
Day 12: Buy Ramp High 8 and Acceleration 6 and play the 35' Ramp. Do a Distance Jump (Hold space again as you go off the ramp and go even more down as the previous one to make the 150 mph, then keep flying close above the water) and get the Distance and Speed Achievements.
Day 13: Buy Air Resistance 9 and play the 50' Ramp. Do a High Jump and get the High and Duration Achievements.
Day 14: Buy Rocket 3 and Ramp High 10 and play the 50' Ramp again. Do a distance jump and forget about the Speed Achievement, get a wind resistance of 3% use your rocket fuel as soon as you can without hitting the red zone and get the Distance Achievement.
Day 15: Buy Rocket Fuel 10 and play the 50' Ramp for the last time. Do a distance jump again and get the angle with 3% wind resistance again and use all your Rocket Fuel in bursts, staying between 175 mph and 200 mph with 0% wind resistance. You should be able to finish the game quite easily.


Walkthrough Guide on Learn to Fly
Avoid small upgrades, because you can save a lot of money buying in blobs than buying upgrade one by one. The glider upgrade is the most important, and you should always get it as soon as possible. Each glider is all about the maximum speed: Glider #1 can go at 50mph, glider #2 at 100mph (barely), glider #3 at 225mph. If you see an award that says you have to go faster than your current glider can reasonably do, it may mean you're under-upgraded it. But don't panic, avoid trying for an award you can't do at the moment, or you will just waste a whole day earning a few hundreds of cash. Meanwhile, Rockets are almost important to buy as a glider. To use rockets, just hold space while you're still on the ramp, and don't let go until it's empty. The default launch angle isn't too bad for rockets, but if you want a height award you'll want to steer up, and if you want the speed award (and others), you'll want to steer down.

Get every award before moving onto the next hill. I usually go for the height award first, forming a very tight curve into the air, then zooming down and flattening out just before the water. Sometimes that will get you a time award too. After that, I go for a more sensible jump instead. Keep an eye on your wind resistance, try to save it to 0%. Burn the fuel to get it up to 200, just under the red line. You're going to keep it there as long as possible with short quick bursts. Anywhere between 175 and 200 will do. With zero air resistance, you won't lose speed, but you will lose height. When you get down to less than ten to fifteen feet (which happens quickly), you need to hit the arrows in short quick bursts. Just enough to where you stabilize your altitude. As much as possible, keep your altitude stable and low. Neither rising nor falling. Whatever air resistance this is, so be it. Use your fuel to maintain the speed up and get your speed back into the 100's with rockets. Around 5,000 marks, you'll start losing speed and then height. As you do so, keep nudging up a few % to maintain the altitude as stable as you can. As you do this, it will slow your descent over the finish line. Once you are out of fuel, it is all mainly trying to judge between distance/speed/alt.

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