Tuesday, February 28, 2017

Slither.io: Strategies

Slither.io: Strategies

Strategies on Slither.io
Coiling refers to a strategy of completely encircling an opponent. As you continue moving, your coils constrict, making it difficult or impossible for an opponent to avoid hitting you. Moreover, any pellets inside can be eaten without another player interrupting. However, while executing this technique, you are vulnerable to a larger snake coming along and coiling around you! You may also find it profitable to coil around a snake attempting to coil a player if you are large enough to. Also, if you can't quite create a complete loop or before you do, it's possible for your intended victim to shoot out of the gap, blocking your path and killing you instead! A variation of coiling involves encircling pellets of already killed snake to prevent them from being eaten by others.

Cutting People Off
One of the most basic techniques in Slither.io is using a burst of speed to suddenly turn in front of another player, causing them to run into you and pop into a giant sea of pellets that you can grab. Even if you're much smaller than another player, it's still very possible to throw yourself in their path and kill them! If you notice someone near you suddenly put on a burst of speed, watch out! They may be preparing to try and cross your path just ahead of you.

This works best once you are longer. After getting a kill, instead of scooping up the remains yourself, you leave them and pretend that you aren't coming back. Make a wide loop back onto yourself and eventually someone will take the bait, and you can begin coiling them. Or you can coil in one place until other snakes arrive and see an opportunity to devour you. When a snake is in your reach, speed boosting and kill it. If you succeeded, you can return to the spot and wait for new victims.

When other snakes attempt to trap you, you can circle a bit ahead of your opponent to cut off their means of enclosing. If they back off but come back with a burst of speed, you can simply continue doing it. Grazing your opponent's body will not kill you; use this to your advantage, and continue pushing them off until they give up.

Shielding is a technique that revolves around going back and using your own tail as a shield from others. Shielding might be useful as an escape route, but you are vulnerable to larger snakes coiling you.

Defensive circling
Moving around in a tight circle is often useful in crowded areas where there are lots of snakes and moving anywhere is risky. This strategy also works when being in between two snakes and there is a risk of one of the larger snakes or fourth snake taking advantage of the situation. Defensive circling should be done in crowded areas as such places make it hard for others to coil around the circling player.

Eating pellets from recently slain snakes without actively trying to kill them. The scavenging snakes will not attack and instead follow other snakes. When he sees the other snakes create a mass pool, he will swoop in and steal lots of mass before retreating. Scavenger snakes are often a temporary playstyle, and after this, they will most likely turn to more aggressive playstyle.

Tailing is when you follow a bigger snake in hopes of claiming pellets once they collide. Tailing is also used to chase down and grab the kill on larger snakes. Tailing as a smaller snake is very dangerous as most of the time, the snake that is getting tailed can retaliate by cutting paths or even coiling them.

Crunching refers to tactics consisting of wedging a player between two others. Often players will move parallel to a much larger player, trying to catch up to them and cut them off. If you are careful and are long enough, you can take this opportunity to move towards the larger snake, causing the player in the middle to run into you and die.

Monday, February 27, 2017

Slither.io: Facts

Slither.io: Facts

Facts on Slither.io
- The map is a large disc. If you touch its boundaries, you simply disappear, and you leave nothing behind.
- When you die by touching another snake, the food that you leave behind represents only 20-23% of the mass you had when you died.
- Although the game has no lobby, there are different rooms. Thus, the only way to change a room is by refreshing your browser window.
- Most of the action happens at the center. You barely ever meet someone at the edge unless the room is incredibly full.
- The butterfly pellets, as I like to call them, meaning the great food pellets that move around and run away from you, have a mass of 50-60.
- Normal pellets spawn only around players or other pellets. They grow in size over time, starting from 1 up to around 20.
- Your boost-remains start with a mass of 1.
- The remains of a dead snake consist of larger pellets with a mass of around 10 - 40.
- Often times when you see someone inside someone else, it is usually a good idea to stick around. More often then not the outer snake makes a mistake, leaving you and the inside snake with its mass to share.
- When boosting, you lose mass by defecating it out of your tail. However, the boost-remains only represent around 30% of the mass that you actually lost while boosting. This means if you boost in a circle, you will eventually lose all of your mass.
- When you leave the game without dying (closing the browser, exiting the game), your snake lives on, but from now on it is controlled by a bot.
- When it gets late, the game spawns additional new bots to keep the snake-density up, since the radius of the disc never changes, and there aren't enough players at night to fill the map.
- The amount of spawned bots is highest at night.

There are different types of bots. They have all the following traits in common:
- They move around in zick-zack lines.
- When close to an enemies body, they try to evade it.
- If close to opponents head, they go towards the head, trying to cut the enemy off. They never boost when doing this, though.
- If surrounded by enemies bodies, they go around in circles. If a head comes near them, though, they will slightly move out of that circle.
- When almost encircled (e.g. you intentionally leave a small, but big enough to escape, gap open), they never try to go for the gap. The gap has to be at least 45 degrees wide for them to seek to evade.
- If someone big dies near them, they never boost and try to grab as much mass as possible. They randomly pick around every fifth pellet they see if the pellet density is low and every pellet that's near them if the pellet density is high (the remains of a snake).
- They will never try to encircle you.
- They differ in the direction that the are headed:
1. The ones that control the snakes from players that left the game always head for the boundaries of the map, heading straight into it and eliminating that player's mass.
2. The ones that try to imitate a regular player, who get spawned once some human players drop to a certain amount. They don't head in any particular direction, though they may travel around quite far depending on their surrounding, if they are alone, they usually end up going around in circles. Another trait is that they never boost.
3. The crazy ones (who also get spawned). These get bursts of boosts that last can last from 20-40 seconds. They don't stop the boost no matter what. They usually end up chasing their tail, but if an enemies head is near, they will go for the head, which can get quite dangerous for that snake. Once they stopped after around 20-40 seconds, it takes about 2 minutes until their next boosting-frenzy. Between their outbursts, they act like the second kind of bots.

Sunday, February 26, 2017

Slither.io: Walkthrough Guide

Slither.io: Walkthrough Guide

Walkthrough Guide on Slither.io
Size #10-200
At this stage, your itty bitty snake is a very insignificant being. Do whatever it takes to get you to a respectable size. Just go super aggressive at this stage; if you die, just start over because you haven't wasted any time. You want to get out of this stage as soon as possible. I consider 200 to be a size where you can speed boost long enough to kill other snakes without losing significant amounts of body mass. For now, just eat and eat more. Hopefully, some of the bigger snakes won't even consider you worth their time.
Things you might want to consider: Always slither your way towards the middle. That is where all of the action and the BIG snakes are. You can't choose where you spawn, but the map in the bottom right corner should easily guide you towards the middle. Although there is also significantly higher risk in the middle, you came here to have fun, not to slither around safely for eternity.

Size #200-7000
At this stage, you are primarily doing one thing. Scavenging. Some people may argue against me that doing this is boring, but I personally find it the easiest way to gain body mass at a considerably low risk. After grinding through the early stages of snake life, you really don't want to start from the beginning all over again. So what do I mean by scavenging? First find a "target." I put the target in quotes because you will not be directly attacking the target. What you will be doing is following the target around and around until he makes a fatal mistake. That's when you slurp up all of his body mass for yourself! So what kind of target are you looking for?

The best targets are big, like those monstrous kind, preferably somewhere in the leaderboards. And also aggressive, as they light up a lot, using their speed boost, and they like to circle around smaller snakes to eat them. Nearby and you are able to catch up. Don't bother to always go searching for the perfect target, whatever you find will most likely suffice. What do you do when you find your target? You Follow. That's right you follow. And you don't just plainly follow. Follow their tail. Make sure you never lose sight of the tail. When they boost, you boost; As long as you eat the body mass that your target loses by boosting, you shouldn't lose much yourself. Granted that they are big enough, they will rarely actually see you and will not try to harm you. Remember, you want to find someone aggressive, but that means to you too. If you follow closely enough, no stupid snake is going to want to slither between your target's tail and your head. They will surely either die to your target or to you. When your target finally dies, which you probably had nothing to do with, that's when feeding time starts. Boost. Boost. Boost until you get every single body mass of that huge sad snake.

Alright, you definitely don't want to go for every bit of mass. A very common strategy in slither.io is to simply slurp up big snakes that recently died, meaning that you're going to have competition, most notably the sly Slytherin. A Slytherin that just killed your target for you. This is where reaction speed is crucial. As you boost along the length of the body mass, keep an eye out for another snake boosting in the opposite direction. As soon as you see one, shoot to another direction! Remember that since you are going in different ways, it will require half the reaction speed. Jerk away and slither yourself to safety. Sometimes they might have a slow response, you can probably clean them up too if they hit your body. The advantages to this strategy are pretty significant. Since all killings of bigger snakes occur at the mouth of the snake, that means the killer, who usually has first access to the corpse, will start near the head. But to do that, they need to perform some fancy maneuvers to position themselves to get as much mass as possible. On the other hand, you will be able to see that the snake died at the same time as the killer, except you will already be at the perfect angle to start chomping away. Essentially, you have a huge advantage in collecting body mass over any killer of a huge snake, while they are the ones risking their lives while you sip on tea and munch on speed boosting remains. Once you hit 7000 body mass, this stage is virtually over since it will take longer to find any target significantly bigger than you.

Size #7000-15000
At this stage, you are pretty much big enough to do the best parts of slither.io. You encircle other snakes as you slowly constrain them in a smaller and smaller area around your slithering body, you encircle snakes within snakes, you encircle snakes within snakes within snakes, you get the idea. Make your kills along the way, but again don't be greedy. Take what you can! You should progressively get larger and larger by picking up leftover going from the middle to the outside. Do not be afraid to attack enormous snakes at this point in the game. Big snakes have a horrible turn radius comparing to you, where you are still relatively nimble and agile. If you can get under their nose, they're dead. Do not be afraid to put yourself into a dangerous position to kill a big snake. Killing one big snake on the periphery means you get all of the remains to yourself. It should propel you 3-7k from a single kill.

Size #15000 and beyond
At this stage, you have most likely placed on a respectable spot on the leaderboard. This is the end-game snake. Here is how you get those ridiculous scores around 100k. The hardest part of this stage is making your way to the center of the map safely, and you make the biggest loop you can with no snakes inside. You keep spinning around in that circle, and due to the natural chaos in the center of the map, snakes will be forced to run into you. Do not break your loop, slowly consume snakes that run into you on the next revolution. Your head is invulnerable because you are overlapping your tail 90% of the time, only occasionally breaking your big loop to gather remains. At this point in the game, the upper limit of your score is the upper limit of your patience. I usually grow about 2k every 5 minutes while in the center.

Saturday, February 25, 2017

Slither.io: Controls

Slither.io: Controls

Controls on Slither.io
PC Controls
The Controls in Slither.io are relatively simple. On browsers, your snake is controlled by your mouse and moves in the direction of your cursor. Your snake can also be controlled using the left and right arrow keys on the keyboard. You can either play it safe and collect small colorful dots for hours, or you can go after other snakes and become the biggest snake in the game in a matter of minutes.

Speed Boosting
You can either click and hold the right or left mouse button, hold the up arrow key, or hold the space button to generate a burst of speed. This makes your snake move significantly faster than usual at the cost of shedding some of its lengths. However, the amount of length shed remains constant, meaning that the larger your snake is, the less significant this loss of length is. Remember that you will always lose length at about 5 per second, but it's worth it if you can manage to secure a kill! For example, if you are trying to use the wrap around method, it's sometimes good to dash forward to get in front of your target. He/she may then run into you, or it will make it easier for you to circle him/her. However, when using the speed boost, it can be harder to control your snake precisely, and you'll have less time to react to the movements of other nearby snakes. A snake using its speed boost can be easily identified by the shining/shimmering effect that is applied while speeding.

Mobile Controls
On mobile, you simply just press and hold in the direction you want to go. To speed boost on a mobile device, you double tap then hold down on the screen. It can sometimes be a little unresponsive when making sharp turns, which might require you to practice awhile to get used to it. There might be milliseconds delay here and there for those players using their fingers to play. Alternatively, use a stylus pen if you want to improve your control and precision when making turns.

Artificial Intelligence
The Artificial Intelligence is an offline game mode where you can play Slither.io Mobile version with bots. Bots don't usually go and kill you. When you go for traps on bots, they don't run away from your trap and try and kill you, so it's easy for you to trap them. If you managed to kill a bot, then it won't show all red dots. When any skin dies of their used skin, it will correspond their colour - it would all be rainbow. Also, when you boost, it would even show rainbow pellets.

Friday, February 24, 2017

Slither.io: Pellets

Slither.io: Pellets

Pellets on Slither.io
Pellets are the food that snakes must eat to grow bigger and increase their length. The bigger the pellet, the more it will contribute to a snake's growth. Pellets spawn at random on the ground, but they are also generated by players who use their movement burst. They on average gives you 1-4 mass per regular pellet. Larger pellets will only be generated when a snake dies. These pellets will spawn in clusters of around the same size the snake's body segments had when it died, the remains of a dead snake consists of larger pellets with a mass of around 10-40 each. However the amount of mass depends on the size of the snake before it dies, the pellets left behind represents 20-25% of the mass it had only. There are also special pellets that appear larger than most other pellets and move around the screen, generally trying to avoid the player; I call it "butterfly pellet." When eaten, these special pellets give a much larger amount of length to the player and so it can be worth it to use your speed ability to grab them, especially early on in a game. On average, a butterfly pellet caught and eaten by speed boosting will grant you up to 50-60 mass.

Mass Rushes
Say that there is a heavily populated area. When a gigantic snake, possibly on the Leaderboard dies, lots of other snakes (big and small) rush in to grab some of the mass. Greedy snakes start killing others speeding in the huge amount of mass and eat their mass, while other snakes bump into each other, causing more mass than what was, to begin with. More snakes start rushing in and start running into each other by accident, along with some greedy snakes. In the end, there are tens of thousands of mass at that area which only a few surviving snakes will be able to pick up. It can be rewarding but deadly if not executed properly. It's best to avoid Mass Rushes unless you have good skills/experience or you are just starting off with less than 500 mass. Mass rushes won't happen in an unpopulated area, such as around the edges, but a snake may be in the vicinity and surprise you, ending up killing you. Set your slither.io to "Low Quality" if you are experiencing lag. Lag kills especially in Mass Rushes in Slither.io.

Thursday, February 23, 2017

Slither.io: Snakes

Slither.io: Snakes

Snakes on Slither.io
Snakes are the playable characters in Slither.io, and your goal is to become the biggest and longest snake out of all of them. Players start as tiny snakes that must eat the pellets on the ground to grow bigger increase their length. Players can press either the right mouse button or the space button for a quick burst of speed, but this will slightly decrease their snake's size and length, and it will also leave a trail of pellets behind them. In this game, the primary source of mass is obtained by killing other snakes. If a snake hits the body of another snake, they will die, and it will be game over for that player. However, you will not die when running into yourself. A dead snake will leave pellets where they died, that other player can eat. This is usually performed by moving in front of someone and cutting them off. A snake can also die when hitting the boundaries of the map, but they will not drop any pellets.

Length is one of the most important aspects of Slither.io. There's no benefit to living a long time, except insofar as you might get better at the game but ultimately, the only score that matters is your length. The length of your snake, which also determines its size, is displayed as a number in the lower left-hand corner of the screen. Along with your current length, you are also shown where you rank among other players on the server. Typically this appears as "X of Y Players" where X is your current rank and Y is the total number of players in your game. The Leaderboard on the top right corner shows the current lengths and names of the top 10 longest snakes in the game. You will start with 10 lengths and to increase your snake's length, you must eat pellets. Either those randomly generated by the game which gives a small amount of length, pellets left from speed boosting (small amount of pellets) or by eating the remains of other unlucky snakes who have died which typically always gives much more length than individual pellets. The length of a snake also determines its turning speed and radius. The bigger the snake, the slower the turning speed is and thus turning radius is larger. The player's vision is also affected by their snake's length, with the camera gradually zooming out the bigger they become up to a certain distance. Note that camera zooms out slowly, so new players still have a small vision for some time even after they've eaten a lot.

Wednesday, February 22, 2017

Learn to Fly: Walkthrough Guide

Learn to Fly: Walkthrough Guide

List of Upgrades on Learn to Fly
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

Cost: 50 / 1000 / 5000
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.

Tuesday, February 21, 2017

Smokin Barrels 2: Walkthrough Guide

Smokin Barrels 2: Walkthrough Guide

List of Upgrades on Smokin Barrels 2
Whiskey - More of an option for aching hearts than bullet wounds.
Effect: Restore 25% HP, +Get drunk, Cost: 20

Painkillers- Morphine is your best friend in the thick of battle.
Effect: Restore 50% HP, Cost: 50

First Aid Kit - All you need for a bloody Sunday.
Effect: Restore 100% HP, Cost: 100

True-aim Barrel - A gun with an enhanced barrel.
Effect: +15% Damage, Cost: 300

Wrathfire - This gun belonged to great outlaws. It will intimidate your opponents.
Effect: +30% Damage, +Slower enemy, Cost: 1,500

The Bounty Hunter - A gun bearing a bounty sigil.
Effect: +50% Damage, +Slower enemy, +10$/hit, Cost: 3,000

Death's Head - A legendary gun.
Effect: +100% Damage, +Slower enemy, +10$/hit, Cost: 7,000

Striker Hat - Mechanically engineered and armor plated.
Effect: +10% HP, Cost: 200

Adventurer's Spaulders - This enhanced shoulder armor.
Effect: +25% HP, +Heal 10% when hit, Cost: 500

Vanguard Tunic - Reinforced body armor, the bullets simply flying harmlessly to the ground.
Effect: +50% HP, +10% Chance to ignore damage, Cost: 1,500

Storm Armguard - A legendary armor.
Effect: +100% HP, +20% Chance to ignore damage, Cost: 3,500

Crossfire Bullets - The upgraded tip of the bullets.
Effect: Increase damaged area, Cost: 250

Dum Dum - Designed to explode on impact.
Effect: Increase area of effect, Cost: 1,250

Pulse Projectile - Explode on impact.
Effect: +10% Critical chance, Cost: 2,500

Voyager - This innovative technology makes the bullet pursue its target.
Effect: +20% Critical chance, +Homing Bullets, Cost: 6,000

Gold Rush Tonic - Gives you a nose for gold.
Effect: Doubling the income for the next duel, Cost: 500

Quick Silver Tonic - Increases your reflexes.
Effect: Giving you the opportunity to shoot 2 times each shootout for the next duel, Cost: 200

Iron Skin Tonic - Your skin hardens.
Effect: Giving you +50% defense for the next duel, Cost: 100

Crazy Rabbit Toy - This rabbit is useless unless you play with it.
Effect: Nothing, Cost: 100

List of Enemies on Smokin Barrels 2
Stage 1 - Pecos Bill
Life: 74 HP, Speed: 324, Avg. Dmg.: 34 HP
Reward: $40
Stage 2 - Big Joe
Life: 55 HP, Speed: 356, Avg. Dmg.: 36 HP
Reward: $120
Stage 3 - Tiny
Life: 100 HP, Speed: 354, Avg. Dmg.: 44 HP
Reward: $150
Stage 4 - Jack Hoax
Life: 101 HP, Speed: 413, Avg. Dmg.: 60 HP
Reward: $400
Stage 5 - Chad Cooper
Life: 92 HP, Speed: 364, Avg. Dmg.: 40 HP
Reward: $200
Stage 6 - Buffalo Bill
Life: 116 HP, Speed: 369, Avg. Dmg.: 49 HP
Reward: $300
Stage 7 - Johnny Ringo
Life: 71 HP, Speed: 411, Avg. Dmg.: 44 HP
Reward: $420
Stage 8 - Skinny Pete
Life: 106 HP, Speed: 378, Avg. Dmg.: 46 HP
Reward: $320
Stage 9 - Hilltop Sam
Life: 165 HP, Speed: 422, Avg. Dmg.: 122 HP
Reward: $900
Stage 10 - Prohibition Tom
Life: 115 HP, Speed: 388, Avg. Dmg.: 49 HP
Reward: $400
Stage 11 - Logan Sherman
Life: 83 HP, Speed: 432, Avg. Dmg.: 51 HP
Reward: $660
Stage 12 - Buck Bones
Life: 148 HP, Speed: 398, Avg. Dmg.: 61 HP
Reward: $600
Stage 13 - Wolverine
Life: 128 HP, Speed: 402, Avg. Dmg.: 55 HP
Reward: $520
Stage 14 - Old Wolf
Life: 159 HP, Speed: 407, Avg. Dmg.: 65 HP
Reward: $700
Stage 15 - Maverick
Life: 158 HP, Speed: 474, Avg. Dmg.: 83 HP
Reward: $1,500
Stage 16 - Shake Joe
Life: 99 HP, Speed: 458, Avg. Dmg.: 61 HP
Reward: $960
Stage 17 - One-eye Abraham
Life: 146 HP, Speed: 441, Avg. Dmg.: 63 HP
Reward: $680
Stage 18 - Renegade Mitch
Life: 181 HP, Speed: 447, Avg. Dmg.: 73 HP
Reward: $900
Stage 19 - Wild Harry
Life: 108 HP, Speed: 498, Avg. Dmg.: 67 HP
Reward: $1,140
Stage 20 - Skidrow John
Life: 160 HP, Speed: 458, Avg. Dmg.: 69 HP
Reward: $800
Stage 21 - Moose Bob
Life: 197 HP, Speed: 464, Avg. Dmg.: 80 HP
Reward: $1,050
Stage 22 - Smiley Connors
Life: 211 HP, Speed: 517, Avg. Dmg.: 117 HP
Reward: $2,200
Stage 23 - Broncho Anderson
Life: 208 HP, Speed: 492, Avg. Dmg.: 84 HP
Reward: $1,150
Stage 24 - Richard Red
Life: 124 HP, Speed: 548, Avg. Dmg.: 78 HP
Reward: $1,440
Stage 25 - Dick
Life: 182 HP, Speed: 504, Avg. Dmg.: 80 HP
Reward: $1,000
Stage 26 - Bill Elliott
Life: 130 HP, Speed: 561, Avg. Dmg.: 82 HP
Reward: $1,560
Stage 27 - Buck Jones
Life: 191 HP, Speed: 516, Avg. Dmg.: 84 HP
Reward: $1,080
Stage 28 - McCoy
Life: 137 HP, Speed: 568, Avg. Dmg.: 87 HP
Reward: $1,680
Stage 29 - Bear Miller
Life: 240 HP, Speed: 548, Avg. Dmg.: 99 HP
Reward: $1,450
Stage 30 - Machinegun Smith
Life: 256 HP, Speed: 620, Avg. Dmg.: 140 HP
Reward: $3,000

Recommended Build on Smokin Barrels 2
1. True-aim Barrel
2. Crossfire Bullets
3. Striker Hat
4. Wrathfire
5. Dum Dum
6. Adventurer's Spaulders
7. The Bounty Hunter
8. Vanguard Tunic
9. Pulse Projectile
10. Storm Armguard
11. Death's Head
12. Voyager

Walkthrough Guide on Smokin Barrels 2
Generally, I hate playing reflex games, I just can't react fast enough or accurate enough to play, but for some reason, I really enjoy this one. If you are facing lag, Right Click, hover to Quality, then select to Low Quality. It doesn't change duel graphics much, but it significantly reduces lag for me. For those who are excellent at this game and are confident to get three stars, you can try to get Gold Rush Tonic for those stages where rewards are above 500. You can see a spike in money and use that extra money to snowball even more money. If you lost, play a couple of mini-games to earn back the losses. Shooting bottles are the easiest mini-game out of the three; When shooting at bottles, you can shoot multiple at once for a higher score which gives you extra more cash. From stage 22 onward, it is best to get Iron Skin Tonic and Quick Silver Tonic if you want three stars.

Monday, February 20, 2017

Jack Tube: Walkthrough Guide

Jack Tube: Walkthrough Guide

Walkthrough Guide on Jack Tube
Level 1: Plumbing 101
The visual prompts pretty much explain this one. Click yellow gems when they're within reach to collect them. Click platform edges to jump up to or down from them. Click the tube end to jump into it; you'll pop out of the other one. Jump into the exit portal by clicking it once you've got every gem and are close enough to it.

Level 2: Pills Here
Get the pill, then click on the enemy to shoot it dead from a safe distance. Each pill is good for one shot, and Jack can't miss. The tube ends are color-coded; the identically colored ones are connected. Once you're on the upper right, you can use the elevator as a shortcut back to the middle of the level.

Level 3: Speedy Thing Goes In...
This is the first level in which you have to perform what I like to call a "tube-jump": if you jump into a tube end from up high, your momentum will be conserved. Stand on the right side of the gap in the upper level (click in the middle of the gap to jump over it) and jump into the tube end down below from there to reach the upper right area.

Level 4: A Game of Squash
Push the block and you'll automatically toss it through the tube to crush the monster. Then push the block again so you'll have something to stand on to reach the rightmost diamond. The weird mushroom-like thing near the exit is a springboard; use it to reach the exit.

Level 5: Spring Cleaning
Remember, click in the middle of a horizontal gap to jump it. To reach the upper right, kill the monster, then jump onto the springboard from the upper ledge.

Level 6: Pyramidst
Toss the block through the tube, then push it off the edge to deal with the spiky enemy; you can then safely jump between the spikes by clicking in the middle. Forget what the last level told you: you can use the springboard from its level to get to the top level. Once there, push the glass block off the edge to break it and free the diamonds.

Level 7: Elevator Action
To get to the middle left, take the elevator from the top level, jump to the middle right, and then tube-jump using the darker tube ends. You can then toss the block through the tube, tube-jump back, and use the block to get rid of the spiky enemy. To get back to the lower level, use the elevator from the middle left.

Level 8: A Bridge Too Far
Tube-jump with the darker tube ends (jump into the lower one) to get to the upper level, then knock the black stick down to make a bridge. To return to the middle level, tube-jump back. Shoot the yellow monster from the middle level.

Level 9: Catty Pult
Get the pill, then shoot the yellow monster through the tube (yes, you can do that!). From the middle right, tube-jump into the darker tube end and watch what happens!

Level 10: Moving (Platform) Day
The button on the middle level moves the platform left and right. Tube-jump through the darker tube ends to get to the upper level (remember, jump into the lower one from up above). To take out the monster, get the platform on the left, push the block onto it, then hit the button to move the platform to the right; the block will fall off and squash the monster.

Level 11: Diamond Miner
Do not tube-jump or you'll hit your head on the spiky monster on the ceiling! Instead, kick the black stick into the tube, then jump into it normally from its level. To break the glass block, push the other block into it.

Level 12: Drain Cleaner
Before trying to get the pill, toss the block through the tube and use it to weigh down the other end of the black stick. The blue button opens the drainpipe and drains out the deadly red liquid. Don't forget to look inside the drainpipe for a gem (that's what the picture in the bottom middle means).

Level 13: King Me
The springboard at the beginning is safe to use when it's in the MIDDLE position. Before using the first tube, shoot the monster through it. Use the second pill to shoot the king before going through the second tube. Shoot him a second time with the third pill, then crush him with the block. You can then push the button to turn on the exit, then click the crown to use it.

Sunday, February 19, 2017

Burrito Bison: Launcha Libre: Walkthrough Guide

Burrito Bison: Launcha Libre: Walkthrough Guide

List of Upgrades on Burrito Bison: Launcha Libre
Elastic Cables - With greater launch power comes greater responsibility.
Cost: 450 / 6,100 / 50,500 / 355,000 / 2,155,000 / 11,150,000 / 64,000,000 / 300,000,000 / 1,200,000,000
Rocket Slam - Increases the amount of time you can body slam.
Cost: 550 / 7,150 / 59,000 / 415,000 / 2,500,000 / 12,750,000 / 74,000,000 / 340,000,000 / 1,350,000,000
Bounciness - Everything you touch makes you bounce higher.
Cost: 1,350 / 11,500 / 85,000 / 535,000 / 2,950,000 / 14,000,000 / 75,000,000 / 340,000,000 / 1,350,000,000
Speedometer - Pushes your speed limit to the next level.
Cost: 2,000 / 14,000 / 100,000 / 635,000 / 3,500,000 / 17,000,000 / 87,250,000 / 400,000,000 / 1,575,000,000
Slippery Lotion - Lose less speed when hitting the ground.
Cost: 1,350 / 11,500 / 85,000 / 535,000 / 2,950,000 / 14,000,000 / 75,000,000 / 340,000,000 / 1,350,000,000
Flavour Master - Retain more speed when landing on gummy bears.
Cost: 1,500 / 12,750 / 95,000 / 595,000 / 3,250,000 / 15,500,000 / 82,250,000 / 375,500,000 / 1,500,000,000
Pickpocket - Get more money out of the gummy bears.
Cost: 900 / 7,500 / 56,000 / 350,000 / 1,950,000 / 9,250,000 / 49,500,000 / 225,700,000 / 900,000,000
Luck - Good Things will occur more frequently.
Cost: 7,500 / 56,000 / 350,000 / 1,950,000 / 9,250,000 / 49,500,000 / 225,700,000 / 900,000,000
Bodybuilding - Deal more damage to opponents so you can defeat them faster.
Cost: 1,050 / 8,750 / 65,500 / 415,000 / 2,250,000 / 10,500,000 / 57,500,000 / 265,500,000 / 1,000,000,000
Police Control - Lose less speed when getting trapped by cops.
Cost: 8,750 / 65,500 / 415,000 / 2,250,000 / 10,500,000 / 57,500,000 / 265,500,000 / 1,000,000,000
Doors Destroyer - Makes it easier to break through giant doors and lower speed lost in the process.
Cost: 8,750 / 65,500 / 415,000 / 2,250,000 / 10,500,000 / 57,500,000 / 265,500,000 / 1,000,000,000
Cake Eater - Makes it easier to carve the inside of giant doors.
Cost: 2,500 / 15,500 / 110,000 / 675,000 / 3,750,000 / 18,500,000 / 92,500,000 / 417,750,000 / 1,650,000,000

Special Gummies
Puncheus Pilot - Punch way up by stealing their machine and knocking everything below you!
Cost: 750 / 16,500 / 209,000 / 2,250,000 / 20,250,000 / 155,000,000 / 1,000,000,000
Lt. Jel E. Boom - Launch yourself from one barrel to another and gain serious speed! #LikeAMonkey
Cost: 5,000 / 42,500 / 350,000 / 2,750,000 / 21,000,000 / 155,000,000 / 1,100,000,000
Wannabear - They think a star like you deserves to reach the sky, and theyre here to help!
Cost: 12,500 / 127,500 / 1,000,000 / 7,500,000 / 45,000,000 / 210,000,000 / 850,000,000
Gumdalf - Bump their chest 3 times then think to yourself theres nothing like a ton of cash!
Cost: 22,500 / 270,000 / 2,800,000 / 25,000,000 / 185,250,000 / 1,200,000,000
Prickly Pair - Knock them off their inflated mount and try to run them over for an eye popping reward!
Cost: 225,000 / 1,700,000 / 11,150,000 / 65,000,000 / 310,000,000 / 1,300,000,000
Dr. Wormageddon - Smash their bottle and their pet worm will alow you to dive underground to collect hidden treasures.
Cost: 1,250,000 / 7,500,000 / 45,000,000 / 250,000,000 / 1,400,000,000
Hunny Bunny - Youre in for a sweet ride, if youre lucky enough to catch one!
Cost: 4,500,000 / 22,500,000 / 100,000,000 / 415,000,000 / 1,500,000,000
Teddy Flare - These poor fellas are stuck on a giant firework. Help them out for some extra height.
Cost: 3,000 / 39,000 / 415,000 / 3,500,000 / 27,000,000 / 160,000,000 / 800,000,000
Robbear - Crush these thieves and the bank will let you keep the cash! Right?
Cost: 2,000 / 28,000 / 320,000 / 3,000,000 / 23,150,000 / 145,500,000 / 750,000,000
Jelly Roger - These unfortunate pirates carry a bomb that will blast you up and forward!
Cost: 4,000 / 48,000 / 485,000 / 4,125,000 / 29,500,000 / 175,000,000 / 900,000,000

Harry Bow Tie - Basically just asking to get punched in its annoying, yet familiar, face.
Cost: 2,000 / 20,000 / 200,000 / 2,000,000 / 35,000,000 / 335,000,000 / 1,750,000,000
Bernerds - Hundreds of tiny candies once melted and merged into this nerdy atrocity.
Cost: 100 / 17,500 / 175,000 / 1,775,000 / 38,750,000 / 385,000,000 / 1,750,000,000
Beaster Bunny - This delicious looking opponent can jump higher than its calorie count.
Cost: 15,000 / 150,000 / 1,550,000 / 42,500,000 / 450,000,000 / 1,750,000,000
Villaina Ice - surfers from a condition that makes it teleport somewhere random every time it gets a brain freezw.
Cost: 125,000 / 1,250,000 / 46,250,000 / 515,000,000 / 1,750,000,000
JawBreaker V3.0 - A launchador once broke its jaw. And its body. Now it's back with an electrifying new move.
Cost: 50,000,000 / 600,000,000 / 1,750,000,000

Chili Bomb - Increases the strength of the explosion.
Cost: 600,000 / 40,000,000 / 2,000,000,000
Rocket Fuel - Adds two additional rocket slams to your guage.
Cost: 500,000 / 35,000,000 / 1,900,000,000
Tacorazzi - Increases launch power and damage dealt to opponents.
Cost: 400,000 / 30,000,000 / 1,800,000,000
Pesos Pals - Makes them last longer.
Cost: 750,000 / 47,500,000 / 2,100,000,000

Recommended Build on Burrito Bison: Launcha Libre
1. Pickpocket
2. Elastic Cables
3. Rocket Slam
4. Bounciness
5. Slippery Lotion
6. Flavour Master
7. Luck
8. Speedometer
9. Cake Eater
10. Doors Destroyer
11. Police Control
12. Bodybuilding

Special Gummies
1. Puncheus Pilot
2. Teddy Flare
3. Robbear
4. Dr. Wormageddon
5. Hunny Bunny
6. Prickly Pair
7. Jelly Roger
8. Lt. Jel E. Boom
9. Wannabear
10. Gumdalf

1. Harry Bow Tie
2. Bernerds
3. Beaster Bunny
4. Villaina Ice
5. JawBreaker V3.0

1. Chili Bomb
2. Tacorazzi
3. Pesos Pals

Walkthrough Guide on Burrito Bison: Launcha Libre
Burrito Bison: Launcha Libre feels much more grindy and less progressive than its previous installments. The game looks fantastic as always but the progress to upgrade your bison and gummies kills the fun. To reduce runs, you have to travel the further and earn more cash than the last launch. The aiming system is simplified in this game, you should always aim to damage the wrestlers as it gives bonus speed which will help in the long run. As you make more launches, you will manage to KO the wrestler. Taking them out will grant your extra cash and bonus speed, which is very beneficial for you to get more upgrades in the early game. If you fail to hit the wrestler during the launch, restart and try again. Don't screw up again! Generally, you want your bison to stay airborne as long as possible without touching the ground. However, what goes up must come down. Landing the ground or onto the cops will reduce your speed by a reasonable amount. Therefore you should always use your Rocket Slam on a bunch of gummies to maximize cash. Or Rocket Slam to avoid losing too much speed. Remember that you should never spam all your Rocket Slams away, keep some for the cops. These gummies cops are annoying because they are just there to ruin things for you, especially when they end the game when you actually can go further. Buy Police Control when you are having trouble handling them.

If you have not broke through the door, try buying Speedometer, Doors Destroyer, and Cake Eater. This 3 upgrades will definitely make things easier especially you are not at your top speed. Please upgrade the Special Gummies when it is available, they are very useful especially Puncheus Pilot and Teddy Flare. These two special gummies are very helpful because they are spawned at the low ground, it seems to me that it appears much more frequently than other specials. Most of the time in the game, Bison will be using its rocket slam to achieve more distance. If Bison manages managed to hit onto these specials, you will earn an additional amount of cash effortlessly. It took me a week to get the necessary upgrades finish the run. Sadly, I'm nowhere near full upgrades and completing the game. My best advice is to prioritize your cash on Bison and Special Gummies Upgrades. Do not bother Wrestlers and Ingredients Upgrades! They are not profitable enough for you to upgrade them first. Good luck! :)

Saturday, February 18, 2017

Burrito Bison Revenge: Walkthrough Guide

Burrito Bison Revenge: Walkthrough Guide

List of Upgrades on Burrito Bison Revenge
Elastic Cables - Start with more powerful launches!
Cost: 900 / 2,700 / 7,200 / 17,100 / 36,000 / 90,000 / 202,500
Slippery Lotion - Lose less speed when hitting the floor and bouncing off gummies!
Cost: 1,100 / 3,300 / 8,800 / 21,000 / 44,000 / 110,000 / 247,500
Bounciness - Gummies make you bounce higher and lose less speed!
Cost: 1,100 / 3,300 / 8,800 / 21,000 / 44,000 / 110,000 / 247,500
Rocket Slam - Increases the amount of times you can body slam!
Cost: 800 / 2,400 / 6,400 / 15,200 / 32,000 / 80,000 / 180,000
Police Control - Lose less speed when landing on cops and increases chances of encountering corrupted cops!
Cost: 1,000 / 3,000 / 8,000 / 19,000 / 40,000 / 100,000 / 225,000
Bodybuilding - Need less speed to break through giant doors and lose less speed afterward!
Cost: 1,200 / 3,600 / 9,600 / 22,800 / 48,000 / 120,000 / 270,000
Pickpocket - You earn more cash from gummies!
Cost: 800 / 2,400 / 6,400 / 15,200 / 32,000 / 80,000 / 180,000
Speedometer - Allows you to reach higher speed and even beyond.
Cost: 900 / 2,700 / 7,200 / 17,000 / 36,000 / 90,000 / 202,500
Pants on Fire - Your pants are really goind be on fire at high speed!
Cost: 300,000

Special Gummies
Chubby Gummies - Have a chance of encountering Chubby Gummies!
Cost: 700 / 4,000 / 17,000 / 57,000 / 145,000
Propeller Hats - Have a chance of encountering gummies wearing Propeller Hats!
Cost: 2,000 / 6,000 / 23,000 / 69,000 / 170,000
Aviators - Have a chance of encountering Aviators!
Cost: 4,000 / 10,000 / 30,000 / 80,000 / 190,000
Rocket Riders - Have a chance of encountering Rocket Riders!
Cost: 10,000 / 18,000 / 45,000 / 100,000 / 215,000
Crusiers - Have a chance of encountering Cruisers!
Cost: 15,000 / 25,000 / 50,000 / 115,000 / 225,000
General Goods - Increases the power of gummies carrying items as well as your chance of encountering them!
Cost: 5,000 / 12,000 / 35,000 / 88,000 / 200,000
Lucky Gummies - Have a chance of encountering a lucky gummy in the ravaged arena!
Cost: 2,500 / 7,500 / 25,000 / 75,000 / 175,000

Wrestling Ring
Brutus - Brings Brutus into the wrestling ring!
Cost: 5,000
Cyborg Jawbreaker - Brings Cyborg Jawbreaker into the wrestling ring!
Cost: 25,000
Berzerker - Pulls the Berzerker from Berzerk Studio into Candyland and face him into the ring!
Cost: 500,000

Time Taco - Time Taco will make the launching meters slower and easier to hit!
Unlock By: Performing a perfect launch against the berzerker.
Fuel Fajita - Fuel will automatically refill a Rocket Slam once in a while!
Unlock By: Squashing at least 1 of each special gummy in a single run in "story" mode.
Chili Bomb - Chili Bomb will give you a final push whenever your speed gets too low!
Unlock By: Traveling a minimum of 35,000 meters in "survival" mode.

Recommended Build on Burrito Bison Revenge
1. Pickpocket
2. Elastic Cables
3. Speedometer
4. Slippery Lotion
5. Bounciness
6. Bodybuilding
7. Rocket Slam
8. Police Control
9. Pants on Fire
10. Repeat!

Special Gummies
1. Lucky Gummies
2. Rocket Riders
3. Aviators
4. Cruisers
5. General Goods
6. Chubby Gummies
7. Propeller Hats
8. Repeat!

Walkthrough Guide on Burrito Bison Revenge
Burrito Bison Revenge gameplay is very similar to the prequel; you can almost use the same strategy to win this awesome flash game. For any launcher game, your aim is to travel further than the last launch. One easy way is to get perfect or near perfect launch every single time. This will give you the most speed and better chance to go further, thus more money to buy more upgrades. You generally want to airborne as long as possible. Then if you start losing speed, use Rocket Slam on a bunch of gummies and see you will propel up again. But don't spam all your Rocket Slams at once, keep some for the cops. These gummies cops are annoying because they are just there to ruin things for you, especially when they end the game when you actually can go further. So grab Police Control when you are having trouble. If you have not broke through the door with your wallet in it, try buying the speedometer to at least level 5. This should make things easier. When you hit the metal door with enough speed, you should be able to make it through. Don't completely focus on getting the awards and achievements. Try to max everything out, and I promise you will get almost all the missions.

The best gummy is the lucky gummy because whenever he hits it, he gets this blank look in his eyes. With his limbs dangling and the sudden change of music as he is propelled forward by a super-speed rainbow, he crashes into a gummy, catapults into the clouds, and comes down as a cotton candy snowball. Rocket Riders and Cruisers are also as good. Pants on Fire sometimes happens when you reached the top speed, spam clicks, and spacebar together to maintain it longer. There are more upgrades in this compared to the previous game. The best way to earn more money is attempting Story Mode even you have unlocked the Survival Mode. It's easy to make 40k in 50 seconds doing the story mode, and the first 50 seconds of survival too. But the problem is the gummies become more and more scarce you earn way less money. Let's say 30k/minute for the first minute, but then it drops off considerably as you travel further. It's not very worth it.

For players trying for a "Perfect Launch" mission or just trying to defeat your opponent/wrestler quicker. You can only aim for a perfect launch, then hit the restart button again. Just rinse and repeat. The perfect launches will count towards your progress on both.

Friday, February 17, 2017

Burrito Bison: Walkthrough Guide

Burrito Bison: Walkthrough Guide

List of Upgrades on Burrito Bison
Elastic Cables - Start with more powerful launches.
Cost: 500 / 2,500 / 5,000 / 12,500 / 30,000
Slippery Lotion - Lose less speed when hitting the floor and bouncing off gummies!
Cost: 600 / 3,000 / 6,000 / 15000 / 36,000
Pickpocket - You earn more cash from gummies!
Cost: 400 / 2,000 / 4,000 / 10,000 / 24,000
Bounciness - Gummies make you bounce higher and lose less speed!
Cost: 600 / 3,000 / 6,000 / 15,000 / 36,000
Rocket Slam - Increase the amount of times you can body slam.
Cost: 500 / 2,500 / 5,000 / 12,500 / 30,000
Resistance - Lose less speed when going through doors and landing on cops.
Cost: 700 / 3,500 / 7,000 / 17,500 / 36,000

Special Gummies
Bubble Gummies - Increase your chances of encountering gummies hanging on to bubble gum.
Cost: 350 / 3,500 / 10,000
Glider - Increase your chances of encountering hand gliding gummies.
Cost: 2500 / 7,500 / 16,000
Rocket Gummies - Increase your chances of encountering gummies riding rockets.
Cost: 10,000 / 15,000 / 25,000
Pogo Stick - Increase your chances of encountering gummies on pogo sticks.
Cost: 1,000 / 5,000 / 13,500
Pepper Gummies - Increase your chances of encountering gummies carrying chili peppers.
Cost: 5,000 / 10,000 / 20,000
General Goods - Increase your chances of encountering gummies carrying items.
Cost: 4,000 / 12,000 / 27,500

Recommended Build on Burrito Bison
1. Pickpocket
2. Elastic Cables
3. Slippery Lotion
4. Bounciness
5. Resistance
6. Rocket Slam
7. Repeat!

Special Gummies
1. Bubble Gummies
2. Rocket Gummies
3. Glider
3. General Goods
4. Pogo Stick
6. Pepper Gummies
7. Repeat!

Walkthrough Guide on Burrito Bison
In Burrito Bison, always make every launch counts because you need cash to upgrade to go even further. So, it's best for you to try to get perfect or near perfect launch every single time. This will launch your Bison further and accelerate you to the maximum speed possible. All you need to do is hang on the air as long as possible. If you start falling, try land on a bunch of gummies to lose less speed compared you smashing onto the floor. If you know you are going to crash land, feel free to use Rocket Slam. This avoids you losing too much speed and allow you to gain more height. But don't spam all your Rocket Slams at once, keep some for the cops. These cops are annoying because most of the time you can go a little further for extra cash but they are just there to ruin things for you. Once you have enough money, you can follow my build above. The first six bison's upgrades are the most important ones; These upgrades make your bison stronger and more resistance, therefore, you can go further and more cash, while the rest are powerups you collect during each launch which is mainly based on luck. Bubbles Gummies are your best friend! Continuously click and press space for faster bubble rising. You can do the same for Pepper Gummies too. To escape the Candy Land at the last stage, your speed needs to be more than half.

Thursday, February 16, 2017

Duck Quest?: Walkthrough Guide

Duck Quest?: Walkthrough Guide

Walkthrough Guide on Duck Quest?
- Investigate the trash can. Pick up the bone.
- Move up to go to the screen with the dog. Give the dog the bone.
- You receive fleas.
- Go right then down twice until you're at the screen with the hobo. Give the hobo fleas.
- You now have a new friend!
- Go down once more and quack at the boy at the soda machine.
- Pick up the hot dog voucher.
- Go over three screens to the balloon man, go up once and investigate the bush. You will receive a baseball cap.
- Go up one more screen to the hot dog vendor.
- Give the hot dog voucher to the vendor to receive your first duck.
- Go right once to the man with the saxophone. Interact with him to have him and the hobo musician start playing together. You will get the second duckling.
- Leave the scene and come back to it then interact with the saxophone player again to receive money.
- Go back to the vending machine and use the money to get a soda.
- Go left until you reach the balloon man again. Give him the soda.
- You receive a balloon.
- Go far right until you hit the soda machine then go up all the way until you hit the big tree. Once there quack.
- Use the balloon to float up and rescue your duckling. This is your third duck.
- Go down to the painter and investigate this painting. Speak with him to find out about the man who lost his hat.
- Go down until you hit the vending machine then go left once. Give the man the baseball cap.
- You found your fourth and final duckling!

Wednesday, February 15, 2017

Dragon Dish: Walkthrough Guide

Dragon Dish: Walkthrough Guide

List of Upgrades on Dragon Dish
Fire Breath
Lv1: Faster breathing recharge, Cost: 95
Lv2: Improve breath speed, Cost: 140
Lv3: Deal more damage, Cost: 190
Lv4: Unstoppable fire, Cost: 235
Lv5: Inferno, Cost: 285

Poison Breath
Lv1: Faster breathing recharge, Cost: 140
Lv2: Poison effect lasts longer, Cost: 210
Lv3: Improve breath speed, Cost: 280
Lv4: Stronger poison, Cost: 350
Lv5: No medicine, Cost: 420

Frost Breath
Lv1: Faster breathing recharge, Cost: 205
Lv2: Freeze effect lasts longer, Cost: 305
Lv3: Improve breath speed, Cost: 410
Lv4: Make'em chill, Cost: 510
Lv5: No summer allowed, Cost: 615

Lv1: Powder Mastery - faster recharge, Cost: 290
Lv2: Improve bomb speed, Cost: 435
Lv3: Dwarven Powder - more damage, Cost: 580
Lv4: Handling Mastery - more speed, Cost: 725
Lv5: Clone Warrior - bomb nearby lanes, Cost: 870

Tornado Breath
Lv1: Wind Mastery - faster recharge, Cost: 375
Lv2: Tornado effects lasts longer, Cost: 560
Lv3: Forecaster - faster tornadoes, Cost: 750
Lv4: Bad Weather - tornado lasts longer, Cost: 935
Lv5: Twist and shout, Cost: 1125

Lightning Breath
Lv1: Extra Battery - faster recharge, Cost: 460
Lv2: Refined Conductor - more speed, Cost: 690
Lv3: Overcharged - more damage, Cost: 920
Lv4: Super Conductor - fastest there is, Cost: 1150
Lv5: Ain't no shield strong enough, Cost: 1380

Lv1: Breakfast of champions, Cost: 265
Lv2: Grandma's extra, Cost: 395
Lv3: Cookie treasure, Cost: 530
Lv4: Infinite cookies minus one, Cost: 660
Lv5: All cookies belong to you!, Cost: 795

List of Knights on Dragon Dish
Sir Zebnight - Just an ordinary guy who likes to ride his zebra and is trained to track dragons.
Health: 1, Speed: 2, Damage: 1, Resistance: None
Sir Bernight - During kingdom elections, these special forces are selected to guard the candy vault. They make hit-and-run grabs on your cookie stash.
Health: 3, Speed: 3, Damage: 4, Resistance: Bomb
Acornguard - These guys fell from a tree during a lightning storm. They are the toughest anti-dragon fighters available.
Health: 5, Speed: 1, Damage: 5, Resistance: Lightning
Don Hiccup - The ex-weatherman rides a tornado. He will continue to eat until his donkey is stuffed.
Health: 3, Speed: 5, Damage: 4, Resistance: Tornado
Candalf - He lives in a cold magic tower inventing practical things like the cookie teleporter and the milk-to-chocolate converter.
Health: 4, Speed: 4, Damage: 3, Resistance: Frost
Moobarrian - The Son of Moovahkiin is an axe-wielding dragon hunter, and he knows how to craft poison antidotes with aloe vera.
Health: 4, Speed: 5, Damage: 2, Resistance: Poison

Recommended Build on Dragon Dish
1. Fire Breath
2. Poison Breath
3. Frost Breath
4. Explosives
5. Cookies
6. Tornado Breath
7. Lightning Breath

Walkthrough Guide on Dragon Dish
Dragon Dish is pretty challenging defense flash game. Stage 1 to 10 was pretty relaxed, then onwards. Things get real very quickly. Having to get the coins and ammo mess up your shooting, not to mention how confusing it can get to have to switch between all six breaths constantly. This means you need to have some form of decent macro skills to jugger around them and also learn to anticipate the delays between each shot. Please save your Poison Breath for Sir Bernight and Acornguard! These two beefy Knights are the toughest and can take more than 8-15 Fire Breaths to kill, which is not every effective when your other lanes are full of enemies. Frost Breath is good for Don Hiccup and Moobarrian. I like to combo Fire Breath and Explosives together. Because in the later part of the game, Candalf, the wizard is the deadliest among the six knights. He can do tons of damage very quickly if you don't kill him quickly, that's why I use a bomb to knockback which is always enough to kill him before he reaches. The next combo is Fire Breath and Tornado Breath; pretty decent crowd control. If you are falling behind, you can go Stage 3 and grind a few times. It's the easiest stage in my opinion that gives around 380-420 gold each time.

Tuesday, February 14, 2017

Age of War: Walkthrough Guide

Age of War: Walkthrough Guide

Cavemen Age
Clubman - Cost: $15
Slingshotman - Cost: $25
Dino Rider - Cost: $100

Medieval Age
Swordsman - Cost: $50
Archer - Cost: $75
Knight - Cost: $500

Renaissance Age
Dueler - Cost: $200
Mousquettere - Cost: $400
Canoneer - Cost: $1000

Modern Age
Melee Infantry - Cost: $1500
Infantry - Cost: $2000
Tank - Cost: $7000

Future Age
God Blade - Cost: $5,000
Blaster - Cost: $6,000
Tank - Cost: $20,000
Super Soldier - Cost: $150,000

Turret Upgrade - Cost: $1,000 / 3,000 / 7,500

Cavemen Age
Rock Slingshot - Cost: $100
Egg Automatic - Cost: $200
Primitive Catapult - Cost: $500

Medieval Age
Catapult - Cost: $500
Fire Catapult - Cost: $750
Oil - Cost: $1,000

Renaissance Age
Small Cannon - Cost: $1,500
Large Cannon - Cost: $3,000
Explosives Cannon - Cost: $6,000

Modern Age
Single Turret - Cost: $7,000
Rocket Turret - Cost: $9,000
Double Turret - Cost: $14,000

Future Age
Titanium Shooter - Cost: $24,000
Laser Cannon - Cost: $40,000
Ion Ray - Cost: $100,000

Cavemen Age - Fireballs
Medieval Age - Firearrows
Renaissance Age - Blessing
Modern Age - Airdrops
Future Age- Laser

Walkthrough Guide on Age of War
During Caveman Age, you would want to play the game passively for quite awhile. The enemy's cavemen are stronger and tougher than your troops, and it is going to waste you precious cash for nothing. Therefore the safest way is to wait until 5-6 enemies to appear on the screen then use your special without hesitation and hopefully can get at least 4-5 of them. With the cash earned from the special, purchase an egg automatic immediately. The egg automatic can kill a caveman on its own without assistance, so let it shoot its enemies without interruption. When more than 1 caveman is in your vicinity, buy as many cavemen as you can afford until all your enemies are dead. Stop buying cavemen as soon as you think you have enough to kill all enemies in range of the turret.

Do not enter into Medieval Age yet, even if your enemy has transitioned to Medieval Age. This is because clubmen make sufficient meatshields and can do a ton of damage if you bunch them up together on the same attacking tile. The cavemen create a massive cluster at a very low price. Example if you manage to make ten cavemen standing on the same attacking title, they score ten hits all at once. In return, it takes the enemy to hit & kill 1 of them which leaves 9 of them. All these cavemen cost 150 gold only! Very cost effective. At the same time, your egg shooter is contributing to wiping up your enemies! Meanwhile, you still have your specials which you should use them when available. Upgrade your turrets slot and purchase more egg automatic progressively. This simple trick will last until Modern Age.

During Military Age, you should probably have 45,000 Exp and 14,000 Gold saved up. Your enemy should already be sending soldiers by now, and you should also have loads of cavemen built up. Now upgrade to the Military Age and sell a chicken cannon and replace it with the double turret. The turret should be able to kill any enemy it encounters, as soon as you have another 14,000 gold, sell the other chicken and replace with another double turret. Remember to use your special. Once you have enough for the last turret slot and a double turret, get them both. Send out an adequate amount of Melee Infantry when your cavemen shield starts depleting.

During the Future Age, slowly and steady replace all your double turrets with Ion Ray. They are very overpowered especially when you have 4 of them together. They can take out tanks very effectively without any help but if two tanks are in your vision, use special. Otherwise, summon 2 God Blades to defend your base. You will profit from the enemies with 4 Ion Ray running. Now, save up for at least 3 Tanks and 3 Super Soldiers. Send out your Tanks first then your Super Soldiers. Let your Tanks soak up all the damage, by the time it reaches your enemy base. Your super soldiers will take over and guaranteed a win! Congratulation.

Monday, February 13, 2017

Dead Rampage: Walkthrough Guide

Dead Rampage: Walkthrough Guide

List of Weapons on Dead Rampage
Accuracy: 80 %, Damage Per Second: 7, Magazine Size: 20, Reload Delay: 1 Second, Cost: Free
Accuracy: 65 %, Damage Per Second: 10, Magazine Size: 30, Reload Delay: 2 Second, Cost: 190
Accuracy: 60 %, Damage Per Second: 8, Magazine Size: 7, Reload Delay: 2 Second, Cost: 410
Accuracy: 70 %, Damage Per Second: 40, Magazine Size: 6, Reload Delay: 2 Second, Cost: 720
Accuracy: 70 %, Damage Per Second: 30, Magazine Size: 40, Reload Delay: 2 Second, Cost: 860
Accuracy: 85 %, Damage Per Second: 66, Magazine Size: 8, Reload Delay: 3 Second, Cost: 870
Accuracy: 70 %, Damage Per Second: 75, Magazine Size: 25, Reload Delay: 2 Second, Cost: 1530
Accuracy: 70 %, Damage Per Second: 80, Magazine Size: 40, Reload Delay: 3 Second, Cost: 1940
Accuracy: 60 %, Damage Per Second: 24, Magazine Size: 3, Reload Delay: 3 Second, Cost: 2000
Accuracy: 70 %, Damage Per Second: 100, Magazine Size: 30, Reload Delay: 2 Second, Cost: 2730
Combat Shotgun
Accuracy: 70 %, Damage Per Second: 24, Magazine Size: 8, Reload Delay: 2 Second, Cost: 3220
Accuracy: 80 %, Damage Per Second: 147, Magazine Size: 30, Reload Delay: 2 Second, Cost: 4090
Accuracy: 99 %, Damage Per Second: 300, Magazine Size: 10, Reload Delay: 4 Second, Cost: 4640
Hansel & Gretel
Accuracy: 80 %, Damage Per Second: 467, Magazine Size: 20, Reload Delay: 3 Second, Cost: 6320
Accuracy: 99 %, Damage Per Second: 320, Magazine Size: 30, Reload Delay: 4 Second, Cost: 8360
Accuracy: 60 %, Damage Per Second: 200, Magazine Size: 250, Reload Delay: 6 Second, Cost: 10000

Medkit - Lastest technology med kit using nanobots. Restore your health by 30%.

List of Upgrades on Dead Rampage
Body Builder - Increase your Max HP by 50 / 150 / 300.
Rapid Metabolism - Your HP will regenerate by 1 / 3 / 6 per second.
Marksmanship - Increase accuracy by 5 / 10 / 15 %.
Fast Hands - You will reload guns 5 / 15 / 35 % faster.
Greed Is Good - Gain extra $ 5 / 12 / 20 each kill.
Evil Geniuses - Gain extra 5 / 12 / 20 Exp each kill.
Speedster - You will run 5 / 15 / 35 % faster.
Engineering - Increase your building speed by 30 / 60 / 100 %.

Recommended Build for Dead Rampage
1. Greed Is Good x 3
2. Evil Geniuses x 3
3. Engineering x 3
4. Body Builder x 3
5. Rapid Metabolism x 3
6. Fast Hands x 3
7. Marksmanship x 3
8. Speedster x 3

1. Glock
2. Benelli
3. DEagle
4. Hydra
5. Savage
6. Raiden
7. Get the remaining weapons you like! :)

Walkthrough Guide on Dead Rampage
I see this little flash game as a rip-off as Dude and Zombies. A lot of similarities and money is the key to this game! When you have more money, you can start buying better weapons and things will escalate quickly from there. That's why I like to upgrade Greed Is Good and Evil Geniuses first, then Engineering. Body Builder and Rapid Metabolism are necessary upgrades too when you Rams and Crows start spawning; They can deal tons of damage very quickly. I will suggest killing the Rams first as they are hardest to dodge. Don't hesitate to spend on Medkit when you are below 50% HP. Try to maintain a healthy range of 80-90% at all times.

I noticed that almost all the automatic weapons are a lot weaker compared to the pistols, sniper rifles, and shotguns. Hansel & Gretel excluded since you'll have the sniper by then. Although it has lots of ammo and shoots faster the overall DPS is far lesser compared to the sniper. So do not waste money on automatic weapons, they are not as useless. I've completed the beacon at level 25, have all the arms and all the upgrades at wave 37.

Sunday, February 12, 2017

Frantic Frigates: Walkthrough Guide

Frantic Frigates: Walkthrough Guide

List of Upgrades on Frantic Frigates
Tier 1
Cannon - +1 Weapon, Cost: $50
Cannonballs - +1 Fire Rate, Cost: $50
Sail - +1 Ship's Speed, Cost: $50
Chest - +1 Loot, + Magnet, Cost: $50
Flag - +1 Fire Rate, +1 Ship's Speed, +1 Loot, +1 Magnet, Cost: $100

Tier 2
Cannon - +2 Weapon, Cost: $250
Cannonballs - +2 Fire Rate, Cost: $250
Sail - +2 Ship's Speed, Cost: $250
Chest - +2 Loot, +2 Magnet, Cost: $250
Flag - +1 Weapon, +1 Fire Rate, +1 Loot, +2 Magnet, Cost: $500

Tier 3
Cannon - +3 Weapon, Cost: $500
Cannonballs - +3 Fire Rate, Cost: $500
Sail - +3 Ship's Speed, Cost: $500
Chest - +3 Loot, +3 Magnet, Cost: $500
Flag - +1 Weapon, +2 Fire Rate, +1 Ship's Speed, +1 Loot, +2 Magnet, Cost: $1,000

Tier 4
Cannon - +4 Weapon, Cost: $1250
Cannonballs - +4 Fire Rate, Cost: $1,250
Sail - +4 Ship's Speed, Cost: $1,250
Chest - +4 Loot, +4 Magnet, Cost: $1,250
Flag - +1 Weapon, +2 Fire Rate, +2 Ship's Speed, +2 Loot, +2 Magnet, Cost: $2,000

Ship Upgrade - Each upgrade will allow you to carry more upgrades and have +1 max life point!
Cost: $100 / 500 / 2,000 / 5,000

Recommended Build on Frantic Frigates
1. Buy Flag (Tier 1)
2. Upgrade Ship
3. Buy Chest (Tier 2)
4. Upgrade Ship
5. Buy Flag (Tier 2)
6. Upgrade Ship
7. Buy Flag (Tier 3)
8. Sell Chest (Tier 2), buy Cannon (Tier 3)
9. Buy & sell anything you like! :P

Walkthrough Guide on Frantic Frigates
The mechanics in Frantic Frigates are simple to understand and easy to play, however, gets progressively harder the more you play. The cannon fire at the nearest enemy target or treasure chest. Your concerns will be avoiding damage, collecting income from destroying enemies and gathering treasure. As you gain money, you will also increase your level. The higher the level you have as well as, the more achievements you have met, the more money you start with in the game. For bosses, the first two are pretty straightforward, while the last boss took a while for me to beat when I did it. My best advice is to learn the attack patterns and memorize how to dodge them. Also, it's best to quit if you aren't at full health when you meet it except for practicing how to avoid its attacks. Practicing may seem like a generic advice, but it does wonders with this boss.

Once you have completed the game, I challenge you to beat Frantic Frigates on the first try without any starting money! Trust me; it can be done, here're my two cents; Find as many treasure chests as you can in the early game, then learn to avoid incoming projectiles. You are doing well as long as you have 3 or more anchors (which are the health points in Frantic Frigates) before fighting the last boss.

Saturday, February 11, 2017

Tech And Magic: Walkthrough Guide

Tech And Magic: Walkthrough Guide

List of Upgrades on Tech And Magic
Lightning Spell
Effect: Lightning strike in small area
Damage: 100 / 150 / 200 / 250 / 300
Energy Cost: 30 / 35 / 40 / 45 / 50
Cost: 80 / 150 / 300 / 500 / 700

Fireball Spell
Effect: Creates 1 fire ball
Damage: 150 / 200 / 225 / 250 / 300
Energy Cost: 35 / 40 / 45 / 50 / 55
Cost: 150 / 250 / 500 / 600 / 900

Frost Spell
Effect: Slow by 0.4 / 0.5 / 0.6 / 0.7 / 0.8 in small area.
Duration Sec.: 4 / 5 / 5 / 6 / 8
Energy Cost: 20 / 25 / 30 / 35 / 40
Cost: 80 / 120 / 200 / 400 / 600

Shield Spell
Effect: Magic Shield that absorbs all damage
Duration Sec.: 3 / 4 / 5 / 6 / 8
Energy Cost: 100 / 105 / 110 / 115 / 120
Cost: 200 / 400 / 600 / 800 / 1,200

Castle Level
Effect: Repair Castle
Strength: 750 / 1000 / 1250 / 1500 / 1750 / 2000
Damage: 60 / 70 / 90 / 110 / 130 / 170
Cooldown: 1.6 / 1.25 / 1.1 / 0.9 / 0.7 / 0.6
Range: 220 / 280 / 300 / 320 / 320 / 320
Cost: 300 / 500 / 750 / 1,000 / 1,500 / 2,000

Wizard Level
Damage: 55 / 75 / 100 / 120 / 140 / 150
Cooldown: 0.45 / 0.40 / 0.30 / 0.25 / 0.2 / 0.19
Cost: 150 / 400 / 700 / 1,000 / 1,500 / 2,000

Energy Level
Energy: 200 / 250 / 300 / 400 / 500 / 600
Regen: 3 / 4 / 5 / 6 / 7 / 10
Cost: 200 / 300 / 500 / 750 / 1,000 / 1,500

Castle Health
Effect: Restore 50% Castle Health
Cost: 800

Effect: Restore 50% Energy
Cost: 400

Recommended Build on Tech And Magic
1. Lightning Spell
2. Wizard Level
3. Energy Level when energy is low
4. Castle Level when castle health is low
5. Repeat!
6. Frost Spell
7. Shield Spell
8. Fire Spell

Walkthrough Guide on Tech And Magic
Tech And Magic is a primary wall defense shooter with upgrades and has a decent amount of enemies to kill. Throughout the game, I upgrade only two items; Lightning Spell and Wizard Level the most. Always cast your Lightning Spell whenever there are multiple mobs around, this will get you a ton of extra cash which is critical to winning the game. I only upgrade the Castle Level and Energy Level when health and Energy get low about 25% respectively. Remember that Castle/Energy upgrades fill you up entirely, so save them for when you are pretty low. The other spells are only needed in the late game. Fireball is perfect for boss killing, spam a couple and burst them. Frost Spell's slow helps with main bosses too, and shield is just a way to fix a mess up that might have cost you the game. This game is easy, once you got it figured out. :)

Friday, February 10, 2017

Ruthless Pandas: Walkthrough Guide

Ruthless Pandas: Walkthrough Guide

List of Upgrades for Ruthless Pandas
Cost: 0 / 800 / 4,000
Cost: 200 / 1,600 / 8,000
Plasma Gun
Cost: 100 / 1,000 / 5,500
Cost: 150 / 1,500 / 6,000
Cost: 2000
Cost: 6000
Cost: 5400

Cost: 300 / 1,500 / 6,000 / 10,000
Coin Multiplier
Cost: 150 / 1,500 / 6,000 / 10,000
Flare Gun
Cost: 700 / 1,000 / 2,000 / 4,000
Protective Shield
Cost: 3,000 / 4,000 / 5,000 / 6,000
Plasma Gun
Cost: 1,500 / 3,000 / 9,000 / 14,000
Cost: 2,000 / 5,000 / 10,000 / 15,000
Cost: 3,000 / 6,000 / 11,000 / 16,000
Cost: 1,500 / 2,000 / 5,000 / 7,500

Recommended Build on Ruthless Pandas
1. Plasma Gun
2. Flamethrower
3. Electrodones
4. Rockets
5. Magnet
6. Shield
7. Megabomb
8. Repeat!

1. Coin Multiplier
2. Flare Gun
3. Plasma Gun
4. Flamethrower
5. Armor
6. Protective Shield
7. Electrodrone
8. Megabomb
9. Repeat!

Walkthrough Guide on Ruthless Pandas
In Ruthless Pandas, players must work on your gem multiplier as soon as possible. That way you don't have to worry about grinding as much and another must buy is the Magnet whenever you can! It makes it so much easier when you don't ever have to pick up the gems again manually. One very helpful tool when you're busy fighting off enemies. Get them, and you'll never miss another gem. During battles, I like to kill the first sighting enemy that appears. It seems that every enemy has a set amount of time idle before they attack. So to reduce you getting too much damage, I like taking them down first. Shield yourself When enemies get too clustered and are attacking your ship, then Megabomb once. This should clear the entire screen of enemies instantly. You should also position your Electrodrone far right, somewhere in the middle below center. The best spot where you can disable one or two flying enemies and the ground units too at the same time. For the boss, learn their attack pattern and attack them when your cooldowns are done.

Thursday, February 9, 2017

Disease Warrior: Rampage: Walkthrough Guide

Disease Warrior: Rampage: Walkthrough Guide

List of Upgrades on Disease Warrior: Rampage
Speed - Increases movement speed.
Cost: 100 / 500 / 1,000 / 2,000 / 5,000 / 8,000
Life - Increases health.
Cost: 300 / 600 / 1,000 / 2,500 / 4,000 / 7,000
Armor - Increases armor.
Cost: 100 / 500 / 1,000 / 2,000 / 3,000 / 6,000
Magnet - Increases radius of the coin attraction.
Cost: 200 / 600 / 1,500 / 3,000 / 4,500 / 6,500
Ammo - Increases amount of collected ammo.
Cost: 300 / 700 / 1,500 / 25,00 / 4,000 / 6,000

List of Weapons on Disease Warrior: Rampage

Cost: 0, Upgrade: 100 / 250 / 400 / 700 / 1,200 / 1,800
Cost: 600, Upgrade: 200 / 300 / 500 / 800 / 1,300 / 2,000
Cost: 1200, Upgrade: 300 / 500 / 800 / 1,100 / 1,700 / 2,500
Machine Gun
Cost: 3500, Upgrade: 400 / 600 / 800 / 1,000 / 1,500 / 3,000
Cost: 7000, Upgrade: 800 / 1,200 / 1,800 / 2,300 / 2,700 / 3,500
Sniper Rifle
Cost: 5000, Upgrade: 500 / 1,000 / 1,500 / 2,000 / 2500 / 3,500
Cost: 9000, Upgrade: 800 / 1,600 / 2,800 / 4,000 / 5,000 / 6,000
Cost: 12000, Upgrade: 1,000 / 1,500 / 20,00 / 3,500 / 4,500 / 6,500

Recommended Build on Disease Warrior: Rampage
1. Magnet
2. Ammo
3. Life
4. Speed
5. Armor
6. Repeat!

Note: Weapons do not unlock unless a previous weapon has been purchased.
1. Pistol
2. Uzi
3. Machine Gun
4. Flamethrower
5. Minigun
6. Bazooka
7. Sniper Rifle
8. Shotgun
9. Repeat!

Walkthrough Guide on Disease Warrior: Rampage
Disease Warrior: Rampage is quite a pretty old school top-down bullet hell shooter flash game! Very straightforward, you can clear the game in an hour or so. If you're good, you might be able to beat the final level and the final weapon is still locked. This game is mainly all about dodging enemies and projectiles. Try circle randomly around the enemies and pick up any useful guns. If they are a cluster near the items, move yourself to another corner first, then rush in to grab the weapon. This is because I have noticed that most of the enemies are programmed to chase you, so use it to your advantage! :)

Wednesday, February 8, 2017

Bloons Tower Defense: Walkthrough Guide

Bloons Tower Defense: Walkthrough Guide

List of Tower on Bloons Tower Defense
Dart Tower - Shoots a single dart.
Speed: Fast, Range: 100, Cost: 250
Upgrade #1 - Piercing Darts
Cost: 210
Upgrade #2 - Long Range Darts
Range: +25, Cost: 100

Tack Tower - Shoots volley of tacks in 8 directions.
Speed: Medium, Range: 70, Cost: 400
Upgrade #1 - Faster Shooting
Cost: 250
Upgrade #2 - Extra Range Tacks
Range: +10, Cost: 150

Ice Tower - Freezes nearby bloons. Frozen bloons are immune to darts and tacks, but bombs will destroy them.
CSpeed: Slow, Range: +60, Cost: 850
Upgrade #1 - Long Freeze Time
Cost: 450
Upgrade #2 - Wide Freeze Radius
Range: +15, Cost: 300

Bomb Tower - Launches a bomb that explodes on impact.
Speed: Medium, Range: 120, Cost: 900
Upgrade #1 - Bigger Bombs
Cost: 650
Upgrade #2 - Long Range Darts
Range: +20, Cost: 250

Super Monkey - Super Monkey shoots a continuous stream of darts and can mow down even the fast and most stubborn bloons.
Speed: HyperSonic, Range: 140, Cost: 4000
Upgrade #1 - Epic Range
Range: +100, cost: 2400

Recommended Build on Bloons Tower Defense
Build 4 Dart, 14 Tack, 5 Bomb & 3 Super Monkey Towers
Dart Tower comes in really handy during the preliminary Bloons invasion where you save money for Tacks and Bomb Towers. Tack Tower can hit a maximum of 8 balloons when positioned at the right spot. Its role is to pop black bloons early to force it to spawn all their bloons for our Bomb Towers. Bomb towers are very effective in exploding tight cluster of bloons, and lastly, Super Monkey takes down all remaining bloons.

1. Build 4 Dart Towers in a row down the center of the map. Do not buy any upgrade for any dart towers.
2. Build 14 Tack Tower around the map and buy "Faster Shooting" upgrade only.
3. Build 5 Bomb Towers at strategic points without buying upgrades.
4. Save up and buy 3 Super Monkey Towers.
5. Win!

Pictorial Guide on Bloons Tower Defense

Build at least 50 Dart Towers
Dart Tower with piercing darts can hit two bloons every shot. So imagine you have 50 dart towers, you can pop around 100 bloons together at any single moment... There is no way the bloons can even steal your lives. And this build is relatively cheap and easy, only need one type of tower to win the game.

1. Build Dart Towers and give them the "Piercing Darts" upgrade only.
2. Start building them in a row down the center, then create an upside down T by doing the bottom row after that just keep cramming in more wherever they fit.
3. Win!

Pictorial Guide on Bloons Tower Defense

Tuesday, February 7, 2017

William The Conqueror: Walkthrough Guide

William The Conqueror: Walkthrough Guide

List of Upgrades on William The Conqueror
Effects: 1.5 / 2.5 / 4.5 / 7.5 / 11 / 15 / 19.5 / 24.5 / 30 / 36
Cost: 0 / 70 / 220 / 450 / 780 / 1,230 / 1,790 / 2,460 / 3,250 / 4,140

Effects: 100 / 250 / 550 / 1,000 / 1,600 / 2,350 / 3,250 / 4,300 / 5,500 / 6,850
Cost: 0 / 55 / 180 / 350 / 620 / 970 / 1,410 / 1,940 / 2,550 / 3,260

Effects: 1 / 2 / 4 / 6 / 9 / 13 / 17 / 23 / 31 / 41 per sec
Cost: 0 / 60 / 190 / 390 / 670 / 1,060 / 1,540 / 2,110 / 2,780 / 3,550

Effects: 10 / 20 / 35 / 55 / 80 / 110 / 145 / 155 / 185 / 300
Cost: 0 / 65 / 210 / 420 / 730 / 1,150 / 1,660 / 2,290 / 3,020 / 3,850

Attack Cooldown
Effects: 3.7 / 3.4 / 3.1 / 2.8 / 2.5 / 2.2 / 1.9 / 1.6 / 1.3 / 1 sec
Cost: 0 / 50 / 160 / 320 / 560 / 880 / 1,280 / 1,760 / 2,320 / 2,960

Gold Bonus
Effects: 100 / 105 / 110 / 115 / 120 / 125 / 130 / 135 / 140 / 145 %
Cost: 0 / 45 / 140 / 290 / 500 / 790 / 1,150 / 1,580 / 2,090 / 2,660

Double Damage
Effects: 4 / 8 / 12 / 16 / 20 / 24 / 28 / 32 / 36 / 40 %
Cost: 0 / 40 / 130 / 260 / 450 / 700 / 1,020 / 1,410 / 1,860 / 2,370

Skills Cooldown
Effects: 80 / 77 / 74 / 71 / 68 / 65 / 62 / 59 / 56 / 53
Cost: 0 / 30 / 90 / 190 / 340 / 530 / 770 / 1,060 / 1,390 / ,1800

Fireball Damage
Effects: 100 / 120 / 140 / 165 / 190 / 200 / 250 / 290 / 330 / 380
Cost: 0 / 40 / 130 / 260 / 450 / 700 / 1,020 / 1,410 / 1,860 / 2,370

Effects: 2 / 2.5 / 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5 sec
Cost: 0 / 35 / 110 / 220 / 390 / 610 / 900 / 1,230 / 1,630 / 2,070

Recommended Build on William The Conqueror
1. Gold bonus
2. Attack
3. Attack Cooldown
4. Regeneration
5. HP
6. Double Damage
7. Repeat!
8. Max remaining upgrades.

1. Attack Cooldown
2. Damage/Click
3. HP
4. Regeneration
5. Attack
6. Double Damage
7. Gold Bonus
8. Freeze
9. Skills Cooldown
10. Fireball
11. Repeat!

Walkthrough Guide on William The Conqueror
William the Conqueror is an idle flash game mixed with non-idle mechanics. You can choose to play it in active or idle, depending on you. For players who would like to go for idle playstyle, I generally like to leave out Damage/Click, Fireball Damage, Freeze and Skills Cooldown Upgrades, because they are useless until you click a button. And if you like to play it actively, within 30 mins or so with tons of clicking. Spam the freeze spell whenever you are low on health, or there are 3 or more enemies clustering. Remember to visit the sponsor's website for extra money, it will help you progress the game faster! :)