Showing posts with label Strategy. Show all posts
Showing posts with label Strategy. Show all posts

Thursday, April 30, 2015

Fatal Fighters Game Review & Walkthrough Guide

Fatal Fighters
Fatal Fighters Logo

Play Online: Fatal Fighters
Developer: Deqaf Studio
Genre: Puzzle, Strategy

Game Review
Deqaf Studios latest flash game is called Fatal Fighters! It serves up as a belend of match-3 puzzle and turn-based fighting game. Simple, yet solid! You choose from seven heroes each with unique special abilities, then face your opponent across a board with different coloured stones. Clicking a stone causes it and any other adjacent matching stones to be added to the percentage chance of the corresponding coloured skill. You have four moves to match your stones, then you can try to use the skills your character has available. The chance of success is tied to how many matching coloured tiles you accrued during your turn. Unused abilities will roll their percentage over to the next round, so don't feel like you have to risk a ten percent chance of success.

You will fight back and forth like this, whittling away at each other's defenses and hit points. Winning and you'll move on to your next foe. Outwit and out-battle your foes in the most dangerous, mortal combat. Only the the strongest the luckiest will survive this fatal tournament! If you collect enough achievements, you can unlock a totally different character. In my opinion the gameplay is really fun, although so far it hasn't been very challenging. I still enjoy it a lot!

I've noticed a lot of games coming up in the recent year with the concept of matching gemstones but Fatal Fighters took to a new levels with the option to keep your collected gemstones for the next round. This added a new level of strategy and I was really impressed! Keep up to good work! Very creative. Other games like this tend to be overly complicated, trying to do too much, but this only took a few minutes to understand. The sprite work is really nice and the music is cool.

Fatal Fighters Guide
List of Fighters in Fatal Fighters
Keitaro
Active Attack: 26
Active Armor: 11
Ability #1: Damage 10 - 22.
Ability #2: Destroys 10 points of armor.

Misty
Active Attack: 21
Active Armor: 16
Ability #1: Damage 16. Remove 100% of enemy's attack.
Ability #2: Enemy can't attack next round

Mythril
Active Attack: 25
Active Armor: 12
Ability #1: Damage 16. Remove 100% of enemy's armor.
Ability #2: Heal 11 HP.

Potent
Active Attack: 19
Active Armor: 18
Ability #1: Deals damage equal to your armor.
Ability #2: Increase chance of attack to 100%.

Hammer
Active Attack: 20
Active Defense: 17
Ability #1: Damage 11. Remove 50% enemy's armor.
Ability #2: Gain two additional moves next round.

Muzzle
Active Attack: 24
Active Armor: 13
Ability #1: Damage 8. Heal 8.
Ability #2: Remove one move from enemy next round.

Cutter
Active Attack: 23
Active Defense: 14
Ability #1: Damage 16. Bypass enemy's armor.
Ability #2: Randomly reduce enemy's skill points by a total of 150%.

Tokimac
Active Attack: 18
Active Armor: 19
Ability #1: Damage 7. Enemy can't use armor in next step.
Ability #2: Double your current attack.

Fatal Fighters Walkthrough
Keitaro
When playing Keitaro, you should try to end the match as quick as possible because he can be taken down within rounds. He is one of the best full attacking fighter however has no defending skills. He can do a raw damage of 48 damage per round which is the highest among all the fighters, and weakest fighter giving 11 armor His first ability is damage enemy 10-22 damage randomly and the second ability is destroy enemy's armor. Try go for attack and ability stones first then armor. His second ability is very good skill, but use only when the enemy has casted armor onto himself. Or else you are still wasting this ability potential. Good player will take good advantage of this skill.

Misty
Misty has quite a number of disables. His first ability deal 16 damage and remove 100% of enemy's attack. Second skill is disable enemy from attacking for one round. Both skills are very powerful. If you pull this combination correctly, you can almost disable your enemy from attacking you for almost 2 rounds, then you slowly charge up your combos again and repeat. This ability combo is good but take note that is if the fighter has ability that can do damage or reduce your skill points, you will need to stack armor first. Once you stack enough armor, you can slowly perform this overpower disable again and again.

Mythril
Mythril is not the best but is an average fighter in my opinion. He has pretty decent stats of 24 attack and 13 armor. His ability is kinda strong as removes enemy's armor by 100% and deal 16 damage when casted. Simply stack matching stones for the first ability and your attack to full 100%, then cast ability first and attack. It can hurt quite a bit especially those fighters with high armor such as potent. When you are low on health, cast your second ability to heal 11 HP. The heal is not a lot but it can sustain you on the match longer when the combos is right.

Potent
Some may debate this as the worst fighter, but i think this fighter is quite impressive and my favorite to be honest. His damage is only 19 and armor 18, second lowest damage but second highest armor. His abilities has synergy to its active attack and armor. His first ability deals damage to your armor, meaning the more armor you stack the stronger this ability is going to hurt. Normally, there are rounds where enemies don't attack, use this window to stack your armor. Then his second ability is increase chance of attack to 100%! This is equal to a free attack without fail. If you already successfully performed an attack earlier on, you can use this ability then attack enemy again. He can attack a total of 3 times in one turn! The damage is good but a little hard to use when your stones are not really good.

Hammer
Hammer is the only fighter which has the ability to gain two additional moves next round. This two moves is very beneficial if you aren't very good at matching stones. The two moves can significantly increase your chances of performing the skills later on. The stats of this fighter is above average, attack 20 armor 17. The first ability is the similar to Mythril's first ability but weaker; dealing 11 damage and reduce 50% armor only. Still, it is good to have!

Muzzle
Muzzle is kind of weak for his ability in my opinion. His first ability damage 8 to enemy and heal 8 to himself. This is very weak compared to the rest that do more damage or has better ability. Then his second ability remove one move from enemy next round, which means instead of 4 enemies now only have 3 moves to play with. I don't really love this skill as you have no control over what enemies is doing. Sometimes the enemies still can match the stones and combos you well enough to defeat you. I have the hardest time killing enemy using my attack and first ability.

Cutter
Cutter is a not bad if you want to unlock him. He has pretty standard stats 23 attack damage and 14 armor. The first ability bypass enemy armor and do 16 damage. Very good when enemies is stacking armor and the damage is decent. The second ability is randomly reduce enemy's skills points by a total of 150%. This is one awesome ability to have but there is one drawback... Enemies do not always have 150% skill points to let you reduce. Most of the time, I only get to reduce 40-60%. It is very hard to be in that situation where you get to reduce all 150%, this is one of the trouble i face using this fighter.

Tokimac
Tokimac is the last fighter in the Fatal Fighters. His stats is really low on the scale; 18 damage and 19 armor. The only fighter with better armor than attack. His abilities are pretty decent. The first one deal 7 damage and enemy cannot use armor in the next turn. This is one good ability to have to stop any fighter from gaining armor. Then the second ability is double your current attack; Double of 18 is 36! You will deal 36 raw damage to enemy. Not a bad ability to have but it is best to have your attack chances to at 100% before using this ability. Or you will rage if it fails to attack.

Thursday, April 23, 2015

Doodle Brigade Game Review & Walkthrough Guide

Doodle Brigade
Doodle Brigade Logo

Play Online: Doodle Brigade
Developer: Aleksander Suvak
Genre: Defense, Strategy

Game Review
Oh no! The Doodle Domain is under siege from hordes of the undead and other creatures. Repel the approaching zombies and monsters with a stick-army of your own, soldiers, full of snipers, bombers, mines and more. It's up to you to save the day in this fun tower defense game. As you progress through the levels, you will unlock newer and stronger units to aid you along the way. This is Aleksander Suvak's Doodle Brigade.

Certainly not the best tower defense game but one of the better ones on the internet. This flash game reminds me a lot of the legendary Plants vs. Zombie on first impression. If you're a fan of it, then you will love this version too. The lane-based tower defense is very familiar while still putting things in its own spin. One interesting feature is its degree of flexibility in customizing your field especially upgrades and enhancements for your units. Every offensive unit you place starts out on the field as a simple, basic soldier, with a slow rate of fire and a low damage output. As you progress, earning more "inks", you get to upgrade these units into one of four different paths, each with varying levels of power; Gunner, Shotgunner, Sniper, Bomber. You have to make choices and decide on their specialized roles as soon as things start getting messy. There is a few times where Sniper is better and effective than Gunner, and I restarted that level a few times. Once you chose the right strategy, you can bring out their full potential, which makes the individual units feel more valuable and encourages you to protect them better.

While Doodle Brigade is a rather short with 10 stages with endless mode, it is consider well done for such simple and addictive flash game. Slick graphics, easy control, great gameplay! I did enjoyed it right up until the 'final' stage. The game then brings in a whole new mechanic, the invincible eraser monster, that will quickly whittle down your defenses. Then the squid boss comes up, it's gameover every single time. Seems unfair but possible! Check out my guide below.

Doodle Brigade Guide
List of Army in Doodle Brigade
Common
Tier 1
Soldier - Your G.I. Doodle fire a single shot.
Health: 1, Damage: 1, Cost: 100

Soldier's Path
Tier 2
Soldier II - Fires 2 shots. can be promoted to 3 different roles.
Health: 2, Damage: 2, Cost: 50

Tier 3
Soldier III - Fires 3 shots.
Health: 3, Damage: 3, Cost: 80
Shotty - Fires 3 shots in 3 rows.
Health: 3, Damage: 3, Cost: 60
Sniper - Fire 1 shot. Can penetrate multiple enemies.
Health: 3, Damage: 4, Cost: 70

Tier 4
Soldier IV - Fires 4 shots. Max rank.
Health: 5, Damage: 5, Cost: 160
Shotty II - Fires 6 shots in 3 rows. Max rank.
Health: 5, Damage: 5, Cost: 120
Sniper - Fire 2 shot. Can penetrate multiple enemies . Max rank.
Health: 5, Damage: 6, Cost: 140

Bomber's Path
Tier 2
Bomber - Fires 1 bomb that does area damage. Can be promoted to 3 different roles.
Health: 2, Damage: 3, Cost: 60

Tier 3
Bomber II - Fires 2 bomb that does area damage.
Health: 5, Damage: 4, Cost: 100
Poison - Fires 1 bomb that damages enemies over time.
Health: 5, Damage: 4, Cost: 90
Frosty - Fires 1 bomb that slows down enemies.
Health: 5, Damage: 4, Cost: 90

Tier 4
Bomber III - Very powerful explosion. Max rank.
Health: 6, Damage: 6, Cost: 200
Poison II - Fires 2 bombs that damages enemies over time. Max rank.
Health: 6, Damage: 5, Cost: 150
Frosty II - Fires 1 bomb that slows down enemies. Max rank
Health: 6, Damage: 5, Cost: 150

Items
Wall - Keep your enemies out.
Health: 6, Damage: 0, Cost: 50
Wall II - Enemies get damaged if they try to tear wall down.
Health: 6, Damage: 1, Cost: 50
Mine - Explodes on touch.
Health: 0, Damage: 6, Cost: 50
Mine II - More damage to enemies, explodes on touch.
Health: 0, Damage: 6, Cost: 50
Medkit - Heals your troops.
Health: 1, Damage: 0, Cost: 75
Medkit - Heals your troops faster and better.
Health: 6, Damage: 0, Cost: 75

List of Enemies in Monsters in Doodle Brigade
Undead - Your typical neighborhood zombie.
Health: 2, Damage: 1, Speed: 5, Loot: 10
Undeader - Deader and hungrier for your flesh.
Health: 3, Damage: 12, Speed: 4, Loot: 25
Undeadest - Boss of the dead, any questions?
Health: 5, Damage: 5, Speed: 2, Loot: 200
Invisink - It's a ghost to everyone but the sniper and mine.
Health: 2, Damage: 1, Speed: 5, Loot: 15
Blob - They don't attack but do regain health.
Health: 6, Damage: 0, Speed: 4, Loot: 15
Squink - Attacks 3 rows at a time, watch out!
Health: 5, Damage: 6, Speed: 2, Loot: 300
Fluffy - Just a harmless flesh eating rodent.
Health: 1, Damage: 2, Speed: 6, Loot: 5
Crablock - They've got a tough shell, bomb'em!
Health: 3, Damage: 4, Speed: 3, Loot: 50
Cage - These guys might be carrying something special for you.
Health: 5, Damage: 4, Speed: 3, Loot: 100
Spikey - A floating bomb, don't let it poke you.
Health: 3, Damage: 5, Speed: 2, Loot: 20
Crusher - Don't wait to kill it. Anything in the way will turn to dust.
Health: 6, Damage: 6, Speed: 1, Loot: 30

Doodle Brigade Walkthrough
Level 1 - Build 2 Soldier II.
Level 2 - Build 3 Bomber II and 1 Soldier.
Level 3 - Build 5 Soldier III.
Level 4 - Build 7 Soldier III, 3 Soldier II, 2 Shotty II and 3 Shotty.
Level 5 - Build 5 Soldier III, 4 Sniper, 1 Sniper II
Level 6 - Build 10 Soldier IV, 5 Soldier III, 10 Sniper II
Level 7 - Build 5 Shotty II, 5 Sniper II and at least 2 Medkits. Replace Medkits when destroyed or comsumed.
Hidden Level 1 - Build 10 Soldier IV and 5 Soldier III.
Hidden Level 2 - Build 9 Shotty II, 3 Soldier
Hidden Level 3 - Build 5 Soldier IV, 5 Bomber IV and 5 Bomber II

>> Download Doodle Brigade Level Guide Now!

Thursday, March 26, 2015

Attack of the Elemental Walkthrough Guide

Attack of the Elemental
Attack of the Elemental Logo

Play Online: Attack of the Elemental
Developer: Elven Games
Genre: Strategy, Defense

Attack of the Elemental Guide
List of Towers in 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 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 specialist on geokinesis, capable of manipulate 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 cause corrosive damage to the enemy.
Element: Water, Delay: 0.2, Damage: -, Range: 170, AOE: 170, Cost: 450
Ability: Call poison rain that give 22 damage for 10 second 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 second.

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 second.

Coldwolf Tower
Description: This huge and enigmatic pyramid-like tower is actually a relic and said to be made by 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 actually 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 in 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:Neutral, 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 for 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

Attack of the Elemental Walkthrough
In Attack of the Elemental, tower and monster have elements; Neutral, Fire, Water, and Earth. Each element has weakness against other element. Any element against neutral will deal 100% daamge. 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 effective 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

>> Download Attack of the Elemental Level Guide Now!

Monday, January 26, 2015

Pre-Civilization: Bronze Age Walkthrough Guide

Pre-Civilization: Bronze Age
Pre-Civilization Bronze Age Logo

Play Online: Pre-Civilization: Bronze Age
Developer: Mikhail Vasilyev & Andrew Schmitt
Genre: Simulation, Strategy

Bloody Night Guide
List of Upgrades in Pre-Civilization: Bronze Age
6000 - 4000 Years B.C.
Primitive Farming
Description: Unlocks the occupation farming. 15 People grow 2 food each.
Requirements: Nothing.

Primitive Animal Breeding
Description: Unlocks the occupation animal breeding. 2 People procure 3 food each.
Requirements: 1 Research Point, Primitive Farming.

Cattle
Description: Animal breeding + 5 max. + 0.5 Food to animal breeding per worker. Unlocks the building of the Corral.
Requirements: 1 Research Point, Primitive Animal Breeding.

Cultivation
Description: Farming + 30 max. + 0.3 Food per worker.
Requirements: 1 Research Point, Primitive Farming.

Mudbrick Construction
Description: Population limit + 10 max. Unlocks the building of the Mudbrick structures.
Requirements: 1 Research Point.

Advanced Stone Tools
Description: Unlocks the occupation production. 2 People produce 4 production each.
Requirements: 1 Research Point.

Mining
Description: Production + 5 max. + 1 Production point per worker.
Requirements: 1 Research Point, Advance Stone Tools.

Advanced Stone Weapons
Description: Strength + 30%. Unlocks the building of the Barracks.
Requirements: 1 Research Point, Advanced Stone Tools.

Mysticism
Description: Unlocks the occupation worshipping. 2 People produce 4 culture points each.
Requirements: 1 Research Point.

4000 - 3000 Years B.C.
Boat
Description: Unlocks the occupation fishing. 10 People procure 6 food each. Unlocks the building of the Wharf.
Requirements: 1 Research Point, 4000 B.C.

Oar
Description: Fishing + 20 max. + 1 Food per worker.
Requirements: 1 Research Point, 4000 B.C. and Boat.

Veterinary Medicine
Description: Animal breeding + 30 max. + 0.3 Food to animal breeding per worker.
Requirements: 1 Research Point, 4000 B.C. and Cattle.

Irrigation
Description: Farming + 500 max. + 0.2 Food per worker.
Requirements: 1 Research Point, 4000 B.C. and Cultivation.

Bread
Description: + 0.5 Food per worker. Population limit + 200 max.
Requirements: 1 Research Point, 4000 B.C. and Cultivation.

Trade
Description: + 20% to culture and production growth. Unlocks the building of the Marketplace.
Requirements: 1 Research Point, 4000 B.C. and Bread.

Stonebrick Construction
Description: Population limit + 1000 max.
Requirements: 1 Research Point, 4000 B.C., Mudbrick Construction and Mining.

Copper Working
Description: Production + 70 max. + 1 Production point per worker.
Requirements: 1 Research Point, 4000 B.C. and Mining.

Metallurgy
Description: Production + 100 max. Unlocks the building of the Smithy.
Requirements: 1 Research Point, 4000 B.C. and Copper Working.

Copper Weapons
Description: Strength + 50%.
Requirements: 1 Research Point, 4000 B.C., Copper Working and Advanced Stone Weapons.

Polytheism
Description: Worshipping + 50 Max. + 1 Culture point per worshipper. Unlocks the building of the Temple.
Requirements: 1 Research Point, 4000 B.C. and Mysticism

3000 - 2000 Years B.C.
Sail
Description: Fishing + 100 max. + 1 Food per worker.
Requirements: 1 Research Point, 3000 B.C. and Oar.

Selective Breeding
Description: Animal Breeding + 1000 max. + 1 Food per worker.
Requirements: 1 Research Point, 3000 B.C. and Veterinary Medicine.

Plough
Description: Farming + 5000 max. + 0.3 Food per worker. Unlocks the building of the Granary
Requirements: 1 Research Point, 3000 B.C. and Irrigation.

Currency
Description: + 20% to culture and production growth.
Requirements: 1 Research Point, 3000 B.C. and Trade.

Writing
Description: + 20% culture. Unlocks the building of the Library.
Requirements: 1 Research Point, 3000 B.C. and Trade.

Code of Law
Description: Population limit + 8000 max.
Requirements: 1 Research Point, 3000 B.C. and Writing

City Planning
Description: Population limit + 20000 max. Unlocks the building of the Walls.
Requirements: 1 Research Point, 3000 B.C. and Code of Law

Megastructure
Description: Unlocks the building of the Wonder of the World and the possibility to win the game.
Requirements: 1 Research Point, 3000 B.C., Stonebrick Construction and Code of Law.

Bronze Working
Description: Production + 1000 max. + 1 Production point per worker. Unlocks the building of the Mine.
Requirements: 1 Research Point, 3000 B.C. and Metallurgy.

Bronze Weapons
Description: Strength + 60%.
Requirements: 1 Research Point, 3000 B.C., Bronze Working and Copper Weapons.

Riding
Description: Strength + 100%.
Requirements: 1 Research Point, 3000 B.C. and Copper Weapons.

Monotheism
Description: Worshipping + 1000 max. + 1 Culture per worshipper.
Requirements: 1 Research Point, 3000 B.C. and Polytheism

List of Buildings in Pre-Civilization: Bronze Age
Mudbrick Houses
Description: Population + 100 max.
Requirements: Technology: Mudbrick Construction, Production Points: 80.

Barracks
Description: Strength + 100%
Requirements: Technology: Advanced Stone Weapons, Production Points: 400.

Corral
Description: Animal breeding + 20 max. + 1 Food to animal breeding per working.
Requirements: Technology: Cattle, Production Points: 1.0K.

Wharf
Description: Fishing +100 max. + 1.5 Food per fishing.
Requirements: Technology: Boat, Production Points: 5.0K.

Temple
Description: Worshipping + 100 max. + 2 Culture per worshipper.
Requirements: Technology: Polytheism, Production Points: 9.0K.

Smithy
Description: Production + 500 max. + 2 Production point per worker.
Requirements: Technology: Metallurgy, Production Points: 23K.

Marketplace
Description: + 20% to Culture and production growth.
Requirements: Technology: Trade, Production Points: 40K.

Library
Description: Culture + 50%.
Requirements: Technology: Writing, Production Points: 150K.

Granary
Description: Farming + 30000 max. + 0.7 Food to farming per worker.
Requirements: Technology: Plough, Production Points: 400K.

Mine
Description: Production + 8000 max. + 1 Production point per worker.
Requirements: Technology: Bronze Working, Production Points: 700K.

Walls
Description: Strength + 600%.
Requirements: Technology: City Planning, Production Points: 1.0M.

Wonder of the World
Description: Victory
Requirements: Technology: Megastructures, Production Points: 2.5M.

Pre-Civilization: Bronze Age Walkthrough
Notes
- You can ignore risk for at least most of the first age which means have no guards if you have population space, growth is much more important.
- When someone attack you, the color decides what you should do. If it is Green, choose that option. Red is low odds of success. Yellow is half way. Enemy Army Strength; If it is green and you choose to fight and get 10% bonus to Strength. Enemy Leader Cunning; If it is green and you choose to cheat. There is no bonus or loss most of the time. Lastly, choose Flee if both are red and you can't afford to lose people.
- At the start you actually want to be attacked. That way you get to fight and get the +10% strength from battle experience over and over while you're still in the first age. That added strength lets you keep people off guard duty in the later ages so winning becomes much easier.
- Cheat dumb enemies when you can, as it results in no loss, which is quite precious in the later dynasty.
- Despite the above tip, its actually pretty safe to have risk up to around 25-35%.
- The strength of your guards has nothing to do with neither the stats of enemies, nor your odds of winning a fight against enemies.
- Don't bother getting fishing. I'm not sure if it gets better than farming for a per worker rate, but you can grow fast enough without fishing. However especially useful until after you've beaten the game.
- Other than that, victory rides heavily on luck, so one of the only ways to get victory is keep trying and hope for better luck.

Strategy
The first tech you should get is the Primitive Animal Breeding. After some experimentation, focusing exclusively on animal farming seems to work best. I suggest you best is to gnore the fishing and farming routes. Farming is only useful when you need to earn extra food and to unlock the pyramid upgrade & the city planning upgrade. While fishing gives the most food per person, focusing on it gives you a slow start, and its max workers increases too slowly.

The next most important thing to population growth is cultural growth for technology, but you don't unlock the Monotheism, so you'll have to make due with getting Mudbrick Construction next for a higher population cap. Continue to focus on breeding, put all your man onto animal breeding. Build Mudbrick houses as soon as possible. Once you going to hit around 4000 years B.C., unlock Advance Stone Tools and Mining quickly! This will allow you have a smooth transition to the next dynasty, becuase you will need Brickstone Construction to increase your population. Wisely investing your points into Bread and Trade whenever you can.

Trade adds 20% to culture and production growth and the ability to build marketplace. Marketplace also add another 20% to culture and production growth which is absolutely helping because you will soon going to focus on production growth. Starting production early can be the difference between victory and failure, but do not overdo it. By the time you reach the final age, you have enough population to start mega-focusing on production. Switch your massive population into production and whip out the pyramid in a matter of turns.

Pre-Civilization: Bronze Age Walkthrough

Saturday, August 2, 2014

VikingLand Walkthrough Guide

VikingLand
VikingLand Logo

Play Online: VikingLand
Developer: HotCup Games
Genre: Strategy, Distance

VikingLand Guide
List of Towers in VikingLand
Stone Tower - Base Damage: 5, Type: Physical
Axe Tower - Base Damage: 63, Type: Physical
Axe Tower2 - Base Damage: 89, Type: Physical
Axe Tower3 - Base Damage: 149, Type: Physical
Spear Tower - Base Damage: 20, Type: Physical
Spear Tower2 - Base Damage: 20x2, Type: Physical
Spear Tower3 - Base Damage: 20x3, Type: Physical
Basic Splash Tower - Base Damage: 16, Type: Physical/Splash
Splash Tower - Base Damage: 34, Type: Physical/Splash
Splash Tower2 - Base Damage: 54, Type: Physical/Splash
Splash Tower3 - Base Damage: 110, Type: Physical/Splash
Friendly Splash - Base Damage: 12x2, Type: Physical/Splash
Friendly Splash2 - Base Damage: 12x4, Type: Physical/Splash
Friendly Splash3 - Base Damage: 12x6, Type: Physical/Splash
Basic Magic Tower - Base Damage: 8, Type: Magical
Frost Tower - Base Damage: 4, Type: Magical/Slowing
Frost Tower2 - Base Damage: 4, Type: Magical/Slowing
Frost Tower3 - Base Damage: 4, Type: Magical/Slowing
Storm Tower - Base Damage: 29, Type: Magical/Critical (50% of chance of double damage.)
Storm Tower2 - Base Damage: 45, Type: Magical/Critical (50% of chance of double damage.)
Storm Tower3 - Base Damage: 75, Type: Magical/Critical (50% of chance of double damage.)

List of Monsters in VikingLand
Smally - Small fast monster, usually running with a lot of friends.
Life: 15, Damage: 1, Armor: None
Armored Smally - The same one, with armor.
Life: 35, Damage: 1, Armor: Physical
Very Armored Smally - A very armored Smally.
Life: 57, Damage: 1, Armor: Physical
Otto - Flying and resistant to magic.
Life: 120, Damage: 2, Armor: Magical
Wormy - Has very strong resistant to magic skin, but it is very slow.
Life: 950, Damage: 3, Armor: Magical
Krusty - very kind, crab looking creature.
Life: 100, Damage: 1, Armor: None
Potty - He loves to eat viking and potatoes.
Life: 80, Damage: 1, Armor: Magical
Mr. Bone - Big slow creature, loves eating vikings when in bad mood.
Life: 275, Damage: 2, Armor: Physical
Armored Mr. Bone - The same one, with armor.
Life: 250, Damage: 2, Armor: Physical
Magically Armored Mr. Bone - The same one, with magical armor.
Life: 450, Damage: 2, Armor: Magical
Woolfy - Fast and strong eneough creature, actually isn't a woolf.
Life: 99, Damage: 1, Armor: Physical
Armored Woolfy - You better have some magic towers when it comes.
Life: 230, Damage: 1, Armor: Physical
Betty - A pretty fast and dangerous flying magically combined of mops and bat.
Life: 180, Damage: 1, Armor: None
Spidy - Well, it's a huge spider with magic resistance.
Life: 210, Damage: 1, Armor: Magical
Marty - A huge armored cyclops.
Life: 2000, Damage: 5, Armor: Physical
Oculus - ???
Life: 19991, Damage: 20, Armor: Magical

List of Upgrades in VikingLand
Throwing Towers
Will fight for food - Increase 6% damage and 5% of towers area. Cost: 9
Aerodynamics research - Increase towers area by 5% and decrease price by 4%. Cost: 18
Give them more food - Decrease tower reload time by 14%. Cost: 52
Death ritual - Increase damage and throwing by 3% area, price - 3%. Cost: 64
Use bone weapons - Throwing area + 3%, price - 3%. Cost: 70

Splash Towers
Rum parties every Friday - Reload time - 8%, price - 3%. Cost: 10
Lightweight helmets for Vikings - Fire area + 11%. Cost: 27
Inventory research - Damage + 5%, price - 3%. Cost: 45
Battle tactics improvement - Fire area +3%, reload time - 4%. Cost: 55
Salary growth - Damage + 8%, price - 3%. Cost: 78

Magic Towers
Pray to nature Gods - Reload time - 5%, fire area + 11%. Cost: 22
Use power of Sun - Reload time - 2%, tower price - 3%, damage, - 4% Cost: 40
Improve magic inventory - Damage + 12%. Cost: 62
Fire dance researches - Tower price - 4%. Cost: 60
Learn ancient knowledge - Damage + 5%, fire area +2%. Cost: 100

Recommended Build for VikingLand
Upgrades
1. Will fight for food
2. Aerodynamics research
3. Give them more food
4. Death ritual
5. Use bone weapons
6. Pray to nature Gods
7. Use power of Sun
8. Improve magic inventory
9. Fire dance researches
10. Learn ancient knowledge
11. Pray to nature Gods
12. Use power of Sun
13. Improve magic inventory
14. Fire dance researches
15. Learn ancient knowledge

VikingLand Walkthrough
In VikingLand, you have to apply a little strategy skills to win the game to achieve flawless victory. I experiment and found that build a single type of towers won't get you far after stage 1. You need a mix of towers and make smart upgrades in order to win the rest of the game. Firstly, analyze the map structure; Example will be finding critical intersection points to build towers first. Secondly, understand the tower properties. Magical towers are extremely effective towards monsters with physical armor, and Throwing Towers against magical armor. Lastly, most stages comes with a trap, understand it first and use it wisely. You’ll be a winner. :D

Stage 1 - Build all Magic Towers.
Stage 2 - Build 6 Throwing Towers, 4 Magic Towers, 2 Splash Towers.
Stage 3 - Build 8 Throwing Towers, 4 Magic Towers.
Stage 4 - Build 8 Throwing Towers, 6 Magic Towers.
Stage 5 - Build 7 Throwing Towers, 3 Magic Towers, 1 Splash Towers.
Stage 6 - Build 7 Throwing Towers, 4 Magic Towers, 1 Splash Towers.
Stage 7 - Build all Throwing Towers.
Stage 8 - Build 13 Throwing Towers, 4 Magic Towers. To win the last boss, sell away all your towers and buy the blue tower.

>> Download VikingLand Level Guide Now!

Thursday, May 29, 2014

Swarm Defender Walkthrough Guide

Swarm Defender
Swarm Defender Logo

Play Online: Swarm Defender
Developer: Violatorgames
Genre: Defense, Strategy

Swarm Defender Guide
List of Towers in Swarm Defender
Grunt
Description: The core unit of the Swarm Defenders. Cheap, higly versatile, and always ready to battle.
Damage: 1, Attack Speed: 0.2s, Range: 110, Target: Land & Air, Cost: $15, Research: 0R
Upgrades
$15 - HV Rounds
High-Velocity Rounds do more damage to the target.
$10 - Improved Sights
Improved Rifle Sights increase. Grunt range considerably.
$15 - MHV Rounds
Mega High-Velocity Rounds do even more damage to the target.
$20 - Holographic Targeting
Holographic Targeting system increases range even more.
$15 - UHV Rounds
Ultra High-Velocity Rounds do the most damage to the target.
$15 - Penetrator V1
Penetrator casings increase armor piercing.
$15 - Muzzle Cooler
Muzzle cooling allows the Grunt to fire quicker.
$15 - Penetrator V2
The next level of Penetrator casings.
$15 - Titanium Barrel
Titanium Rifle Barrel further decreases Grunt firing speed.
$15 - Penetrator V3
The final level of Penetrator casings.

Boomer
Description: A mechanized soldier that shoots heavy grenade projectiles that slow down the enemy.
Damage: 12, Attack Speed: 1s, Range: 90, Target: Land, Cost: $80, Research: 25R
Upgrades
$20 - Reloader
An improved Reloading system that allows the Boomer to fire faster.
$20 - Fragger V1
Fragger-type Grenades that increase damage done to the target.
$20 - Autoloader
An Automatic Loading system that allows the Boomer the fire even faster.
$20 - Fragger V2
Improved Fragger Grenades do even more damage.
$15 - Shredder Nades
Shredder Grenades spray razor sharp shrapnel damaging the targets armor.
$15 - Stun Nades
Stun Grenades improve the slowing effect enemies experience when hit.
$10 - Launcher V1
The Launcher upgrade gives the Boomer a larger firing range.
$15 - Concussion Nades
Concussion Grenades impact the enemy harder slowing them even more.
$20 - Launcher V2
The improved Launcher increases range even further.
$15 - Crippler Nades
Crippler Grenades debilitate the target cutting their speed in half.

Sharpshooter
Description: Specializes in taking out high armor targets. Has the ability to make critical hits.
Damage: 24, Attack Speed: 2.5s, Range: 200, Target: Land & Air, Cost: $100, Research: 50R
Upgrades
$15 - HP Rifle
The High-Powered Rifle upgrade increases armor piercing.
$15 - Ranger Scope
The Ranger Scope increases the Sharpshooter range.
$15 - UHP Rifle
The Ultra High-Powered Rifle further increases piercing.
$15 - Debilitating Rounds
Debilitating Rounds do devastating damage to the targets armor.
$25 - Spectre Optics
Spectre Optics increases range even further.
$10 - Hot Shots
Hot Shot rounds increase the chance of critical hits.
$15 - .44 Caliber
.44 Caliber rounds make a bigger hole in the target causing more damage.
$15 - High Precision
High Precision rifling increase critical chance even further.
$15 - .50 Caliber
.50 Caliber rounds increase damage even further.
$20 - Death Strike
The Death Strike system increases critical hit chance to its maximum level.

Laser Tower
Description: Ancient technology that enemies with a focused beam of light
Damage: 0.75, Attack Speed: 0.03s, Range:120 , Target: Land, Cost: $150, Research: 100R
Upgrades
$150 - Duo-Emitter
The Duo-Emitter adds a second laser beam that can target another enemy.
$10 - Pulse Beam
The Pulse Beam increases laser armor piercing.
$120 - Tri-Emitter
The Tri-Emitter adds a third beam.
$10 - Ionizer Beam
The Ionizer Beam increases piercing even further.
$100 - Quad-Emitter
The Quad-Emitter adds a fourth beam
$10 - Focuser V1
A Focuser upgrades that increases Laser Tower range.
$10 - Focuser V2
A Focuser upgrades that increases Laser Tower range.
$10 - Focuser V3
A Focuser upgrades that increases Laser Tower range.
$10 - Focuser V4
A Focuser upgrades that increases Laser Tower range.
$10 - Focuser V5
A Focuser upgrades that increases Laser Tower range.

Missile Tower
Description: Fires missiles that do explosive damage over a small area. Great for grouped up enemies.
Damage: 20, Attack Speed: 1.67s, Range: 150, Target: Land & Air, Cost: $200, Research: 150R
Upgrades
$20 - Frag Missiles
Grag Missiles do more damage than non-upgraded missiles.
$15 - Ballistics B1
A ballistics upgrade that increase armor piercing.
$20 Hunter Missiles
Hunter missiles increase the damage even further.
$15 Ballistics V2
Improved Ballistics that increases piercing further.
$25 - Seeker Missiles
Seeker Missiles will find another nearby target if their current target is killed.
$15 - Triangulator
Triangulator Sensors increase Missile Tower range.
$25 - Craterize V1
Craterize Explosives increase the radius of explosions.
$15 - GPS Targeting
GPS Targeting further increases range.
$25 - Craterize V2
Improved Craterize explosives increase explosion radius further.
$30 - Hellfire
Hellfire Missiles leave a burning area on the land if they explode on a non-flying enemy.

Flamethrower
Description: Sprays fiery death upon any enemies within its short range.
Damage: 1.25, Attack Speed: 0.17s, Range: 80, Target: Land, Cost: $125, Research: 175R
Upgrades
$15 - Pressurized V1
A Pressurization upgrade that increases Flamethrower range.
$15 - Pressurized V2
A Pressurization upgrade that increases Flamethrower range.
$15 - Pressurized V3
A Pressurization upgrade that increases Flamethrower range.
$15 - Pressurized V4
A Pressurization upgrade that increases Flamethrower range.
$15 - Pressurized V5
A Pressurization upgrade that increases Flamethrower range.
$15 - Sprayer Nozzle
The Sprayer Nozzle allows the Flamethrower to fire faster.
$10 - Melter Flames
The Melter Flames do more damage than normal flames.
$15 - Jet Nozzle
The Jet Nozzle decreases firing speed further.
$10 - Incinerator Flames
The Incinerator Flames do more damage than Melter Flames.
$15 - Volcano Nozzle
The Volcano Nozzle decreases firing speed to the minimum.

Flak Cannon
Description: Fires a spread of burning metal shards. Shards have a chance to pass through enemies.
Damage: 20, Attack Speed: 2s, Range: 130, Target: Land & Air, Cost: $175, Research: 175R
Upgrades
$15 - Devastating Shrapnel
Devastating Shrapnel damages enemy armor when hit.
$40 - Shards V1
Shards V1 increases the number of shards fired by 1.
$25 - 88mm Barrel
The 88mm Barrel increases damage done per shard.
$80 - Shards V2
Shards V2 increases the number of shards fired by 2.
$25 - 100mm Barrel
The 100mm Battel further increases damage per shard.
$10 - Light Shrapnel
Light Shrapnel increases armor piercing.
$15 - LR Sensors
Long Range Sensors increase firing range.
$10 - Medium Shrapnel
Medium Shrapnel increases piercing further.
$15 - ULR Sensors
Ultra Long Range Sensors increase range further.
$10 - Heavy Shrapnel
Heavy Shrapnel increases piercing even more.

Plasma Cannon
Description: Ancient technology that fires highly damaging balls of plasma at enemies.
Damage: 40, Attack Speed: 1.5s, Range: 150, Target: Land, Cost: $175, Research: 200R
Upgrades
$15 - Aerial Targeting
Aerial Targeting allows the Plasma Cannon to hit flying targets.
$25 - Blast Radius V1
A Blast Radius upgrades that increase the explosive radius of each hit.
$15 - Plasma Containment
Plasma containment allows the Plasma Cannon to fire at further away targets increasing range.
$25 - Blast Radius V2
Another Blast Radius upgrade further increasing explosive radius
$15 - Improved Containment
Improved containment increases range even more.
$20 - Mk1 Generator
The Mark1 Generator allows the Plasma Cannon to fire faster.
$25 - Destructor
The Destructor upgrade increases Plasma Cannon damage.
$20 - Mk2 Generator
The Mark2 Generator further decreases firing speed.
$25 - Vaporizer
The Vaporizer increase the damage even more.
$20 - Mk3 Generator
The Mark3 Generator decreases firing speed to the minimum.

Waste Spewer
Description: Spews waste in the path of the enemy slowing down those that move through it.
Damage: 10, Attack Speed: 1.5s, Range: 80, Target: Land, Cost: $125, Research: 225R
Upgrades
$10 - Deteriorating Goo
Deteriorating Goo damages enemy armor while effected.
$30 - Blobification V1
the Blobification upgrade increases waste splash radius.
$20 - Corroding Goo
Corroding Goo further damages enemy armor.
$30 - Blobification V2
Blobification V2 increases splash radius even further.
$20 - Rotting Goo
Rotting Goo damages enemy armor even more.
$20 - Stickiness
Stickiness makes enemies effected by waste move slower.
$20 - LR Spewer
The Long Range Spewer increases Waster Spewer range.
$20 - Choking Fumes
choking Fumes slows down enemies even more.
$30 - Improved Spewer
The Improved Spewer further increases range.
$20 - Cementing Goo
Cementing Goo slows down enemies almost to a halt.

Artillery
Description: Rains powerful long-range explosions down upon the enemy.
Damage: 40, Attack Speed: 40s, Range: 200, Target: Land, Cost: $300, Research: 250R
Upgrades
$25 - Howitzer V1
The Howitzer upgrade increases Artillery range.
$20 - Heavy Rounds
Heavy rounds do more damage to the enemy.
$40 - Stunning Impact
Stunning Impact casuses enemies hit by the Artillery blast to be slowed.
S25 - Howitzer V2
Howitzer V2 increas range even further.
$20 - Super Heavy Rounds
Super Heavy Rounds increase damage even more.
$25 - Wider Blast
Wider Blast increases the explosion radius of each shot.
$15 - Reload Training
Reload Training allows the Artillery to fire faster.
$25 - Devastating Blast
Devastating Blast increases the explosion radius even further.
$15 - Mech Reloader
The Mech Reloader decreases firing speed even further.
$50 - Scorched Earth
Scorched Earth causes each explosion to leave behind a smoldering crater that damaging nearby enemies.

Particle Beam
Description: Ancient technology that fires a particle beam, charging up to do more damage the longer it is focused on an enemy.
Damage: 0.75, Attack Speed: 0.03s, Range: 150, Target: Land & Air, Cost: $250, Research: 220R
Upgrades
$25 - Power Matrix V1
The Power Matrix upgrade increases maximum weapon charge.
$25 - Power Matrix V2
The Power Matrix upgrade increases maximum weapon charge.
$25 - Power Matrix V3
The Power Matrix upgrade increases maximum weapon charge.
$25 - Power Matrix V4
The Power Matrix upgrade increases maximum weapon charge.
$25 - Power Matrix V5
The final Power Matrix upgrade increases maximum weapon charge.
$15 - Anti-Matter V1
Anti-Matter V1 increases Particle Beam armor piercing.
S10 - Improved Focus
Improved Focus increases the range of the Particle Beam.
$15 - Anti-Matter V2
Anti-Matter V2 further increases piercing.
410 - Maximum Focus
maximum Focus increases range even more.
$15 - Anti-Matter V3
Anti-Matter V3 increases armor piercing to the max.

Seismic Thumper
Description: Slams the ground creating a localize earthquake that slows nearby enemies.
Damage: 20, Attack Speed: 2s, Range: 90, Target: Land, Cost: $235, Research: 350R
Upgrades
$10 - Magnitude 5
Magnitude 5 slows effected enemies.
$20 - Magnitude 6
Magnitude 5 further slows effected enemies.
$30 - Magnitude 7
Magnitude 5 slows effected enemies even more.
$40 - Magnitude 8
Magnitude 5 massively slows effected enemies.
$50 - Magnitude 9
Magnitude 5 slows effected enemies to a halt.
$20 - Seismic Shift
Seismic Shift makes Seismic Thumper to do more damage to enemies.
$15 - Bedrock Buster
Bedrock Buster increases the range of each quake.
$10 - Shockwave
The Shockwave upgrade increases the piercing of each quake.
$15 - Crust Cruncher
Crust Cruncher further increases the range of each quake.
$30 - Seismic thrust
Seismic Thrust causes even more damage.

Tesla Tower
Description: Creates bolts of electricity that do massive damage to enemies that are hit.
Damage: 60, Attack Speed: 2.5s, Range: 180, Target: Land & Air, Cost: $300, Research: 375R
Upgrades
$10 - Electrocute
Electrocute increasesthe critical chance of each strike.
$250 - Double Strike
Double Strike causes the Tesla Tower to unleash two electrical strikes.
$10 - Discharge
Discharge further increases critical chance.
$200 - Multi Strike
Multi Strike increases the number of strikes to three.
$10 - Lightning Bolt
Lightning Bolt maximizes the critical chance of each strike.
$30 - Megavolt
The Megavolt upgrade increases Tesla Tower damage.
$15 - Conductor V1
Conductor V1 increases electrical strike armor piercing.
$15 - Conductor V2
Conductor V2 further increases piercing.
$15 - Conductor V3
Conductor V3 increases piercing to the max.
$40 - Gigavolt
The Gigavolt upgrade further increases damage.

Weather Control
Description: Charges to summon a devastating electrical storm over a desired area.
Damage: 1, Attack Speed: 15s, Range: 1, Target: Land & Air, Cost: $300, Research: 400R
Upgrades
$15 - Thunderstorm
Thunderstorm increases the size of the storm.
$25 - Severe class
Severe Class increases the damage the storm does to enemies.
$15 - Supercell
Supercell further increases the size of the storm.
$25 - Destructive Class
Destructive Class increases the damage even more.
$15 - Storm of the Century
Storm of the Century increases the size of the storm to the max.
$25 - Extended Duration
Extended Duration increases the duration the storm exists.
$15 - Shocking V1
Shocking V1 increases the armor piercing of the storm.
$25 - Storm Chain
Storm Chain increases the duration of the storm even more.
$15- Shocking V2
Shocking V2 increases piercing even more.
$25 - Neverending
Neverending increases storm duration to the max.

Nuke Silo
Description: Charges to launch an annihilating thermonuclear missile.
Damage: 300, Attack Speed: 30s, Range: 1, Target: Land & Air, Cost: $400, Research: 500R
Upgrades
$25 - 1MT
1 Megaton increases the explosion radius of the nuclear strike.
$25 - Nuclear Summer
Nuclear Summer massively slow down surviving enemies.
$25 - 2MT
2 Megatons increases the explosion radius further.
$25 - Nuclear Winter
Nuclear Winter temporarily brings surviving enemies to a halt.
$25 - 3MT
3 megatons increases explosion radius to the max.
$25 - Neptunium-237
Neptunium-237 increases damage done by the nuclear strike.
$25 - Fallout v1
The Fallout upgrade increases the armor piercing of a nuclear strike.
$25- Plutonium-239
Plotonium-239 further increases damage.
$25 - Fallout V2
Fallout V2 increases piercing even more.
$25 - Uranium-235
Uranium-235 increases damage even more.

Research Lab
Description: Generates additional research over time.
Damage: 0, Attack Speed: 1s, Range: 0, Cost: $150, Research: 100R

Bank
Description: Earns additional money over time.
Damage: 0, Attack Speed: 1s, Range: 0, Cost: $150, Research: 100R

List of Upgrades in Swarm Defender
More Cash - Get 10% more money for every enemy you kill!, Research: 100R
More Research - get a small amount of research for every enemy you kill!, Research: 100R
Passive Cash - Increase your passive cash gain by $1 per second!, Research: 100R
Passive Research - Increase your passive research gain by 1R per second!, Research: 100R
Core HP - Increase your Core by 500 points!, Research: 250R
Core Damage - Increase your Core damage to 30 per shot!, Research: 300R
Core Regen - Add HP regeneration to your Core!, Research: 250R

Swarm Defender Walkthrough
Level 1 - Unlock Boomer. Build 3 Grunts and 1 Boomer.
Level 2 - Unlock and build 8 Sharpshooters.
Level 3 - Unlock Missile Tower. Build 1 Missile Tower and 6 Sharpshooters
Level 4 - Unlock Flak Cannon. Build 3 Flak Cannons and 6 Sharpshooters
Level 5 - Build 3 Flak Cannons.
Level 6 - Build 4 Flak Cannons.
Level 7 - Build 6 Flak Cannons.
Level 8 - Build 18 Flak Cannons.
Level 9 - Build 8 Flak Cannons.
Level 10 - Build 10 Flak Cannons.
Level 11 - Unlock Artillery. Build 6 Flak Cannons and 6 Artilleries.
Level 12 - Build 10 Flak Cannons and 15 Artilleries.
Level 13 - Unlock Waste Spewer. Build 2 Waste Spewers and 10 Flak Cannons.
Level 14 - Build 1 Waster Spewer, 7 Flak Cannons and 4 Artilleries.
Level 15 - Build 2 Waster Spewer, 16 Flak Cannons and 11 Artilleries.
Level 16 - Unlock Nuke Silo. Build 2 Waster Spewer, 16 Flak Cannons, 13 Artilleries and 5 Nuke Silo. >:D

Flak Cannons, Flak Cannons, Flak Cannons. Flak cannons seem unimpressive at first, but they do a ton of damage per shot, and if they shoot at something big and/or close to them, it's like a shotgun... Multiple shards hit it, doing multiple hits of damage and imagine a couple more waste spewer to handle swarms. Really, you can't go wrong with Flak Cannons! Please be noted that all upgrades are temporary. If you find it are too expensive for you early on then don't buy them. Later in the game when you have tons of research and no new towers to unlock, they will be extremely cheap.

>> Download Swarm Defender Level Guide Now!

Monday, April 14, 2014

2048 Walkthrough Guide

2048
2048 Logo

Play Online: 2048
Developer: Gabriele Cirulle
Genre: Puzzle, Strategy

2048 Guide
2048 Walkthrough
I believe there is billion ways to form 2048. However, I have figured out a general solution to achieve 2048, some times even 4096 with a little luck. This walkthrough is not entirely foolproof. My winning rate is around 70-80%. Generally, I sticked to the strategy introduced here, and by avoiding some of the bad situations through trial & errors.

This game is actually not easy. Even with a sophisticated AI, the winning rate is not 100%, but 90%, according to the AI developer appeared on stackoverflow. Don't feel stupid, because you're not!

Here are some of my strategies and thought process of getting the winning number.

My Three-Golden Rules for 2048
- Arrow Restriction: Basically, use right, down & up only. Never swipe left.
- Always "fix" the 4th column.
- Always keep the 4th column sorted at all times.

2048 Labelled Guide
2048 Template
- Black Zone: Fixing Area
- Grey Zone: Primary Working Area
- Brown Zone: Secondary Working Area


Note: Please refer to the picture above when needed, each box are given a number.

1. Is the 4th column fully sorted with tiles?
At the back of my mind, I have set the 4th column as the "Fixing Area". By fixing, I mean filling in the 4th column with tiles and it is permanently stuck to the column. The main reason is so that you can avoid a junk piece coming into box 16 when you had to swipe the up key or cockblocking the working area, which I will talk about later. For now, ensuring that the 4th column of your board is filled with tiles at all times is halfway to winning. This step is important, I cant emphasize more!
>> Once done, proceed to step 2.

2. Is the 4th column in a downwards ascending order?
Now is the arranging part and tidying your 4th column. You are to arrange the tiles in ascending order from top to bottom in 4th column now! The tile bearing with the highest value should always be at the bottom right corner of your board, located at box 16. The value in box 12 must be any smaller than box 16, box 8 any smaller than box 12, and box 4 any smaller than box 8. If one of the box breaks the ascending order, you have a trouble merging numbers along the 4th column later in the game.
>> Proceed to step 3 if in downwards ascending order, otherwise jump to step 4.

3. Stack the numbers around the Primary Working Area, then merge into box 4.
Since the 4th column is already locked, you generally don't want to waste any unnecessary moves which might risk ending up in a really bad situation. With this, you should start building numbers around the smallest bearing tile along the 4th colmun, in this case box 4.

Basically, I divided the 3rd column into two areas; "Primary Working Area" and "Secondary Working Area". Primary Working Area is the zone nearest to box 4, which consist of box 3 and box 7. Your goal is to build numbers around box 3 and 7 which you eventually can collapse and merge into box 4. Make use of the rest of the boxes, I don't care how many boxes you going to use or how irregular the numbers turn out. As long you can merge the numbers from the primary working area to the fixing area, you are safe!
>> If you manage to merge the numbers into box 4, skip to step 5. Or else, go to step 4.

4. Stuck?
Don't worry! This is where the Secondary Working Area comes to the rescue. Box 11 and 15 are so-called your "Secondary Working Area". Why? Because if your Primary Working Area is blocked or, you accidentally merge a big value which leave you no room to work on. Then you can just simply slide the tiles to secondary working area! This will make space for your Primary Working Area, which you can continue to build numbers around and work towards merging into box 4.

Left with no choice, then choose to build your numbers around the Secondary Working Area then collapse them into any boxes along 4th column. Do not panic if your board starts to fill up. It's perfectly normal. Remember that there's a will, there's a way! Think slowly, flexibly and find shortcuts. Once you’ve done that, you’ll find your free space much more open again.
>> Proceed to step 5.

5. Can you collapse any number downwards at 4th column?
Saw any repeating numbers which you can merge downwards along 4th column? Merge them. Tada! Now, repeat from step 1 and fill up your 4th column with tiles until you achieve 2048. Good luck!
>> Repeat from step 1. Otherwise, go back to step 2.

2048 Game Walkthrough Video

Saturday, November 16, 2013

Pocket Ninja Walkthrough Guide

Pocket Ninja
Pocket Ninja Flash Game Logo

Play Online: Pocket Ninja
Developer: Meetreen Games
Genre: Strategy, Upgrades

Pocket Ninja Guide
List of Characters in Pocket Ninja
Ninja - Melee unit.
Archer - Ranged unit, require 2 ninjas to form.
Caster - Ranged unit, require 3 ninjas to form.
Warrior - Melee unit, require 4 ninjas to form.
Mage - Ranged unit, require 5 ninjas to form.
Axeman - Melee unit, require 6 ninjas to form.
Alchemist - Ranged unit, require 7 ninjas to form.

List of Upgrades in Pocket Ninja
Passive Skills
Ninja - Increases chance of critical attack. Price: 200
Archer - Increases attack speed. Price: 300
Caster - Increases splash damage. Price: 400
Warrior - Increases chance of stunning enemy. Price: 500
Mage - Increases chance of explosion. Price: 600
Axeman - Decreases health and attack speed boost. Price: 700
Alchemist - Raises defeated enemy as a zombie. Price: 800

Characteristics
Attack - Increases attack skills for all teammates. Price: 120 / 260 / 400 / 540 / 680 / 820 / 960 / 1100 / 1240 / 1380
Defense - Increases defense skills for all teammates. Price: 100 / 220 / 340 / 460 / 580 / 700 / 820 / 940 / 1060 / 1180

Active Skills
Freeze - Reduces cool-down and increases duration. Price: 150 / 150 / 150 / 150 / 150
Explosion - Reduces cool-down and increases attack. Price: 250 / 250 / 250 / 250 / 250
Health - Reduces cool-down and increases health. Price: 300 / 300 / 300 / 300/ 300
Speedup - Reduces cool-down and increases duration. Price: 150 / 150 / 150 / 150 / 150

Recommended Build for Pocket Ninja
1. Upgrade Ninja
2. Upgrade Archer
3. Upgrade Caster
4. Upgrade Warrior
5. Upgrade Axeman
6. Max Attack
7. Max Defense
8. Max Speedup
9. Max Freeze
10. Repeat step 6 to 9.
11. Upgrade the remaining at any order. ^^

Pocket Ninja Walkthrough
In this Pocket Ninja, there are a lot of ways and combinations to beat the game. Generally, I will use freeze and explosion to do as much AOE damage as I possibly could. Immediately use the speedup skill to clear the small enemies quickly. Then heal any injured ninjas after receiving a decent amount of damage. Speed makes a horde of small ninjas brutal... Watch the Boss's health point fly! Pewpew~

Stage 1: 3 Ninjas
Stage 2: 1 Ninja, 1 Archer
Stage 3: 1 Ninja, 1 Archer
Stage 4: 2 Archers
Stage 5: 2 Archers
Stage 6: 1 Caster, 1 Archer
Stage 7: 1 Caster, 1 Archer
Stage 8: 1 Warrior, 1 Archer
Stage 9: 1 Caster, 2 Archers
Stage 10: 2 Warriors
Stage 11: 2 Warriors
Stage 12: 2 Warriors
Stage 13: 2 Warriors, 1 Ninja
Stage 14: 2 Warriors, 1 Archer
Stage 15: 2 Warriors, 1 Caster
Stage 16: 3 Warriors
Stage 17: 3 Warriors, 1 Ninja
Stage 18: 1 Axeman, 2 Warriors
Stage 19: 3 Warriors, 1 Caster
Stage 20: 15 Ninjas
Stage 21: 8 Archers
Stage 22: 8 Archers
Stage 23: 8 Archers
Stage 24: 2 Axemen, 1 Warrior
Stage 25: 2 Axemen, 1 Warrior
Stage 26: 2 Axemen, 1 Warrior
Stage 27: 2 Axemen, 1 Warrior
Stage 28: 2 Axemen, 1 Warrior
Stage 29: 2 Axemen, 1 Warrior
Stage 30: 16 Ninjas

Monday, November 4, 2013

Royal Offense Walkthrough Guide

Royal Offense
Royal Offense Logo

Play Online: Royal Offense
Developer: Badim & DN
Genre: Defense, Strategy

Royal Offense Guide
List of Units in Royal Offense
Taxman
Health: 60, Mage Armor: 0, Magic Resist: 0, Dodge: 0
Tax: Collect money from nearest buildings

Warrior
Health: 110, Melee Attack: 20, Heavy Armor: 10, Magic Resist: 0, Dodge: 0

Paladin
Health: 230, Melee Attack: 32, Heavy Armor: 15, Magic Resist: 10, Dodge: 0
Holy: x2 damage against undead
Can Cast: Shield (Returns 50% of incoming damage as magic damage for 15 seconds)

Zealot
Health: 200, Melee Attack: 30, Heavy Armor: 10, Magic Resist: 10, Dodge: 10
Can Cast: Curse (Grants - 15 damage and - 50% speed to 2 enemy units for 10 seconds)

Ranger
Health: 90, Ranged Attack: 15, Light Armor: 5, Magic Resist: 0, Dodge: 0
Hunter: x2 damage against animals

Wizard
Health: 80, Magic Attack: 5, Mage Armor: 0, Magic Resist: 20, Dodge: 0
Holy: x2 damage against undead
Can Cast: Heal (Heals 30hp to ally unit)

Warlock
Health: 80, Magic Attack: 50, Mage Armor: 0, Magic Resist: 20, Dodge: 0
Can Cast: Meteor (Inflicts 100 magic damage to 9 enemy units)

Necromancer
Health: 80, Magic Attack: 40, Mage Armor: 0, Magic Resist: 30, Dodge: 0
Life Steal: Restore 4 hp every attack
Can Cast: Plague (Inflicts 60% of enemy units maximum hp as damage to 3 units over 6 second)

Dwarf
Health: 150, Melee Attack: 25, Heavy Armor: 20, Magic Resist: 40, Dodge: 0
Might: x2 damage against goblins

Elf
Health: 80, Ranged Attack: 30, Light Armor: 0, Magic Resist: 0, Dodge: 15
Might: x2 damage against goblins

List of Enemies in Royal Offense
Giant Rat
Type: Animal Creature, Health: 70, Attack: 14, Armor: 0, Magic Resist: 0, Dodge: 0
Can Cast: Haste (Grants +50% speed boost for 2 seconds when damaged)

Skeleton
Type: Undead Creature, Health: 110, Attack: 20, Armor: 0, Magic Resist: 0, Dodge: 10

Zombie
Type: Undead Creature, Health: 180, Attack: 25, Armor: 0, Magic Resist: 0, Dodge: 0

Spider
Type: Animal Creature, Health: 350, Attack: 25, Armor: 0, Magic Resist: 0, Dodge: 0
Poison: Inflicts 50% of enemy unit maximum hp as damage over 5 seconds

Vampire
Type: Undead Creature, Health: 400, Attack: 30, Armor: 0, Magic Resist: 30, Dodge: 0
Life Steal: Restore 12 Hp every attack

Medusa
Type: Normal Creature, Health: 350, Attack: 35, Armor: 40, Magic Resist: 60, Dodge: 0

Harpy
Type: Normal Creature, Health: 400, Attack: 40, Armor: 0, Magic Resist: 0, Dodge: 50
Life Steal: Restore 12 Hp every attack
Can Cast: Haste (Grants +50% speed boost for 2 seconds when damaged)

Peasant
Type: Goblin Creature, Health: 200, Attack: 30, Armor: 0, Magic Resist: 0, Dodge: 10

Green Arrow
Type: Goblin Creature, Health: 110, Attack: 20, Armor: 0, Magic Resist: 0, Dodge: 20

Shaman
Type: Goblin Creature, Health: 230, Attack: 30, Armor: 0, Magic Resist: 0, Dodge: 5
Can Cast: Heal (Heals 30 hp to ally unit), Meteor (Inflicts 100 magic damage to 0 enemy units)

Highborn
Type: Goblin Creature, Health: 320, Attack: 40, Armor: 20, Magic Resist: 0, Dodge: 5

Heretic
Type: Undead Creature, Health: 400, Attack: 50, Armor: 10, Magic Resist: 10, Dodge: 0
Life Steal: Restore 5 HP every attack
Can Cast: Plague (Inflicts 60% of enemy units maximum hp as damage to 3 units over 6 seconds)

List of Upgrades in Royal Offense
Warriors Guild
Warriors Guild - + 10 / 20 / 30 / 40 / 50 to units HP

Melee Expertise - + 10 / 20 / 30 / 40 / 50 melee units damage
Heavy Armor - + 10 / 20 / 30 / 40 / 50 melee units defense
Siege Shield - + 5 / 10 / 15 / 20 / 25 % melee units block chance

Ranged Expertise - + 10 / 20 / 30 / 40 / 50 ranged units damage
Light Armor - + 10 / 20 / 30 / 40 / 50 ranged units defense
Aimed Shot - + 5 / 10 / 15 / 20 / 25 % ranged units crit chance

City Hall
City Hall - + 100 / 200 / 300 / 400 / 500 silver at mission start

Market - + 10 / 20 / 30 / 40 / 50 silver per 1.5 second
Healing Potions - Units restores 1 / 2 / 3 / 4 / 5 HP per second
Brotherhood - Returns 5 / 10 / 15 / 20 / 25 % of unit cost after his death

Bounty Hunt - + 5 / 10 / 15/ 20 / 25 silver per kill
Black Market - - 5 / 10 / 15 / 20 / 25 % units build cost
Free Trade - + 2 / 4 / 6 / 8 / 10 to units limit on mission

Wizards Tower
Wizards Tower - + 10 / 20 / 30 / 40 / 50 to units magic resist

Heal - Heals 100 / 120 / 130 / 140 / 150 HP to 1/2/3/4/5 ally units
Bless - Grants + 10 damage, +20 armor, +20 dodge, + 20 resist to 5 / 6 / 7 / 8 / 9 ally units for 10 / 11 / 12 / 13 / 14 seconds
Revive - Revives 1 / 2 / 3 / 4 / 5 ally unit with 50 / 60 / 70 / 80 / 90 % of his maximum HP

Lightning - Inflicts 200 / 250 / 300 / 350 / 400 magic damage to 1 / 2 / 3 / 4 / 5 enemy unit
Curse - Grants - 15 damage and - 50 % speed to 2 / 3 / 4 / 5 / 6 enemy units for 10 seconds
Storm - Creates storm cloud for 6 / 8 / 10 / 12 / 14 seconds that inflicts 50 / 100 / 150 / 200 / 250 magic damage to enemy units every 0.8 second

Recommended Build for Royal Offense
1. Warriors Guild
2. Ranged Expertise
3. Light Armor
4. Aimed Shot
5. City Hall
6. Market
7. Bounty Hunt
8. Black Market
9. Healing Potions
10. Brotherhood
11. Free Trade
12. Repeat!

Royal Offense Walkthrough
Ranged units just dominate the game no matter what, really... Especially when you unlock the elf. Start off by buying 2-3 taxmen, click them and drag them near the buildings then to castle for quick money. Afterwards, I was able to complete every level on hard without doing anything but buying 2 rangers then 1 elf, and repeat. With around 20 archers, they destroy anything from enemies to buildings. This flash game can be beaten completely effortlessly within half an hour. This is the most effective method to beat the game. However if you like challenges, play the game with melee units and perhaps no dragging! :)

Good spells include heal, revive and both lightning spells. Please note that spells doesn't have a cooldown! It looks like they do in the interface but you can spam them to your heart's content if you have the extra money. Pro-Tip: If you have reached the unit limit you can just sacrifice a few men, train some new to reach the limit and then resurrect those sacrificed. You can increase your limit artificially by 5 in this way.

Tuesday, October 8, 2013

Pre-Civilization: Stone Age Game Review & Walkthrough Guide

Pre-Civilization: Stone Age
Pre Civilization Stone Age Logo

Play Online: Pre-Civilization: Stone Age
Developer: Mikhail Vasilyev & Andrew Schmitt
Genre: Simulation, Strategy

Game Review
Let's briefly talk more about the genre, simulation. I realize I am not playing and exploring the genre enough. Till date, I only have three game reviews on the genre shows that I lack exposure to it. It's time, I shall do more. Pre-Civilization: Stone Age is a simulation and strategy flash game that I really enjoyed this great game for what it is.

In Pre-Civilization: Stone Age, you are to create and lead your own tribe from the first human primates lived 4 million years ago to the first civilizations of Ancient Egypt and Mesopotamia. Your primary objective of the game is to develop your primitive encampment to a full city in the least amount of 100 turns. There is a lot need to be done... Like sustaining a steady food production for a growing population, getting enough resources to build houses and palaces and defending the village by ward off enemy attacks. You need to be very effective with your management skills and do expect the unexpected events.

The game itself seems pretty well thought out, was more complex than I thought it would be. Great game, however could be better. Winning seems more a matter of luck than skill, either you will encounter enough random events that benefit you in the right ways at the right times to increase population and such or you won't. Because you can only upgrade technology and build so fast, all of this is based on population. Meanwhile, the population grows way too slow to be meaningful beating the game. Any one or two random disasters can ruin you the whole game. Basically, it's challenging especially when playing in chieftain or deity mode.

The game has so much potential and half of me wants to dive back into the game right now to beat deity mode. A creative game that I had a good time trying to beat. In my opinion, this is fun, hope to see a second one someday!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sunday, September 8, 2013

Arcane Weapon Game Review & Walkthrough Guide

Arcane Weapon
Arcane Weapon Logo

Play Online: Arcane Weapon
Developer: Denis Norivkov & Yuri Dorogoy
Genre: Upgrades, Strategy

Game Review
Do you love playing BattleOn or DragonFable? These are some games I used to play when I was in primary school. It feels nostalgic and I could recall back all the fun we had, with this old school RPG flash game called Arcane Weapon. I enjoyed playing it!

A four panel story board features a lonely man comes across the unknown Arcane Weapon. He unleashed beast from the Netherworld! Fight your way through these beasts by learning new moves and building up your rage to throw down a mega special attack. The game allows you to play very simple strategies, or think out complicated paths to combo the best damage per second output. Basically, you get stronger and stronger every fight. The problem with this, is that once max every single upgrade, you can't lose! It'll give you a sense of accomplishment when you beat a boss for the first time!

Personally, I find Arcane Weapon a decent game but its way too easy and short. It lacks severely on developments; Both character and story. I suggest adding a simple leveling system which unlocks certain skills and so on. For story development, more plots are needed and maybe animate the game such that, it looks like a quest-like adventure. There's a lot of potential and room for improvement in this flash game. I hope to see Arcane Weapon 2 or something! ^^

Arcane Weapon Guide
List of Stats in Arcane Weapon
Health - Lv1: Health 100 / Lv2: Health 120 / Lv3: Health 155 / Lv4: Health 205 / Lv5: Health 275 / Lv6: Health 365 / Lv7: Health 470
Damage - Lv1: Damage 100% / Lv2: Damage 125% / Lv3: Damage 150% / Lv4: Damage 175% / Lv5: Damage 200% / Lv6: Damage 225% / Lv7: Damage 250%
Critical - Lv1: 15% to deal 200% damage / Lv2: 20% to deal 225% damage / Lv3: 25% to deal 250% damage / Lv4: 30% to deal 275% damage / Lv5: 35% to deal 300% damage / Lv6: 40% to deal 325% damage / Lv7: 45% to deal 350% damage
Rage Level - Lv1: Rage 105, +10% receive / Lv2: Rage 110, +20% receive / Lv3: Rage 125, +30% receive / Lv4: Rage 150, +40% receive / Lv5: Rage 175, +50% receive / Lv6: Rage 210, +60% receive / Lv7: Rage 245, +70% receive
Bonus Chance - Lv1: Bonus Chance 20% / Lv2: Bonus Chance 25% / Lv3: Bonus Chance 30% / Lv4: Bonus Chance 35% / Lv5: Bonus Chance 40% / Lv6: Bonus Chance 45% / Lv7: Bonus Chance 50%

List of Common in Arcane Weapon
Katana Lv. 1: Damage 58 - 110, Cooldown 2.5 give 8 Rage
Katana Lv. 2: Damage 108 - 200, Cooldown 9.4 give 11 Rage
Katana Lv. 3: Damage 234 - 434, Cooldown 10.9 give 14 Rage
Katana Lv. 4: Damage 560 - 1041, Cooldown 20.3 give 20 Rage

Incredible Bruce Lee: Damage 41 - 81, Cooldown 8.5 give 8 Rage
Grenades Lv. 1: Damage 76 - 144, Cooldown 14.3 give 22 Rage
Grenades Lv. 2: Damage 173 - 321, Cooldown 18 give 28 Rage
Grenades Lv. 3: Damage 366 - 681, Cooldown 18.7 give 39 Rage

Kickass Lightning: Damage 40 - 74, Cooldown 4.4 give 8 Rage
Handsome Blade Lv. 1: Damage 76 - 144, Cooldown 14.1 give 22 Rage
Handsome Blade Lv. 2: Damage 159 - 297, Cooldown 12.5 give 28 Rage
Handsome Blade Lv. 3: Damage 393 - 731, Cooldown 24.7 give 39 Rage

Fist of Light: Damage 45 - 83, Cooldown 9.1 give 8 Rage
Bright Beam Lv. 1: Damage 144 - 270, Cooldown 33.6 give 11 Rage
Bright Beam Lv. 2: Damage 339 - 632, Cooldown 45.6 give 14 Rage
Bright Beam Lv. 3: Damage 663 - 1230, Cooldown 36.5 give 20 Rage

List of Special in Arcane Weapon
Mystery Bounce Lv. 1: Damage 186 - 346, Cooldown 50 cost 30 Rage, 20% to dodge next enemy attack
Mystery Bounce Lv. 10: Damage 456 - 866, Cooldown 50 cost 120 Rage, 38% to dodge next enemy attack

Moon Beams Lv. 1: Damage 78 - 145, Cooldown 60 cost 30 Rage, 5% Life Steal
Moon Beams Lv. 10: Damage 195 - 361, Cooldown 60 cost 66 Rage, 14% Life Steal

Hell Drill Lv. 1: Damage 71 - 132, Cooldown 40 cost 40 Rage, 75% Extra damage on the next attack
Hell Drill Lv. 10: Damage 178 - 331, Cooldown 40 cost 85 Rage, 165% Extra damage on the next attack

Dragonborn Lv. 1: Damage 183 - 341, Cooldown 50 cost 90 Rage, 1000 damage over 60 sec
Dragonborn Lv. 10: Damage 1355 - 2517, Cooldown 50 cost 180 Rage, 3700 damage over 60 sec

Doppelganger Lv. 1: Damage 391 - 726, Cooldown 40 cost 90 Rage, 35% to dodge enemy attack
Doppelganger Lv. 10: Damage 1297 - 2410, Cooldown 40 cost 180 Rage, 71% to dodge enemy attack

List of Ancient in Arcane Weapon
Dagger Strike Lv. 1: Damage 76 - 141, Cooldown 8.8 give 32 Rage
Fly Dagger Lv. 1: Damage 148 - 274, Cooldown 17.2 give 40 Rage
Fly Dagger Lv. 2: Damage 265 - 490, Cooldown 30.7 give 48 Rage

Namesis Lv. 1: Damage 297 - 551, Cooldown 29.9 give 14 Rage
Namesis Lv. 2: Damage 436 - 812, Cooldown 27.1 give 16 Rage
Namesis Lv. 3: Damage 706 - 1309, Cooldown 27.1 give 20 Rage

Heaven Blade Lv. 1: Damage 1208 - 2243, Cooldown 80 cost 110 Rage, 125% Extra damage on the next attack
Heaven Blade Lv. 10: Damage 3019 - 5609, Cooldown 80 cost 200 Rage, 260% Extra damage on the next attack

Cursed Twin Lv. 1: Damage 1208 - 2243, Cooldown 80 cost 110 Rage, 4000 damage over 60 sec
Cursed Twin Lv. 10: Damage 3019 - 5609, Cooldown 80 cost 200 Rage, 10300 damage over 60 sec

Arcane Weapon Walkthrough
For normal mode
You should focus on getting Katana Lv.4, Handsome Blade Lv 3, Grenade Lv. 3 and leveling up all your stats. Forget entirely about getting Bright Beam, it's not worth getting. Next start purchasing Moon Beams, Hell Drill and Doppelganger, remember to max them accordingly. Save your artifacts and buy Namesis Lv 3 first.

Your skill bar should look like:
Katana Lv.4, Handsome Blade Lv 3 and Grenade Lv. 3, Namesis Lv.3, Moon Beams Lv. 5, Hell Drill Lv. 5, Doppelganger Lv. 5

For survival mode
Attacks in the following order of priority - Doppelganger lv.10; use as often as possible to cause him to miss. Use Moon beams lv.10, when under 170hp otherwise save it! Hell Drill Lv 10, the higher the Lv, the quicker you will kill him. Equip Nemesis lv.3, Katana lv.4, Handsome Blade lv.3, Grenade lv.3. Mainly use for Handsome blade and grenade is to accumulate rage.

Your skill bar should look like:
Katana Lv.4, Handsome Blade Lv 3 and Grenade Lv. 3, Namesis Lv.3, Moon Beams Lv. 10, Hell Drill Lv. 10, Doppelganger Lv. 10

Sunday, May 26, 2013

Pixel Kingdom Game Review & Walkthrough Guide

Pixel Kingdom
Pixel Kingdom Logo

Play Online: Pixel Kingdom
Developer: Sean Young
Genre: Strategy

Game Review
Kingdoms will always be in peril and brave heroes will always be needed. In Pixel Kingdom, it's no different; You must command an elite army to head-on approaching hordes in a three linear lane defense across infinite levels. Yes, infinite levels! Getting excited already? ^^

Pixel Kingdom is an easy defense game to pick up. At every level, players have a window of various units they can select from and lanes to produce them in. However summoning a unit is not so simple, they're all "paid by" a mana pool system that fills up over time, which can also be upgraded to regenerate faster by using more mana. The main objective is to intercept with your units and defeat them to eventually destroy their castle. The various hordes of evil contain monsters both big and small. Some can knock the heroes back, some weave in and out of lanes, and still others can slow a hero’s movement. Killing any of those gains you some hard earned gold which can be used to unlock items, gears and stronger units.

Pixel Kingdom shines is in the variety to keep you occupied. There are tons of units, items, and gears to customize on and it features multiple environments with 50+ unique enemy units including a rare and powerful dragon. I actually spend lots of time trying to unlock everything; From warriors to monks to vikings, Elvish Bow to Fire Sword and more. There is a sense of accomplishment in unlocking and I also love experimenting on building my best army.

Sadly in my opinion, the flash game has a lot of room to improve. One immediate suggestion is to increase the difficulty and balance the drop rate; After reaching a certain level, it gets slightly grindy because the amount of gold dropped doesn't seem to scale up enough. My next suggestion will be on the ability to play some sort of multiplayer or versus mode! I think add a ton of replayability into the game which I think is great. All in all, Pixel Kingdom is an awesome time waster that will have you inexplicably coming back for more. Very addictive, indeed!

Pixel Kingdom Guide
List of Guild in Pixel Kingdom
Warrior - With moderate Hp, Attack, and Speed, warriors can be deployed in almost any situation!
Archer - Archers excel at dealing tons of damage before an enemy even touches them.
Rogue - Rogues lack in HP but make up for it with Speed and Attack Speed.
Wizard - Wizards used ranged magic to defeat fores. Their fireballs explode on impact which is useful when enemies are close to each other.
Knight - Knights can soak up a ton of damage, and also have a chance to knock back enemies on hit.
Cleric - Heals the unity directly in front in the same lane.
Monk - Utility unity with strong knockback. Useful for stalling enemy units.
Berserker - High Attack and summons lightning on hit to deal damage in the surrounding area.
Paladin - High HP. Paladins heal themselves on hit!
Necromancer - Summons Skeleton units to do all of the fighting!
Ninja - Ranged unites that throws shurikens in multiple directions.
Dragoon - Similar to the Warrior, but with the highest speed in the game.
Champion - Extremely high Atk and HP. Their energy slash rips through the lane.
Gladiator - Similar to the Knight but greatly favors Attack over HP.
Pirate - drops bombs while advancing in a lane. Useful for area damage.
Druid - Uses ranged nature magic that passes through enemies and can Knockback
Engineer - Tap him to build a Turret!
Bard - Units who pass by a Bard will gain double speed and x.15 Attack!
Viking - Tap the Viking to shout! All enemies in the lane will be stunned.

List of Gears in Pixel Kingdom
Mithril Shield - Warriors now wield Mithril Shields, granting them bonus Health.
Bandit Boots - Rogues will now cost only 7 Mana.
Elvish Bow - Archers will now deal more damage with Elvish Bows.
Ice Bolt - Wizards conjure an Ice Bolt to slow enemies.
Fire Sword - Knights now use their Fire Swords to deal more damage!
Holy Scepter - Clerics can now heal for much more.
Black Belt - Monks now have Black Belts, allowing them to Knock enemies back further.
Dragon Axes - Berserkers now dual wield Dragon Axes, granting them bonus attack.
Lightbringer - Paladins now have a chance to summon a beam of light, dealing damage in the entire lane.
Demon Scythe - Necromancers can now summon Chaos Demons
Teleport Ninjutsu - Tap/Click on Ninjas to teleport them!
Dragon Lance - Dragoons now wield Dragon lances, granting them bonus Attack.

List of Items in Pixel Kingdom
Health Boost - Boost Health by 5 for next level.
Mana Boost - Boost starting Mana by 10 for next level.
Damage Boost - Boost Attack of all unitys by 10% for the next level.
Summon Dragon - Increase the chance of encountering a Dragon
Speed Boost - Boost the Speed of all units for next level by 10%
Regen Boost - Boost starting Mana Regen by 5% for the next level.

List of Spellbook Codes in Pixel Kingdom
1500 Gold - Water Thunder Thunder Thunder Water
5000 Gold and 5 Gems - Thunder Thunder Thunder Thunder Water
7500 Gold and 10 Gems - Fire Thunder Thunder Thunder Water
300,000 Gold & 150 Gems - Water Thunder Water Water Fire Water Fire
5000 Gold - Fire Water Water Fire Fire
Dragoon Unit - Fire Fire Fire Thunder Fire
Undead Army - Thunder Fire Fire Fire Fire (can be deactivated)

Pixel Kingdom Walkthrough
Building Dragoon or Warrior and Druid
I love upgrading all my gems on especially on Dragoon or Warrior. They are very cheap to summon (only cost 5 mana each) and can be abuse by spamming, once you upgraded your mana pool twice. After earning enough gold to unlock druid, basically you are unstoppable. The druid uses ranged nature magic that passes through enemies and can knockback enemies. They is no way you will lose a single point in any kind of situation. :)

Building only Rogue
Rogue is slightly weak in HP but the attack speed is very high. If you upgrade all your gems on this guy... He can be the next spammable hero because of the item, Bandit Boots. With the item equipped, Rouge will only cost only 7 Mana to produce. Slightly higher mana to summon than Warrior and Dragoon but better damage per second.