=============================================================================== =============================================================================== SOUL KNIGHT by hmsong (Email listed in the final section) =============================================================================== =============================================================================== Table of Contents 01. Introduction .............................................. [INT] 02. History ................................................... [HIS] 03. Basics .................................................... [BAS] 04. Heroes .................................................... [HRO] 05. Passive Abilities (aka Buff) .............................. [PAS] 06. Weapons ................................................... [WPN] 07. Weapon Location ........................................... [WLO] 08. Other Bonuses ............................................. [BON] 09. Bosses .................................................... [BOS] 10. Living Room ............................................... [LIV] 11. Tips and Tricks ........................................... [TIP] 12. Badass Mode ............................................... [ASS] 13. Past Exploits ............................................. [PST] 14. Glitch .................................................... [GLI] 16. Weapons That Got Worse .................................... [BAD] 17. Weapons That Got Better ................................... [BET] 18. To Developers: How to Improve ............................. [IMP] 19. Final Notes / Afterthoughts / Credits / Legal Info ........ [FIN] =============================================================================== 01. INTRODUCTION [INT] =============================================================================== Soul Knight is an action... RPG? I don't really know, but it's sort of like a dual-stick shooter, except the shooting aim is done automatically. Anyways, it is a game for the mobile phone. I honestly really enjoyed this game, so I figured I should make a guide for it. Now, I know most of you who are reading this only want the weapon information. That's fine. Just skip to the Weapons section below. For everyone else, I give you... well, everything else. Now, I was unable to find some information, which I just left blank, so if any of you find more information, email me, and I'll happily add that to my guide and give you the credit for it. =============================================================================== 02. HISTORY [HIS] =============================================================================== There are many versions, for many devices. I will be updating this guide when the newer version comes out, assuming I am still interested in this game by then. I used iPhone 6, so things may be different for other phones (Androids included). Whatever. Now, I first made this guide with v1.3.4. While I will update the information as newer versions come out, some may be wrong since I will not re-test everything everytime a new version comes out. If you find any error, please send me an email with the corrections. Thanks. Furthermore, it takes a while for me to update. So do not expect an update as soon as a new version comes out. v1.7.7 I added in Weapon Location. That should make many people happy. Also updated the Glitch section. Also added Badass Mode section, for those of you who need some tips. v1.7.6 There was an Easter update with some new contents, but they were mostly removed after the Easter, except for the new weapon, Carrot. More glitches. See the section for the details. More skins. Assassin and Paladin's active skills changed a bit (for better or worse). See the Heroes section below for the detail. There are more mercenaries. I feel like that is unnecessary, since they are just meat shield (meaning one mercenary is no different than another). Maybe it's just me. In the Living Room, the Slot Machine was replaced with a Gashapon Machine. Some people like it, others don't. I like it. And of course, more of "Weapons That Got Worse". There are also some new entries to "Weapons That Got Better". v1.6.5 Lots of update. More weapons (181) and skins. Some minor details changed. There was the Chinese New Year event, which added a bit more to the game (including new weapons), but everything about it was removed after the holiday. So, I am going to skip that. Some active and passive abilities got changed. Multiplayer is now up to 4 players. And more of "Weapons That Got Worse," as usual. For the first time, there are some weapons that technically "improved." I added a section for that. However, some of these are either illusion or "still bad" weapons. See "Weapons That Got Better" section. v1.5.4 Wow, the devs updated this game faster than I could update the guide. Then again, the update was rather big for v1.5.0. Lots of update. More weapons, more skins, more bosses, more passive skills, and more mercenaries. And mercenaries can now pick up weapons. In addition, some rooms are "danger" rooms - they contain lots of giant enemies. The door is red to warn the player. Sadly, more of "Weapons That Got Worse," as usual. Sigh. This is still incomplete, but I figured I should update. v1.4.5 More skins, and more good weapons got worse (maybe it was from v1.4.4). Sigh. You'd think the developers would improve some mediocre weapons for the balance (lots of mediocre weapons are actually good, but nobody uses them because of Energy inefficiency), but nope. They decided that it was better to make good weapons worse. Well, it won't be long before I give up on this game. I just can't satisfy my bloodlust anymore with this game. I am sure I'm not alone. As a dishonor to all the weapons that got worse since v1.3.4, I decided to replace Section 13 (formerly "Good Weapons in My Opinion") with "Weapons That Got Worse". But, I also included a "To Developers: How to Improve" section, so that if they read my guide, they can improve this game (and make money). v1.4.4 Holloween Update - New skins (still not quite all of them), and some heroes' abilities got updated. I added weapons list for the Vending Machine and Slot Machine. v1.4.3 Lots of update. New characters, new weapons, and new stages. And lots of good weapons got worse in one way or another (Some weapons have higher cost; charge weapons charge much slower, etc). I suppose the developers did this to balance the game a bit, but the game is really starting to dissatisfy my lust for destruction. I mean, so many good weapons are no longer good. WTF developers? Are you trying to make your game worse in the eyes of the players? Oh, there are Scammers, who can delete the last passive ability (so you can choose another one after clearing the floor). Finally, there are skins (aka costume) for all characters, but I don't care about them, since they don't affect the gameplay (I ain't paying real money for that stuff). v1.3.7 Well, I guess the updates for this game are quite frequent. The update descriptions indicate that there were no major changes, except minor bugs. I can't tell. v1.3.5 Woot, update. Numerous weapon details changed, especially the Shield. I heard this version is the same as v1.3.5 for the Android. I assume the version number will be consistent for both iOS and Android, mostly due to the multiplayer function. v1.3.4 My first version. I heard that's the same as v1.3.0 for the Android. =============================================================================== 03. BASICS [BAS] =============================================================================== The tutorial when you start the app does pretty well in teaching you the basic mechanics. So, I'll skip that right over. One thing the tutorial did not cover was the basic melee attacks that all heroes have. When a hero is right next to an enemy (or a large crystal block), he will use his default melee attack instead of his equipped weapon (unless the equipped weapon is a melee weapon). The power ranges from 3~5, depending on the heroes, but the fire rate is literally as fast as you can press the shoot button. You also have a pet companion. It acts independently and attacks the enemies. It seems invincible, but it actually has its own HP, and once it "dies" (it'll still follow you), it stops attacking enemies for a while. It then "revives" after some time and attacks enemies again. After selecting a hero in the Living Room, you can enter the door to the right to start killing things. You start with the initial weapon, Bad Pistol (plus another one when you unlock the chest). In each floor, you may find new weapons and abilities, although some may cost you coins (in-game-currency). There are 3 levels, each containing 5 floors (so total of 15 floors), and at the end of each level, there is a boss. The map of each floor is random. Entering the portal on the floor makes you go the next floor (it is one-way, so you can't go back to the previous floor). The goal is to clear the 15th floor (aka Level 3-5). Each floor has at least two "normal" rooms, which are full of enemies to kill. It definitely has one "weapon" room, which is either a shop or a chest. It may have a "!" room with a normal gate, which can have a Crystal, a Statue, or a Mercenary (more on those in [BON] section). Finally, a "!" room with the Red gate is the "Champion" room -- all enemies in that room are Champion class. Champion rooms can be avoided if the player chooses to do so. As you continue to clear the floors, you eventually unlock numerous items upon a game over. Only one item can be unlocked per run. If you upgrade these, you get numerous permanent boosts, such as Critical rate, movement speed, initial coin, and even follower stats. Other unlockables are Cellar (lists what weapons and enemies you encountered) and Badass Travel (enables/disables the Badass Mode). While this game seems like a dual-stick shooter, the shooting is actually auto-aimed. This works both for you and against you, depending on the situation. Sadly, you cannot change it. Yet. =============================================================================== 04. HEROES [HRO] =============================================================================== I am only going to list the fully upgraded stats. The pre-upgraded characters are all: 1. Max HP -1 2. Armor -1 3. Max Energy -20 4. Cooldown +2 sec 5. Worse Active ability 6. No Default Passive ability HP Armor Energy Crit Melee Passive ---- ---- ---- ---- ---- -------- Alchemist 6 6 200 5 4 Green Shield Gas Grenade Throws 3 bottles that creates Poison-Pools (lasts 6 sec). Each pools do 1 DPS (damage per second) and slows down whatever is in it. With Alchemist's Passive skill (Green Shield), this becomes 2 DPS. Note that the green Pison-Pools DO NOT inflict Poison status. The cooldown (4 sec -> 3 sec) starts as soon as you activate it. Assassin 5 5 200 10 5 Yellow Sword Dark Blade Activates the "ninja state" (becomes invincible for 2 seconds, and you can move around very fast). If any enemies are next to you while this is active, you auto-attack them (12 dmg), although only once. The attack can manually be activated. If the attack kills the enemy, the ability gets cancelled, but the cooldown immediately "resets". When the reset happens, you are invincible for ~1 sec. The resets can be done 4 times (total of 5 attacks) before you must recharge. The cooldown (9 sec -> ? sec) starts as soon as you activate it. Druid 7 4 150 5 5 Paw Mark Summon Wolves Summons 2 invincible helpers (2 wolves) that will stay with you through the whole floor. The wolves do 8 dmg, and they can cause random status effects. After the initial summon, the active ability changes to a short-range swinging sword (Rapid: 2). The cooldown is <1 sec. Elf 6 5 200 5 4 Red Crosshair Focus Fire Becomes immobile, but you can manually aim a magical arrow (8 dmg; Explode; Pierce; High Critical). You can also aim your weapons and use them after the arrow. While immobile, you generate a vine barrier that can take a hit, and it regenerates when you kill an enemy. The cooldown (4 sec -> 3 sec) starts as soon as you fire the arrow. Engineer 6 6 200 5 3 Red Shield Gun Turret Puts a stationary turret that auto-fires bullets (2 dmg) or small missiles (4 dmg) at any enemies in the line of sight (lasts 10 sec, but it can be manually deactivated). The cooldown (10 sec -> 7 sec) starts when the ability deactivates. Knight 7 6 200 5 4 Blue Shield Dual Wield Activates a state (5 sec) where you shoot the equipped weapon twice at the same time (and uses twice the Energy). The ability can be manually deactivaged by switching weapons. The cooldown (8 sec -> ? sec) starts when the ability deactivates. Paladin 2 9 140 0 4 Broken Shield Energy Shield Activates a big invincible barrier (lasts 5 sec). Any damage you take during this state gets turned into Energy (5 Energy per hit). The cooldown (10 sec -> 7 sec) starts when the ability deactivates. Priest 4 6 220 0 3 Potion +2 Regeneration Pact Creates a field that regenerates 2 HP x3 to yourself and 5 HP x3 to your allies. It also enhances Armor regeneration. The cooldown (12 sec -> 9 sec) starts as soon as you activate it. Rogue 6 4 200 10 5 Bullet Impact Dodge Jumps forward a slight distance, being invincible during that time. You can also use the default melee attack during the jump, if an enemy is nearby. The first attack of the first second after the dodge has a high chance of a critical hit. The cooldown (<1 sec) starts as soon as you land from the jump. Vampire 4 5 140 5 3 Red Bat Bat Swarm Shoots many bats (5 dmg each) at the nearby enemies that may absorb HP (or Energy if HP is full). Maximum of 5 HP or 25 Energy. The cooldown (6 sec -> ? sec) starts when all bats return. However, the cooldown is shorter the less enemies bats hit. If there is nothing the bats can target, then the ability has no cooldown. Werewolf 12 2 140 5 5 Purple Shield Berserk Activates a state (5 sec) where you can only attack with the melee claws (6 dmg, but the attack becomes stronger the less HP you have). Activating the werewolf form recovers HP when it is low (recovers to the half point of the Max HP when the current HP is lower than that, and recovers fully, when the current HP is less than the quarter of the Max HP) and increases his movement speed. You also take only 1 damage from all attacks (2 damage in Badass mode). Note that after pressing the activate button, there is about a half second where you are not transformed yet (but HP recovery is instant). During this time, you take the full damage, so be cautious. The cooldown (10 sec -> 7 sec) starts when the ability deactivates. Wizard 4 6 260 0 3 +2 Bubble Lightning Strike Summons a lightning (8~12 dmg; Critical = Stun) on the nearest enemy, then it chains off to the nearby enemies of the initial enemy. The cooldown (4 sec -> 3 sec) starts as soon as the lightning is summoned. =============================================================================== 05. PASSIVE ABILITIES (aka BUFF) [PAS] =============================================================================== After entering portals on certain floors (1-1, 1-3, 1-5, 2-3, 2-5), you can select an additional passive ability from three random choices. So, including the one the hero starts with, you can have maximum of 6 passive abilities. Sadly, the choices are random, and there is nothing you can do to better it. I feel like these passive abilities make a huge difference in the difficulty of the playthrough (the most crucial deciding factor is your weapons). If you get good abilities, you have much easier time; if you get crappy abilities, you are pretty much screwed... unless you are REALLY GOOD at this game. @: Pretty much necessary *: Good /: Depends on your weapon +2 Bubble Gets 2 Energy whenever you kill an enemy. /Arrow Reduces charge time for all charge weapons; weapons that are enhanced over time by holding the fire button (ex: Bleach, Laser Fish, Red Dragon, etc) reach the maximum faster. /Beam Increases the beam width of laser gun and the size of the beam explosions (ex: Railguns). It also increases the attack power of most laser and lightning guns. Blue Dust Gets more gems at the end of each game. (~20 Coins per floor) *Blue Hourglass Active skill's cooldown (including Statue's) is reduced. The longer the default cooldown is, the more it is reduced. @Blue Shield No extra damage when shield is broken. Broken Shield Releases a blast (destroys bullets) when shield is broken. Bullet Impact Bullets randomly pierce enemies. *Gray Box Statue abilities activate twice. (ex: Knight Statue summons two knights instead of one) *Green Shield Immune to Poison and Slow status effects; increases Poison-Pool damage (1 -> 2) and Poison status damage (2 -> 3). @Heart+ Increases max HP by 4. Paw Mark Increases the effectiveness of pets and followers. It also allows the mercenaries to equip more weapons, such as Shield. @Potion Box Breaking crates has a chance to drop small potion. *Potion +2 Improves potion effectiveness. *Purple Hand Decreases enemy bullet speed; larger pickup radius. Purple Shield Immune to floor spikes; Fires three daggers (5) when damaged. *Red Bat Randomly gains HP after killing an enemy. *Red Crosshair Reduces inaccuracy (-10) and increases critical rate (+5~10) for most weapons. @Red Shield Immune to Burn status effect, Lava tiles, and Fire-Pool; decreases explosion damage (5 -> 2); increases Burn status damage (3 -> 5) and Fire-Pool damage (2 -> 3). Sale Mark Price -50% from everything (shops, vending machines, etc). /Spread Bullet Increases the number of bullets for most "Spread" weapons. But it may increases the Energy cost of these weapons. White Shield Immune to Freeze effect; increases Freeze time. Yellow Sword Anything that erases bullets reflects instead. Also adds +2 attack power to the laser swords. Yellow Zigzag Some bullets and lasers can now bounce off the walls once. Electric Therapy bounces off enemies. Heart+ is obvious, since it gives you more room to survive hits. Blue Shield is also necessary, because on later floors, some enemies will do 4+ dmg per bullet. And you don't want their bullets to damage your HP. So, with this buff, as long as you have at least 1 armor, you can take a 100 dmg bullet and still survive. Potion Box is better than other HP recovering abilities, since it allows you to restore HP when you actually need it. Red Bat? That's too random, and you need enemies to kill to restore HP. Potion +2? Unless you get lucky from the room chests, the only way for you to get the Potion in the first place is to buy them from either the Vending Machine (again, you need luck since it may give you the Energy Potion instead) or the store, both requiring money. That means you can't invest as much on the all-so-important weapons and mercenaries. Red Shield is now a must, thanks to the new Level 3 stage. That stage has lava tiles randomly popping up all over the stage to damage you, and those really limit your movements. And the enemies use a lot of fire attacks. And some stage bosses and enemies use lots of explosions that can burn you, not to mention the explosive barrels. Yeah, you need this buff. Let's see, what else? Green Shield is good for Level 3, since there are so many Release-Poison-Pool-Upon-Death enemies (not to mention that one of the Level 3 bosses is overwhelmingly more difficult without it). Potion +2 and Red Bat are there to help with the HP recovery. Purple Hand slows down the bullets, which helps you survive the bullet hell. Red Crosshair enhances offense, especially with the accuracy for most weapons; some "Spread" weapons can be used to do focused damages. New update has more: Blue Hourglass is good if you're the type to use the active skills often. Grey Box is good if you get a good Statue skill. =============================================================================== 06. WEAPONS [WPN] =============================================================================== Ah, the meat and potato of this guide. Weapons are the most important factor in determining how hard the playthrough is. Sadly, it is completely down to luck whether you get good weapons or not. You can use the "restart the floor" technique mentioned in the Tips section to tip the scale a bit, but the odds are overwhelmingly against you. Still, you can work relatively well with most weapons, assuming you know what you are doing. All weapons are one of the six colored categories: white, green, blue, purple, orange, and red (in that order). Each floor has its own list of possible weapons, but those weapons all have equal probability of showing up. However, latter weapons are usually more expensive. Red weapons are either boss-unique weapons or Weapon-Vending-Machine-only weapons. I will not be listing the color of each weapons, since they are completely meaningless. Inacc: Higher # means the bullets go at a random directions at a greater angle Rapid: Higher # means faster fire rate Aim: Two categories: [Narrow, Slight, Medium, Wide, or Very Wide] and [Straight or Random] Narrow: <20 Slight: <45 Medium: <70 Wide: <90 Very Wide: >90 Notes -------- 01. For weapons with #, it means that they have a chance to inflict status effect (dual with Critical hit?). #Burn - Does a gradual damage (3, lasts short time) #Poison - Does a gradual damage (2, lasts long time), and slows down #Freeze - Makes the target immobile #Stun - Makes the target immobile 02. Some weapons have () next to Pwr. These are the power for the "extra" shots. (ex: explosions, second bullet) 03. Most weapons have "Knockback" effects, which sends the enemies backwards. Some weapons knock away more than others. 04. @Pierce bullets pierce enemies and destroyable blocks, whether it destroys them or not. 05. @Homing shots stop homing after a while. 06. @Bounce shots bounces off the walls. (number of bounces differ for each weapons) 07. @Explode shots explode on impact, damaging anything nearby. (explosion size differs) a. There two types of explosions - Fire and Energy. All Fire explosions can inflict status effects, mostly #Burn. Energy explosions (mostly Railguns) grow in size with the Laser buff. b. Small missiles cause small explosions, while big missiles cause big explosions. c. Energy explosions do separate damage from the bullet. 08. @Beam shoots a thin laser across the screen (all beams can be buffed). a. All beams (except Laser Shotgun) have Straight aim. b. All beams have @Pierce property. d. For all Continuous Beam (@C-Beam) weapons, the power increases a bit after holding the button for a while. 09. @Spread shots shoot multiple bullets in one shot, and they spread in a coned shape. a. @Spread-# means that # is the bullets that is fired in one shot. b. @Spread-#+ indicates that it can be Shotgun buffed for more bullets. However, this may increase the Energy cost for some weapons. 10. $Charge shots are done by holding the shoot button until the mini bar above the hero is full, then releasing the button. Most Charge weapons can be used without charging all the way, but they will be less effective. a. Most will have "~" next to Pwr. This indicates the max power of the Charge shots. b. All Charge shots have higher Critical rates. c. If Charge shots have @Explode property, the explosion is bigger for the fully charged shots (mostly Railguns). d. The charge time is actually half of what I listed, since I had to slow it down to time it. e. If there are other properties, it will be indicated with (). 11. Magic Staff and Fine Magic Staff summon bullet-erasing orbs that spin CCW (lasts 5 sec). Before the orbs disappear (they regenerate when they disappear from the damage), if you shoot again, the orb timer gets "resetted" for no additional cost. So, if you reset it from time to time while attacking the enemies with your other weapon, you can keep the orbs going for the entire floor for no additional cost. 12. Some weapons have "Secondary" modes. You can switch to this mode by double clicking the shoot button while the weapon is equipped. If you switch to another weapon, the mode goes back to the default. 13. $Throw weapons auto-load when not firing. The more they load, the more shots they fire (each weapon has different maximum limit). However, this may work against you, since the Energy Cost goes up the more they load. a. This loads even while you use another weapon. The format goes like this: ------------------------------------------------------------------------------- Guns (mostly uses Energy, and cannot erase enemy bullets) ------------------------------------------------------------------------------- AK-47 3 1 12 10 5 Slight; Random --- -------------------------------------------------------- Alien Eagle 4 1 5 5 3 Narrow; Random Shoots a large bullet -------------------------------------------------------- Arbitrator 7 2 25 0 1 Straight @Beam -------------------------------------------------------- Assault Rifle 3 1 10 10 5 Slight; Random --- -------------------------------------------------------- Assault Rifle Pro 3(5) 1 5 5 5 Narrow; Random Hold (1 second), then release = @Homing small missile (@Explode; #Burn) -------------------------------------------------------- Assault Rocket 3 1 0 10 5 Slight; Random Fires small missiles (@Explode; #Burn) -------------------------------------------------------- Assault Shotgun 3 3 -10 5 1 Wide; Random @Spread-5; Fires twice -------------------------------------------------------- Aurora 16 6 50 0 1 Straight @Pierce -------------------------------------------------------- Bad Pistol 3 0 0 5 3 Narrow; Random Starting weapon -------------------------------------------------------- Basketball 5 1 -30 5 3 Narrow; Random @Bounce-3 -------------------------------------------------------- Bazooka 8 4 0 2 1 Narrow; Random Fires a big missile (@Explode; #Burn) -------------------------------------------------------- Black Hole Missile 1(14) 1 0 0 C(1.7) Straight Only Shoots when fully charged (4 Energy at fastest); Summons a damaging black hole at a fixed distance; Black Hole pulls in the enemies; Fires a big missile at the black hole (@Explode; #Burn) -------------------------------------------------------- Blaster 3 1 5 7 5 Slight; Random --- -------------------------------------------------------- Bleach 5~2 1 20 0~15 2~7 Straight~Medium; Random Hold = [faster fire rate; less damage; less accurate; less Cost) -------------------------------------------------------- Blind Missile Battery 4 4 0 0 1 Narrow; Straight @Spread-3+; Small missiles (@Explode; #Burn); Small spread -------------------------------------------------------- Blowpipe 5 2 60 5 1 Narrow; Random #Poison -------------------------------------------------------- Bomber 4(3) 2 32 5 3 (Missile = Very Wide; Random) Hold = [faster fire rate; eventually fires additional small missiles for free] (@Explode; #Burn) -------------------------------------------------------- Boomerang 6 3 15 5 1 Narrow; Random $Throw 1 boomerang that comes back (@Pierce) -------------------------------------------------------- Bouncing Assault Rifle 3 1 20 5 5 Narrow; Random @Bounce-3 -------------------------------------------------------- Bouncing Sniper Rifle 10 4 55 0 1 Straight @Bounce-5 -------------------------------------------------------- Bow 4~8 2 0 0 C(1.0) Straight $Charge -------------------------------------------------------- Broom 3 1 5 15 5 Slight; Random @Pierce -------------------------------------------------------- Cannibal Plant 6(3) 3 32 5 1 [Narrow; Random]; [Wide; Random] Hold = Auto @Spread-5 (@Explode; #Poison) -------------------------------------------------------- Charged Railgun 12~10(2)7 0 0 C(2.2) Straight $Charge = smaller and weaker bullet, but fires 4 times -------------------------------------------------------- Cherry Blossom 8(3) 3 25 0 1 Straight Leaves flower pedals on the bullet path (@Spread+) -------------------------------------------------------- Cleaner 5 5 20 0 1 Straight; Slight Fires a 3-in-1 lightning @Beam; #Stun -------------------------------------------------------- Cluster Missile 9(3) 4 0 4 1 Narrow; Random Fires a big missile, which splits into 3 small missiles (@Homing; @Explode; #Burn) -------------------------------------------------------- Composite Bow 4~14 2 0 0 C(1.4) Straight $Charge -------------------------------------------------------- Crossbow 8 2 30 2 1 Narrow; Random --- -------------------------------------------------------- Crossbow Plus 15 3 30 2 1 Narrow; Random --- -------------------------------------------------------- Crystal Bow 4~16 3 0 0 C(0.8) Straight $Charge (Faster movement) -------------------------------------------------------- Desert Eagle 4 1 10 3 3 Narrow; Random --- -------------------------------------------------------- Dragon Bros' Sniper Rifle Default 2(3) 0 25 5 1 Narrow; Random Shoots a bullet that creates a Fire-Pool; Randomly shoots 3 homing shots Secondary 10 4 ? 0 1 Straight @Beam; #Burn -------------------------------------------------------- Eagle of Ice and Fire 4 2 15 5 3 Narrow; Random Fires two shots - Ice, then Fire (#Freeze; #Burn) -------------------------------------------------------- Electric Therapy 2 0 0 0 3 Straight @C-Beam Lightning (Slower movement); Only fires when the enemy is in the line of sight -------------------------------------------------------- Feathered Crossbow 8(2) 3 30 2 1 Narrow; Random 4 small bullets follow the initial shot -------------------------------------------------------- Fish 4~8(3) 3 -20 0 C(1.4) Straight $Charge (@Explode; @Pierce; Big bullet) -------------------------------------------------------- Fine Machine Gun 2 2 10 2 5 3-in-1 Narrow; Random Fires a 3-in-1 shots, but not a shotgun spread -------------------------------------------------------- Flame Blaster 3 2 6 0 5 Medium; Straight @Spread-3+ (#Burn) -------------------------------------------------------- Flame Bow 4~16 3 20 0 C(1.0) Straight $Charge (#Burn); Doesn't do double damage on critical -------------------------------------------------------- Flame Eagle 4 1 25 5 3 Narrow; Random #Burn -------------------------------------------------------- Floating Gun 4 1 40 0 3 Straight When inactive, becomes a follower that shoots Spread shots (0 Cost) -------------------------------------------------------- Floating Laser 4 1 50 0 3 Straight When inactive, becomes a follower that shoots Laser shots (0 Cost) -------------------------------------------------------- Football 4 1 0 5 3 Narrow; Random @Bounce-3 -------------------------------------------------------- Frost Bow 4~16 3 20 0 C(1.0) Straight $Charge (#Freeze); Doesn't do double damage on critical -------------------------------------------------------- Frost Eagle 4 1 15 5 3 Narrow; Random #Freeze -------------------------------------------------------- Furnace 6 2 30 0 3 Straight #Burn -------------------------------------------------------- Fusion Drill 3~4 1 0 0 1 Straight @C-Beam; Slow start-up -------------------------------------------------------- Gas Blaster 3 1 6 8 7 Slight; Random #Poison -------------------------------------------------------- Gatling Gun 2 2 0 20 7 Medium; Random @Spread-3+ -------------------------------------------------------- Glacier 10 4 50 2 1 Narrow; Random @Pierce; #Freeze -------------------------------------------------------- Grenade SMG 3(10) 1 18 5 5 Narrow; Random Hold (1 second), then release = Big missile (@Explode; #Burn) -------------------------------------------------------- Guardian Railgun 4~12(4) 3 5 0 C(1.7) Straight $Charge (@Explode; @Pierce; Slower bullet) -------------------------------------------------------- Guardian Rifle 3 1 12 2 5 Narrow; Random @Homing -------------------------------------------------------- Hand Grenade 7 3~8 5 20 1 Medium; Random $Throw 1~3 bombs (@Explode; #Burn) -------------------------------------------------------- Hero Bow 4~16 5 0 0 C(1.0) Medium; Straight $Charge (@Spread-3) -------------------------------------------------------- Horn 1 2 0 0 1 Straight Shoots 3 times; bullet implodes -------------------------------------------------------- Hunter Bow 4~15 2 0 0 C(1.0) Straight $Charge -------------------------------------------------------- Ice Breaker 8 3 40 0 1 Straight @Beam (#Freeze) -------------------------------------------------------- Ice Spikes 7 2~8 25 9 3 Narrow; Random $Throw 1~7 icicles (#Freeze) -------------------------------------------------------- Illusion 6~9 2 0 0 1 Straight @C-Beam; Slow start-up -------------------------------------------------------- Implosion 16 6 0 2 1 Straight Fires a big missile that implodes (1 dmg), pauses, then explodes (@Explode; #Burn) -------------------------------------------------------- Improved SMG 3 2 15 2 3 Narrow; Random Shoots 3 times very fast -------------------------------------------------------- Ion Laser 4~6 1 0 0 1 Straight @C-Beam (#Freeze); Slow start-up -------------------------------------------------------- Ion Railgun 6~20(7) 4 0 0 C(1.7) Straight $Charge (@Explode; @Pierce) -------------------------------------------------------- Jade Bow 4~16 3 20 0 C(1.0) Straight $Charge (#Poison); Doesn't do double damage on critical -------------------------------------------------------- Jumper 3 2 -25 0 3 Straight @Beam; @Bounce-3 -------------------------------------------------------- Knight's Fist 4 3 10 0 1 Narrow; Straight @Spread-4+ -------------------------------------------------------- Laser Fish 2~3 0 0 0 1 Straight @C-Beam (#Freeze); Slow start-up -------------------------------------------------------- Laser Shotgun 4 4 10 18 1 Medium; Random @Spread-4+; @Beam -------------------------------------------------------- M14 4 2 -10 0 5 Straight --- -------------------------------------------------------- M4 4 1 -10 0 5 Straight --- -------------------------------------------------------- Magic Bow 2~8 6 0 0 C(1.7) Straight (Charge = Very Wide) $Charge (@Homing; @Spread-7) -------------------------------------------------------- Missile Battery 3 2 0 0 5 Wide; Random Fires a @Spread-2+ small missiles (@Homing; @Explode; #Burn) -------------------------------------------------------- Molotov Cocktail 2 3 5 20 1 Medium; Random $Throw 1 bottle (creates a Fire-Pool) -------------------------------------------------------- MP5 3 1 5 5 5 Narrow; Random --- -------------------------------------------------------- Nasty Laser 5 1 10 0 3 Straight @Beam -------------------------------------------------------- Next-gen SMG 3 1 0 5 3 Narrow; Random Fires 3 times; Slower movement -------------------------------------------------------- Next-next-gen SMG 2 3 25 8 3 Slight; Random Fires 5 times very quickly -------------------------------------------------------- Ninja Stars 3 1~6 10 14 1 Medium; Random $Throw 1~8 stars -------------------------------------------------------- Old Rocket Launcher 8 8 0 2 1 Narrow; Random Fires a big missile (@Explode; #Burn) -------------------------------------------------------- Old Sniper Rifle 10 6 45 0 1 Straight --- -------------------------------------------------------- P250 Pistol 3 0 10 5 3.5 Slight; Random --- -------------------------------------------------------- Paper Slip 2 2~3 10 15 3 Medium; Random $Throw 3~7 slips -------------------------------------------------------- Pioneer 4 1 15 5 3 Narrow; Random Shoots a large bullet -------------------------------------------------------- PKP 3 1 5 10~0 2~6 Slight; Random Hold = [Faster fire rate; Improves accuracy] -------------------------------------------------------- Plasma Eagle 4 1 0 15 3 Medium; Random @Pierce; @Bounce-3 -------------------------------------------------------- Plunger 5 2 20 10 3 Slight; Random #Stun -------------------------------------------------------- Plunger Plus 7 3 20 15 2 Medium; Random @Explode; #Stun -------------------------------------------------------- Prototype Railgun 6~18(6) 5 -50 0 C(1.7) Straight $Charge (@Explode; @Pierce; Slower bullet); Main bullet shoots sideways (2) -------------------------------------------------------- Rainbow 4 4 20 0 1 Medium; Straight @Spread-4+; # -------------------------------------------------------- Red Dragon 3 1 0 20~5 2~6 Slight; Random Hold = [Faster fire rate; Improves accuracy] -------------------------------------------------------- Revolver 8 3 5 3 1 Narrow; Random --- -------------------------------------------------------- Rocket Gun 15 5 0 5 1 Narrow; Random Fires a big missile (@Explode; #Burn) -------------------------------------------------------- Rocket Gun M1 16 5 0 0 1 Straight Fires a big homing missile (@Homing; @Explode; #Burn) -------------------------------------------------------- Sandworm 4 8 0 0 1 Wide; Straight Shoots a 3-in-1 ground wave -------------------------------------------------------- Shaky Blaster 2 1 0 5 3 Slight; Random @Spread-3+ -------------------------------------------------------- Shotgun 3 3 0 25 1 Wide; Random @Spread-5+ -------------------------------------------------------- Shotgun Galaxy 3 2 0 6 3 Medium; Random @Spread-5+ -------------------------------------------------------- Shotgun M1 3 3 0 0 2 Slight; Straight @Spread-5+; slightly small spread -------------------------------------------------------- Shotgun M2 2 1 5 0 3 Very Wide; Straight @Spread-7+ -------------------------------------------------------- Shotgun M3 2 3 5 0 1 Wide; Straight Shoots a "Ring of 10 bullets" -------------------------------------------------------- Shotgun Pro 3 4 8 15 1 Slight; Random @Spread-6+ -------------------------------------------------------- Sidewinder Green 3 4 40 0 1 Medium; Straight @Spread-5+; #Poison -------------------------------------------------------- Sidewinder Red 3 4 -10 40 1 Wide; Random @Spread-10+ -------------------------------------------------------- SMG Helix 2 1 15 0 7 Helix; Straight Shoots twice; Bullets go in helix motion -------------------------------------------------------- SMG M1 3 1 5 5 5 Narrow; Random --- -------------------------------------------------------- SMG M2 2 1 45 10 6 Slight; Random --- -------------------------------------------------------- Sniper Rifle 10 3 45 0 1 Straight --- -------------------------------------------------------- Snow Ape's Longbow 8~20(4) 4 0 0 C(1.7) Straight $Charge; Randomly summons linear-spikes -------------------------------------------------------- Snow Fox L 2 0 0 10 5 Slight; Random --- -------------------------------------------------------- Snow Fox Vintage 4 3 25 7 5 Narrow; Random Shoots 3 times -------------------------------------------------------- Snow Fox XL 3 1 5 5 5 Narrow; Random --- -------------------------------------------------------- Snow Fox XXL 4 1 10 7 5 Slight; Random --- -------------------------------------------------------- Snowman Eagle 4(5) 2 22 5 3 Narrow; Random #Freeze; Randomly summon Snowman (3 seconds) -------------------------------------------------------- Soul Calibre 25 9 50 0 1 Straight @Pierce -------------------------------------------------------- Spike Knives 2 1~8 44 22 2 Medium; Random $Throw 2~21 needles (#Poison) -------------------------------------------------------- Splash Railgun 8~10(4) 6 5 0 C(2.2) Straight $Charge (@Explode; @Pierce; Slower bullet); 3-in-1 shot -------------------------------------------------------- Splitter Cannon 6(3) 3 10 0 1 Straight Spreads on impact in 12 directions -------------------------------------------------------- Splitter Gun 5(2) 2 5 0 3 Straight Spreads on impact in 4 directions -------------------------------------------------------- Staff Of Flame 4 3 30 10 3 Wide; Random @Spread-7; #Burn -------------------------------------------------------- Staff Of Frost 4 3 40 0 3 Very Wide; Straight @Spread-5; #Freeze -------------------------------------------------------- Staff of Illusion 0 10 0 0 1 --- Summons a shadow clone of the player (Max: 1); It has the same HP as you, I think -------------------------------------------------------- Staff Of Light 4(2) 2 0 0 3 Straight Shoots in 4 directions; Spreads in 2 ways on impact -------------------------------------------------------- Staff Of Nature 3 2 10 0 3 All; Straight @Spread-10 in all directions -------------------------------------------------------- Staff of Shooting Stars 8~10 9 0 0 1 --- Summons multiple comets (@Explode; #Burn) -------------------------------------------------------- Staff of Skeleton 0(4) 5 0 0 1 --- Summons a Skeleton follower (lasts 15 sec)(no max) -------------------------------------------------------- Staff Of Thunder 4 3 10 0 2 All; Straight @Spread-13 in all directions; @Pierce; @Bounce-3 -------------------------------------------------------- Staff Of Wizard 3 3 80 0 3 Very Wide; Straight @Spread-7; # -------------------------------------------------------- Strong Bow 4~10 2 0 0 C(0.6) Straight $Charge -------------------------------------------------------- The Judge 8 3 40 0 2 Straight @Beam -------------------------------------------------------- TNT 10 4 0 0 3 --- Plants a bomb, which explodes in 2 seconds (@Explode; #Burn) -------------------------------------------------------- Triple Crossbow 6 3 30 0 1 Slight; Straight @Spread-3 -------------------------------------------------------- Twin-barrel Pistol 3 2 10 3 3 Narrow; Random Shoots twice -------------------------------------------------------- Twin-barrel Rifle 5(2) 3 20 10 3 Medium; Random @Spread-2; Bullet splits into two after a distance -------------------------------------------------------- UZI 2 0 5 15 5 Medium; Random Small bullets -------------------------------------------------------- Varkolyn Assault Rifle Default 3 0 -10 8 5 Slight; Random --- Secondary 14 4 ? 0 1 Straight --- -------------------------------------------------------- Volcanic Blaster 4(2) 1 0 5 5 Narrow; Random Shoots a bullet that splits into two after a short distance -------------------------------------------------------- Webber 1 4 10 0 2 @Beam; @Bounce-3; Shoots in 4 directions in X-shape -------------------------------------------------------- Windforce 4~8 4 0 0 C(1.4) Straight $Charge (@Homing; @Pierce one enemy; Faster movement) -------------------------------------------------------- Wizard's Staff 3 3 10 0 2 Straight @Homing; Shoots 4 shots in a cross pattern. -------------------------------------------------------- Wrenches 7 2~6 20 20 1 Medium; Random $Throw 1~3 wrenches (@Pierce; @Bounce-1; #Stun) Cellar lists maximum Energy cost to be 5, but it is 6. -------------------------------------------------------- ------------------------------------------------------------------------------- Melee (Can erase/reflect bullets) (Can still use the melee part w/o Energy) ------------------------------------------------------------------------------- Agitated Trunk 5 1 0 0 - Stab (Hold for longer stab) Does a continuous stab, and can only stop once you stop holding or tapping the fire button again. -------------------------------------------------------- Axe 6 0 5 0 3 Swing --- -------------------------------------------------------- Badminton Racket 6(6) 2 25 10 2.5 Swing; Straight Shoots a projectile -------------------------------------------------------- Battle Axe 10 0 15 0 1 Swing Very long -------------------------------------------------------- Broadsword 12 0 -5 0 1 Swing Very long; Slow movement -------------------------------------------------------- Butcher's Knife 4 0 0 0 5 Stab (very short) --- -------------------------------------------------------- Caliburn 10(30) 0(20) 30 5 C(Long) Swing; Straight Long; $Charge (Slow Charge; Wall-Piercing, Bullet-Erasing large wave) -------------------------------------------------------- Carrot 4(3) 1 0 5 3 Swing; Straight Shoots a projectile -------------------------------------------------------- Crystal Crab's Katana 8(6) 0 20 0 2 Swing Very long; Randomly summons ground-spikes -------------------------------------------------------- Double Blade Sword 8 0 8 0 2 Swing --- -------------------------------------------------------- Flame Axe 12 0 40 0 1.5 Swing #Burn -------------------------------------------------------- Flame Sword 8(2) 4 25 0 2.5 Swing; Very Wide; Straight @Spread-5+; #Burn -------------------------------------------------------- Frost Sword 8(2) 4 20 0 2.5 Swing; Very Wide; Straight @Spread-5+; #Freeze -------------------------------------------------------- Goblin Spear 5 0 20 0 4 Stab (short) --- -------------------------------------------------------- Grand Knight's Sword 8(2) 2 15 0 1 Swing; Very Wide; Straight @Spread-7~10 -------------------------------------------------------- Green Onions 4(4) 1 12 0 2 Swing; Straight Shoots a projectile -------------------------------------------------------- Heavenly Sword 8 0 19 0 2 Swing Long; #Freeze -------------------------------------------------------- Katana 8 0 20 0 3 Swing Faster movement -------------------------------------------------------- Knight Spear 12 0 30 0 1 Stab (long) Very Long -------------------------------------------------------- Laser 8(4) 2 15 0 2 Stab Shoots a @Beam -------------------------------------------------------- Laser Sword Blue 8 0 30 0 3 Swing Long; Faster movement -------------------------------------------------------- Laser Sword Green 10 0 10 0 3 Swing Long; Slightly faster movement -------------------------------------------------------- Laser Sword Red 12 0 -20 0 3 Swing Long -------------------------------------------------------- Mace 12 0 40 0 1 Swing Long; #Stun -------------------------------------------------------- Machete 6 0 15 0 2 Swing --- -------------------------------------------------------- Meat 5 0 -20 0 6 Swing Short; Faster movement -------------------------------------------------------- One Punch 999(9) 99(1) 0(66) 0 C(Long) Stab (long) ($Charge Only) First attack kills anything, then the weapon changes to a weaker version -------------------------------------------------------- Pirate Saber 6 0 15 0 4 Swing Short -------------------------------------------------------- Pitchfork 8 0 0 0 1 Stab (short) Long -------------------------------------------------------- Rapier 6 0 50 0 3 Stab (long) Does a stab as moving forward -------------------------------------------------------- Spear 8 0 25 0 2 Stab Long; Does not hinder the movement -------------------------------------------------------- Trident 8(4) 3 15 0 1 Stab (short); Slight; Straight Long; @Spread-3+ -------------------------------------------------------- Umbrella 4(3) 1 5 5 4 Stab (backward); Narrow; Random Long; Shoots a projectile -------------------------------------------------------- ------------------------------------------------------------------------------- Bullet-Eraser (These can erase/reflect bullets, but cannot destroy blocks) ------------------------------------------------------------------------------- Fine Magic Staff 4 6 4 0 1 --- Summons 4 orbitting bullet-erasing orbs (lasts 5 sec) -------------------------------------------------------- Magic Staff 4 3 4 0 1 --- Summons 2 orbitting bullet-erasing orbs (lasts 5 sec) -------------------------------------------------------- Shield 1 2 0 5 5 --- Puts up a bullet-erasing barrier (lasts 2 sec);
			Auto-activates on switch
--------------------------------------------------------

-------------------------------------------------------------------------------
Mercenary's Starting Weapons (Not available in the Cellar)
-------------------------------------------------------------------------------
Headgear Hero's Machine Gun
			3	1	0	5
			5	Narrow; Random
			---
--------------------------------------------------------
Legendary Apprentice's Magic Staff
			4(2)	2	10	0
			2	Wide; Straight
			@Spread-3; Shoots three bullets that each split into
			three after a short distance
--------------------------------------------------------
Mercenary Intern's Shotgun
			3	1	0	2
			1	Wide; Random
			@Spread-5
--------------------------------------------------------
Monster Cuisine		7	2	33	15
			1	Medium; Random
			#Burn; #Poison; #Stun
--------------------------------------------------------
Raw Axe			6	0	10	0
			3	Swing
			Melee
--------------------------------------------------------
Royal Knight's Short Sword
			4	0	0	15
			4	Swing
			Melee; Faster movement
--------------------------------------------------------

-------------------------------------------------------------------------------
Multiplayer Weapons (Only available in the Multiplayer mode)
-------------------------------------------------------------------------------
Ring blue		3	0	0	0
			---	---
			Creates continuous lightning between the players.
--------------------------------------------------------
Ring green		0	15	0	0
			---	---
			Heals 1 HP per player.  The cooldown is 15 seconds.
--------------------------------------------------------
Ring red		0	8	0	0
			---	---
			Increases the power of all players and gives all
			weapons bigger bullets.
--------------------------------------------------------
Ring yellow		0	8	0	0
			---	---
			Regenerates Armor faster for all players a short time
--------------------------------------------------------

-------------------------------------------------------------------------------
Special Holiday Weapons (Devs erased these weapons when the holidays were over)
-------------------------------------------------------------------------------
Candied Hawberries	6	0	40	0
			5	Swing
			Melee; Long
--------------------------------------------------------
Channeling Monkey	4(3)	2~5	0	15
			1	Wide; Random
			$Throw; @Explode; #Burn
--------------------------------------------------------
Firecrackers		5(2)	3	0	6
			3	Swing; Narrow; Random
			Melee; @Spread-3; @Explode
--------------------------------------------------------
Rocket Fireworks	15	5	0	9
			1	Sight; Random
			Fires a big missile (@Explode; #Burn)
--------------------------------------------------------



===============================================================================
07. WEAPON LOCATION [WLO]
===============================================================================
Due to high demand, I am making this list.  However, know that this list may
not last, since the devs change the locations all the time.  In addition, when
they add in new weapons, even more things get changed.  I am basing this list
on v1.7.7.  I do not know if I will update this list when the new versions come
out.  Having said that, you will be able to get the general idea on how to find
a particular weapon.  The mechanics will probably remain the same.

First, here are the lists:

A			B			C
--------		--------		--------
AK-47			Assault Rifle Pro	Assault Rocket
Alien Eagle		Axe			Bad Pistol
Arbitrator		Blaster			Battle Axe
Assault Rifle		Broadsword		Bazooka
Blowpipe		Butcher's Knife		Bleach
Boomerang		Composite Bow		Blind Missile Battery
Bow			Crossbow		Bouncing Assault Rifle
Broom			Fish			Carrot
Desert Eagle		Flame Eagle		Crystal Bow
Double Blade Sword	Frost Eagle		Eagle of Ice and Fire
Goblin Spear		Furnace			Feathered Crossbow
Green Onions		Fusion Drill		Gas Blaster
Guardian Railgun	Heavenly Sword		Ice Breaker
M14			Hunter Bow		Ion Railgun
Machete			Katana			Jumper
Magic Staff		MP5			Laser
Molotov Cocktail	Pioneer			Laser Fish
Old Rocket Launcher	Pirate Saber		Laser Shotgun
Old Sniper Rifle	Plunger			M4
P250 Pistol		Red Dragon		Next-gen SMG
Paper Slip		Shotgun M2		Plasma Eagle
Pitchfork		SMG Helix		Plunger Plus
Revolver		SMG M2			Shotgun Galaxy
Shaky Blaster		Splitter Cannon		Shotgun M3
Shotgun			Staff Of Flame		Sidewinder Red
Shotgun M1		Staff Of Nature		Sniper Rifle
Shotgun Pro		Twin-barrel Pistol	Spear
SMG M1			Twin-barrel Rifle	Spike Knives
Snow Fox L		Umbrella		The Judge
Snow Fox XL		UZI			Triple Crossbow
Splitter Gun		Wrenches		Volcanic Blaster
Strong Bow					Webber

D			E
--------		--------
Assault Shotgun		Aurora
Cherry Blossom		Badminton Racket
Cluster Missile		Basketball
Electric Therapy	Black Hole Missile
Fine Machine Gun	Bouncing Sniper Rifle
Flame Axe		Charged Railgun
Flame Blaster		Cleaner
Flame Bow		Crossbow Plus
Frost Bow		Fine Magic Staff
Glacier			Flame Sword
Guardian Rifle		Football
Ice Spikes		Frost Sword
Improved SMG		Gatling Gun
Jade Bow		Grenade SMG
Knight's Fist		Hand Grenade
Laser Sword Blue	Hero Bow
Laser Sword Green	Horn
Laser Sword Red		Illusion
Mace			Implosion
Meat			Ion Laser
Nasty Laser		Knight Spear
PKP			Magic Bow
Prototype Railgun	Missile Battery
Rainbow			Next-next-gen SMG
Rapier			Rocket Gun M1
Rocket Gun		Snow Fox XXL
Sidewinder Green	Soul Calibre
Snow Fox Vintage	Splash Railgun
Staff Of Frost		Staff of Illusion
Staff Of Light		Staff Of Thunder
Windforce		Trident
Wizard's Staff

	Boss-Unique		Vending Machine Only
	--------		--------
	Agitated Trunk		Caliburn
	Bomber			Dragon Bros' Sniper Rifle
	Cannibal Plant		Floating Gun
	Crystal Crab's Katana	Floating Laser
	Grand Knight's Sword	One Punch
	Snow Ape's Longbow	Sandworm
	Snowman Eagle		TNT
	Staff of Shooting Stars	Varkolyn Assault Rifle
	Staff of Skeleton
	Staff Of Wizard

Ninja Stars can only be found in the Living Room chest.
Shield can only be obtained from Paladin NPC.
One Punch can also be obtained from Werewolf NPC, as well as Vending Machine.

Now, the chance of a particular weapon showing up (normal chests, shops, NPCs,
and Vending Machines) is equal as any others.  However, each floor has access
to only particular lists:

Floors		Lists
--------	--------
1-1 ~ 1-2	A, B
1-3 ~ 1-5	B, C
2-1 ~ 2-3	C, D
2-4 ~ 2-5	D, E
3-1 ~ 3-3	C, D
3-4 ~ 3-5	D, E

Of course, there are exceptions.  Specifically, chest monsters, champion rooms,
and boss chests.  Weapon lists from them get "one-upped" (ex: List A+B becomes
List B+C, List B+C becomes List C+D, etc).

Gashapon Machine has all weapons from the List B ~ E.  Probably.

How's that?  I heard that some weapons are found elsewhere, so maybe this is
only for iOS.



===============================================================================
08. OTHER BONUSES [BON]
===============================================================================
There are numerous bonus features in the dungeon.  Here are the details.

--------------------------------------------------------
Store
--------------------------------------------------------
Sometimes, you will come across a store, where you can buy potions and weapons.
The stores carry one Health Potion (small or large), one Energy Potion (small
or large), and one/two random weapons.  The price for them increases as you get
higher on the floor, but they can be life saviors from time to time.  Stores
that carry two weapons also carry TVs for you to watch for free money.


--------------------------------------------------------
Vending Machine
--------------------------------------------------------
There are two types of vending machines - Potion and Weapon.  They are randomly
available in the beginning of the floor, and for a price, you can use it once
per floor.  The Potion Vending Machine (Red color) gives you a random potion.
The Weapon Vending Machine (Purple color) gives you a random weapon (limited by
the floor lists -- see [WLO]).  However, the following weapons can be obtained
ONLY from the Weapon Vending Machine:

 Caliburn
 Dragon Bros' Sniper Rifle
 Floating Gun
 Floating Laser
 One Punch -- This can be also obtained from the Werewolf NPC.
 Sandworm
 Varkolyn Assault Rifle
 TNT -- This is a white weapon, but I never saw this anywhere else.


--------------------------------------------------------
Statue
--------------------------------------------------------
Sometimes, you come across a room with a statue in the middle.  If you pray to
it (aka pay), your hero skill gets an additional ability.  The cooldown for
this ability (outer circle) is independent from the normal hero skill (inner
circle), but it can only activate when you use your hero skill.  The statue
abilities can only overwrite each other, not stack.

Statue		Cooldwn	Description
--------	-------	--------
Assassin	1 sec	Shoots 3 piercing daggers (4 dmg) at once.
Elf		8 sec	Knocks back enemies in a large radius and erases nearby
			bullets. (3 dmg)
Knight		8 sec	Spawns a knight follower. (lasts 20 sec)
Priest		12 sec	Creates a field that regenerates 10x3 Energy.
Sorcerer	5 sec	Fires homing shots in all 8 directions (3 dmg) at once.
Thief		3 sec	Implodes (3 dmg), which pulls in nearby enemies and
			makes you temporarly faster.


--------------------------------------------------------
NPC Heroes
--------------------------------------------------------
In the first room of each floor, you may come across another hero from the
Living Room (if you unlocked them).  Most of them help you for free if you talk
to them.  The heroes who become followers stay with you for only one floor.

Alchemist	Heals 1~2 HP, and/or poisons you.
Assassin	Becomes a follower. (Katana)
Druid		Summons a wolf follower. (Fang)
Elf		Becomes a follower. (Windforce)
Engineer	Gives you a random weapon.
Knight		Gives you a random weapon.
Paladin		Gives you the Shield weapon.
Priest		Heals 4 HP.
Rogue		Becomes a follower. (Sniper)
Vampire		Creates a portal for the next floor.
Werewolf	Takes 5 Coins, and he may give you the One Punch weapon.
Wizard		Restores 200 Energy.


--------------------------------------------------------
Weapon for Hire
--------------------------------------------------------
You sometimes come across mercenaries, and you can pay them to be your
followers.  Unlike the friend followers, they follow you past the floor they
were hired in, meaning, they'll follow you until they die (talk about desperate
for money).  While they don't do too much damage, they can attract enemies to
fire on them (instead of you) AND be your meat-shield.  Unless you are running
short on cash, I suggest you hire them.

Mercenaries can now pick up weapons.  That should make them more effective,
since it is safe to assume they have infinite Energy.  Sadly, their AI is
absolutely dumb, since they like to stand around and not do anything, instead
of firing non-stop.  To change their weapon, bring them to the weapon, and if
it is suitable, they will comment on the new weapon and equip it 2 seconds
later.  They can only equip White, Green, and Blue weapons, although they can
equip more if you have the Pet buff.

You can also use their default weapons when they switch out.  Some of them are
quite good, especially in the first few floors.

Shared (all mercenaries can use them, I think)
  Household weapons (Broom, Plunger, and Umbrella)
  Food weapons (Carrot, Fish, Green Onions, Heavenly Sword, and Meat)
  Sports weapons (Badminton Racket, Basketball, and Football)

Headgear Hero (Batman Wannabe)
  Starting: Headgear Hero's Machine Gun
  He can equip all pistols (except Eagle of Ice and Fire), machine guns, sniper
  rifles, crossbows (except Triple Crossbow) and RPGs.  Also:
    Blowpipe
    Fine Machine Gun (this is NOT a shotgun)
    Horn
    Splitter Cannon
    Splitter Gun

Mercenary Intern (Horned Helmet)
  Starting: Mercenary Intern's Shotgun
  He can equip all shotguns.  Also:
    Blind Missile Battery
    Cherry Blossom (this is actually a shotgun)
    Flame Blaster (this is an automatic shotgun)
    Triple Crossbow
    Twin-barrel Rifle

Royal Knight (Fullplated Knight)
  Starting: Royal Knight's Short Sword
  He can equip all melee weapons, except axes and Mace.

BarbarQ (Cave Man)
  Starting: Raw Axe
  He can equip all melee weapons, except spears.

Legendary Apprentice (Tribal Priest)
  Starting: Legendary Apprentice's Magic Staff
  He can equip all staffs, bows, and spears.

Sootsoot (Masked Chef)
  Starting: Monster Cuisine
  He can equip all throwing weapons and railguns.


--------------------------------------------------------
Large Crystals
--------------------------------------------------------
In some rooms, you come across large crystals.  Destroying them gives you 10
Coins (Yellow) or 80 Energy (Blue).  Not bad.


--------------------------------------------------------
Scammer
--------------------------------------------------------
In the first room of any floors, you may come across a Scammer.  Paying him
money deletes the last passive ability you got.  The reason for doing this is
so that you can get another choice to choose a passive ability after clearing a
floor.  This can be useful if your chosen passive abilities suck.  You can have
him delete multiple abilities, but the price goes up everytime.



===============================================================================
09. BOSSES [BOS]
===============================================================================
In this game, most of your deaths will be done by the bosses.  They all have
very high HP, and they have numerous different attacks, many of them being some
kind of bullet hell.  If you don't have a bullet-erasing attack, the fight is
going to be tough.  And when you damage them past their half-life point, they
become more aggressive, and all their attacks become stronger (bullets become
bigger, more bullets, more damage, etc).

After the boss dies, it leaves behind a chest.  While it usually contains a
random weapon, there is a good chance that it contains the boss-unique weapon.
Usually, they are quite good (well, used to be).  Lv3 bosses do not leave
anything, since you have beaten the game after them, but you can get their
weapons through the Weapon Vending Machine.  See the Weapons section above for
the details.

Depending on which Lv3 boss you beat, you get a different colored magic stone.
That also means you get different certificates for each bosses.

Lv1 Boss
--------
King Snow Ape		Snow Ape's Longbow
Giant Crystal Crab	Crystal Crab's Katana
Snowman King		Snowman Eagle
Devil's Snare		Cannibal Plant
Goblin Priest		Staff Of Shooting Stars
Christmas Treant	Agitated Trunk

Lv2 Boss
--------
Grand Knight		Grand Knight's Sword
Grand Wizard		Staff Of Wizard
Skeleton King		Staff Of Skeleton
C6H806			Bomber

Lv3 Boss
--------
Varkolyn Leader		Purple
Zulan the Colossus	Blue
Volcanic Sandworm	Green
Baby Dragon Bros	Orange



===============================================================================
10. LIVING ROOM [LIV]
===============================================================================
This is the room you will be in when you start the game.  You can purchase Gems
(using real money), purchase the heroes (some require real money), purchase
skins (some require real money), and upgrade the heroes.  Once you unlock some
items, you can upgrade them using Gems.  You can also go to the Cellar to check
out the weapon information (ones you found) and the enemies you killed.  You
can also talk to the lady on a desk to play the Badass Mode (unlocked by
beating the game in the normal mode).

There is a chest you can permanently unlock by paying 1000 Gems (it renews
every game).  It contains one of the following weapons:

  AK-47
  Assault Rifle
  Bow
  Desert Eagle
  Ninja Stars
  Pioneer
  Pitchfork
  Revolver
  Shotgun
  Snow Fox XL

If you examine the stack of books at the bottom-left side of the room, you can
sometimes get Paper Slip.

Also, there is a Gashapon Machine (replaced the Slot Machine).  Each play costs
100 Coins.  When you pay, you will get an egg.  If you examine the egg, you
will get one of the following outcomes:

 - Nothing
 - Bomb
 - 10~1000 Coins
 - Health potion (small or large)
 - Random weapon from List B ~ E



===============================================================================
11. TIPS AND TRICKS [TIP]
===============================================================================
You can restart the floor you are in by quitting to the starting screen and
continuing.  Why would this be necessary?  For example, if you started the
floor with full HP, but by the end, you are dying, you can just quit, restart,
and retry from the same floor with the full HP.  Or, the weapon you found on a
floor just happened to be really crappy weapon.  However, this only works once
(if you quit again, you have to start from the beginning), so there is some
risk if you try again.  Here are some additional information of this trick.

 1. Whatever weapon/kills you find, the record keeps track.  This is a pretty
    good way to build your Cellar collections.
 2. The Revival Card does not start over, even after restarting.  Yikes.
 3. One Punch recovers, assuming you did not use it when you entered the floor.

The basic melee attack can be extremely useful in numerous situations.  As I
said before, the fire rate is literally as fast as you can press the shoot
button.  I have seen videos of players taking advantage of this to kill enemies
(and even bosses) very quickly.  I was not able to do this trick very well, but
it is a viable strategy.

Do not open the white chests after clearing the room.  Chances are, they
contain 2 coins and 2 Energy orbs (aka 16 Energy).  And if you are using
high-Energy weapons, you want to save them until you need them.  But of course,
do not forget about them after clearing the floor.

You should at least have a no-cost melee weapon (esp fast, swinging ones) in
one slot.  Not only is it good at clearing boxes, but it is pretty much
necessary to destroy hundreds of bullets that enemies (especially bosses) will
send at you.  Unless, of course, you are good at dodging.  Forget the power of
the melee weapon and focus on its rapid speed; you'll seldom attack enemies at
a close range.

It's also a good strategy to hide behind the followers.  Try to get into a
position where the pet is between you and the enemy (this is especially useful
against bosses).  They will absorb enemy's bullets, but your own bullets will
go through.  And as a bonus, pets "revives" after a while when they die.  It is
a bit tricky, since pets move around a lot, but it is a great skill to master.

Druid and Rogue have incredibly short cooldown.  With the Cooldown buff, they
become even faster.  Combined with Assassin Statue ability, and you have
infinite relatively-fast-and-piercing projectiles.  For them, that can become
your main weapon, since you can defend (destroys bullets or evades them) and
attack at the same time.  That also means that you don't have to worry about
your Energy running out, since you have a pretty good back-up weapon.  This
becomes quite absurd if you also have the Accuracy buff.

For the Engineer, use the skill (Gun Turret) as the stationary shield.
Basically, the same strategy as using the pet as the bullet shield.  Since the
Turret doesn't move, you'll have a lot easier time using it as the bullet
shield.  It only lasts 10 sec, but that's usually enough to cause enough chaos.

For the Paladin, use his Energy Shield and spiked floor (or trap blocks) to
refill the Energy.  Of course, if he has the Purple Shield buff, he can't do
that, so avoid getting that buff.  When you are running low on Energy against
the bosses, wait until the room is full of bullets, then use the Energy Shield
to refill the Energy.

For the Priest, heal all your followers (including pets) before entering a
room, especially before the boss fight.  That way, they last longer as the
decoys while you do your thing.  Unlike other heroes, her active skill is quite
bad in the heat of a battle (unless you have the Blue Shield buff), so you
really want your meat shields to last as long as possible.

For the Vampire, before entering a room full of enemies, use his active skill
(Bat Swarm) to fully restore HP and Energy.  He also doesn't need any HP
restoring passive skills, since his active and passive (Red Bat) skills are
enough to get out of most HP situations that passive abilities can grant you.
Having said that, he has the lowest HP+Armor in the game (even lower than the
Wizard and the Priest), and he also has the lowest Energy points.  If he didn't
have this exploit (which is probably intentional by the devs), he'd be the
worst character by far.

The Werewolf absolutely needs the passive ability Blue Shield.  If you don't
get the Blue Shield when you clear Floor 1-1, don't bother playing on and just
restart.  Seriously, it is totally not worth it, unless you got a REALLY good
weapon.  Also, don't use his skill (Berserk) unless you are seconds away from
dying; it disables you from using your weapons for a long time (you have to use
his claws), and that may actually end up killing you.  Having said that, when
you are forced to use the skill (and you will, a lot), as the name of the skill
implies, go berserk (hold the Attack Button and chase after the enemies without
caring about taking few hits); he recovers HP quite a bit, does lots of damage,
is faster, and takes less damage (1 damage from everything).  Use this to your
advantage, since you really want to kill all enemies as quickly as possible.
However, since the skill is reserved only for the emergencnies, you should not
abuse the Statue abilities very much (except Priest).  In badass mode though,
his ability is quite terrible, since he takes 2 damage per hit.

If you did not upgrade the Werewolf all the way, then do not upgrade his last
part (Purple shield buff).  After clearing the room with the spike floor, use
the spikes to purposely damage yourself to nearly dying state.  Then use his
active skill (Berserk) to fully recover the HP.  This is absurdly useful.



===============================================================================
12. BADASS MODE [ASS]
===============================================================================
After clearing the game in the Normal mode, you may unlock the Badass mode (you
enable it by talking to the unlocked lady).  If you beat the Badass mode, you
get to have the sweet sweet privilege of having your character, the weapons,
and the pet be framed in gold in the Cellar.  You also get the silver wing
medal for the certificates.

Badass mode is basically the hard mode.  There are more enemies and waves in
each rooms, and Champion enemies appear more often.  The bosses are always
Champions.  And above all else, you (and only you) take one more damage from
EVERYTHING (including spikes, poison, explosions, burns, etc), even after the
buff.  Even the Werewolf takes more damage (2 damage instead of 1 in his
werewolf form).  Needless to say, this is insanely hard.  Do not attempt to do
this unless you have your character fully upgraded (or close to it).  Or you
are just that confident.

Some additional tips for beating the Badass mode:

1. Try to clear out one of the sides of the room.  That way, you can move
   around to dodge the bullet hell.  If there's a wall (breakable or not), use
   it well for hiding to get some breathing room.
2. Leave the high HP enemies for later (ex: Champions).  You want to kill off
   the weaker enemies to give yourself some breathing room.
3. Watch out for the Status-effect enemies (ex: Poison-dart enemies in the
   Forest stage).  Those status-effects do 2 damage per tick, and that really
   adds up.  An explosion or a poison dart can do whooping 10 damage.
4. Because of 3rd reason, avoid the Forest stage (restart when this happens).
   Those poison darts will absolutely kill you (4+2+2+2 damage).  And two of
   the three possible bosses are harder than all other Stage 1 bosses.
5. Try to avoid the Graveyard stage (the second set of floors).  "Try", as in
   restart the floor if you don't get the floor you want (you can only do this
   once).  That stage has lots of exploding/poison enemies (see Reason 3), and
   there is a common high-HP enemy who has two moves which makes him
   invincible.  That decreases your survivability a lot when there are so many
   enemies.  And the bosses are harder, I think.
6. Depending on which buff you get, try to pick the third dungeon.  If you have
   the Fire buff, pick the Lava stage.  If not, pick the Spaceship stage.  At
   least the floor tiles in the Spaceship stage won't try to kill you.
7. If you don't like the buff you got after the first floor, restart the whole
   game, unless you got a really good weapon there.  It is a waste of time.
   Remember, swinging at every pitch isn't going to raise your average.
8. Do not be stingy with the money.  You get lots of money throughout the game,
   simply because there are so many Champion enemies.  Buy the necessary
   provisions in the shops.  That includes Energy potions.
9. When you have only one enemy left in the room, DO NOT kill him until you are
   ready (wait to refill the Armor, recover your ability's cooldown, pick up
   some Energy pallets, etc).  As soon as you kill the last enemy, the next
   wave may spawn, and you do not want that unless you are ready.  Of course,
   your pet (or another follower) may kill him, or he may do something stupid
   to kill himself, but you cannot control that.

Even with all these tips, the odds are, you are going to get your ass kicked,
a lot.  And you are going to get frustrated.  The common side effects include:
throwing phones, frothing at the mouth, and rage-quitting while saying, "I'm
never playing this game again!!" and then playing it again 5 minutes later.



===============================================================================
13. PAST EXPLOITS [PST]
===============================================================================
Before, if you didn't like the passive ability choices after clearing certain
floors, you could just quit the app to reshuffle the choices.  Now, the choices
are the same, making this exploit useless.

Before, you could use Thief Statue ability outside the room to gain infinite
money.  Now, the ability no longer steals any money.



===============================================================================
14. GLITCH [GLI]
===============================================================================
If you play while your phone is being charged, the game sometimes registers
button inputs in weird ways.  This may just be my phone, however.

Default Melee / Druid's active skill:
 The default melee attack (and by extension, Druid's active skill) does not
 attack upward nor downward.  So, in order to damage enemies in those two
 direction, you need to be closer (of course, the default melee does not even
 activate unless you are very close, but Druid's skill makes a difference).
 This seems to be the case when SOME weapons are equipped (ex: Magic Bow).

Volcanic Sandworm:
 For Volcanic Sandworm (and possibly Varkolyn Leader), when he dives under the
 ground while he gets exploded (I don't know where the explosion came from,
 since I was using Druid with Triple Crossbow and Axe, with Knight Statue
 ability and a mercenary), he will stay under the ground w/o moving.  Since
 he's invincible in that state, it's equivalent to the game freezing.

Pierce Buff:
 The buff only makes the bullets SOMETIMES pierce enemies.  No weapons do that
 (they all either pierce enemies all the time, or they never do), so it only
 makes sense that the ability should make most weapon bullets pierce ALL THE
 TIME.  Its randomness makes the buff pretty much useless.

Elf:
 When you use Elf's active skill (Focus Fire), the movement control becomes
 Continuous Axid Mode, even if you were using Discrete Axis Mode.

(iOS only?) Wrenches stat in the Cellar is wrong.  Specifically, it says that
the maximum Energy cost is 5, but when you actually use it, the maximum is 6.

(iOS only?) Flame/Frost/Jade Bows don't do double damage on critical.  However,
some of Android users told me that those bows indeed do double damage on
criticals.  So, are they lying, or is the error only for iOS versions?

Since v1.6.5 (iOS), one of Priest's skins (Chinese New Year) does not display
its name, both in the selection screen and the Cellar.

Since v1.7.6 (iOS), the new weapon, Carrot, is not counted in the total weapons
collected (out of 182).  It is still being displayed in the Cellar though.

Sootsoot is only able to pick up 11 weapons (not counting the joke weapons).
That is so few.  I feel like he needs to be able to pick up Laser guns, since
no other followers can pick them up.  That's only six more.  And he uses
Railguns, so he should be able to handle Laser guns.

I don't know if this is a glitch, but Volcanic Sandworm	(Giant form, such as in
Badass mode) was able to take a fully charged One Punch and still live.



===============================================================================
16. WEAPONS THAT GOT WORSE [BAD]
===============================================================================
Since v1.3.4 (the first version I played), MANY weapons got downgraded in one
way or another to make them worse.  Some of these got to the level of being
unusable.  As a dishonor to all of them and all the developers who thought this
was a good idea, I am dedicating this section.  These are just the ones I
remember on top of my head.  There are probably more.

ALL Bows / Charge Weapons
  Most charge weapons take longer to charge.

ALL Spreading-weapons with Accuracy Buff
  This is a big downgrade for lots of great spreading weapons (Flame Blaster,
  Triple Crossbow, various Shotguns, etc).  Before, the angle of the spread for
  some weapons was significantly reduced after the Accuracy buff, to the point
  you'd hit enemies with most of the shots at mid-range.  Now, even with the
  buff, it spreads a bit wider than before, making these weapons significantly
  less accurate and therefore less practical.

Assault Rifle Pro / Grenade SMG
  I don't remember which one it was between the two, but one of them shot
  missiles randomly, rather than firing a single missile when you let go of the
  button after continuously firing for at least one second.  This made the
  weapon roughly the same level as one of the starter weapons (aka useless).

Crossbow Plus
  Crossbow Plus used to pierce, but it no longer does that.  And the Energy
  cost went up from 2 to 3.  And the fire rate went down.  It is still not bad,
  but nowhere near as good.

Fish / Guardian Railgun
  The explosion damage from maximum charge went down from 5 to 3 or 4.  Not a
  major downgrade, but a downgrade nevertheless.

Hero Bow
  The Energy cost went up from 4 to 5.  This wasn't a good bow to begin with,
  but the devs decided to make this even worse.  Maybe other people are having
  better luck with this weapon.  I certainly don't.  The point is, this bow is
  now officially on my Shit-Weapons List.

Knight Spear / Mace
  Power went up from 10 to 12... However, their fire rate became significantly
  slower.  And since melee attacks are generally used to erase bullets or knock
  away enemies, I'd say this weapon got worse.

Laser Shotgun
  This weapon became less accurate (15 to 18).  That means, even with the
  Accuracy buff, it has become less practical.  Each versions keeps changing
  this weapon's beam count between 3 and 4 beams.  Currently, it is 4 beams.

Magic Bow
  In addition to taking longer to charge (mentioned above), the Energy cost
  went up from 4 to 5.  Also, the angle of the spread became wider (and even
  more as of v1.7.0).  While Magic Bow is still good against the bosses, it
  became slightly impractical, especially in the rooms with lots of obstacles.
  Having said that, this weapon was too overpowered when it costed 4 Energy, so
  this change is good.
  Update: The Energy cost is now 6 per shot.  The developers really want to
  blue-ball the players, don't they?  You will need to be very careful managing
  the Energy.  However, it is still not impossible to use this efficiently.

Magic Staff / Fine Magic Staff
  The summoned orbs used to last 12 seconds.  Now, they last only 5 seconds.
  They were one of the best weapons in the game, but now, that is no longer the
  case.  Having said that, Fine Magic Staff was way too overpowered, so
  this change is good.  But Magic Staff is now only a mediocre weapon (then
  again, it is a white-colored weapon).

Volcanic Blaster
  This weapon's bullet used to split into 4, each doing 2 damage.  Now, it
  splits only 2 ways, still doing 2 damage.  Worthless.

Wrenches
  The power went down from 8 to 7, and the inaccuracy went up from 14 to 20.
  The maximum Energy cost is listed as 5, but it is actually 6 (this may be a
  bug).  This can now @Pierce and @Bounce-1, but it is still not enough to make
  up the drawbacks.  This weapon wasn't useful before, but it is now worse.

Shield
  The Energy cost went up from 1 to 2, and you can no longer hold it to
  maintain the barrier.  It also auto-activates the moment you pick it up or
  switch to this weapon (still uses Energy).  Obviously, doubling the cost made
  this weapon incredibly inefficient.

Bomber
  The Energy cost went up from 1 to 2, and it takes longer for the missiles to
  come out.  These made the weapon absolutely worthless.  Seriously, if it has
  50 net-Energy-loss per room (this counts the Energy gain from breakable
  blocks), you know that something is VERY wrong.  Sure, it fires more missiles
  than before, but it fires at a significantly wider angle (~180 degrees),
  hence making the missiles useless.  What a load of crap.

Staff Of Skeleton
  The Energy cost went up from 4 to 5, and the duration of skeletons went down
  from 20 seconds to 15 seconds.  This made the weapon pretty much useless,
  since the cost is too high, and the skeletons die a lot quicker.



===============================================================================
17. WEAPONS THAT GOT BETTER [BET]
===============================================================================
Since v1.6.0 (or maybe earlier version?), some weapons got better.  However,
some of these are actually either illusions or "still bad" weapons.  I will
explain further in detail:

Badminton Racket
  While the racket itself still does 6 damage, the shot's power went up from
  4 to 6 damage.  Not too bad.

Bouncing Assault Rifle
  Improved critical rate slightly.  Not much of an improvement.

Bouncing Sniper Rifle
  Improved critical rate.  It still costs way too high to be practical.

Charged Railgun
  The shot's attack power went up from 10~8 to 12~10.  Not bad at all.

Flame Axe
  Power went up from 10 to 12.  Not bad.

Flame Bow / Frost Bow / Jade Bow
  The Energy cost went down from 4 to 3.  Finally, these can be actually used.
  Sadly, they still don't do double damage on critical hits.  Still, very good.

Floating Gun / Floating Laser
  Power went up from 3 to 4.  However, the "secondary" mode of these weapons
  was already doing 4 damage, and that did not change.  It's not like people
  would use these weapons as the active weapon.  In short, this "improvement"
  made no difference whatsoever.

Glacier and Sniper Rifle
  Power went up from 8 to 10.  It's not bad, but it still doesn't justify the
  high Energy cost.  So, it is still impractical.  However, if these weapons
  were to be used by the mercenary (Headgear Hero), then they'd be useful.

Grenade SMG
  Improved critical rate slightly.  Not much of an improvement.

Ice Spikes
  Power went up from 6 to 7, and the critical went up from 15 to 25.  This may
  be quite useful if used correctly, especially with the accuracy buff.

Illusion
  The maximum power went up from 8 to 9.  However, given its Energy cost (and
  how long it takes to reach that point), it's practically no improvement.

Ion Laser / Laser Fish
  They can both randomly cause "Freeze" on the enemies.  Good.

Ion Railgun
  The explosion damage from maximum charge went up from 5 to 7.  Not a major
  upgrade, but an upgrade nevertheless.

Knight's Fist
  This weapon now shoots 4 shots instead of 3.  This is a huge improvement.
  Great.

Laser Sword Blue/Green/Red
  With the Reflection buff, the power goes up by 2.  Obviously, this is not
  much of an improvement.

Missile Battery
  The damage went down from 4 to 3 per bullet, but it now fires two missiles
  instead of one.  The accuracy got better from 30 to 0, but it fires at a wide
  angle, which means accuracy "improvement" is just an illusion.  Still, firing
  two homing missiles instead of one is a good improvement.  Sadly, it is still
  Energy inefficient, although not as bad as before.

Sidewinder Red
  Accuracy improved from 45 to 40.  Obviously, it is still bad.

Umbrella
  Power went up from 3 to 4.  However, given that it still costs Energy, it is
  a bad melee weapon.  Then again, this weapon was probably meant as one of the
  joke weapons (like Green Onion, Fish and Plunger).

Dragon Bros' Sniper Rifle / Varkolyn Assault Rifle
  Their secondary mode's powers have gone up a bit.  Of course, that's because
  their secondary modes were really bad (their primary modes were quite good
  against the normal enemies though).  Still, I'll take it.

Sandworm
  The accuracy improved from 10 to 0.  Nice.

Cannibal Plant
  The initial shot's power went up from 4 to 6.  Not too bad.



===============================================================================
18. TO DEVELOPERS: HOW TO IMPROVE [IMP]
===============================================================================
I complained a lot in the previous section, but honestly, developers can just
tweak few things to improve the game by a lot (and make more money).

1. As stated in the previous section, don't take away the player's mean of
   causing destruction by making good weapons bad (well, some weapons, like
   Magic Bow, needed to downgrade, but many good weapons became very bad, and
   weapons like Bomber and Staff Of Skeleton became unusable).  Instead, make
   bad weapons better (ex: Bazooka, Blind Missile Battery, and TNT should cost
   3 instead of 4).  Basically, you should make it so the Damage/Energy ratio
   is around 4 damage per 1 Energy.  Anything less, and it becomes far too
   impractical to use, since you'll be running low on Energy before you even
   get to the boss (biggest example is sniper series, like Soul Calibre - damn
   powerful, but no one uses it because you'd run out of Energy long before you
   need it).  I know you have 2nd slot for a weapon, but people don't keep
   powerful weapon for that slot - people keep that slot for a melee weapon.
   The idea is to keep the players HAPPY to keep them coming back for more.

2. You should include some more weapons in the initial chest (that you unlock),
   like Machete and SMG M1 (weapons that were available in the tutorial), as
   well as Staff Of Nature and TNT (nobody uses those weapons, but we have
   heroes like Wizard and Engineer, who must be using those weapons regularly).
   Basically, the more choices players have, the better (even though it's still
   nothing more than an illusion of choice, since other than Machete, people
   don't use them).

3. You should add a shooting gallery below the Cellar, so that players can test
   out their unlocked weapons (unlocking the shooting gallery requires player's
   real money).  Of course, players cannot take the weapons with them to their
   quest, since that'll just ruin the gameplay.  In order to prevent the
   players from taking the weapons, you can auto-disable the door back to the
   Living Room when a player picks up a weapon from the Cellar (or you can just
   make the door to the Cellar a one-way door).  And the shooting gallery
   itself can be just a stage with 3 rooms - the starting room, another room
   with a bunch of stationary straw dummies (infinite HP), and finally a room
   with a portal that resets the game.

4. Currently, after clearing some floors, the player can make a choice between
   3 buffs.  How about having an option where you pay the coins to see the 4th
   buff choice?  Of course, you'd have to pay everytime, but that can be fun.
   People can't predict what that 4th choice will be.  Or you can have people
   pay real money to permanently unlock the 4th choice.  Either way sounds fun.



===============================================================================
19. FINAL NOTES / AFTERTHOUGHTS / CREDITS / LEGAL INFO [FIN]
===============================================================================
Well, I killed a lot of time playing this game, collecting all the weapons.
There are bunch of youtube videos of people who are really good at this game
(I'm not one of them).  And, there is a website dedicated to this game.
However, I found out that much of the information on that site is wrong (or
maybe the site is for the older versions).

If any of you find mistakes or have suggestions, feel free to send me an email.

hmsong01 AT gmail DOT com

This may be not be reproduced under any circumstances, unless you have my
permission.  It may not be placed on any web site or otherwise distributed
publicly without advance written permission.  Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

Sites with my permission:
  www.gamefaqs.com

If you want permission to use this guide on other sites, just email me.  If you
see this guide on any other site besides the ones listed, feel free to tell me
about it.



===============================================================================