++++++++++++++++++++++++++++++++++++++++++++++++++ WRITTEN BY E. Wong ("YYZ" from NeoGAF forums) ++++++++++++++++++++++++++++++++++++++++++++++++++ =============================================================== Pixel Junk Monsters Rainbow Walkthrough (Now with videos!) =============================================================== e-mail: yyzfaqs@gmail.com Feel free to use this FAQ and reproduce it for private use. If you wish to use this FAQ for anything other than private use, please ask for my permission first by sending me an e-mail beforehand, thank you! Do not attempt in any way to profit from this FAQ without my knowledge and consent, thank you! If you're going to use info from this document in your own FAQ/walkthrough then please give credit where it is due. Sites that have permission to host this FAQ: www.ign.com www.gamesradar.com www.1up.com www.gamefaqs.com I did not use any sources for help or strategies except for advice from people who are credited. This is my third FAQ: 1. God of War II Titan Mode FAQ can be found on IGN 2. Uncharted Drake's Fortune Treasure Locations FAQ can be found on GameFAQs =============================================================== Acknowledgements =============================================================== -Thanks to the NeoGAF forums for being awesome -Thanks to GameFAQs for being a great resource for all gamers -Thanks to Q-Games for developing this charming and addictive game and Sony Computer Entertainment for bringing it to PS3 owners =============================================================== Version History =============================================================== 1/29/08: 0.00 Began working on FAQ near the end of the game. 2/03/08: 0.50 Finished the first half of the walkthrough, took much longer than expected. Have yet to do the walkthroughs except for Hard 1. The rest will come soon, starting with all the hard levels. 2/08/08: 0.60 Finally able to capture gameplay. Captured and uploaded videos for Hard1, Hard2, and Hard3; the rest are coming soon! 2/22/08: 0.85 All videos have been uploaded to Stage6 and most level write-ups completed. 3/06/08: 0.86 New video host since stage6 is not working anymore. Now using Google Video. 5/09/08: 0.87 Minor change NOTE: This FAQ will show through videos how to obtain rainbows for every level so it can be used by anyone who wants to finish the game, even without obtaining all rainbows. =============================================================== Game Information =============================================================== Developer: Q-Games Ltd. Publisher: Sony Computer Entertainment Players: 1 or 2 players Genre: Tower Defense Release Dates: Japan - December 6, 2007 North America - January 24, 2008 Europe - January 24, 2008 Price : $7.99USD at time of release, available only on the PLAYSTATION Store Size: Approx. 60MB =============================================================== Why You Should Get This Game =============================================================== -Extremely easy to pick up and play -Amazingly fun and addictive -Challenging to master and complete -Undeniable charm and appeal -The music is awesome -Very high amounts of awesome for a very low price! ***************************** TABLE OF CONTENTS ***************************** Some Tidbits About PixelJunk Monsters >>>IMPORTANT INFO ABOUT VIEWING THE VIDEOS!<<< Section I. The Basics i. The Premise ii. Controls and Options Section II. The Gameplay i. Gold and Gems ii. Monsters and the Wave Meter iii. Tower Defense iv. Movement v. Types of Forests and Unlocking vi. Scoring System and Rainbows Section III. The Towers i. Building, Selling, and Upgrading ii. Tower Types iii. Towers Summary Section IV. The Monsters i. Monster Names and Descriptions ii. Monster Types, Shields, Strengths and Weaknesses iii. Preparing for Waves of Monsters Section V. The Pointers Section VI. The Rainbow Walkthrough i. Easy Tutorial Easy 1 The waves begin Easy 2 Power play Easy 3 Prudence is key Easy 4 Hold the line Special 1 From all sides ii. Medium Medium 1 Short cut Medium 2 Smile Medium 3 Bridge out! Medium 4 Treeless forest Medium 5 Monster mishmash Medium 6 Heart Medium 7 Roundabout Special 2 Lines of attack iii. Hard Hard 1 So many monsters Hard 2 Double team Hard 3 Pond patrol Hard 4 Swirling paths Hard 5 Semicircle assaults Hard 6 The Final Stage Special 3 Eruption Destruction Section VII. Some of the Weapons and Monsters In Real Life =============================================================== Some Tidbits About PixelJunk Monsters and This FAQ =============================================================== PixelJunk Monsters is a tower defense game that is similar to Desktop Tower Defense by Paul Preece and tower defense mods to games such as Warcraft III and Starcraft which introduce the tower defense gameplay to those games. In this gamer's opinion, PixelJunk Monsters adds some much needed life, charm, and wider appeal to the tower defense genre. This game has a co-op mode which I'm told is a lot of fun, but this walkthrough will assume that the game is being played by one person. Co-op mode is the same as single player mode except there are now two Chiefs to defend the base. ALL of the gameplay aspects are the same except for upgrading towers which I will mention in the towers section. Co-op mode is not meant to be more or less difficult than single player, but rather it is there for people who want to share in the gameplay experience. TERMINOLOGY --------------- The areas where the game takes place will be called levels or forests. All enemies in this FAQ will be referred to as monsters. ALL VIDEOS --------------- http://video.google.com/videosearch?q=yyzfaqs&sitesearch= WATCHING THE VIDEOS --------------------- The videos are available at Google Video with the above link. You should be able to watch them if you can watch YouTube videos. =============================================================== Section I. The Basics =============================================================== ---------------------------------- i. The Premise ---------------------------------- This game takes place on a quaint little tropical island that has it all, from an active volcano launching fiery boulders, to lush forests, to fields of snow, and even a frozen lake. You play as the nameless, wooden two-dimensional Chief of the island complete with a leafy beard and feet; and a cool-looking shield. The island is at peace... But the island is attacked by monsters, of the PixelJunk variety!! As Chief of the island, your job is to prevent the monsters from reaching your base where your 20 villagers are. You do this by building towers of a wide variety that have varying levels of effectiveness depending on the type of monster it is attacking. See section II for details on towers and section III for details on monsters. You do not need to worry about your towers being destroyed by monsters since they are indestructible. If you let a monster through to your base, then you will lose one of your villagers. If all of your villagers die, then it is game over for that level. You must defend your village through a total of 20 forests before peace can return to the island. ---------------------------------- ii. Controls and Options ---------------------------------- MAP CONTROLS ---------------- Move around the map screen by pressing the direction in which you want to go. It is easier to use the D-pad here. Enter a forest by standing on it and pressing the X button. IN-GAME CONTROLS ---------------- Movement/ring menu navigation - Left analog stick/D-pad Activating trees/towers - X button Cancelling selection - O button Run - Hold O button (available after completing 'Special 1') Lay mine/ detonate mine - Square button (available after completing 'Special 2') View upgrade status of all towers - L1 OPTIONS ---------------- You can independently adjust the volume of the background music and sound effects. The important options are screen size and ring menu. Adjust the screen size so that you can view the tips of the four white triangles, this is important because you want to have a full view of the forest while playing. I suggest leaving the ring menu as clockwise because it is the most logical; pressing the right direction will rotate the ring clockwise and pressing left will rotate it counterclockwise. =============================================================== Section I. The Gameplay =============================================================== ---------------------------------- i. Gold and Gems ---------------------------------- GOLD ---------------- There is currency in this game and it comes in the form of gold coins which is used to construct new towers. Gold is dropped by every monster (except in one forest). Not every monster will drop the same amount of gold. Each coin picked up in easy and medium levels is worth 10 gold in your bank (indicated in the bottom right corner of the screen). In hard levels, each coin is worth 5 gold. Towers can be sold for gold, the amount is indicated in the ring menu. The tower will turn into a bundle of coins. The Chief has a magnetic draw on the coins. If you move close enough to a coin, it will be drawn toward him, making it easier to quickly pick up a large number of coins. After each wave of enemies (all enemies from the wave must be gone even if another wave has begun!), your gold increases depending on how much gold you have and the interest rate: Total Gold x Multiplier = New total The multiplier is either 1.05, 1.10, 1.15, or 1.20 corresponding respectively to 5%, 10%, 15%, and 20% interest respectively. The interest rate starts out at 5% and can be increased by researching at the base. INTEREST RATES: Interest 0 (default) Level * Cost: n/a Interest 1 Level ** Cost: 7 gems Interest 2 Level *** Cost: 8 gems Interest 3 Level **** Cost: 9 gems Interest 4 Level ***** Cost: 10 gems You cannot skip any interest levels to get to a higher one, they must be researched in order. LOSING GOLD ---------------- If you touch any monster, gold coins will fly out in all directions from the Chief's body and you will have a chance to recover any that don't land in a body of water. TIP FROM DAVE "...the amout of gold you lose is equal to 10x the Wave#. So basically Wave1 you lose 10coins, Wave2 you lose 20 coins, Wave3 you lose 30coins etc etc. Providing you have at least that many coins of course." Thanks to Dave for his astute observations. According to the above information, the game will punish you more for getting hit by a monster the deeper you get into a level, so be careful! GEMS ---------------- Gems are much less commmon than gold coins. They are used to quickly upgrade a tower and to research new towers at your base. Gems are dropped by enemies at an uncommmon rate. Your current total number of gems is indicated by the signpost by your base. When you pick up a gem, it must "fly" over to your base (takes approx. 1 second) before the number is updated. Each wave of enemies in each level drop the same amount of gold and gems. GETTING GEMS FROM TOWERS: -------------------------------- Selling certain towers can yield more than just gold: Selling a PURPLE FLAG tower....1 gem Selling a BLACK FLAG tower.....2 gems HIDDEN COINS AND GEMS; AND MISC. INFO ------------------------------------------------ -Hidden bonus gems and gold can be found in trees by moving through them. -Each forest has one gem to find along with 10-15 gold coins. The gold coins are released from trees usually in groups of five, but sometimes more. Sometimes a gem and a group of coins are released from the same tree, but a gem is usually released by itself from a tree. -Each coin from a tree is worth 10 gold in easy and medium levels, but only 5 in hard levels. -Every time a forest is played, the trees holding coins and the gem are randomized so search carefully! -Gems that happen to touch your villagers will be automatically picked up, but coins will not be. -Coins and gems can and will fall into bodies of water if they fall from an enemy while it is nearby or over a body of water, these cannot be recovered. -Coins from any sold towers can fall into a body of water if the tower was close enough to the water. IMPORTANT! ---------------- Fallen coins and gems can be hidden by trees and towers. If there are a bunch of enemies that are killed in a crowded area, pick up the visible coins and gems and search the nearby towers for any that are hidden from view. ---------------------------------- ii. Monsters and the Wave Meter ---------------------------------- Monsters come in separate waves of varying size and duration (see section III for details on the various monsters). Each wave of monsters will follow a set path toward your base. The first wave of monsters is almost always the puffs. There is a WAVE METER at the bottom left of the screen that tells you the current wave number, the upcoming monster type for the next wave, and the monster type two waves away. WAVE METER (it is critical that you look at this regularly): X=================$==========% X indicates the wave number. $ indicates the upcoming monster type and how far away it is from entering. Once the symbol for that monster reaches the left side of the bar, a new wave will begin. % indicates the monster type two waves from the current wave. Touching any monsters will cause the Chief to recoil and drop coins. All easy forests have 10 waves. All special forests, medium forests, and hard forests have 20 waves. ---------------------------------- iii. Tower Defense ---------------------------------- Your job as Chief is to defend your villagers from the monsters by building towers that will attack the monsters as they make their way toward your base. The towers cost varying amounts of gold so you must build efficiently and economically since you do not have an unlimited amount of gold. The various towers have different build times, reload times, and ranges; all of which will be covered in detail in the next section. Towers cannot be built anywhere, they can only be built in the place of trees, but luckily there are many trees on this island! For an in-depth look at towers, please refer to section II. ---------------------------------- iv. Movement ---------------------------------- You can move with the d-pad or the left analog stick. As the Chief, you can go anywhere and move through anything in the forest except for the following, You CANNOT: -Go through water -Go through rock formations -Go through any monsters under normal circumstances. If you touch a monster, you will lose a bunch of coins and become invulnerable for a few seconds during which you CAN move through monsters. The default movement is walking. Successfully completing the Special 1 level will give you the ability to run (hold O button) which you should use 99% of the time to get around a level. ------------------------------------ v. Types of Forests and Unlocking ------------------------------------ Special Forests ---------------- There are three special forests in total, one for each section of difficulty on the island (easy, medium, and hard). They are all unique in layout and/or gameplay. The reward for successfully completing the special forests are as follows: Special 1: Ability to run Special 2: User-controlled landmine Special 3: Lightning tower The special forests will be covered in detail along with the rest of the forests in the walkthrough section. Unique Forests ---------------- These forests are indicated by a dotted white circle on the map. Each of these forests will have a unique rule about it such as "monsters drop no coins", "monsters drop no gems", etc... Island walls ---------------- There are walls on the island that can only be unlocked by obtaining a minimum number of rainbows in the forests available. The doorways are as follows: 1 Rainbow.....Unlock doorway to Special 1 forest 2 Rainbows....Unlock doorway to medium forests 5 Rainbows....Unlock doorway to Special 2 forest 7 Rainbows....Unlock doorway to hard forests 8 Rainbows....Unlock doorway to final forest (Hard 6) 10 Rainbows...Unlock doorway to Special 3 forest ---------------------------------- vi. Scoring System and Rainbows ---------------------------------- A rainbow will be displayed over a forest on the island map if you manage to defend a forest without losing a single villager. Getting rainbows should not be a problem with the help of this FAQ! SCORING: ---------------- There has not been an official explanation from Q-Games yet, but this is what has been discovered of the scoring system so far (thanks to Zoe from NeoGAF for the translation from Japanese): -You get points for total gold increase in a 1:1 ratio, this is done through picking up gold from monsters and the interest bonus in between waves. -Gold picked up from after being hit by enemies and selling towers DOES NOT increase your point total. However, gold from selling towers will increase your interest bonus in between waves which does contribute to your point total. -Each gem picked up gives 100 points. This likely includes gems from selling towers as well since this only occurs with purple and black towers which are uncommon. It was not stated explicitly whether or not picking up gems from sold towers contributes to the point total or not, but I am assuming they do. When you clear a wave: - 10 points per villager alive - 100 point bonus for all 20 alive - 10 points if you killed all enemies - 1:1 in points per money increase at the end Clear bonus of 1000 points if you clear the stage perfectly. There is no interest or anything on the last wave so there is no point in selling off towers and collecting all the gold for more points during the last wave. Example Situation: You are currently in wave with a total of 510 gold, 5 gems, and a point total of 1000. The interest rate is 5%. You have all 20 villagers still alive. You sell an arrow tower which nets you 70 gold for a total of 580 gold. The last enemy of the wave has been killed so your interest is 5% of 580, which is 29. You gain 29 points from the 29 gold from interest. You gain 10 x 20 = 200 points for the villagers alive. You gain 100 points as a bonus for having all 20 villagers alive. You gain 10 points for killing all the enemies in that wave. Your new point total is 1000 + 29 + 200 + 100 + 10 = 1339 points. I am unsure at the moment if killing individual monsters nets any points or if there are any other ways to gain points. =============================================================== Section II. The Towers =============================================================== ------------------------------------- i. Building, Selling, and Upgrading ------------------------------------- Building Towers ---------------- 1) Stand in a tree and it will start flashing between opaque and semi-transparent. 2) Press the X button to open the ring menu which will show you the towers that are available to build. In the beginning of a forest, you will only be able to build the cannon, arrow, or anti-air towers (except on the tutorial and one other forest). The price and type of tower are shown in the middle of the ring. Ground......Attacks only land-based monsters Air.........Attacks only flying monsters All.........Attacks every monster 3) Select one of the towers and press X again to build it, providing you have enough gold available. The tower will build on its own. Selling Towers ---------------- Stand in a tower and press X to open the ring menu. The option for selling the tower is indicated by an arrow and a gold coin along with the amount of gold you'll get for selling the tower. The tower will turn into a bunch of coins once you confirm. IMPORTANT NOTE! Selling a purple tower will give you ONE GEM. Selling a black tower will give you TWO GEMS. Upgrading Towers ----------------- ACTIVE UPGRADING -------------------------------- Method 1: Stand in a tower and the Chief will begin dancing, this indicates that the tower is currently being upgraded. There is also a sound effect that plays while dancing in a tower. The upgrade status is the little red vertical bar. To view the current upgrade status of all your towers, press the L1 button. Method 2: Stand in a tower and press the X button to open the ring menu. The upgrade option is the one with the symbol indicating the upgrade type above a picture of a gem and the number of gems required to upgrade the tower to the next level. The type of symbol that appears for upgrading will vary depending on what the next upgrade for that tower happens to be. PASSIVE UPGRADING -------------------------------- A tower will gain progress toward the next level for every kill it gets. This method of upgrading is only effective for a small number of towers and is quite slow much of the time. However, this is better than having no passive upgrading and some towers can get up to red fairly quickly depending on its position. Levels of towers are indicated by the colour of the flag flying from the tower. Higher levels require progressively longer times to upgrade using method 1. Level | Cost to | Flag | Dance Upgrade Time | Number of Gems | Upgrade | Colour | (seconds) | Received for | | | | Selling Tower -------------------------------------------------------------------------- 1 | n/a | Green | n/a | 0 2 | 1 gem | Yellow | 18 | 0 3 | 1 gem | Red | 33 | 0 4 | 2 gems | Purple | 52 | 1 5 | 3 gems | Black | 83 | 2 I recommend dancing to upgrade a tower to yellow and red if you have time, but there are many situations in the game where you will need to upgrade to red fairly quickly. Even then I would still dance to yellow and then use gems from there unless the situation is critical. You should dance to the higher upgrades only if there is time to spare and there is nothing else for you to do (rare situations). Besides receiving the last upgrade bonus, towers receive a small visual upgrade as well when upgraded to black. The tower is outlined in gold trim and stands out in comparison to the same towers of lower levels. Types of Tower Upgrades ------------------------ There are four different ways in which a tower can upgrades. Each tower upgrades specific types in a specific order as it goes from level 1 to level 5. Each level of upgrade increases one of a tower's four attributes which is described in more detail further on in this section of the FAQ. Upgrade Type | Symbol shown in | Description | Ring Menu | ---------------------------------------------------------------------------- Power | Muscular arm | Increase damage of projectile | | that the tower fires | | Speed | Flying bullet | Increase FIRING RATE of the | | tower, NOT the speed of the | | projectiles it fires | | Range | Two directional arrows | Increases overall distance in | going away from a tower | which the tower can target and | in opposite directions | attack a monster | | Spread | Explosion | Increases the RADIUS in which | | a tower's projectile will | | damage monsters ---------------------------------- ii. Tower Types ---------------------------------- There are 10 different tower types in PixelJunk Monsters. In almost all of the forests, the anti-air gun towr, arrow tower, and cannon tower are available to use from the beginning while the others must be researched before being able to use them. I will list the tower types along with the name I will be referring to them as in the remainder of the FAQ. __________________________________________________________________ --LEGEND-- Tower Name ("FAQ name") -------------------------------- Description: In-game description of the tower. Type: All, Air, or Ground Research Price: Number of gems needed to unlock tower. Building Price: Amount of gold needed to build tower. Selling Price: Amount of gold received for selling tower. Building Time: Amount of time (in seconds) it takes for to start working after selecting to build it. Firing Rate: Amount of time (in seconds) between two shots of the tower. Power: Defaultpower. Speed: Default speed. Range: Default range. Spread: Default spread. Upgrade Path: The type of upgrades this tower receives going from level 1 to level 5. Strong Against: Which monsters this tower is good against. Weak Against: Which monsters this tower is weak against. Pros: List of positive aspects Cons: List of negative aspects Effective Use: How to effectively use this tower in a typical level. Upgrading: Tips on how to upgrade this tower in a typical level. Opinion: My personal opinion on the tower. NOTE: Build times and firing rates are close to the real values, but not exact. ___________________________________________________________________ Anti-Air Gun Tower ("AA") -------------------------------- Description: A rapid-fire tower which targets only flying monsters. Usefulness: 3.5/5 Type: Air Research: n/a Build Price: 150 Sell Price: 110 Build Time: 8 seconds Firing Rate: Level 1: 1.5 seconds Level 2: 1.0 Level 3: 0.5 Level 4-5: 0.1 Power: * Speed: *** Range: *** Spread: zero Upgrading: Level 1 to 2 - Speed Level 2 to 3 - Speed Level 3 to 4 - Speed Level 4 to 5 - Power Strengths: Fliers, bats (if there are many AA towers) Weaknesses: Bees, all bosses Pros: +Cheap and fairly effective solution to flying monsters +Effective when tightly grouped, especially when upgraded +Fast firing rate +Large range Cons: -Very low damage unless fully upgraded -Need many towers to equal the effectiveness of laser towers -Useless against bees unless fully upgraded, then it is moderately effective -Useless against bees unless at least 10 are built, then it is moderately effective How to Use: It is safe and effective to put these fairly close together. Since they have a lot of range, it is usually safe to keep them one row back of the front line of trees. Upgrading: The upgrade path only truly rewards you at level 5 by giving the projectiles more power. Getting an AA to black is a SIGNIFICANT upgrade since the damage incrase is very noticeable and can actually stop 2-3 weakened bees as opposed to a purple AA which fires at the same rate as a black one, but but has the same power as a green AA. Only upgrade to black if you have the time and gems to spare, otherwise having a bunch at red and a few at purple is effective for many waves. In all of the forests, you should sell off all your AA guns sometime before the final wave to make room for cannons and other towers as well as for extra gold. Opinion: These are absolutely essential to air defense early on in a forest defense when coupled with arrow towers, but I prefer to ditch them for laser towers if and when possible (there is one forest in particular where you must rely on AA towers for the bulk of your air defense). Arrow Tower ("Arrows") -------------------------------- Description: An all-round tower which can attack ground and air monsters. Usefulness: 5/5 Type: All Research: n/a Build Price: 100 Sell Price: 70 Build Time: 4 seconds Firing Rate: 3 seconds Power: * Speed: * Range: ** Spread: zero Upgrading: Level 1 to 2 - Range Level 2 to 3 - Range Level 3 to 4 - Range Level 4 to 5 - Power Strengths: Spiders, bats Weaknesses: Golems, bees, all three bosses Pros: +Incredibly versatile tower, useful for early on in forest defense and even later on +Strong against bats and spiders which are very troublesome for most other towers +Shortest build time out of all the towers +Very effective last resort base defense Cons: -Actively upgrading it is not worth the time and/or investment How to Use: It is best to put these towers every other tree if possible, but it is not wrong to put them side by side either. Having one or two arrows by your base is very necessary as a final line of defense in many forests. Since arrows have very good range, even at green, it is a good idea to put them in the second row of trees. Also try to put them in a spot where they can attack monsters on two paths (much harder to do with cannons). In all of the forests, you should sell off all your arrows sometime before the final wave to make room for cannons and other towers as well as for extra gold. Upgrading: Many arrows will passively upgrade to at least yellow by the end of defending a forest. Otherwise it is not really worth it to actively upgrade arrows. Opinion: There is not one forest where I didn't build at least one arrow, they are the backbone of your defense in almost all of the forests. Cannon Tower ("Cannons") -------------------------------- Description: Fires a cannonball which affecs all monsters near point of impact. Usefulness: 5/5 Type: Ground Research: n/a Build Price: 120 Sell Price: 90 Build Time: 6 seconds Firing Rate: 6 seconds Power: ** Speed: * Range: * Spread: ** Upgrading: Level 1 to 2 - Power Level 2 to 3 - Power Level 3 to 4 - Power Level 4 to 5 - Power Strengths: Puffs, golems, all bosses Weaknesses: Green and blue-shielded enemies Pros: +Extremely versatile and relatively inexpensive ground type tower +Useful from beginning to end of defending a forest Cons: -Upgrades are minor and incremental; and don't add anything significant such as speed or range -Frustratingly slow rate of fire and less than average range How to Use: Place cannons as close to the monsters' paths as possible to make up for their short range and slow firing rate. It is a good idea to position cannons at least every other tree or more so that their ranges of fire don't overlap (if they do then it will lead to some wasted shots as two cannons try to go for the same target that is almost dead). In some forests, there is no choice but to put cannons close together, especially later in the level. Whenever there is a turn in the path, the best position for a cannon is at the point of the turn so that it can get off an extra shot or two while the monsters are making the turn. Upgrading: Similar to the arrows, the cannons are not worth actively upgrading until you get to the last wave and happen to have an excess of gems to spend. Cannons along the main path generally upgrade on their own fairly quickly, especially the middle bunch of cannons in a line of cannons. It is best to upgrade cannons as a group since having 1 black will not be better than 3 reds for example. Opinion: Much like the arrows, the cannons are the backbone of any good defense throughout an ENTIRE level. They are arguably more useful than arrows since you need an ample number of cannons for the final boss of almost every forest. Fire Tower ("Flame") -------------------------------- Description: Fires a powerful flaming stream to hurt multiple monsters Usefulness: 5/5 Type: Ground Research: 13 gems Build Price: 350 Sell Price: 250 Build Time: 10 seconds Firing Rate: 6 seconds (the time from when the flame leaving the mouth of the tower to when the tower fires again). The tower actually does damage to monsters as soon as the fire emerges from the spout and before it hits the ground. The damage ends only when the fire completely dissapears from the ground. Power: **** Speed: * Range: ** Spread: *** Upgrading: Level 1 to 2 - Range Level 2 to 3 - Power Level 3 to 4 - Spread Level 4 to 5 - Power Strengths: Puffs. Very strong against everything (including bosses) when upgraded to black. Extremely strong against blue and green-shielded monsters. Weaknesses: Red-shielded monsters. Pros: +Extremely powerful and useful ground defense +Stream of fire is perfect for attacking the line that all monsters travel in +Upgrade path makes it very worthwhile to fully upgrade +Very cool appearance Cons: -Can sometimes fire in the wrong direction at one or two enemies and let through an entire line of monsters -Slow firing rate How to Use: The flame is a beast that must be "tamed" before you can harness its tremendous power. It is essential that you learn how to properly set up a group of flames once you reach the hard forests. The nature of its attack and slow firing rate requires that you establish some redundancy in your lines of defense if you want to kill every monster. What this means is that you need to set up a bunch of flames and space them apart. This is especially important because of the green-shielded spiders which will be covered in detail in the monsters section. Do not put a bunch of flames directly beside each other. Do not leave a flame at green or yellow. Upgrading: Every upgrade for the fire tower is critical. The first two upgrades are important so that it can do some significant damage to an enemy line, especially the quick spiders. The upgrade to purple is important for hitting as many enemies as possible. The final upgrade to black makes it a true killing machine. Upgrade every flame to at least red and use gems or dance to get them to purple if you have time, but do not hesitate to use gems to upgrade a flame to purple and black. An easy way to upgrade a flame to red is to build it before a wave of puffs. Even a green flame will take down a line of puffs, quickly filling up its upgrade bar. Opinion: My favourite ground defense tower, I recommend using flames when you have enough resources to build them. Most medium and hard forests have green-shielded monsters which require at least one flame to take down, usually many more. Hive Tower ("Hive") -------------------------------- Description: Creatures launch from the hive, targeting monsters from the air Usefulness: 3/5 Type: All Research: 14 gems Build Price: 450, can only have one at any time Sell Price: 320 Build Time: 20 seconds Firing Rate: Rate at which attack bees are created Level 1: 2 seconds Level 2: 1.5 Level 3-5: <1.5 Power: * Speed: ** Range: ***** Spread: zero Upgrading: Level 1 to 2 - Speed Level 2 to 3 - Speed Level 3 to 4 - Power Level 4 to 5 - Power Strengths: When fully upgraded, will do average to good amount of damage on every monster. Weaknesses: When fully upgraded, will not be especially weak against any monster. Pros: +Can attack anywhere in a level +Neutral to every monster, including shielded Cons: -Large investment for only one tower -Only worth it when fully upgraded -Must move the Chief around to direct the attack bees -Bees move fairly slowly How to Use: The bees emerge from the hive at a constant rate and travel in a beeline TOWARD THE CHIEF'S POSITION and will attack any nearby monsters along the way. The bees attack by kamikaze diving into the monsters and explode on impact. A bee cannot diverge from its course once it is set after emerging from the hive. A good place to put the hive is around the middle of a forest or near your base and to use a tree that wouldn't be terribly useful for any other tower. Upgrading: The hive must be fully upgraded in order for it to be worth the initial investment. With a black hive, the bees do decent damage to every monster. It takes about 5 bees to take down one of the shielded golems and only two hits to take down the shielded spiders. Opinion: The hive is an average support tower if you really do have enough gems to research it, upgrade it to black, and put in the effort to direct the attack bees properly. I prefer not to use a hive because there are other things to do such as setting up and upgrading other towers; and picking up fallen gold and gems. All of these activities will lower the efficiency of attack bees. Getting a rainbow on even the most difficult of forests does not require the use of a hive. It would be one of my top recommended towers if only the attack bees actively seeked out monsters to attack. Ice Tower ("Ice") -------------------------------- Description: A burst of freezing air is fired to slow down monsters. Usefulness: 0/5 Type: Ground Research: 9 gems Build Price: 200 Sell Price: 140 Build Time: 10 seconds Firing Rate: 6.5 seconds Power: * Speed: * Range: ** Spread: * Upgrading: Level 1 to 2 - Power Level 2 to 3 - Power Level 3 to 4 - Spread Level 4 to 5 - Spread Strengths: This tower isn't strong against any monsters, even after the two power upgrades. Weaknesses: Everything, especially blue-shielded monsters. Pros: +Decent range Cons: -The slowing effect lasts only about a second -Slow rate of fire -Does insignificant amount of damage to every monster How to Use: If you insist on using ice then place it before a fire tower so that the flame will have a longer effect on quicker enemies. It can be somewhat effective against bosses since cannons can then have more time to fire upon the boss, but there would have to be ice towers placed regularly along the path and 3 ice towers costs the same amount of gold as 5 cannons and ice requires a 9 gem investment to research. In general, a bunch of ice towers spaced apart along a path will help other towers get 1-3 more shots off at the monsters but the investment is not worth it. Upgrading: None of the upgrades help raise the ice tower's usefullness past zero. Opinion: I'm not sure what the game designer's were thinking with this tower because there is no reason to use it except for the novelty effect. This tower would be amazing if it did one or all of the following: 1) Fired at a much faster rate (perhaps once every second) and the freezing lasting at least 5 seconds. 2) Worked in a similar fashion to the fire tower, sending out a chilling and slightly more damaging blast than what it is now. The freezing effect would last a 3-5 seconds. The duration and firing rate of the ice blast would be similar to the flame. This would make the combo of ice+fire towers side by side extremely deadly for spiders and other monsters. It would be a worthwhile investment on many levels. Laser Tower ("Laser") -------------------------------- Description: Shoots at aireborne monsters with powerful laser beams. Usefulness: 5/5 Type: Air Research: 11 gems Build Price: 300 Sell Price: 210 Build Time: 12 seconds Firing Rate: Level 1: 4.5 seconds Level 2: 3.5 Level 3-5: 2.5 Power: ** Speed: * Range: *** Spread: zero Upgrading: Level 1 to 2 - Speed Level 2 to 3 - Speed Level 3 to 4 - Range Level 4 to 5 - Power Strengths: Fliers, bees, bats (bats are quick so many lasers are needed to take down a LARGE group, usually 4 lasers is enough, but arrows should be used as backup for any defense) Weaknesses: None Pros: +Can easily take down a group of flying monsters +Don't need many for a strong air defense (4-6 at most) +Can significantly damage many monsters with one shot +Upgrade path is useful and is worthwhile to fully upgrade +Laser beam hitting one monster can hit another monster if it happens to be in the path of the beam Cons: -Shots aren't always the most efficient, hitting only one monster depending on the relative positions of the monster and laser -Can be troubled by a wave of bats if there are not enough built How to Use: The laser is even trickier to use properly than the flame. It fires a straight beam that lasts for a fraction of a second and will damage every airborne monster in its path. You'll want to position the laser so that the beam will hit an entire line (or most of the line) of monsters as they enter the level. It may also be helpful to place the laser(s) extremely close to the monsters' entrance point. I have demonstrated this technique in my strategy for the Hard 3 level. Once the monsters get closer to the laser, it is less efficient since the laser will target the leading monster. The only real problem with lasers is when defending against bats. Lasers can easily kill a bat, but at most it will be able to hit two bats at once so you'll need many lasers spaced apart for a defense against bats. It is a good idea to back up the lasers with arrows further down the path. Lasers aren't weak against bats, you just need 4-5 red lasers for a large group of them. Upgrading: Upgrade every laser to red as soon as possible if there is a large group of bats coming. 3-4 green/yellow lasers are enough for a small group of bees (4-8). Purple isn't a terribly useful upgrade, it is more of a stepping stone to black which IS a significant upgrade. It may allow for 1-2 more additional shots depending on the type of monster. Black is only needed for huge groups of bees, there will be more than one forest where this is necessary though. Lasers, like flames, can upgrade quickly from green to red if given a large group of fliers to take out. Opinion: Lasers are absolutely essential to attain a rainbow in many forests past Medium 3 (Bridge out!). They are the true air defense and will effectively stop all flying monsters provided that you have positioned and upgraded them appropriately. Lightning Tower ("Lightning") -------------------------------- Description: Supremely powerful, this weapon attacks all monsters on the stage. Usefulness: 1/5 Type: All Research: 13 gems. Must complete Special 3 to unlock it. Build Price: 500, can only have one at any time. Sell Price: 350 Build Time: 30 seconds Firing Rate: 20 seconds Power: * Speed: * Range: ***** Spread: *** Upgrading: Level 1 to 2 - Power Level 2 to 3 - Power Level 3 to 4 - Power Level 4 to 5 - Power Strengths: Lightning is not especially strong or weak against all unshielded monsters. Weaknesses: Any shielded monsters, especially red shields. Pros: +Attacks every monster on screen Cons: -Expensive to research and build -Extremely slow building time and firing rate -Even at black, does very little damage to monsters that are easily taken down by flames or cannons How to Use: Place it anywhere in the level that doesn't take away a good spot for another tower. Lightning will attack every monster regardless of where it is placed. Only effective when fully upgraded. Upgrading: This tower is most effective when fully upgraded since every upgrade affects its power which starts out very low. Opinion: It is just not worth using lightning. It is extremely expensive to research and build and you can only have one at any one time. Any of these things will help improve this tower: 1) Allowed build more than one, cost is prohibitive. 2) Faster firing rate. 3) Higher damage. This tower, much like ice, is a novelty tower. Mortar Tower ("Mortar") -------------------------------- Description: One powerful hit affects many monsters with a wide spread. Usefulness: 3.5/5 Type: Ground Research: 15 gems Build Price: 400 Sell Price: 280 Build Time: 15 seconds Firing Rate: Level 1-4: 14 seconds Level 5: 7.5 Power: **** Speed: * Range: *** Spread: **** Upgrading: Level 1 to 2 - Spread Level 2 to 3 - Spread Level 3 to 4 - Spread Level 4 to 5 - Speed Strengths: Every ground monster except blue and green-shielded monsters. Especially strong against red-shielded monsters. Weaknesses: Blue and green-shielded monsters. Pros: +Extremely powerful +Excellent range +Massive spread, even before upgraded +Very cool appearance, especially when firing Cons: -Slow firing rate -Poor upgrade path -Not worth the investment unless fully upgraded How to Use: Try to place the mortar so that it can cover as much of the monsters' paths as possible. It is a good idea to place them at the turning point of a path so that they can get as many shots off as possible. Mortars are basically super cannons so any spot that is good for a cannon would be good for a mortar although you don't want to waste any of the mortar's range by placing it where its range will be cut off or where monsters will not go.
             It is also effective to place mortars close together in a bundle
             or in the second row of trees if room is needed for another tower
             since its range is so large.

             The mortar is not practical to have as a primary ground defense
             since it is so expensive and slow, but it is the best secondary
             defense.

  Upgrading: The upgrade path doesn't really add anything significant to the
             mortar EXCEPT for the last upgrade which is HUGELY beneficial.
             Upgrading a mortar to black will literally double its firing rate,
             it is almost on par with a cannon now and yet so much more
             powerful.

             Mortars come later in a level so it is more difficult to have one
             upgraded without spending a lot of gems on it.  Try to upgrade as
             many mortars to black as possible if you're using against a boss
             which is the most common time mortars are built.  There is no
             point in having a bunch of red and purple mortars and no black
             ones.

    Opinion: The mortar is an awesome choice for a secondary defense because it
             adds that extra bang to the cannons.  If you do happen to have
             many gems left over, building some mortars and having one or two
             at black will quickly take care of the boss in a satisfying
             manner.  I rated this a 3.5 because it is not essential for the v
             vast majority of levels and the mortars themselves don't make the
             high investment cost feel like it was worth it unless they are
             built in the last wave.  For the snail boss which comes in the
             hard forests, if yo uhave the 15+ gems to invest in mortars and
             upgrading, it is better to  use 3 landmines instead or upgrade
             some flames.

             It is a powerful late-game tower that's meant for secondary
             defense purposes so it is non-essential.  The mortar could be
             pushed into the primary defense if its upgrade path went something
             like this:

             Spread --> Speed (10s) --> Power --> Speed (6s)

             Mortars are almost useless against green-shielded enemies so an
             extra shot of power and faster rate of fire is necessary.


Tesla Tower ("Tesla")
--------------------------------
Description: Releases a high-power electrical attack on all nearby monsters.
 Usefulness: 2/5
       Type: Ground
   Research: 12 gems
Build Price: 300
 Sell Price: 210
 Build Time: 10 seconds
Firing Rate: 6 seconds

      Power: ****
      Speed: *
      Range: *
     Spread: zero

  Upgrading: Level 1 to 2 - Range
             Level 2 to 3 - Range
             Level 3 to 4 - Range
             Level 4 to 5 - Range

  Strengths: Ground monsters and green-shielded monsters
 Weaknesses: Red-shielded monsters

       Pros: +Strong ground defense
             +Can target many enemies at once (different from a spread effect)

       Cons: -Upgrade path is terrible (gains no power or speed at all)
             -Slow rate of fire
             -Needs to be upgraded to be have any usefullness beyond that of
              glorified cannon

 How to Use: Place these towers as you would cannons.  They are capable of
             greater range than cannons so use that to your advantage.

  Upgrading: All upgrades boost range so there is no reason to go to black,
             upgrade the teslas steadily as a group.

    Opinion: Another tower that needs to be compared to the flame. Teslas are
             like slightly more powerful cannons with bigger range when
             upgraded, but cost more than double and cost 12 gems to research,
             but with that you get a tower that can defeat green-shielded
             monsters.  It would have been interesting to see teslas in a group
             boost each other's power by building up their electricity and
             releasing an electric storm.  Sadly, there is no such thing and
             the flame remains my weapon of choice.
             I can see someone using teslas if they started out using these
             against green-shielded foes, but flames have the upper hand
             regardless.

             Tesla:
             Starts out with same strength as flame, in the end, will have a
             slightly larger range.  Has no spread, but can target multiple
             monsters in one shot.  Costs 50 gold less than flames.

             Flame:
             Starts out with same strength as tesla. After going to yellow, its
             range is quite sufficient for all situations.  After going to red,
             its power is already higher than the tesla.  Much easier to use
             since the flame will damage every monster as it goes through the
             fires and then the next flame or two will finish them off.  After
             going to purple, its spread is quite large, and after going to
             black it is much more powerful than teslas.

             The tesla would be a completely viable alternative to the flame if
             it had these attributes:

             1) Gained at least one level of power
             2) Gained at least one level of speed
             3) Be 50-75 gold cheaper to build, although if it had the above
             two attributes, the 300 cost would be ok.

             In the end, you need more teslas to do the job of 4-5 flames,
             having teslas is a messier situation, and you have to upgrade many
             rather than having to upload a few flames to black and the others
             to red/purple.


----------------------------------
iii. Towers Summary
----------------------------------

There are only FIVE truly essential towers that a player needs to utilize to
attain a rainbow in every forest.

These are:

-Anti-Air Gun
-Arrow
-Cannon
-Fire
-Laser
-Mortar

The mortar gets an honourable mention since it is quite useful in some
situations.  It would be interesting to see what would happen if every tower
were necessary, but the game would likely lose some of its charm if it becomes
too complex.

-----

The following table shows a comparison between all the towers' main attributes.

The first line for each tower are the default attributes.

The second line is an estimate of the fully upgraded tower's attributes.  I am
assuming that each upgrade bonus adds one star to that attribute although I
will make my own changes if a tower's attribute at black does not make sense
when compared to other towers (not every upgrade bonus is equal in magnitude).

NOTE: A range of 5 means that the tower can affect the whole level, it is much
      greater than a range of 4 which is quite large, but not close to the
      whole level.

The numbers below the tower names are the build costs, the numbers in
parentheses are the amounts of gold you get for selling the tower (amount of
gold received is 70% of build cost).


    Tower     |   Type   | Research  |  Power  |  Speed  |  Range  |  Spread
              |          |   Cost    |         |         |         |
-------------------------------------------------------------------------------
              |          |           |         |         |         |
Anti-Air Gun  |  Air     |    n/a    |  *      |  ***    |  ***    |
150 (110)     |          |           |  **     |  *****  |  ****   |
              |          |           |         |         |         |
Arrow         |  All     |    n/a    |  *      |  *      |  **     |
100 (70)      |          |           |  **     |  *      |  ****   |
              |          |           |         |         |         |
Cannon        |  Ground  |    n/a    |  **     |  *      |  *      |  **
120 (90)      |          |           |  ****   |  *      |  *      |  **
              |          |           |         |         |         |
Fire          |  Ground  |    13     |  ****   |  *      |  **     |  ***
350 (250)     |          |           |  *****  |  *      |  ***    |  ****
              |          |           |         |         |         |
Hive          |  All     |    14     |  *      |  **     |  *****  |
450 (320)     |          |           |  ***    |  ***    |  *****  |
              |          |           |         |         |         |
Ice           |  Ground  |    9      |  *      |  *      |  **     |  *
200 (140)     |          |           |  **     |  *      |  **     |  ***
              |          |           |         |         |         |
Laser         |  Air     |    11     |  **     |  *      |  ***    |
300 (210)     |          |           |  ***    |  ***    |  ****   |
              |          |           |         |         |         |
Lightning     |  All     |    13     |  *      |  *      |  *****  |  ***
500 (350)     |          |           |  ***    |  *      |  *****  |  ***
              |          |           |         |         |         |
Mortar        |  Ground  |    15     |  ****   |  *      |  ***    |  ****
400 (280)     |          |           |  ****   |  **     |  ***    |  ******
              |          |           |         |         |         |
Tesla         |  Ground  |    12     |  ****   |  *      |  *      |
300 (210)     |          |           |  ****   |  *      |  **     |
              |          |           |         |         |         |


===============================================================
Section III. The Monsters
===============================================================

----------------------------------
i. Monster Names and Descriptions
----------------------------------

A Note On Naming
------------------
There are official Japanese names for every monster (thanks to Zoe from NeoGAF
for the translation from Japanese).
The official English names are not yet all known.  They will be released very
soon I am told.

I will refer to each monster with my own specific name that allows for ease of
communication while eliminating any potential confusion.


 English Name: Unknown (Acorn?)
Japanese Name: Kuri
     FAQ Name: Puff
  Description: Very small, white, and round, has an acorn-like body
  Death Noise: Very distinct high-pitched scream


 English Name: Unknown (Creep?)
Japanese Name: Kumo
     FAQ Name: Spider
  Description: Four-legged spider that moves quite quickly
  Death Noise: Scream, not as high-pitched as the puff


 English Name: Rock
Japanese Name: Giant
     FAQ Name: Golem
  Description: Huge rock-like creature that moves very slowly
  Death Noise: Low monstrous groan


 English Name: Sycamore
Japanese Name: Kurukuru
     FAQ Name: Flier
  Description: Tiny flying monster that has sycamore seeds for wings
  Death Noise: Quiet yelping noise


 English Name: Unknown (Fang?)
Japanese Name: Kawahori
     FAQ Name: Bat
  Description: Quick and dodgy bat, moves in a zig-zag pattern
  Death Noise: Slightly stronger scream than the spider


 English Name: Unknown
Japanese Name: Hachi
     FAQ Name: Bee
  Description: Balloon-like bumblebee that slowly drifts along its path
  Death Noise: Strange cross between a robotic and organic cry


 English Name: Unknown (Relic?)
Japanese Name: Boss
     FAQ Name: Gold Statue
  Description: Gold statue that slowly thwomps its way along its path
  Death Noise: Mooing cow


 English Name: Unknown
Japanese Name: Boss
     FAQ Name: Yeti
  Description: Doesn't really look like a yeti, but it is the easiest way for
               me to describe it.  It has long arms and floats along its path
               at an average pace
  Death Noise: Muffled demonic moan


 English Name: Unknown (Snail?)
Japanese Name: Boss
     FAQ Name: Snail
  Description: Large snail with a big shell upon its back.  Ironically, moves
               fairly quickly
  Death Noise: Cross between a mooing cow and an alphorn


---------------------------------------------------------
ii. Monster Types, Shields, Strengths and Weaknesses
---------------------------------------------------------

I'm not 100% certain, but it seems there are two types of golems and bees,
those with green health bars and those with blue health bars.  The ones with
blue health bars have more health so they're tougher to kill, but otherwise
they are the same as their counterparts with green health bars.  They are
uncommon and may not appear in some forests at all.

There are also spiders with blue health bars for wave 11-20 in 'Special1 - From
all sides'.

ANY MONSTERS WITH BLUE HEALTH BARS WILL HAVE A "+" BESIDE THEIR NAME IN THE
WALKTHROUGH SECTION.

Ground Monsters
=================

    Name: Puff
    Type: Ground
   Speed: Average
    Life: Weak
Strength: None
 Neutral: Arrow, hive
Weakness: Cannon, mortar, flame, tesla
 Pattern: Travel in large groups and long lines, slowly weaving back and forth


    Name: Spider
    Type: Ground
   Speed: Fast
    Life: Average
Strength: None
 Neutral: Cannon, flame, hive
Weakness: Arrows
 Pattern: Travel in a loosely packed line, moving in a zig-zag pattern


    Name: Golem
    Type: Ground
   Speed: Slow
    Life: Strong
Strength: Arrow
 Neutral: Flame, tesla, hive
Weakness: Cannon, mortar
 Pattern: Travel in tightly packed lines of up to approximately 10


    Name: Flier
    Type: Air
   Speed: Average
    Life: Weak
Strength: Hive
 Neutral: Arrow
Weakness: AA, laser
 Pattern: Travel in tightly packed lines of up to approximately 10.


    Name: Bat
    Type: Air
   Speed: Fast
    Life: Average
Strength: None
 Neutral: AA, hive
Weakness: Arrow, laser
 Pattern: Travel in a loosely packed line, moving in a zig-zag pattern


    Name: Bee
    Type: Air
   Speed: Slow-average
    Life: Strong
Strength: AA, arrow
 Neutral: Hive
Weakness: Laser
 Pattern: Travel in tightly packed lines of up to 10-15


    Name: Gold Statue
    Type: Boss (ground)
   Speed: Slow
    Life: Strong
Strength: Arrow
 Neutral: Flame, hive
Weakness: Cannon, mortar
 Pattern: Jumps and thwomps along its path


    Name: Yeti
    Type: Boss (ground)
   Speed: Average
    Life: Strong
Strength: Arrow
 Neutral: Flame, hive
Weakness: Cannon, mortar
 Pattern: Floats along its path, weaves back and forth


    Name: Snail
    Type: Boss (ground)
   Speed: Average-fast
    Life: Strong
Strength: Arrow
 Neutral: Flame, hive
Weakness: Cannon, mortar
 Pattern: Moves like a faster version of the Yeti, but doesn't float


Only the ground monsters (excluding bosses) have shields, none of the flying
monsters will have any shields.

A shielded monster has a flashing symbol in the wave meter, but the wave meter
does NOT specify which TYPE of shield the monster will have.

If a projectile cannot penetrate a type of shield then you will hear a dull
noise for evrey time the projectile hits.

There are three types of shielded monsters:

Red Shield
---------------
Strong Against: Fire, tesla
  Weak Against: Cannon, mortar


Green Shield
---------------
Strong Against: Cannon, mortar
  Weak Against: Fire, tesla


Blue Shield
---------------
Strong Against: Ice, cannon, mortar
  Weak Against: Fire (extremely vulnerable)


---------------------------------------
iii. Preparing for Waves of Monsters
---------------------------------------

Keep in mind that this game is about trial and error because you won't know
the entire lineup of monsters in a level unless you're reading a FAQ like this
one.  Sometimes the game may surprise you with something and you'll have to
retry the level.

The first wave of monsters is almost always groups of puffs.  Build cannons in
key positions (along corners and turning points) to maximize the number of
shots taken.

It's important to be efficient in the early going, picking up every dropped
coin and gem.

The next few waves are likely more puffs.  If there are spiders coming then
build a good number of arrows before and after the area where you have cannons.
This is a good way to maximize efficiency of shots so that an arrow and cannon
won't be shooting and killing a monster that one of them alone could have taken
out.

Arrows are also good for spiders which come early in levels as well so it is a
good idea to have some arrows regardless.

If there are fliers coming in then it is a good idea to build at least two AAs,
but this depends on the number of fliers.

Keep an eye on how many gems you have, usually the first thing you need to
research in the more difficult forests are lasers (sometimes it's interest or
flames).

Number of lasers needed for bees will depend on how many bees there are.  I
also like to use lasers for large groups of bats if I can get enough up in
time.  Laser placement is very important.  It is important to get lasers up
red as soon as possible.  I usually dance upgrade them to yellow and spend one
gem to upgrade.

If there are green-shielded puffs coming in then you can get away with using
a green flame and level it up by dancing and having it kill the puffs.

If there are a large number of green=shielded spiders or golems coming in, you
should have 3 or more red flames, upgrade them to yellow by dancing (if you
have time) and then spending spending one gem.

Besides the above advice, it is a matter of trial and error, and experience to
learn about all the details needed to maximize efficiency.


===============================================================
Section IV. The Pointers
===============================================================

In order to maximize your gold and points, you should collect as many dropped
coins before the wave is over and the bonus is calculated.  Also do not build
any new structures until the bonus is calculated.
However, doing the above can be a detriment to your defense if you need to
upgrade towers and build something important before the next wave so only do
the above if it will not be a detriment to your defense.

There are five essential towers as mentioned previously:
-AA
-Arrow
-Cannon
-Fire
-Laser

The next two on the list would be mortar/hive as they are both useful, the hive
needs to be fully upgraded.

When upgrading, always try to dance upgrade a tower to yellow since it only
takes 18 seconds.  After that, dance upgrading becomes a significant time
investment and should only be done when it is not detrimental to your defense.

Towers should be upgraded depending on what waves are coming next.  A large
wave of bees will require every laser tower to be at least red and maybe one
black.
A large wave of green-shielded spiders requires at least a black flame and 4
red flames or 2 black flames and 3 red flames.

Keep in mind that selling a purple tower will give you one gem and black towers
will give you two gems.  If there is a red tower close to upgrading that you
want to sell then it may be worthwhile to dance upgrade it and then sell it for
the one gem.

Usually you do not want to touch any monsters, but if a gem is going to
dissapear and there are monsters in the way then it is worth it to touch a
monster in order to gain invulnerability and get that gem.

If you're going for rainbows and high scores, getting the run ability is a must
for almost every forest and getting the landmine is helpful for some forests.
The lightning tower is not necessary.

If you're going for high scores, it doesn't mean you have to get a rainbow, in
fact many times you will have more points if you save on some gold and invest
in interest earlier than usual at the cost of some villagers.  Have more
throughout the whole round does give you slightly more points but the points
obtained from having a lot of gold may outweigh it.


===============================================================
Section V. The Rainbow Walkthrough
===============================================================

ANY MONSTERS WITH BLUE HEALTH BARS WILL HAVE A "+" BESIDE THEIR NAME (see the
monsters section if you don't know about the blue health bars).

ALL VIDEOS
---------------
http://video.google.com/videosearch?q=yyzfaqs&sitesearch=


WATCHING THE VIDEOS
---------------------
The videos are available at Google Video with the above link.  You should be
able to watch them if you can watch YouTube videos.

-------

For each wave I will tell you the monster type, approximately how many there
are (if it's important), which entrance they use (if there's more than one
entrance), and the pattern they take.  I will also tell you which towers to
build for that wave in order to prevent any lost villagers.

Notes for the level in general and strategies for hi-scores will also be
included.

Please view the videos for the easiest way to determine how to pass each level
and/or rainbow the level.


IMPORTANT NOTE ABUOT HI-SCORES
---------------------------------
Getting a hi-score doesn't necessarily mean that you must keep all your
villagers alive, especially in the later forests.

When you clear a wave:
- 10 points per villager alive
- 100 point bonus for all 20 alive
- 10 points if you killed all enemies

Clear bonus of 1000 points if you clear the stage perfectly.

This means that you get 200 points after every wave for having 20 villagers
alive; 100 points after every wave for having 20 villagers alive; and only 10
points for killing every enemy.  Since the hi-scores are more variable in the
later forests (20 waves), for getting a rainbow you get:

4000 points for the "10 points per villager alive" (10x20x20 waves)
2000 points for the "100 point bonus for all 20 alive" (100x20 waves)
200 points for the "10 points if you killed all enemies" (10x20 waves)
1000 points for getting a rainbow

So the biggest bonus is the 4000 points and you still get a significant amount
if you lose many villagers since it is more likely that you'll lose more
villagers with the more difficult later waves.

The 2000 points bonus can still be maintained for many waves depending on the
level and how far into the level you want to keep all your villagers alive
while maximizing gold and interest.

The art of getting a hi-score is finding a balance between keeping villagers
alive; and maximizing interest and minimizing gold spent.  Investing all gems
into interest early on will lead to huge gains in gold, but will likely lead to
many villagers lost if you're ignoring researching essential towers like the
flame and laser.


----------------------------------
i. Easy
----------------------------------

Tutorial
----------------------------------

Wave 1: Puff
Wave 2: Puffs
Wave 3: Spiders
Wave 4: Fliers
Wave 5: Fliers
Wave 6: Fliers
Wave 7: Puffs
Wave 8: Spiders
Wave 9: Spiders
Wave 10: Golems

Notes: Should have no problems here.

Hi-Score: n/a


Easy 1: The waves begin
----------------------------------

Wave 1: Puffs
Wave 2: Spiders
Wave 3: Puffs
Wave 4: Golems
Wave 5: Fliers
Wave 6: Spiders
Wave 7: Fliers
Wave 8: Puffs
Wave 9: Golems
Wave 10: Gold Statue

Notes:
Very easy due to the winding paths.  Build your cannnon so that they can target
above and below, effectively doubling the number of cannons you have.  

Need about 2 AAs for the fliers, upgrade one to at least purple by wave 7.
Need 5 arrows for wave 6.

Hi-Score: 
Sell off AA and arrows after wave 7.  Invest in interest whenever you have
enough gems.


Easy 2: Power play
----------------------------------

Wave 1: Puffs (top path)
Wave 2: Spiders (top path)
Wave 3: Puffs (top path)
Wave 4: Golems (top path)
Wave 5: Spiders (top path)
Wave 6: Fliers (top path)
Wave 7: Fliers (only a few go to the bottom path)
Wave 8: Puffs
Wave 9: Golems
Wave 10: Gold Statue

Notes:
Need 2 cannons or 1 cannon + 1 arrow for wave 1.
Need 3 arrows for wave 2.
Need 4 cannons for wave 3 and 4.
Need 2 AA for wave 6, dance both to yellow during the wave.
Need 1 black AA for wave 7, dance to red and upgrade to black if there's enough
time.
Need 9-10 cannons for wave 8.
Need 12-13 cannons for wave 9 and 10.  Upgrade some cannons to black if you
have the gems.

Hi-Score:
Invest in interest whenever you have enough gems.


Easy 3 Prudence is key
----------------------------------

Wave 1: Fliers
Wave 2: Puffs
Wave 3: Golems
Wave 4: Spiders
Wave 5: Fliers
Wave 6: Golems
Wave 7: Fliers 
Wave 8: Puffs
Wave 9: Spiders
Wave 10: Gold Statue

Notes:
Need 2 AAs for wave 1, quickly dance one to yellow before the fliers come into
range.
Need 4 cannons for wave 2, must space them correctly.
Need 8-9 cannons for wave 3 if you want to prevent golems from reaching the
other side.  Dance on any cannons that are close to upgrade.
Need 3 arrows for wave 4.
Need 1 black AA (dance to red and upgrade to black) and another AA for wave 5
and 7.
Need at least 10 cannons to prevent wave 6 from reaching the other side,
upgrade at least one cannon to black.
Need 1 black AA and 1 red AA for wave 7.  May need arrow near base to kill any
flier(s) that gets through.
Upgrade as many cannons to black for the Gold Statue.  Need 13-15 cannons.

Hi-Score:


Easy 4: Hold the line
----------------------------------

Wave 1: Puffs (from top)
Wave 2: Spiders (from bottom)
Wave 3: Puffs (from top and bottom, more from top)
Wave 4: Golems (from bottom)
Wave 5: Spiders (from top and bottom)
Wave 6: Fliers (from top)
Wave 7: Puffs (from top and bottom, about equal numbers)
Wave 8: Fliers (from top and bottom)
Wave 9: Golems (from top and bottom)
Wave 10: Gold Statue (from bottom left)

Notes:
Need 2 cannons for wave 1.
Need 3 arrow for wave 2.
Need 5 cannons for wave 3, placed correctly.
Need at least 4 cannons in bottom.
Need 4 arrows for wave 5, placed correctly.
Need at least 2 AAs, one in middle bunch of trees, one closer to base.  Must
upgrade middle AA to at least yellow.
Need 8-9 cannons for wave 7.
Need 3 AAs for wave 8, upgrade top one to black before fliers come into range.
Need at least 15 cannonns in left side if you want to prevent golems from
passing the midpoint.
Need at least 9 cannons in bottom area, upgrade any to black if you have enough
gems.

Hi-Score:
Invest in interest when possible, keep in mind that you may need some gems for
quick upgrades or you may need to spend more money on AA towers if you are not
upgrading one of them to black.


Special 1: From all sides
----------------------------------

 Wave 1: Spiders
 Wave 2: Spiders
 Wave 3: Spiders
 Wave 4: Spiders
 Wave 5: Spiders
 Wave 6: Spiders
 Wave 7: Spiders
 Wave 8: Spiders
 Wave 9: Spiders
Wave 10: Spiders
Wave 11: Spiders+
Wave 12: Spiders+
Wave 13: Spiders+
Wave 14: Spiders+
Wave 15: Spiders+
Wave 16: Spiders+
Wave 17: Spiders+
Wave 18: Spiders+
Wave 19: Spiders+
Wave 20: Gold Statue

Notes:
Build 4 arrows in wave 1.  After that build 1 arrow per wave up until about
wave 7-8.
Upgrade the towers above the base to purple by dancing, then upgrade to black
with gems.
After wave 11, you will probably have to use gems to upgrade from red to black
due to time restrictions.

Hi-Score:
You will have to be almost 100% efficient with your expenditure of gold.
Requires trial and error with figuring out the minimum number of arrows needed
and the number of black arrows needed for specific waves.  I believe using
arrows only will lead to the highest score.
One of the biggest payoffs is selling off towers late in the level, but keeping
enough kill all the spiders.
This may be one level where you may not need a rainbow to have the highest
score.

----------------------------------
ii. Medium
----------------------------------

Medium 1: Short cut
----------------------------------

 Wave 1: Puffs (top path)
 Wave 2: Spiders (top path)
 Wave 3: Golems (top path)
 Wave 4: Spiders (top path)
 Wave 5: Fliers (top path), ~10
 Wave 6: Spiders (top path) ~25
 Wave 7: Fliers (top path)
 Wave 8: Puffs(top path)
 Wave 9: Golems (top path)
Wave 10: Bats (top path)
Wave 11: Puffs (top path), large group
Wave 12: Puffs, green (top path)
Wave 13: Spiders (few take bottom path)
Wave 14: Bats 
Wave 15: Fliers (some take bottom path if they manage to get through)
Wave 16: Puffs (top path)
Wave 17: Bats (~5 take bottom path)
Wave 18: Golems+ (top path)
Wave 19: Puffs, green (top path)
Wave 20: Yeti

Notes:
Need 4 cannons for wave 1.
Need ~4 arrows for wave 2.
Need 5 cannons for wave 3.
Need 6-8 arrows along the right wall of the base for wave 4.
Need 1 AA for wave 5, arrows should be able to handle the rest.
Need 10 arrows for wave 6.
Need 2 AA (1 yellow) for wave 7, would help to have both at yellow at least.
Need 6 cannons for wave 9, arrows will kill some off.
Need ~10 arrows for wave 10.
May want to have a flame built for wave 11 to have it upgrade quickly.
Need 1 red flame for wave 12.
Need ~6 arrows in the bottom path for wave 13.
Need 1 black AA and 2 red AA for wave 15.
Had 2 black AA for wave 17, may not need any AA for this wave.
Sell off all AAs and arrows after wave 17.
Invest in mortars and build many for the Yeti after wave 19.

Hi-Score:


Medium 2: Smile
----------------------------------

 Wave 1: Puffs
 Wave 2: Spiders
 Wave 3: Puffs
 Wave 4: Golems
 Wave 5: Fliers
 Wave 6: Spiders
 Wave 7: Fliers
 Wave 8: Spiders
 Wave 9: Golems+
Wave 10: Fliers
Wave 11: Puffs
Wave 12: Puffs, blue
Wave 13: Spiders
Wave 14: Golems+
Wave 15: Fliers
Wave 16: Spiders
Wave 17: Puffs, blue
Wave 18: Spiders
Wave 19: Puffs, blue
Wave 20: Yeti

Notes:
Need 3 cannons for wave 1.
Need 3 arrows for wave 2.
Need 4 cannons for wave 3.
Need 5 cannons for wave 4.
Need 2 AAs for wave 5 (dance both to yellow ASAP), 2 arrows on the right side.
Need 5-6 arrows for wave 6.
Need 3 AAs for wave 7, at least 1 red.
Need ~10 arrows for wave 8, placed correctly.
Need 7 cannons for wave 9.
Need 1 black AA, and 1 red or 2 yellows for wave 10.
May want to build 1 flame for wave 11 to upgrade it quickly.
Need 1 flame for wave 12, build another flame, dance both to red.
May want to upgrade one flame to black for wave 14, or replace one of the
arrows on the right side with a cannon.
Sell off all AAs after wave 15.
Sell off all arrows after wave 17.
Invest in mortars for Yeti, build around left half of level.

Hi-Score:


Medium 3: Bridge out!
----------------------------------

 Wave 1: Puffs
 Wave 2: Spiders
 Wave 3: Puffs
 Wave 4: Spiders
 Wave 5: Fliers (bottom path)
 Wave 6: Spiders
 Wave 7: Fliers (bottom path)
 Wave 8: Puffs
 Wave 9: Golems
Wave 10: Fliers
Wave 11: Puffs, red
Wave 12: Bees+
Wave 13: Spiders
Wave 14: Fliers
Wave 15: Golems+, red
Wave 16: Bees+
Wave 17: Fliers
Wave 18: Spiders, red
Wave 19: Bees
Wave 20: Yeti

Notes:
4 cannons or 3 cannons + 1 arrow for wave 1
4 cannons + 3 arrows for wave 2
5 cannons + 3 arrows for wave 3
5 cannons + 5 arrows (1 in right half) for wave 4
2 green AAs + 5 arrows for wave 5
5 cannons + 7 arrows (2 in right half) for wave 6
Invest in lasers during wave 6
1 yellow laser + 1 green AA + 6 arrows for wave 7
6 cannons for wave 8
Invest in interest
8 cannons for wave 9
2 red lasers for wave 10 (should have time to dance upgrade both to red)
Invest in interest
6 cannons for wave 11
1 black laser + 1 red laser + 1 yellow laser + 1 green laser (to prevent bees
from crossing the water) for wave 12
10 cannons + 9 arrows for wave 13
Invest in interest
11 cannons (left half, replace two arrows) for wave 15
2 black lasers + two other lasers for wave 16
12 cannons (1 right half) + 9 arrows (6 right half) for wave 18
Sell off all arrows
4 black lasers (if you want to kill them all in the top left quadrant) for
wave 19
Invest in mortars for Yeti, build around left half of level.

Hi-Score:


Medium 4: Treeless forest
----------------------------------

Long path is when the monsters circle around and go back to the left side.
Short path is when the monsters do not go back to the left side.

 Wave 1: Puffs (long path)
 Wave 2: Spiders (long path)
 Wave 3: Puffs (long path)
 Wave 4: Fliers (long path)
 Wave 5: Puffs (long path)
 Wave 6: Spiders (long path)
 Wave 7: Puffs (short path)
 Wave 8: Fliers (long path)
 Wave 9: Puffs, green (short path)
Wave 10: Spiders, green (long path)
Wave 11: Puffs, green 
Wave 12: Bats (long path)
Wave 13: Puffs, red (short path)
Wave 14: Spiders, red (long path)
Wave 15: Puffs, red (short path)
Wave 16: Bees (long path)
Wave 17: Puffs, red (short path)
Wave 18: Spiders, red (long path)
Wave 19: Goelms+ (short path)
Wave 20: Yeti (long path)

Notes:
Please see video for details on towers and upgrading.

Invest in interest, wave 14 (not mandatory)
Invest in lasers, wave 15

Hi-Score:


Medium 5: Monster mishmash
----------------------------------

 Wave 1: Monsters appear in this order:
         4 Puffs
         6 fliers
         4 golems+
         5 bees+
         5 fliers
         4 puffs, red
         4 puffs, green
         4 golems, red+
         4 golems, green+
         4 spiders, red
         4 spiders, green
         
 Wave 2: Gold Statue
 Wave 3: Yeti

Notes:
See the video for my setup, there are MANY different ways to get a rainbow on
this level.

Hi-Score:


Medium 6: Heart
----------------------------------

 Wave 1: Puffs (left path)
 Wave 2: Spiders (left path)
 Wave 3: Puffs (right path)
 Wave 4: Spiders (right path)
 Wave 5: Fliers (left path)
 Wave 6: Spiders (right path)
 Wave 7: Fliers (left path)
 Wave 8: Puffs (right path)
 Wave 9: Golems (right path)
Wave 10: Bats (left path)
Wave 11: Puffs (right path, right path, left path)
Wave 12: Puffs, green (right path)
Wave 13: Puffs (right and left path)
Wave 14: Bats (left path)
Wave 15: Puffs, green (right and left path)
Wave 16: Golems+ (right and left path, more right)
Wave 17: Spiders (right and left path)
Wave 18: Golems+ (right and left path, more left)
Wave 19: Puffs (right and left path)
Wave 20: Yeti (right path)

Notes:
Basically, most of the ground-based monsters will take the right path and
flying monsters will take the left path.  It is not exclusive so you still need
some ground-defense towers for the left path and air-defense tower for the
right path.

Need 2 cannons for wave 1
Need 2 cannons + 3 arrows (left half) for wave 2
Need 3 cannons + 3 arrows (right half) for wave 3
Invest in interest
Need 3 cannons + 3-4 arrows (right half) for wave 4
Need 2 yellow AAs (dance both to yellow) + some arrows above base for wave 5
Almost all trees above the base should be arrows by now
Need 2 yellow AAs + 1 other AA for wave 7
Invest in interest
Need 5 cannons for wave 8
Need 6 cannons for wave 9
Sell off AAs and build 3-4 arrows around the area for wave 10
Invest in flame
Build one flame, dance upgrade to yellow for wave 11 (not mandatory)
Need 1 yellow flame + 1 other flame for wave 12
Need ~5 arrows (left quadrant) for wave 14
Need at least 3 yellow flames for wave 15
For wave 16-19, you can build a variety of towers to handle the waves,
depending on how much you've upgraded the 3 flames.  You won't need to build
as much if you have black flames in the key positions.
Use mines for the Yeti or invest in mortars if you don't have mines (you should
have more than 20 gems at this point).

Hi-Score:


Medium 7: Roundabout
----------------------------------

 Wave 1: Puffs (from right)
 Wave 2: Spiders (from right)
 Wave 3: Puffs (from right)
 Wave 4: Spiders (from right)
 Wave 5: Golems (from right)
 Wave 6: Spiders (from right)
 Wave 7: Fliers (from right and left)
 Wave 8: Puffs (from right and left)
 Wave 9: Golems+ (from right and left)
Wave 10: Bats (from right)
Wave 11: Puffs, red (from right and left)
Wave 12: Golems+ (from right and left)
Wave 13: Puffs (from right and left)
Wave 14: Puffs, red (from right and left)
Wave 15: Bats (from right and left)
Wave 16: Spiders (from right and left)
Wave 17: Puffs, red (from right)
Wave 18: Spiders (from right and left)
Wave 19: Golems (from right)
Wave 20: Yeti

Notes:
Need 3 cannons for wave 1
Need 4 arrows (around middle) for wave 2
Need 8-9 arrows (at least 3 in left half) for wave 4
Invest in interest
Need 5-6 cannons for wave 5
Need 1-2 AAs for wave 7
Invest in interest
Need ~11 cannons for wave 9
Invest in interest
Invest in interest again after wave 10
Need additional cannons in the left half for wave 12
Invest in mortars after wave 13
Sell off any unnecessary arrows during waves 16-18
Should have two black mortars by wave 19
Use many mortars for Yeti

Hi-Score:


Special 2: Lines of attack
----------------------------------
Upon successfully finishing this level (you don't need a rainbow), you will
receive the ability to use mines (plant and detonate with the square button).

 Wave 1: Fliers
 Wave 2: Bats
 Wave 3: Fliers
 Wave 4: Bees (6)
 Wave 5: Spiders
 Wave 6: Bees (9)
 Wave 7: Fliers
 Wave 8: Bats
 Wave 9: Bees (12)
Wave 10: Spiders
Wave 11: Bats
Wave 12: Fliers
Wave 13: Fliers
Wave 14: Bees (15)
Wave 15: Golems+
Wave 16: Bats
Wave 17: Fliers
Wave 18: Bees (17)
Wave 19: Bees (23)
Wave 20: Yeti

Notes:
Need 3 AAs for wave 1
Need 2 arrows for wave 2
Need 1 black AA (should be able to dance to purple first) + 4 others for wave 4
Need 5 arrows (middle colum of right half) for wave 5
Need 1 black AA + 6 others for wave 6
Invest in lasers after wave 7
Need 2 lasers for wave 9
Invest in interest during wave 9
Need 9-10 arrows (3 in left half) for wave 10
Invest in interest after wave 13
Need 4 lasers (yellow/red) for wave 14
Need 12 cannons (9 in left half) for wave 15
Invest in interest
Need 1 black laser + 3 red lasers for wave 18 and 19
Need 16 green cannons for Yeti

The hardest parts of this level are wave 4, 10, and 15.  For wave 4 you need
1 black AA so upgrade one to purple by dancing.  You should have enough gems
to upgrade it to purple and black if you don't have enough time.
For wave 10, the number of arrows needed may surprise you.  Similarly, for
wave 15, you need a lot of cannons.

Hi-Score:


----------------------------------
iii. Hard
----------------------------------

Hard 1: So many monsters
----------------------------------

 Wave 1: Puffs (from top)
 Wave 2: Puffs (from top)
 Wave 3: Puffs (from top)
 Wave 4: Puffs (from top and right)
 Wave 5: Fliers (from top and right)
 Wave 6: Bats (from top)
 Wave 7: Spiders (from top)
 Wave 8: Puffs  (from top)
 Wave 9: Bats (from right)
Wave 10: Golems, very few  (from top and right)
Wave 11: Bees (from top and right, 4 from each)
Wave 12: Puffs (from top and right, mostly top)
Wave 13: Spiders (from top)
Wave 14: Bees (from top and right, 5 from each)
Wave 15: Green puffs (from top and right)
Wave 16: Green spiders (from top and right)
Wave 17: Bats (from top and right)
Wave 18: Bees (from top and right)
Wave 19: Green spiders  (from top and right)
Wave 20: Yeti (from top)

Notes:
Need 3 cannons for wave 1, dance upgrade cannons to yellow/red
Need 5 cannons (2 in right side) or 3 cannons + 3 arrows (top right of base)
for wave 4
Need 2 lasers (2 yellow or red/green) for waves 5 and 6
Need 5 arrows for wave 7
Flame is useful for wave 8 (top), but not yet necessary
Need 4 lasers (at least 3 yellow) for wave 9
Need 5 cannons for wave 10 (2 in right side)
2 Flames is very useful for wave 12, but still not necessary
Invest in flame
Need 4-5 lasers (at least 2 red) for wave 14
Need 3 flames for wave 15
Need 4 flames for wave 16 (3 red) for wave 16
Need 4-5 lasers (at least 2 black, others red) for wave 18
Need 4 flames (at least 2 black) for wave 19
Build more flames for Yeti

You can have 20% interest before the end of wave 10 or you can invest in flames
earlier and still have plenty of gold later on.  Investing in interest earlier
will net you more points, but it isn't necessary to get a rainbow.

Hi-Score:


Hard 2: Double team
----------------------------------
In my opinion, this is by far the most difficult level in the game so hopefully
this strategy will make it easy for you.

 Wave 1: 
 Wave 2: 
 Wave 3: 
 Wave 4: 
 Wave 5: 
 Wave 6: 
 Wave 7: 
 Wave 8: 
 Wave 9: 
Wave 10: 
Wave 11: 
Wave 12: 
Wave 13: 
Wave 14: 
Wave 15: 
Wave 16: 
Wave 17: 
Wave 18: 
Wave 19: 
Wave 20: 

Notes:


Hi-Score:


Hard 3: Pond patrol
----------------------------------

 Wave 1:
 Wave 2:
 Wave 3:
 Wave 4:
 Wave 5:
 Wave 6:
 Wave 7:
 Wave 8:
 Wave 9:
Wave 10:
Wave 11:
Wave 12:
Wave 13:
Wave 14:
Wave 15:
Wave 16:
Wave 17:
Wave 18:
Wave 19:
Wave 20:

Notes:


Hi-Score:


Hard 4: Swirling paths
----------------------------------

 Wave 1:
 Wave 2:
 Wave 3:
 Wave 4:
 Wave 5:
 Wave 6:
 Wave 7:
 Wave 8:
 Wave 9:
Wave 10:
Wave 11:
Wave 12:
Wave 13:
Wave 14:
Wave 15:
Wave 16:
Wave 17:
Wave 18:
Wave 19:
Wave 20:

Notes:


Hi-Score:


Hard 5: Semicircle assaults
----------------------------------

 Wave 1:
 Wave 2:
 Wave 3:
 Wave 4:
 Wave 5:
 Wave 6:
 Wave 7:
 Wave 8:
 Wave 9:
Wave 10:
Wave 11:
Wave 12:
Wave 13:
Wave 14:
Wave 15:
Wave 16:
Wave 17:
Wave 18:
Wave 19:
Wave 20:

Notes:


Hi-Score:


Hard 6: The Final Stage
----------------------------------

 Wave 1:
 Wave 2:
 Wave 3:
 Wave 4:
 Wave 5:
 Wave 6:
 Wave 7:
 Wave 8:
 Wave 9:
Wave 10:
Wave 11:
Wave 12:
Wave 13:
Wave 14:
Wave 15:
Wave 16:
Wave 17:
Wave 18:
Wave 19:
Wave 20:

Notes:


Hi-Score:



Special 3: Eruption Destruction
----------------------------------

 Wave 1:
 Wave 2:
 Wave 3:
 Wave 4:
 Wave 5:
 Wave 6:
 Wave 7:
 Wave 8:
 Wave 9:
Wave 10:
Wave 11:
Wave 12:
Wave 13:
Wave 14:
Wave 15:
Wave 16:
Wave 17:
Wave 18:
Wave 19:
Wave 20:

Notes:


Hi-Score:


===============================================================
Section VII. Some of the Weapons and Monsters In Real Life
===============================================================