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  #101  
Old 08-29-2011, 02:30 PM
bluemarlines bluemarlines is offline
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iPhone 4, OS 4.x
 
Join Date: Aug 2011
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Default B6 SOL: What's the objective

I'm new to this game, and I can't figure out what this map's objective is. I've blown up all the magic rocks and played a round for over an hour. It has an unlimited amount of waves so I just keep on playing till the game eventually overtakes me. Help!
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  #102  
Old 08-30-2011, 12:43 AM
mikkel1977 mikkel1977 is offline
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Join Date: Mar 2009
Location: Deserted Temple
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Quote:
Originally Posted by dib View Post
I am coming around to hating this game and the people responsible for it.

I just read Andy's walkthrough on Nailed here: http://global.com2us.com/forum/showthread.php?t=113954

And no offense, but that has to be the dumbest strategy I have ever seen for a tower defense game. The previous map Vulcan was the same way. I've played it off and on for a couple days to no avail, and then I see these guides and discover that my failure was attempting to devise some sort of actual strategy with a variety of towers placed in ideal positions around the map. What I should have done is _spam a bunch of fraking splash towers or fire towers or lasers_ in one or two spots.

The fact that the developers would balance their game in such a way, as to later say "oops we guess hard mode isn't really passable afterall and will need to be revised on a level-by-level basis to make up for our negligence to actually playtest it. Our bad." should tell one all they need to know.
I think all games are meant to be enjoyed, and part of the fun is to figure out how to do it.

I find it enjoyable to try out different combinations etc and many times, different layout from Andy's (all credits due), and I enjoy it as a pass-time.

I do not think it's fair to say any placements are "dumb". It's like saying the map layout, the selection of towers etc are "dumb" unless they are done "your" way. Talking about that, what was YOUR IDEA? Blasters? Long Range?

Perhaps it may work if placed in a different location or sequence? I do tend to believe that some towers work especially well for certain map, but IN THEORY any permutation or combination of towers should work as well as long as there are sufficient resources to get them. Even then, you can have fun in trying out a focus, flame, etc the next round to see if it works?

I am similar to Andy, having cleared Hard Mode with no life loss. It is possible. Why not try it out and enjoy the game? Afterall, you HAD spent money on it?

Hard Mode should be the way it is: HARD. If it is easier, it should be called NORMAL or "Not-so-hard" Hard Mode.
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  #103  
Old 08-30-2011, 10:27 AM
andyboy102 andyboy102 is offline
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iPad, OS 4.x
 
Join Date: Jul 2011
Posts: 26
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@bluemarlines
B6 SOL: What's the objective


The objective is to collect 3000 gems while not letting anyone score. the bottom right corner of the screen you will find 9 empty fields for generators.
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  #104  
Old 09-25-2011, 04:46 PM
kickit kickit is offline
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iPod Touch (3rd Gen), OS 3.x
 
Join Date: Apr 2010
Posts: 1
Default final boss challenge strategy

I've received help from this forum so I thought I would give back. I had a tough time of the final boss challenge so here are some pictures of how I did it:

The final layout screen shows, well, the final layout of the towers. You should be able to get there pretty easy. The one tower I did remove was the first focus tower that I used to take out the right side mushrooms and skulls. Everything else pretty much goes in to maximize the path initially. Then it's just a matter of balancing resources with new towers and upgrades.



The key is the little dog leg maze on the far right side of the screen. When the huge rush of monsters starts at around 38,000, this allows you to toggle the furthest right and bottom slow tower to change the direction of the monsters from clockwise (cw) to counterclockwise (ccw) and not have the little fast rolling balls get over either of the spots you need when you are toggling the slow towers. Those little buggers are fast no matter how many slow towers you place, they always seem to get through!

The final layout shows the slow tower in the ccw position, the jaugernauts cw shot shows the slow tower in the cw position. Use the pause button to stop the action while you toggle the slow tower.



The other pics are just for fun.

6 fully upgraded focus towers still took awhile!! I didn't time it, but I'm thinking 5-7 minutes.



Yeah, finally!!



Best Regards,
Kickit
Attached Images
File Type: jpg juggernauts_cw.jpg (668.4 KB, 72 views)
File Type: jpg near_the_end.jpg (520.9 KB, 68 views)
File Type: jpg result_screen.jpg (441.6 KB, 71 views)
File Type: jpg final_layout.jpg (658.2 KB, 74 views)
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  #105  
Old 10-11-2011, 12:41 AM
mikkel1977 mikkel1977 is offline
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Join Date: Mar 2009
Location: Deserted Temple
Posts: 520
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Cool! Didn't thought that the last stage can use the remove/rebuild strategy. I managed to do it faster without remove/rebuild, just use tons of focus towers on top. When the creeps gets too much, do not attack the boss, let the top focus towers help to kill the creeps below the hill works, to a certain extend.
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  #106  
Old 03-11-2013, 02:43 AM
UltraFire UltraFire is offline
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Join Date: Mar 2013
Posts: 1
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Ahh Apollo was a good one, I put 6 scout lvl 3 in the dirrect middle of the plane, then a splash and 2 flame by the start, some RI st end I case guys get though, and ALWAYS aim at medics!!
I like puting missle (red) around to get outthose medic and co fast
(splash is great for Imps some Running if backup is there and huge waves but I find lvl 3 isnt too good for cost

PM me for hint on others
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