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War of the Worlds Walkthrough – London EC4

Blood weed

Oooh, creepy red stuff. It slowly creeps towards you and eventually makes you dead. Which. Is bad. So don’t get creeped on. As it grabs you, you can run away to get it off or use the axe to cut it off. As it coagulates it’ll become more powerful and be able to hold things in places or keep you from running away. However, it’s sensitive to light and will be pushed away if it gets too close.

Elevator crate weed

The crate above the large pitfall which you probably died on the first time is a necessary thing, so be sure to bring it down with you. After you get down, run to the elevator and crank it up, then turn on the light source while keeping the blood weed at bay. After that, lower the elevator just enough to roll out of it, but keep it up so you can get behind it. Push the crate out in front of you so it breaks the little barrier.

Blood red bridge

Big scary blood weed pile, little bit of light, how do they work together? So the blood weed, when it hardens, can be walked on. The key here is to use the light to harden the blood weed then use it as a bridge. The drawback is when the light touches the blood weed, it’ll start to corrode pretty quickly. Ideally, let the weed get pretty close to you, then turn on the light, and run for the other side quickly.

Blood red stairs

Lots of blood. Or rather, clots of blood! Worth it. Anyways in this zoomed out puzzle you’ll want to let the evil blood weed get close to you from the left armpit looking area, then rotate the light towards you so that it hardens and can be used as a stairway. There’s a bunch more to this puzzle presumably, but that jump to the platform on the right can be timed properly, so there’s no need for the crate.

Blood red everything

This place is tricky, so you’ll have to be quick-e. Start the generator to get the light going, when the sound is pretty constant that means the light is maxed out. Then, get to running. The platforms are pretty variable, but ideally go right, then left, then right again from level to level. You’ll have to feel out your favorite path. Axe weed sections that come after you after the light dies out.

Blood red ladders

Before jumping from ladder to ladder, get as close to the weed as possible.

Blood red ramp

This one’s easy, just get the weed to come up enough for you to land on it then slide down.

Blood red hallway

You’ll have to jump like crazy through here over the first three weed batches. The last three all bunched together might get tough, so use the axe early so you don’t die mid-animation.

Level Eleven: End Game
Level Nine: Stamford Street

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War of the Worlds Walkthrough – Paddington Station

Fresh off the train

Once you’ve got a feel for the game via running above trains, you’ll make your way to the very first puzzle, and boy is it a doozie! Much like many other platformers, War of the Worlds employs a simple two-button control mentality. A is to jump, X is to push or pull. Below the train will be a large fire pit, glowing brightly in the color-devoid world, and just in front of it will be decidedly less luminescent crate. Crates are magical in War of the Worlds, so push them over fire to extinguish the fire.

Electric cable death

Following this will be a quick romp over some scaffolding, which is easy, but be quick as some platforms will fall. Just after that is an electrical death cable adventure of sorts. While the hanging cables seem ominous, ultimately they won’t hurt you unless you jump into them. Speaking of which, the next cable sort of dances back and forth, jumping over it is entirely possible and is only a matter of timing.

Falling floor surprise

Above the pit of fire after the electric cables is a ceiling, more like a floor in this case. Run on it until you reach the wall, as it falls, you’ll land safely across the fire pit.

Crate smash express

Another massive bit of fire blocks the way, with a crate standing ominously above you. Go get the crate and push it off, but don’t follow it as jumping from that height will lead to death, which is not preferred. Instead, climb back down, roll through the freshly poked hole in the train, jog to the end then pull the crate from the edge.

Lightning ladder climb

This one’s all timing, just climb the ladder at the appropriate time.

Platforming plunge

After the lightning climb bit, be ready to be quick. The following jumps must be made quickly and with running starts. After that, dodge the electricity, time the next jump through the electricity again, then jump over the cables and roll under the hanging ones. Woosh. You’ve completed the first level!

Level two: Sussex Garden

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Dungeon Defenders Insane Challenge – Death From Above

Challenge – Death From Above

Recommended group – One Level 70 Squire/Monk, Three Level 70 Huntresses.

Reward for completing on Insane – Squire – The Pinioner

Defense Units – 110

This is arguable the hardest challenge, you need a team of very powerful Huntresses(30,000+ DPS) and someone with a Squire and Monk to be able to do this. You will face upwards of 30+ enemies who have over 250,000 health during the challenge and it is stressful to say the least.

The Squire will need his skills nearly entirely leaning towards towers, they will need as much of everything as they can possible get to be effective. His job will be to maintain the emplacements once they are down and to take care of the Ogres that will appear. It is recommended he has a high elemental damaging weapon as the only enemies he will need to attack are Ogres. There will be times in the later waves where two Ogres spawn at once, the Squire should concentrate on one whilst a Huntress keeps the second busy and away from the crystals.

The Huntresses will need to be killing as much as possible as quickly as possible. As soon as Super Wyverns start spawning it will need to be all hands on deck to take them down, these can cause serious damage if left unchecked. They look like the other Wyverns but have MUCH more health, almost as much as some of the earlier wave Ogres.

The bottom crystal that sits by itself will be the main attraction and will need at least one person attending it at any given time. There should be at least one person watching the roof side as well as this will get as much traffic as the bottom spawns. If you see a crystal being damaged drop what you are doing and find the enemy doing it, things can take a turn for the worst in a snap of the fingers.

There is a lot of luck involved in this but it is very possible with a good team and some practice.

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Dungeon Defenders Insane Challenge – Chicken

Challenge – Chicken

Recommended group – One Level 70 Squire, One Level 70 Monk, Two Level 70 Huntresses.

Reward for completing on Insane – Apprentice – Chanticleer’s Chandlier

Defense Units – 100

This challenge is pretty fun and not really difficult, it will have you and your team scrambling to get into place. The basic strategy for this is to keep the enemies as far away from the chicken as possible. For the large part you can but the challenge in this will come from Dark Elf Warriors and keep everything repaired.

Your team will face A LOT of enemies in this challenge but it isn’t as crazy as some of the other challenges. At all times each player should be on the look out for the message that they are about to become the chicken and if they receive it they should run straight to the hiding spot.

The hiding spot is just below the bottom crystal on a ledge. This is the most secluded spot on the level and will keep nearly all enemies far away from the chicken. The main dangers will come from Wyverns that get through and Dark Elf Warriors lunging in.

For the people who aren’t currently the chicken they should take one of three spots; the top side, the left side or the right side. It will be up to them to keep everything repaired and to kill as much as they can. Being a Monk on this challenge is very helpful as he can concentrate on killing yet still use his Tower Boost Ability to heal emplacements.

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Dungeon Defenders Insane Challenge – Moving Core

Challenge – Warping Core

Recommended group – One Level 70 Squire/Monk, Two Level 70 Huntresses.

Reward for completing on Insane – Squire – The Quiesence

Defense Units – 130

This challenge is a difficult one if your team isn’t working together perfectly. To begin with one Huntress will need to be on top of the crystal as it floats around, protecting it from any stray enemies or Wyverns which might make it past the defenses.We recommend the bodyguard Huntress has a fairly high shots per second weapon that does at least 15,000 – 20,000 DPS.

The main thing to remember is that everyone should be repairing everything in sight, as a single breach in the wrong place at the wrong time can be fatal. Wyverns will be a problem as even the most powerful Harpoon Turrets can sometimes let a Wyvern slip past. This is really what the bodyguard Huntress should be on the look out for.

There will be Ogres that spawn, everyone except the Huntress protecting the crystal should divert their attention to them instantly. The bottom of the map is really the part which is most susceptible to being broken through mainly because of Dark Elf Mages, these guys should be killed as soon as they are spotted. In reality as long as your team can keep up repairs and push back enemies if they get through this should be possible with a bit of luck.

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Dungeon Defenders Insane Challenge – Monsterfest

Challenge – Monsterfest

Recommended group – One Level 70 Squire, One Level 70 Huntress.

Reward for completing on Insane – Monk – Magina’s Last Glaive

Defense Units – 165

If you attempt this unprepared this challenge is very difficult, but if you approach this the right way this very doable. We do not recommend you try this with more than two people because the increase in enemy count is very much so over the top, not to mention reduced respawns.

Not only is there quite a lot of enemies, as the waves progress you will face increasing more powerful enemies which do MUCH more damage than normal, move incredibly fast and have up to five times more health normal. For instance the Ogres on the last wave with two players move as fast as a sprinting Kobald and have over a million health.

The set up you will need to use is very specific so we recommend you have these items before attempting this. The Huntress will need a Genie pet with at least 200 mana regeneration per hit. She will need to remain invisible the entire time, or at least most of the time to be successful. Her role will be to pick off as many enemies as she possibly can whilst remaining away from the battle.

As such she will need a fairly high DPS weapon, we recommend at least 30,000 DPS. The only enemies which can see through a Huntresses invisibility are Dark Elf Warriors, they are also the most damaging enemies next to Ogres and Bosses. As such her attention should always turn to any Dark Elf Warriors she spots. There is fortunately a spot where she can sit and still see the bulk of enemies yet will be in cover away from most Dark Elf Warriors. This is located near the center of the map between a wall and a pillar.

The Squire must have at least 5,500 health and have his skill points almost solely invested in Hero stats and Blood Rage. He will also need a fairly powerful Fairy pet to use, as this is the key to him being able to tank massive amounts of damage. His weapon really can’t be substituted for anything other than decent ‘The Heretic’ from Wizardry either, it has the highest base damage possible for a sword. His job will be to follow a path leading from the middle platform to the bottom left side and back, this will mean that nearly all enemies that he doesn’t kill will run past the Huntress at some point. He should divert his attention to any Ogres that appear and use his Blood Rage ability as much as he can.

Having any towers is completely optional how ever if you do, try and place them on the middle platform as this is the most trafficked place by enemies, they will be destroyed fairly frequently and as the between wave time is only 15 seconds towers aren’t really high on the agenda to place. You should certainly not risk lives by placing them mid wave. By any measure Proximity Traps, Inferno Traps and Slice N Dice Blockades would most likely be your best bet.

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Dungeon Defenders Insane Challenge – Warping Core

Challenge – Warping Core

Recommended group – One Level 70 Squire/Monk, Two Level 70 Huntresses.

Reward for completing on Insane – Huntress – Crystal Tracker

Defense Units – 90

Once again as with all the Insane challenges the premise is simple. Protect the crystal, but this time it will warp to one of six locations randomly. Now as with Unlikely Allies, your best bet is to kill the enemies as quickly as possible, this to ensure you are completely protected as you can’t predict where the crystal will go. This is done by blocking off their spawns with Slice N Dice and Auras.

The basic rule with this one is not to leave the crystal unprotected by players at any point. The reasoning behind using Slice N Dice instead of Bouncer Blockades is because Bouncers have a habit of propelling enemies past them and not doing their intended job, they also take damage much more quickly in comparison. When the sixth wave comes you will encounter an Ogre, he should become the main priority as soon as he appears. It is important to note that there is no Wyverns to annoy you on this challenge.

Once the areas around their spawns and the paths leading to the crystal are effectively blocked, the main problem will then come from Archers. They have a tendency of sitting below the crystal on the side spawns and shooting it. This can be blocked by sitting a Spiked Blockade on top of the ridge. The Monk’s Ensnare and Electric Auras should be placed in the bottom Left and Right warp locations, this area is the most flat and open area and needs to dealt with the quickest.

You can place things where the crystal will warp to, just not while it is there. It should be noted that even if you follow this guide, there is a chance the crystal will be destroyed. There is a certain degree of luck in the locations and timing that the crystal warps to.

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Dungeon Defenders Insane Challenge – Ogre Crush

Challenge – Ogre Crush

Recommended group – One Level 70 Squire.

Reward for completing on Insane – Monk – Ogre Party Hat.

Defense Units – 90

As surprising as it may be this seemingly mammoth task is best done solo, the reason for this is every person in the game acts a multiplier of sorts for the amount of Ogres you will face per wave. For instance during the very first wave solo you will face a single ogre, if there were three more people you would be facing four Ogres.

There are five entrances through which your large adversaries will come through, which means at maximum you will face five enemies at a time. You should always take care of the top side Ogre first then the back two and finally the two on the sides. You won’t need any fortifications at the top side if you kill him first.

As for the sides if you place a Slice N Dice Blockade underneath each plank bridge the Ogres will try and cross the bridges only to be mesmerized by the Slice N Dice Blockades despite not being able to hit them. As for the two bottom Ogres they can be postponed by placing several Spike Blockades in front of each other leading from each spawn, as you won’t be using much Mana these can be replaced as needed.

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Dungeon Defenders Insane Challenge – Treasure Hunt

Challenge – Treasure Hunt

Recommended group – One Level 70 Squire/Monk, Three Level 70 Huntresses.

Reward for completing on Insane – Apprentice – Shambalas Lay

Defense Units – 150

This at first may seem a little daunting but really this is a very simple challenge, find the required number of gold mana that is dropped by golden enemies whom have more health than usual. To start you should know that there is no Wyverns during this challenge, which undoubtedly simplifies things immensely.

You will how ever encounter constantly spawning Ogres, as well as everything else. Since the goal is to kill the golden enemies which randomly spawn and collect their gold mana you should try and concentrate on killing enemies as fast as possible.

This is achieved by building defenses offensively, and having them as close to enemy spawn points as possible without blocking enemies in so that they can’t be damaged. It should be noted the Ogres have their own spawn point at the bottom of the map and as soon as they spawn they should become the players center of attention. It is possible to have a golden Ogre appear, they will have a ton more health than usual but they do drop two golden mana at a time.

As you progress the challenge doesn’t come from dealing with the ever spawning enemies but keeping everything repaired, which is why this is best done with four players. Overall how ever this challenge isn’t too tough and you should be able to pass this with flying colors.

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Dungeon Defenders Insane Challenge – Zippy Terror

Challenge – Zippy Terror

Recommended group – Four Level 70 Huntresses.

Reward for completing on Insane – Huntress – Kobold Douser

Defense Units – 0

This level is very challenging, it involves hundreds of Kobolds running towards you ready to explode. Don’t waste your time with anything other than Huntresses on this level. The Apprentice can substitute but he fails to keep up with the firing rate a Huntress can do, which can let Kobolds through.

Whilst it is possible to do this with other weapons nothing beats the Crystal Tracker for this level, as long as it does over a thousand damage per hit and has at least six shots per second. You have no DUs to use on this level so it comes down to holding your ground and making sure you don’t let a single Kobold through, they can and will kill you in one hit or cause serious damage to the crystal.

There are four basic lanes of enemies, so one person watches a lane each. Two people sit at the back watching either side of the staircase whilst the other two sit out the front shooting at enemies coming from the sides. The enemies will increase drastically as the waves progress but they remain the same damage and health throughout. Basically your team needs to hold out as long as possible letting little to no enemies through, the crystals won’t take more than three hits and it obviously won’t heal between waves.

Do not for any reason leave your post for a second, you generally won’t need mana so try to move around as little as possible and keep a constant stream of bullets on your assigned lane. Remember one Kobold can kill you in a single explosion and one death can mean game over.

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