Tuesday, December 3, 2013

Steampunk Tower Guide



Steampunk Tower Guide
List of Skill Upgrades in Steampunk Tower
Tower Upgrades
Economy - + $1000 at the beginning. Cost: 2 Stars
Reloading Speed - 20% less time reloading cannons. Cost: 2 Stars
Soldiers Training - 10% more exp. for cannons. Cost: 2 Stars
Rebels Funding - 10% more money from enemies. Cost: 4 Stars
"The Eye" - 20% less recharge time of "Eye" Cost: 4 Stars

Machinegun Upgrades
Ballistics - + 10 Firing range. Cost: 1 Star
Steel Heart - + 2% Chance of Critical hit. Cost: 2 Stars
Fire Heart - + 3% Chance of fire-setting. Cost: 3 Stars
New Bullets - + 20% Damage. Cost: 4 Stars
Max. Firing Speed - + 20% Firing Speed. Cost: 4 Stars



Heavygun Upgrades 
Capacity - +5 Shells. Cost: 1 Star
New Shape - + 10 Firing range. Cost: 2 Stars
Shrapnel - + 20% Splash damage. Cost: 3 Stars
Thermite - + 10% Chance of fire-setting. Cost: 4 Stars
Trotly - + 15% Damage. Cost: 4 Stars

Lighning Upgrades
Current Intensity - + 10% Damage. Cost: 2 Stars
Calibration - + 20% Firing Speed. Cost: 2 Stars
Electric Shock - + 5% Shock. Cost: 3 Stars
Death to Many - + 1 chains in lightning. Cost: 3 Stars
Death to All - + 1 chains in lightning. Cost: 4 Stars

Saw Upgrades
Serial Production - Minus 10% cost to buy the first Saw. Cost: 2 Stars
More Saws - + 5 Shells. Cost: 2 Stars
New Mechanisms - + 20% Firing Speed. Cost: 3 Stars
Sharpening - + 5% Chance of Critical hit. Cost: 3 Stars
New Saw - + 15% Damage. Cost: 4 Stars

List of Cannons in Steampunk Tower
Machine Gun
Wasp 1 (Tier 1) - Attack: 4 - 7, Fire Rate: Fast, Ammo: 60, Distance: Short, Cost: 7000
Wasp 2 (Tier 2) - Attack: 7 - 11, Fire Rate: Fast, Ammo: 70, Distance: Short, Cost: 11000
Locust (Tier 3) - Attack: 8 - 13, Fire Rate: Fast, Ammo: 70, Distance: Short, High firing Speed, Cost: 22000
Desert Locust (Tier 4) - Attack: 15 - 20, Fire Rate: Fast, Ammo: 70, Distance: Short, Max firing speed, Cost: 30000
Hornet (Tier 3) - Attack: 15 - 20, Fire Rate: Fast, Ammo: 80, Distance: Average, High damage & fire-setting, Cost: 20000
Red Hornet (Tier 4) - Attack: 25 - 30, Fire Rate: Fast, Ammo: 90, Distance: Average, High damage & fire-setting, Cost: 28000

Heavy Gun
Axe (Tier 1) - Attack: 8 - 14, Fire Rate: Slow, Ammo: 30, Distance: Short, Cost: 10000
War Axe (Tier 2) - Attack: 20 - 35, Fire Rate: Slow, Ammo: 35, Distance: Short, Cost: 15000
Arrow (Tier 3) - Attack: 45 - 80, Fire Rate: Slow, Ammo: 40, Distance: Average, High damage, Cost: 26000
Lance (Tier 4) - Attack: 70 - 100, Fire Rate: Average, Ammo: 50, Distance: Long, High damage at long range, Cost: 35000
Mace (Tier 3) - Attack: 30 - 55, Fire Rate: Average, Ammo: 40, Distance: Average, Blast wave, Cost: 28000
Hammer (Tier 3) - Attack: 50 - 75, Fire Rate: Average, Ammo: 50, Distance: Long, Deadly blast wave, Cost: 38000

Lightning
Thunder (Tier 1) - Attack: 6 - 10, Fire Rate: Average, Ammo: 30, Distance: Average, Cost: 8000
Thunderstorm (Tier 2) - Attack: 10 - 20, Fire Rate: Average, Ammo: 35, Distance: Average, Cost: 14000
Hurricane (Tier 3) - Attack: 28 - 38, Fire Rate: Average, Ammo: 45, Distance: Average, More chains, Cost: 24000
Tornado (Tier 4) - Attack: 40 - 55, Fire Rate: Average, Ammo: 50, Distance: Average, More chains, Cost: 32000
Tempest (Tier 3) - Attack: 25 - 35, Fire Rate: Average, Ammo: 40, Distance: Average, Chance of shock, Cost: 25000
Blizzard (Tier 4) - Attack: 38 - 48, Fire Rate: Average, Ammo: 45, Distance: Average, High chance of shock, Cost: 33000

Launcher
Claw (Tier 1) - Attack: 12 - 19, Fire Rate: Slow, Ammo: 25, Distance: Average, Cost: 9000
Fang (Tier 2) - Attack: 28 - 38, Fire Rate: Slow, Ammo: 30, Distance: Long, Cost: 13000
Leopard (Tier 3) - Attack: 50 - 67, Fire Rate: Slow, Ammo: 40, Distance: Long, High firing speed, Cost: 22000
Guepard (Tier 4) - Attack: 68 - 80, Fire Rate: Average, Ammo: 45, Distance: Long, Very high firing speed, Cost: 30000
Tiger (Tier 3) - Attack: 62 - 78, Fire Rate: Slow, Ammo: 45, Distance: Long, High damage, Cost: 25000
Lion (Tier 4) - Attack: 75 - 110, Fire Rate: Slow, Ammo: 45, Distance: Long, Max damage, Cost: 33000

List of Enemies in Steampunk Tower
Infantry
Soldier - Life: 10, Armor: Low, Attack: 1 - 4, Speed: Fast
Steam Soldier - Life: 50, Armor: Medium, Attack: 3 - 5, Speed: Average

Motorized
Monocycle - Strength: 20, Armor: Low, Attack: 10 - 15, Speed: Fast
Tanket - Strength: 70, Armor: Medium, Attack: 4 - 9, Speed: Average 
Armored Car - Strength: 100, Armor: Medium, Attack: 8 - 16, Speed: Fast

Tank Forces
Tank - Strength: 250, Armor: Medium, Attack: 18 - 24, Speed: Average
Armored Tank - Strength: 300, Armor: Medium, Attack: 16 - 22, Speed: Average
Grand Car - Strength: 900, Armor: High, Attack: 20 - 40, Speed: Slow
The Boss - Strength: 6666, Armor: High, Attack: 30 - 45, Speed: Slow

Prototype
Walker - Strength: 700, Armor: High, Attack: 15 - 30, Speed: Slow
Grand Walker - Strength: 4000, Armor: High, Attack: 20 - 35, Speed: Slow

Air Forces
Parachutist - Strength: 10, Armor: Low, Attack: 1 - 4, Speed: Fast
Airplane - Strength: 20, Armor: Low, Attack: 0.2 - 0.4, Speed: Fast
Helicopter - Strength: 100, Armor: Medium, Attack: 1 - 4, Speed: Average
Airship - Strength: 50, Armor: Low, Attack: 2 - 3, Speed: Slow
Balloon - Strength: 50, Armor: Low, Attack: 5 - 7, Speed: Fast
Parachutist - Strength: 3800, Armor: Gigh, Attack: 15 - 20, Speed: Slow

Steampunk Tower Walkthrough
Recommended Skill Upgrades Build #1
1. Economy
2. Ballistics
3. Reloading Speed
4. Soldier Training
5. Steel Heart
6. Rebel Funding
7. Fire Heart
8. New bullets
9. Max. Firing Speed
10. Current Intensity
11. Calibration
12. Electric Shock
13. Death to Many
14. Death to All
15. "The Eye"

Recommended Skill Upgrades Build #2
1. Economy
2. Reloading Speed
3. Soldiers Training
4. Rebels Funding
5. Current Intensity
6. Calibration
7. Electric Shock
8. Death to Many
9. Death to All
10. Serial Production
11. More Saws
12. New Mechanisms
13. Sharpening
14. New Saw
15. "The Eye"

Stage 1: Follow Skill Upgrades Build #1, build all Machine Guns.
Stage 2: Follow Skill Upgrades Build #1, build all Machine Guns.
Stage 3: Follow Skill Upgrades Build #1, build all Machine Guns.
Stage 4: Follow Skill Upgrades Build #1, build all Machine Guns.
Stage 5: Follow Skill Upgrades Build #1, build all Machine Guns.
Stage 6: Follow Skill Upgrades Build #1, build 2 Lightnings and 6 Machine Guns.
Stage 7: Follow Skill Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 8: Follow Skill Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 9: Follow Skill Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 10: Follow Skill Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 11: Follow Skill Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 12: Follow Skill Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 13: Follow Skill Upgrades Build #1, build 2 Lightnings and 8 Machine Guns.
Stage 14: Follow Skill Upgrades Build #2, build 4 Saw Launcher and 6 Lightnings.
Stage 15: Follow Skill Upgrades Build #2, build 4 Saw Launcher and 6 Lightnings.

Preferred Guns Upgrades
Machine Gun: Wasp 1 > Wasp 2 > Hornet > Red Hornet
Lightning: Lightning > Thunderstorm > Hurricane > Tornado
Saw Launcher: Claw > Fang > Leopard > Guepard 

          Skill Upgrades Build #1 focus on playing Machine Guns and Lightnings. I find it most effective to clear from stage 1 to stage 13 pretty easily with 3 stars. I have tested it and should work fine. Keep this in mind that you always have to upgrade your Machine Guns first then Lightnings because you want your Machine Guns to do as much damage as possible. Use "The Eye" when you think your guns cannot handle or multiple guns are reloading during fights.

          After clearing stage 13, it's time to change strategy. Now, reset and follow Skill Upgrades Build #2 because most enemies in stages 14 and 15 are armored tanks and prototypes. They are strong and tanky... The only effective weapon available to slice through them is Saw Launchers. Lightning have the ability to stun enemies which is perfect for Saw Launchers to do more damage.

          Pro-Tip: Whenever you upgrade your gun, it will automatically reload the ammo fully. So, it is recommended to upgrade those guns with low ammo first. This will help you save a little waiting time.

==Anonymous's Guide on Steampunk Tower==
          Try pairing up appropriate towers with each other to make up for each others' weaknesses. Heavy Gun and Lightning work well together because lightning provides excellent air cover that heavy guns lack, and heavy guns are effective against all ground units when upgraded, though I was not a big fan of heavy guns. Saws and Machine Guns work well together because machine guns possess the rapid fire needed to kill swarms of enemies, and both are decent vs air. 

          I've tested out all the levels in order (from 1-15) using different combos of towers, or even 1 single tower. I usually do not use more than 2 per stage b/c that spreads the upgrades thin. When I say "works," I mean getting 3 stars. Here's what I found:
Mass lightning: Works on every stage that does not have Grand Walkers. Their stun ability gives them decent chance against grand tanks and walkers. 
Mass Machine Guns: Works on every stage that does not have Grand Walkers, although I did pull off 3 stars when I upgraded them all to Red Hornet (Path 2). 
Mass Saws: Works on every stage except the first one. this surprised me, because having 5 Saws on each side takes away their weakness of slow firing rate b/c you have a lot of them firing at once. Saws would be imbalanced if they fired a little faster.

           The best combo I found was Saw and Lightning, usually 6 Saws, 4 Lightning. Lightning shreds all air and weak ground units and can stun big targets, while Saws deal with the big targets. You don't even need to steam strike on most levels if you use this strategy.

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