FAQ/Walkthrough by EgHeadFool

Version 2.7, Last Updated 2010-11-30

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Minigames (Continued)

Gold Rush

Special Rules:

In this level you start with 5000G, and enemies drop a lot more money than usual. However, the monsters are all strong from the start as well. Having so much money still isn't an excuse to go crazy with Towers. Money management is going to be as crucial here as in any other stage.

Bonus Unlock:

Money Tower level 1 cost -5

Strategy (mostly verbatim from ShadowYoshi7):

Numbers in parentheses indicate a new tower. For example, (4) means new tower number 4. A "space" is a square size area that can fit a tower. Use the R1 button to walk to place towers accurately. When you are not managing towers, spam the boomerang on enemies. Use bombs freely if you feel the need to, you will have plenty of extras. Use the below tower chart image for help on where to place towers. By no means do I claim that this is the best strategy, but if followed it will function for obtaining a perfect.


Gold Rush Tower Chart
  • First of all, buy a bomb from the salesman every wave unless you're maxed out.
  • Wave 1-3: During the beginning of the game, try to do all of the following things, in order, remembering to pick up coins as well:
    • Build a maxed Arrow Tower right where you stand (1).
    • Build a level 1 Arrow Tower one space west of 1 (2).
    • Build a level 1 Arrow Tower one space north of 2 (3).
    • Build a level 1 Arrow Tower one space east of 3 (4).
    • Buy the Boomerang.
    • Build a level 1 Cannon Tower two spaces east of 1 (5).
    • Build a level 1 Cannon Tower one space north of 5 (6).
    • Build a level 1 Arrow Tower south two spaces and left one space from 5 (7).
    • Build 1 Arrow Tower one space east of 7 (8).
    • Build a level 1 Cannon Tower two spaces west of 2 (9).
    • Build a level 1 Cannon Tower one space south of 9 (10).
    • Build a level 1 Cannon Tower two spaces south of 10 (11).
    • Build a level 1 Cannon Tower one space east of 11 (12).
    • Build a level 1 Cannon Tower one space east of 12 (13).
    • Upgrade 2 to max.
    • Build a level 1 Arrow Tower one space south of 11 (14).
    • Build a level 1 Arrow Tower one space east of 14 (15).
    • Build a level 1 Arrow Tower one space east of 15 (16).
    • Build a level 1 Arrow Tower one space east of 16 (17).
    • Build a level 1 Cannon Tower one space north of 13 (18).
  • Use a bomb on the Black Knight at the end of wave 3 as he is halfway along the path.
  • Wave 4:
    • Buy a +5% gol upgrade.
    • Upgrade 3 to max.
  • Wave 5:
    • Upgrade 4 to max.
    • Halfway through, use a bomb.
    • Use a second bomb if needed.
  • Wave 6:
    • No building.
  • Wave 7:
    • Buy a +5% gol upgrade.
    • Upgrade 5 and 6 to max.
  • Wave 8:
    • No building.
  • Wave 9:
    • Bomb the slimes twice halfway through.
    • Bomb the Knight as well near the cannons.
  • Wave 10:
    • Buy a +5% gol upgrade.
    • Upgrade 7 and 8 to max.
  • Wave 11:
    • Upgrade 9 and 10 to max.
  • Wave 12:
    • Bomb the knight near all 4 cannons.
  • Wave 13:
    • Buy a +5% gol upgrade.
    • Upgrade 11 to max.
  • Wave 14:
    • Upgrade 12, 13 and 18 to max.
  • Wave 15:
    • Upgrade 14, 15, 16, and 17 to max.
  • Wave 16:
    • Buy the Slow Tower.
    • Place a maxed Slow Tower one space east of 4 (19).
    • Place a level 1 Slow Tower one space south of 19 (20).
  • Wave 17:
    • Upgrade 20 to max.
    • Place a maxed Slow Tower one space north of 18 (21).
    • Place a level 1 Slow Tower one space north of 3 (22).
  • Wave 18:
    • Upgrade 22 to max.
  • Wave 19
    • Buy the Fire Tower.
    • Place a maxed Fire Tower one space east of 8 (23).
    • Place a level 1 Fire Tower one space east of 23 (24).
  • Wave 20:
    • Max out 24.
    • Place a maxed Fire Tower one space north of 24 (25).
    • Place a maxed Fire Tower one space north of 25 (26).
    • Spend the rest of your cash however you want, nothing can get by now. Congrats!

Sukaboko Highlands

Special Rules:

Aside from being able to buy bombs, the boomerang, and sword upgrades from the salesman, the main thing to note here is that your towers can take damage. However, only Blue Slimes can hurt your towers, and they're only in 3 waves (including the boss on the last wave), so there isn't too much to worry about. HP can be recovered by placing Heal Towers.

Bonus Unlock:

Starting gol +10

Strategy:

Note

This strategy was done using the extra 5% clear bonus from the Forest of no Return stage. It is highly recommended that you complete that stage before attempting this particular strategy; otherwise it may not even work.

Also, the first many waves will requires quite a bit of sword action, especially those pesky Centauses, so do your best to level up any time you can, and when you see fast enemies, swing violently! You probably want to stand near where the enemies come out, or at the turn in the path so you can sweep many enemies simultaneously. If you can't seem to stop a particular wave it's probably because you didn't level up enough, and if you're struggling with that you may consider dropping an additional tower for that wave.

  • Use your crystals in this order: Bonus Up, Bonus Up, Bonus Up, Bonus Up, Heal Tower, Slow Tower, Quake Tower, Missile Tower (requires 2).
  • Wave 1: Stand still until you reach level 2, then kill the rabbits with your sword.
  • Wave 2: Drop two level 1 Arrow Towers directly east of where the enemies come out, right past where the path turns up. I like placing the first one right beside the path and the second one a bit northeast of the first one, leaving the spot just to the right of the first tower free to place a Cannon Tower later. Either way, this area should be where you place most of your early blocks, at least until after you get Heal Towers.
  • Wave 4: Level both towers to 3.
  • Wave 6: Drop a level 3 Cannon Tower near the others, preferable close to the path.
  • Wave 10: Level the Arrow Towers both to 4.
  • Wave 11: Level the Cannon Tower to 4 for the Centauses. You'll still need your sword.
  • Wave 13: Level one of your Arrow Towers to 5.
  • Wave 16: Drop a third Arrow Tower and bring all three to level 5.
  • Wave 21: Drop two level 3 Heal Towers near your other Towers to protect them from the Blue Slimes, and then hack at them so they don't get too close.
  • Wave 22: Level the Cannon Tower to 5.
  • Wave 24: Level one Arrow Tower to 6.
  • Wave 26: Level another Arrow Tower to 6 and drop three level 2 Slow Towers along the bottom (this may actually be overkill).
  • Wave 27+: If you've followed the strategy so far, you should have over 8000G in this wave, so drop all kinds of things! Just stay above around 7500G and you're good. Upgrade/drop more Slow Towers, Arrow Towers, even Heal Towers if you feel it's needed on the slimes. Purchase and drop high level Quake Towers. Get a bomb to blow up the northern rocks if you wish. Once you can afford Missile Towers, drop a few at level 4 or 5, and bring one to level 6 per wave for the final waves. They do 6000 damage and have ridiculous range, so even with just one or two of them, the final level should be cake.

Dottano Valley

Special Rules:

This level works just like Sukaboko Highlands (which you must beat to unlock it). The crazy thing about this level is that there are 3 paths the enemies can go down, so you have a lot to keep track of.

Bonus Unlock:

Starting gol +10

Strategy:

Note

This strategy was done using the extra 5% clear bonus from the Forest of no Return stage. It is highly recommended that you complete that stage before attempting this particular strategy; otherwise it may not even work. Also, since this level unlocks by beating the Sukaboko Highlands stage, I'm assuming you have its +10G reward, though I doubt that makes as much of a difference.

This is another stage that requires accuracy and good swordsmanship, as well as effective player leveling. If any of these things are giving you trouble, I suggest you watch my video linked above for Forest of no Return. If you approach leveling and sword usage in that sort of fashion, you should do fine. Once you hit level 11 you can stop worrying about your level.

This level gives you some leeway in terms of crystals. In the later stages of the game you can really do whatever you want with them, but I'll talk about my personal suggestions at the end of the detailed strategy. In general you probably want to get as many Bonus Ups as you can, although there are set points where you want to purchase other things. I'll point those out, but if I don't mention anything that means you should buy a Bonus Up.

As always, if I don't write anything for a wave, it means don't buy anything. This doesn't mean you won't need your sword, though. In fact, you'll be using it a lot.

  • Wave 1: Level your player up to 2 then kill the rabbits with your sword.
  • Wave 2: Drop two level 1 Arrow Towers just to the right of the rock in the center of the screen.
  • Wave 4: Drop a level 3 Arrow Tower in the corner southwest of the three vertical pink rocks.
  • Wave 5: Exchange the crystal for the Tower Toppler (you need it for wave 7).
  • Wave 8: Drop a level 3 Cannon Tower directly above the three vertical pink rocks. This placement is crucial; it has to reach all 3 paths.
  • Wave 10: Upgrade the leftmost Arrow Tower to level 5 and the middle one to level 3.
  • Wave 13: Upgrade the Cannon Tower to level 5.
  • Wave 15: Upgrade the two Arrow Towers that are not at level 5 yet to level 5.
  • Wave 19: Drop another level 5 Arrow Tower in the corner just southeast of the two horizontal rocks in the top left area.
  • Wave 20: Use the crystal from this stage to purchase the Heal Tower.
  • Wave 21: Drop a level 3 Heal Tower directly left of middle pink rock in the formation of three vertical ones.
  • Wave 26: Upgrade the two leftmost Arrow Towers to level 6.
  • Wave 28: Buy the Boomerang before the Black Knight appears from the northwest at the end of this stage. You'll need to keep him constantly slowed down to stand a chance at killing him. Hopefully you're at level 11 by now, otherwise 10 for sure. Assist with your sword as much as possible.
  • Use the crystal to purchase the Slow Tower.
  • Wave 29: Drop a level 3 Heal Tower directly west of your leftmost Arrow Tower, and a level 2 Slow Tower directly north of the same Arrow Tower.
  • Wave 30: Drop a level 4 Heal Tower in the remaining space just east of your two rightmost Arrow Towers.
  • Wave 32: Upgrade your Cannon Tower to level 6 and then drop another level 6 Cannon Tower just south of the two vertical rocks in between the western paths (or in that general area). It's also a good idea to drop a couple more level 2 Slow Towers in more or less centralized positions.
  • Wave 33+: If you've followed the strategy strictly so far, you'll have around 8500 gol, and if not then at least several thousand. From here on out you should just drop/upgrade various towers as money permits. You should probably get a few bombs to blow up rocks that block your towers' line of sight as well. You want to be pretty balanced between Arrow, Cannon, and Slow Towers because there are waves with tough and fast enemies of all sorts. You also want to lay several Heal Towers to cover most of the stage, because the wave 50 boss will do mass damage to all your towers. Ideally you should have at least 5 extra Heal Towers by the end, all at level 5 or 6. The remaining crystals are up to you. I like saving up the ones from waves 40 and 44 and using them for the Missile Tower. If you have 3 or so level 6 Missile Towers on the right half of the screen by the end, you'll pretty much guarantee a win against the boss (who I estimate has around 200,000 HP).

A Good Setup for Wave 50

Tirnaco's Errand

For a video of me beating this level, check out http://www.youtube.com/watch?v=JMGHQ0UXo5A

Special Rules:

In this level, there are 10 set tower locations where you can build. You also can't use your sword. You can choose to sell back towers after you've placed them for a high price, but if you do so, the location you sell off will disappear and you won't be able to drop any more towers there. Note that as with all of the bonus levels, towers go up to level 6 now.

Bonus Unlock:

Anti-air Tower level 1 cost -2

Strategy:

First let us number each tower from 1-9, in the order that enemies pass them. On the left side of the screen two of them get passed at the same time, we shall call those 4-left and 4-right (hence the numbering going only to 9, despite there being 10 towers). If you're confused by this at any point, check out the video linked above for reference.

Also for this to work, you need to pick up every single coin, because you will be on an extremely tight budget for the first waves.

  • Use your crystals for Bonus Ups, even though it shouldn't be necessary just to win.
  • Wave 1: Build a level 1 Arrow Tower at locations 1 and 9.
  • Wave 2: Level up tower 9 to level 2, then sell it. Place a level 3 Arrow Tower at location 2.
  • Wave 3: Level up tower 1 to level 2. When the Black Knight is at low health, sell location 2. You want to do this BEFORE the end of the wave in order to earn bonus money off of the sale.
  • Wave 4: Level up tower 1 to level 4, then sell it. Drop a level 4 Arrow Tower at location 5, and a level 2 Arrow Tower at location 7. Now this requires precision. When the last Golem is at low health, sell tower 5 and level up tower 7 to level 5. AS SOON AS THE WAVE IS OVER sell tower 7 and run up to location 3 and drop an Arrow Tower. Get it to level 5 as fast as you possibly can, then run over to 4-right and drop a level 4 Arrow Tower as fast as you can. The wave will probably start before you can finish this; be quick!
  • Wave 5: If you were fast enough, the Crystal Slimes will go down easily.
  • Wave 6: After tower 3 fires 3 arrows on the Black Knight, quickly sell it (again for bonus money).
  • Wave 7: Place a level 4 Cannon Tower at location 8 to handle the worms.
  • Wave 8: Level the Cannon Tower to 5 then sell it. Drop a level 5 Arrow Tower on location 4-left.
  • Wave 9: Drop a level 6 Arrow Tower at location 6. After it fires one shot at the Black Knight, quickly sell it.
  • Wave 10: Upgrade the two remaining towers, 4-left and 4-right, to 6. If you want a high score, sell one off right before the Cyclop dies.

This strategy is aimed at getting a good score on top of winning, so it does something a bit tricky between waves 4 and 5. If it isn't working out for you, try leveling up the location 7 tower to level 4 until after the Crystal Slimes, and only then sell it, along with location 5 (which you should upgrade to 5 before selling). On the 6th wave you can place the towers at locations 3 and 4-right the same as before, and continue from there.

Tirnaco's Training

Special Rules:

This level works just like Tirnaco's Errand, but there are 20 waves.

Bonus Unlock:

Cannon Tower level 1 cost -2

Stage-breaking Glitch:

This is an awesome glitch discovered by tobley for Tirnaco's Training and Tirnaco's Trial (it will not work on Tirnaco's Errand for whatever reason). It will let you create an infinite number of towers and thus make the stage a joke. It may take you some practice to get the hang of, but it's not that hard. To do it, try the following. Stand at the very edge of one of the tower locations facing toward it, and walk into it just enough for it to turn transparent, meaning you can build a tower. Then quickly turn to face the opposite direction (away from the spot) and as you do this, hit Square to lay a tower. If done correctly, you will be facing outward and the location will be solid instead of transparent, but the tower construction menu will still be up. This means that if you lay a tower now, it will appear outside of the location and not use it up. You can then upgrade and sell the tower for free cash and repeat the process as many times as you want. You should be able to easily end up with level 6 Missile Towers and Quake Towers, and have 9999G for a perfect score.

Legitimate Strategy (by TheDefenestratr):

This strategy is very simple and should lead you to an easy perfect clear. It does require both of the +10G bonuses to work, however. This is because the first tower you lay will use up all of your starting gol even with the bonuses. You should be able to adjust the strategy a bit if you don't have them yet, but otherwise consider beating Sukaboko Highlands and Dottano Valley first.

If you want to go above and beyond a simple win and aim for a high score, you'll probably want to try selling off towers mid-wave and such, which also requires you to have more than one active tower to finish the waves. This strategy is mainly just for an easy win.

Towers are again numbered in the order the enemies pass them. So, 1 is at the bottom of the loop, 2 is on the left side of the loop, 3 is at the top of the loop, 4 is on the top-right side of the loop, 5 on the bottom. Like in Tirnaco's Errand, the enemies run into two towers at about the same time, so those are 6-top and 6-bottom. 7 is beyond that. 8 is kinda hidden by the wave notifications in the upper-right corner and 9 is at the last turn before the exit.

  • Crystals are for Bonus Ups only.
  • Wave 1: Build a level 3 Arrow Tower on #2 (this should take you to 0G with both +10G bonuses).
  • Wave 3: Sell #2 and build a level 3 Cannon Tower on #3.
  • Wave 4: Level the Cannon Tower to 4.
  • Wave 5: Sell #3 and build a level 5 Arrow Tower on #4.
  • Wave 6: Sell #4 and build a level 4 Cannon Tower on #1.
  • Wave 8: Build a level 5 Arrow Tower on #5. Sell #1 just before the wave ends.
  • Wave 10: Build a level 5 Cannon Tower on #6-top and a level 5 Arrow Tower on #6-bottom.
  • Wave 14: Level the Arrow Tower on #5 to level 6 and then sell it. Build a level 5 Cannon Tower on #7.
  • Wave 15: Level the Arrow Tower on #6-bottom to 6.
  • Wave 17: Build a level 6 Arrow Tower on #9 and sell #9 (just for a gol boost).
  • Wave 18: Level the Cannon Towers on #6-top and #7 to level 6.
  • Wave 19: Build a Level 6 Arrow Tower on #8.
  • Wave 20: You don't have to do anything now. In fact, you can probably sell the Arrow Tower on #8 and still do fine.

Tirnaco's Trial

Special Rules: This level works just like Tirnaco's Training, but there are two enemy entrances.

Bonus Unlock:

Arrow Tower level 1 cost -2

Stage-breaking Glitch:

This is an awesome glitch discovered by tobley for Tirnaco's Training and Tirnaco's Trial (it will not work on Tirnaco's Errand for whatever reason). It will let you create an infinite number of towers and thus make the stage a joke. It may take you some practice to get the hang of, but it's not that hard. To do it, try the following. Stand at the very edge of one of the tower locations facing toward it, and walk into it just enough for it to turn transparent, meaning you can build a tower. Then quickly turn to face the opposite direction (away from the spot) and as you do this, hit Square to lay a tower. If done correctly, you will be facing outward and the location will be solid instead of transparent, but the tower construction menu will still be up. This means that if you lay a tower now, it will appear outside of the location and not use it up. You can then upgrade and sell the tower for free cash and repeat the process as many times as you want. You should be able to easily end up with level 6 Missile Towers and Quake Towers, and have 9999G for a perfect score.

Legitimate Strategy (by TheDefenestratr):

You are going to need the +5% wave clear bonus and both +10G starting bonuses just as with the Tirnaco's Training strategy. Unlike that strategy, however, this one requires some quick action and fast reflexes. Collecting gol and not getting hit are very critical. For many of the waves, funds are incredibly tight and it doesn't really loosen up until about halfway. There are definitely some fast maneuvers, so get used to building the appropriate tower and leveling it up really quickly to the correct level. Crystals are for Bonus Ups unless specified.

The towers are numbered like this. 1 is in the middle of the top loop. 2 is on the bottom-left corner of that same loop. 3 is on the bottom-right corner of it. 4 is the upper-right most tower before the path turns south to the second entrance. 5 is beyond that. 6-left and 6-right are just beyond the T in the road near the right-side entrance. 7 is against the south wall. 8 is on the north side of the path at the bend and 9 is the last tower up against the west wall.

  • Wave 1: Build an level 3 Arrow Tower on #2 (this should put you at exactly 0G). Once you collect 6G, make an L1 Arrow Tower on #9. Before #2 kills all the rabbits (I usually leave just one), sell it off and let #9 finish the wave.
  • Wave 2: Build an level 3 Arrow Tower on #1 and level #9 to 2. Collect enough gol from the wave and level #9 to 3 (this puts you at zero). Before the wave ends, sell #1 (I usually sell it after it shoots the last tree once).
  • Wave 3: Build a level 3 Anti-air Tower on #6-right. It's possible to collect enough gol to level it up to 4 and sell it quickly before #9 finishes off the Crystal Slime (or the final Ghost), but it's somewhat tricky. It will give you a slight leg-up, but it's not necessary.
  • Wave 4: Level #6-right to 4 and sell it off (if you haven't already). Level #9 to 5. It should handle the wave no problem and barely take out the black knight at the end.
  • Wave 5: Sell #9 and build a level 5 Arrow Tower on #8. THIS IS IMPORTANT!! Once it kills exactly 16 bees, sell off #8 and quickly run over to build another level 5 Arrow Tower on #6-left. If you sell #8 too soon, the bees will reach the tower before the Centaus is dead and it will be distracted allowing the Centaus to slip through. Sell #8 too late and the Centaus might slip past.
  • Wave 6: Level #6-left to max mid-wave (I usually find that I have about 395-ish gol at the start of the wave).
  • Wave 8: Sell #6-left and build an L6 Arrow Tower on #5. Purchase the Slow Tower with the crystal.
  • Wave 10: You should have enough to build an L6 Arrow Tower on #4. Let it help with the wave and sell it off before it's over (mainly for a gol boost. I think #5 can handle the wave by itself, but just barely).
  • Wave 11: Build a level 5 Cannon Tower on #7.
  • Wave 12: Level #7 to max and build a level 4 Slow Tower on #3.
  • Wave 18: It's a good idea to level the Slow Tower to 4 here. It actually does some damage (not a lot) and the slowing is a plus.
  • Wave 19: This one may make you sweat a little, but a maxed Arrow Tower, Cannon Tower, and level 5 Slow Tower SHOULD take out all the Crystal Slimes (I don't think I've ever had a time where one slipped past although it looks really close). If it's not working for whatever reason, maxing the Slow Tower might do the trick. You should have the funds for it at this point.
  • Wave 20: No need to build anything. You can actually sell the Cannon Tower after all the Centauses are dead for a slightly higher score. The Arrow Tower and Slow Tower alone can handle the Cyclop. Actually, you can also level up the Slow Tower and sell it off right before he dies for an even better score.

Gilgamesh Beach

Special Rules:

In this level your towers all "rust" and take damage over time. This means that if you do not eventually upgrade them to increase their HP or use Heal Towers, they will naturally be destroyed. The rate at which the towers take damage increases over time as well. At the beginning of select waves, a message will inform you that "the breeze got stronger!" which means that the rate of damage has increased. In addition, there are a few waves with Blue Slimes (which also hurt your towers), so the Heal Towers become a must at that point.

Bonus Unlock:

Heal Tower level 1 cost -5

Strategy:

I used all of my bonuses so far in writing this strategy, but in truth the level is pretty easy (I got a perfect on my very first try). Furthermore, things like extra starting cash and bonus are less important here because of the utilization of the Money Tower. It increases the value of any coins you pick up inside of its range. Also, the first time I played I had three of my towers accidentally destroyed at high level, and I still had more than enough at the end to replace them, so even if you can't keep up with my strategy exactly you should have reasonable leeway in terms of what to drop/upgrade and when.

The only Towers to purchase here are Money, Heal and Slow. I'll mention when to get them. Any other crystals that I don't mention should be spent on Bonus Ups. Some of the earlier waves will require lots of sword usage with this strategy, so try to level up your character as much as possible at first. I don't think it really matters after you hit level 6 or so, but you'll still have plenty of opportunity to level up further in the later stages. You'll also have to be aggressive with some of the Black Knights at first, but you have a long path to chase them down if necessary.

Don't worry too much if some enemies manage to get past your Money Tower's range, although of course it's nice to get as much extra cash as possible. If a particular wave is getting past it though, consider standing in the middle of that first loop where all your towers will be so that you can hit enemies on either side of it. Speaking of towers, try to place them exactly as I say, or at least close to that, because it's important to keep a formation where your Heal Towers can reach everything.

  • Wave 1: Level up your player to level 2 and use your sword to take the rabbits down.
  • Wave 2: Drop a level 2 Arrow Tower just south of the palm tree within that first path loop.
  • Wave 4: Drop a level 2 Anti-air Tower just below the Arrow Tower. Use the crystal to purchase the Money Tower.
  • Wave 5: Drop a level 2 Money Tower in the corner right where the path first turns north (roughly west of the Anti-air Tower, just across the path).
  • Wave 6: Upgrade the Arrow Tower to level 3.
  • Wave 7: Drop a level 2 Cannon Tower just below the Anti-air Tower.
  • Wave 8: Upgrade the Cannon Tower to level 4.
  • Wave 10: Upgrade both the Anti-air Tower and Arrow Tower to level 4.
  • Wave 12: Use the crystal from this wave to purchase the Slow Tower.
  • Wave 13: Drop a level 1 Slow Tower directly west of the Cannon Tower and upgrade your Money Tower to level 3.
  • Wave 15: Upgrade the Slow Tower to level 2 and the Arrow Tower to level 5.
  • Wave 16: Upgrade the Cannon Tower to level 5.
  • Wave 17: Upgrade the Anti-air Tower to level 5 (to save it from being destroyed).
  • Wave 19: Upgrade the Money Tower to level 4.
  • Wave 20: Upgrade the Slow Tower to level 3. Use the crystal to purchase the Heal Tower.
  • Wave 21: Drop a level 3 Heal Tower just above your Slow Tower, and upgrade the Anti-air Tower to level 6.
  • Wave 23: Upgrade the Slow Tower to level 4.
  • Wave 26: Upgrade the Arrow Tower to level 6 and the Slow Tower to level 5.
  • Wave 28: Drop another Heal Tower just above the first one, and bring it to level 4. If you can't afford level 4 for some reason, upgrade it as soon as you have enough.
  • Waves 29 & 30: You shouldn't have to do anything here, even on the boss. Might as well save up money for your high score. If any of your towers got destroyed accidentally you should have more than enough money to rebuild them.

Path to Perdition

To quote the in-game description: "The true Block Defense starts here!" To see videos of nintendomaster2024 beating this stage, see the following links: http://www.youtube.com/watch?v=c2bdEaydph0 (part 1) and http://www.youtube.com/watch?v=ig0-RvwMpc4 (part 2). He generally follows a strategy similar to mine in terms of tower placement, crystal usage, upgrading, and sword usage/character leveling.

Special Rules:

None of the bonuses you've earned from previous stages will apply here. Furthermore, waves 51+ are random.

Bonus unlock:

NONE

Strategy:

Where to begin? This stage is a monster. At 100 waves long with the second half of the waves being random, this is no trivial feat. The random waves will contain multiple enemy types appearing one after another, and even the path taken by them is random (there are three). Starting at wave 50 there will be a boss every 10 waves, and apart from the wave 50 boss, they can all destroy your towers. On wave 100, three bosses come down at once. Money management is extremely crucial. Even with 9999G and 50% bonus (which is the maximum the game will allow you to have), you still need to be careful in deciding what to lay when, and where.

I will first give a strategy for the first 50 waves, which are always the same, and afterward I'll list as many tips and guidelines as I can to get you through the remaining waves. But before that, a couple of notes. You'll notice there are two types of rocks scattered about. The ash-colored ones can be destroyed, while the slightly reddish ones cannot. Also, because there are three paths, I'm going to list the path and enemy type for the first 50 waves, because it really helps to know. L means left, M means middle, and R means right. When multiple paths are taken in a single wave, I'll denote the progression with arrows. For example, L->R->M means enemies first come from the left, then from the right, and finally down the middle. Black Knights appear every 4 waves (excluding boss waves), and the path taken by the Knight will be marked with an asterisk.

The sword will be required a lot in the earlier waves, so try to level up your character efficiently at first (by level 9 or 10 it really stops mattering). Some of the early Black Knights will require a lot of slashing as soon as they appear, so be ready for that. However, there's no need to ever purchase sword upgrades. I won't usually tell you if you do or don't need your sword, so always keep an eye on the enemies. I can say that for most of the early waves you'll need it. And once you have the Boomerang, don't be afraid to use it! It may be useful or even necessary to spam against Cloudons and Shadows in a few waves.

Crystals should be used for Bonus Ups unless I say otherwise below. Remember that 50% is the maximum bonus permitted. After that, crystals become useless. I hope you're ready, because this will put your Block Defense skills to the test!

  • Wave 1: L, Killer Rabbits. Level up to 2 and use your sword.
  • Wave 2: L, Ghosts. Drop a level 2 Arrow Tower directly above the three vertical rocks which are in between the left and middle paths.
  • Wave 3: R, Evil Trees. Use your sword only.
  • Wave 4: R*, Killer Bees. Drop a level 2 Arrow Tower directly above the two vertical rocks which are in between the middle and right paths (the bottom rock can't be destroyed, the top one can).
  • Wave 5: L->R, Clay Golems. No upgrading. Your character will reach level 6 during this wave if you've been acting efficiently.
  • Wave 6: L, Gobles. No upgrading.
  • Wave 7: R->L->M, Soldier Bones. No upgrading. Because you don't have the Tower Toppler yet, the middle path enemies loop up and exit almost immediately. Consequently you must be ready when they appear and take them all out with your sword. In fact, you need to kill almost all the Soldier Bones with your sword or they'll slip by. Stay at the top of the screen and as soon as you've taken out all the enemies on one path, run quickly over to the next one.
  • Wave 8: L*, Big Worms. Drop a level 3 Cannon Tower just left of your leftmost Arrow Tower, roughly below the lone rock. You want this cannon to be able to hit both paths, but you also want it to be sufficiently to the left so as to take out the Worms in this wave on time. Don't forget to go at that Black Knight too.
  • Use the crystal from wave 8 to purchase the Tower Toppler and destroy that pesky block.
  • Wave 9: L->R, Crystal Slimes. No upgrading. Go to the right side sooner rather than later because the lone Arrow Tower can't manage all by itself.
  • Wave 10: L, Shadows. Level your left Arrow Tower to 4 and then drop another level 4 Arrow Tower just above the rock which is above the Cannon Tower.
  • Wave 11: L, Centauses. No upgrading.
  • Wave 12: M*, Killer Rabbits. No upgrading. If you've done everything right, you can stand still just above the first horizontal section of path and collect all the coins.
  • Wave 13: R, Big Worms. Drop a level 4 Cannon Tower directly left of your rightmost Arrow Tower.
  • Wave 14: L->M, Evil Trees. No Upgrading. You should reach level 8 around this point if you haven't already.
  • Wave 15: M, Killer Bees. Upgrade your rightmost Arrow Tower to level 5.
  • Wave 16: L*, Soldier Bones. No upgrading.
  • Wave 17: M, Big Worms. No upgrading.
  • Wave 18: L->R->M, Clay Golems. No upgrading.
  • Wave 19: L->R, Shadows. Upgrade your upper-left Arrow Tower to level 5.
  • Wave 20: M->L->R*, Crystal Slimes. No upgrades. Make sure you attack the Black Knight relentlessly from early on because he has high HP.
  • Wave 21: L, Blue Slimes. No upgrades. Make sure you kill the slimes before they get near your towers (this goes for all Blue Slime waves).
  • Wave 22: R, Centauses. You can upgrade your rightmost Cannon Tower to 5 for this wave, but it's not absolutely required if you use your sword.
  • Wave 23: R, Blue Slimes. No upgrading. As before, make sure they don't make it near your towers.
  • Wave 24: M*, Cloudons. Upgrade your rightmost Arrow Tower to level 6. You should definitely be at level 9 on this wave.
  • Wave 25: L->R->M, Evil Trees. No Upgrading.
  • Wave 26: L->R->M, Killer Bees. Upgrade all your Arrow Towers to 6, then buy a bomb. Use it to blow up the rock directly beneath your rightmost Arrow Tower, and drop another level 6 Arrow Tower in its place.
  • Wave 27: M->L->R, Clay Golems. No Upgrading.
  • Wave 28: R->L->M->R->L->M->L*, Gobles. Buy the Boomerang during this round. If you keep the Black Knight slowed with it, he'll be no problem.
  • Use the crystal from wave 28 to purchase the Slow Tower.
  • Wave 29: R, Blue Slimes. Drop a level 5 Slow Tower above your leftmost Arrow Tower, and do the same above the rightmost Cannon Tower. Then take out the slimes with your sword.
  • Wave 30: M, Blue Slimes. You should now be at 9999G. You can level up both Slow Towers to 6 at this point, as well as buy a bomb.
  • Wave 31: M->L->R, Crystal Slimes. Upgrade your Cannon Towers to 6. Try to stay at above 7700G, but other than than you can place Slow or Arrow Towers near the bottom of the screen.
  • Wave 32: R*, Evil Rabbits. Continue dropping/upgrading Arrow and Slow Towers. Avoid the central portion of the screen (you'll want that space later).
  • Use the crystal from wave 32 to purchase the Quake Tower.
  • Wave 33: M, Centauses. At this point you want to start distributing Quake Towers along the sides of the left and right paths, as well as near the bottom of the central path.
  • Wave 34: ALL (One per each path), Clay Golems. Work on leveling those quake towers to 6 (probably one per path right now).
  • Wave 35: ALL (One per each path), Ghosts. This should be easy if you've got some level 6 Slow Towers. Maybe place another Arrow Tower or two for good measure, and level the Quake Towers.
  • Wave 36: M*, Shadows. Drop another level 6 Slow Tower near the bottom and maybe another level 6 Arrow Tower as well. You may need to spam the Boomerang on this wave.
  • Save the crystal from wave 36. This is crucial!
  • Wave 37: M->R->L, Big Worms. You can start placing more Slow and Quake towers around the ousides edges of the screen. Just don't put them too high up or Blue Slimes might get them.
  • Wave 38: M, Cloudons. You might want to drop another level 6 Arrow Tower or two here, otherwise upgrade other towers. These Cloudons are tough, so again you might need your Boomerang.
  • Wave 39: L->R->M, Blue Slimes. I built/reinforced Quake Towers here, but you also don't want to overdo it. Use your own judgment.
  • Wave 40: L->M->R*, Evil Trees. Tie up upgrading ends here. You don't really want any new towers.
  • Use the crystals from waves 36 and 40 to purchase the Missile Tower.
  • Wave 41: M, Big Worms. Your main goal from now on is to build a small army of level 6 Missile Towers. They cost a lot so you'll have to upgrade them progressively. Try to place them centrally along the middle path, in the middle and upper portion of the screen.
  • Wave 42: L, Zombies. Continue the Missile Tower construction. If you have money left over, start a new Missile Tower or ugrade something else (like a Slow or Quake Tower).
  • Wave 43: ALL (One per each path), Golems. From now on I'm just going to list the enemies. It's up to you to upgrade and lay Missile Towers!
  • Wave 44: L*, Shadows.
  • Wave 45: L->M->R, Crystal Slimes.
  • Wave 46: M, Cloudons.
  • Wave 47: L, Gobles.
  • Wave 48: L*, Killer Bees.
  • Wave 49: R, Blue Slimes.
  • Wave 50: L, M. There is a Cyclop boss here. He should be easy if you've been building Missile Towers etc. He can't hurt your towers.
  • Wave 51:+ Waves become random! Please read the tips in the below section below before proceeding.
  • Use the crystal from wave 52 to purchase the Heal Tower. This is extremely important. From this point on, you want to probably alternate between building Missile Towers and Heal Towers to protect them. You'll want a bunch and they cost a lot.
  • Wave 60: M, Kraken boss (destroys towers). I hope you have a good Heal Tower setup!
  • Wave 70: M, Giant Blue Slime boss (destroys towers).
  • Wave 80: M, Kraken again.
  • Wave 90: M, Giant Blue Slime again.
  • Wave 100: ALL! Cyclop, Kraken and Giant Blue Slime all at once, one on each path.

Tips for the random waves:

  • Know your spending limit! Here are the amounts you shouldn't drop below if you want to stay near 9999G every round:
    • 30% - 7700G
    • 35% - 7400G
    • 40% - 7150G
    • 45% - 6900G
    • 50% - 6666G
  • Try to keep your Missile Towers close to the center path and your Heal Towers a bit further from it. If your Heal Towers are too close to the path, they will get destroyed easily by the bosses. Missile Towers have high HP and can survive, as long as you have enough Heal Towers around.
  • Never build a level 6 Missile Tower from scratch during a single round. At most drop a level 5 one, and then use the remaining cash you have to drop or level new towers. This goes for Heal Towers too. Divide your money wisely each round.
  • Until you have 50% bonus, don't build or upgrade anything else on rounds where you upgrade a Missile Tower to 6.
  • Try to have groups of 4 or more Heal Towers all covering each other as well as a large area of Missile Towers.
  • It's important that your Heal Towers be at level 6 for the bosses. Lower level towers won't heal fast enough.
  • Cannon and Arrow Towers only take up space once you have Missile and Quake Towers. Don't ever drop any. If they get destroyed don't worry, because it just gives you more space for better Towers.
  • It's okay to drop a few Slow Towers here and there, preferably along the outside edges of the stage.
  • On the 80s and 90s waves, the enemies really get tough. Make sure you don't neglect Quake Towers or Worms will slip by. You want four or five level 6 Quake Towers within range of each path to be safe.
  • Don't forget to buy bombs to blow up the destroyable rocks scattered about. They might be useful on bosses as well.
  • My screenshot below is from a perfect game following this strategy. There are some things to note:
    • Only one tower (the very first Arrow Tower dropped) was ever destroyed, so it's a good visual aid.
    • Every tower is maxed out except perhaps one or two Slow Towers, which would be at level 5.
    • Two Slow Towers on the left are partially obscured from view. They are maxed.
    • The 23 Missile Towers I have are not overkill. If you don't have something comparable on the last wave, you probably won't make it unscathed.

A Winning Setup for Wave 100

Miscellanea

These are odds and ends that don't quite belong in any other section.

Shops

This contains a list of everything for sale in the different shops. Items in bold are one-time only. The Bow can be bought several places, such as Wardna's House, but I list it in Raejack where it's the cheapest.

Raejack Potion Shop

ItemCost
Red Apple5G
Red Potion80G
Green Apple5G
Blue Potion80G
Sleeping Bag10G
Sleeping Bag x540G
Candle5G
Candle x520G
Lamp20G
Lamp x580G

-

Raejack Item Shop (next to the blacksmith's shop)

ItemCost
Iron Shield100G
Bow30G
Arrow1G
Arrow x108G
Arrow x3020G
Arrow x9950G
Bomb5G
Bomb x1045G
Bomb x30120G
Candle15G
Candle x560G
Lamp45G
Lamp x5200G

-

Wardna's House

ItemCost
Arrow2G
Arrow x1018G
Arrow x3040G
Arrow x9980G
Red Apple8G
Red Potion100G
Green Apple8G
Blue Potion100G
Sleeping Bag15G
Sleeping Bag x550G
Candle8G
Candle x530G

-

Colneria Inn (Items)

ItemCost
Red Potion150G
Blue Potion150G
Elixer280G
Sleeping Bag30G
Sleeping Bag x5120G
Magical Bag30G
Magical Bag x5120G
Candle15G
Candle x550G
Lamp40G
Lamp x5160G
Sun Stone50G
Sun Stone x5220G
Wind Wing50G
Wind Wing x5220G
Wind Wing x9380G
Wonderdust200G

-

Beach Salesman (southeast corner of F5)

ItemCost
Arrow4G
Arrow x1036G
Arrow x3080G
Arrow x99250G
Bomb6G
Bomb x1050G
Bomb x30140G
Claymore1000G
Silver Ring2000G
Candle10G
Lamp30G

-

Ortego (Weapons)

ItemCost
Arrow3G
Arrow x1028G
Arrow x3060G
Arrow x99120G
Bomb8G
Bomb x1070G
Bomb x30200G

-

Ortego (Items)

ItemCost
Red Potion120G
Blue Potion120G
Sleeping Bag20G
Sleeping Bag x580G
Candle10G
Candle x540G
Lamp30G
Lamp x5120G
Wind Wing30G
Wind Wing x5120G
Wind Wing x9200G
Sun Stone30G
Sun Stone x5120G

-

Jim's Shack (Jim)

ItemCost
Red Key1000G
Blue Key1000G
Green Key1000G

-

Jim's Shack (Items)

ItemCost
Arrow5G
Arrow x1045G
Arrow x30100G
Arrow x99300G
Bomb10G
Bomb x1090G
Bomb x30250G
Red Potion200G
Blue Potion200G
Elixer360G
Lamp45G
Lamp x5200G
Wind Wing50G
Wind Wing x5220G
Wind Wing x9380G

-

Fina's Inn

ItemCost
Arrow x16G
Arrow x1055G
Arrow x30120G
Arrow x99360G
Bomb x115G
Bomb x10140G
Bomb x30400G
Red Potion350G
Blue Potion350G
Elixer640G
Candle20G
Candle x580G
Lamp50G
Lamp x5220G
Sun Stone60G
Sun Stone x5220G
Wind Wing60G
Wind Wing x5250G
Wind Wing x9450G
Tent2000G

-

Supplementary Temple Maps

This section contains maps of every temple. They were all created by Neslib, so a big thanks to him! Below each dungeon's map(s) there is a shorthand strategy for the fastest way to get all the temple items and solve the temple (also by Neslib). It's not comprehensive and doesn't list every single room you must visit, but it's a good guideline. The rooms you should visit are stringed together with hyphens. If you see a "greater than" sign (>), it means you're going to change floors to the floor indicated immediately after (it does not indicate a coordinate, merely the floor). For example, "C3 > B2 - D3" means "in room C3 go down to floor B2 and then go to room D3."

Temple Map Legend (applies to all maps):


Temple Map Legend

Grass Temple:


Grass Temple B1F

D1 - E2 - get Key - C3 - B3 - get Key - C4 - get Map - C5 - get Boomerang - C6 - get Key - F3 - get Key - D4 - get Boss Key - F5 - get Small Block - D7 - Boss Fight - D8 - get Yellow Orb

Forest Temple:


Forest Temple B1F

E1 - F1 - use Parallax - G3 - get Key - F5 - get 100G - D4 - use Parallax - D3 - get Map - C2 - get Key - B3 - get 10G - A4 - use Parallax - A3 - get Bombs - C5 - get Key - A2 - get Boss Key - A6 - Boss Fight - A7 - get Green Orb - get Wind Wing

Desert Temple:


Desert Temple B1F

Desert Temple B2F

D1 - C3 - get Bomb Upgrade - C2 > B2 - B2 - get Key - D3 - get 100G - E3 > B1 - D5 - get Small Block - C5 - step on leftmost tile > B2 - E4 > B1 - F3 - use Parallax - F2 > B2 - E4 > B1 - F3 - use Parallax - F2 > B2 - F4 - get Wire Rod - E2 - get 100G > B1 - D3 - get Key - B4 - use Parallax - B2 - get Boss Key - C5 - step on leftmost tile > B2 - C6 - get 100G - D6 - get 10 Bombs > B1 - activate Warp - E5 - step on second tile > B2 - get Small Ring - Save, Load & Warp - D6 - D7 - Boss Fight - D8 - get Orange Orb - get Wind Wing

Aqua Temple:


Aqua Temple B1F

Aqua Temple B2F

E1 - D1 - get Key - C3 > B2 - D3 - get Key - C3 > B1 - B2 > B2 - A3 - get Key - B7 - use Parallax - C7 - get 100G > B1 - get Small Block > B2 - D6 - get Magical Shield - A7 > B1 - C8 - activate Warp - E7 > B2 - F6 - get Magic Up - F5 - use Parallax - G5 - get Key - G4 - get Key - G2 > B1 - F1 - get Boss Key - E1 - Warp - C8 - C9 - Boss Fight - C10 - get Blue Orb - get Wind Wing

Flame Temple:


Flame Temple B1F

Flame Temple 1F

Flame Temple 2F

D1 - get Satori Note - E2 - get Key - A4 - get Bomb Upgrade - B4 > 2F - get Key > 1F - B5 - turn switch Blue - C5 > B1 - get Map - D4 - get Life Shard - C5 > 1F - B5 - turn switch Red - C5 > 2F - B6 - get 100G - turn switch Blue - B4 > 1F - E3 - get Key - D3 > B1 - F6 > 1F - F4 - get Red Key - E3 - turn switch Red - D3 > B1 - E3 - get 100G - G3 > 1F - G5 - get Key - G3 > B1 - F6 > 1F - E6 > B1 - E7 - use Parallax - C6 - get Flame Wand - D6 - turn switch Blue - D7 > F1 - C7 - get Red Key - get 100G - B7 > 2F - A7 - get Boss Key - B6 - get Key - B7 > 1F - F7 - get Small Block - D7 > B1 - D6 - turn switch Red - E6 > 1F - D9 - Boss Fight - D10 - get Red Orb - get Wind Wing

Wind Temple:


Wind Temple B1F

Wind Temple B2F

Wind Temple B3F

Wind Temple B4F

Wind Temple B5F

D1 - C2 - get Bombs - B6 > B2 - B7 > B3 - C7 - get 100G - A8 > B4 - get Key - A5 - get Key - A7 > B3 - B7 > B2 - B6 > B1 - A4 > B2 > B3 > B4 - B3 - get Green Key - C4 > B5 - C5 - get 100G - C6 - get Bomb Upgrade - C4 > B4 - A4 > B3 - C4 > B2 - D3 - get Magic Up - E4 > B1 - E3 - get Key - hit switch but go north, D7 > B2 - A8 - step on second tile > B3 - get Key - Save & Load > B1 - D1 - F6 - get Map > B2 - get 100G - G6 - step on top-left tile > B3 - get Boss Key - step on second tile > B4 - get Small Block > B5 - G5 - get 100G > B4 - G6 > B3 > B2 - F6 > B1 - D5 > B2 - get Gold Ring - F4 > B3 - F3 - get 100G > B4 - E6 > B5 - E7 - use Parallax - E5 - get Miracle Boots - E6 > B4 - C6 - get Green Key > B3 - C7 - get Key - C6 > B4 - D5 > B5 - C8 - Boss Fight - C9 - get Purple Orb - get Wind Wing

Dark Tower:


Dark Tower 1F

Dark Tower 2F

Dark Tower 3F

Dark Tower 4F

Dark Tower 5F

Dark Tower 6F

Dark Tower 7F

Grass Temple Section: D1 - C1 - get Key - A3 - get Key - B4 - get Key - E3 - get Boss Key - D5 - Boss Fight - D7 > 2F

Forest Temple Section: C7 - get 100G - D7 - get Key - A5 - get Key - B2 - use Parallax - E2 - get Boss Key - D4 - Boss Fight - D6 > 3F

Desert Temple Section: F4 - get Key - D3 - activate Warp - F9 - step on third tile > 2F - H7 > 3F - get Key > 2F - F8 > 3F - D9 - get 100G - C9 > 2F - D9 - get Key - B7 - get Arrows > 3F - B8 - get Map - C8 - step on first tile > 2F - get Boss Key - Save, Load & Warp > 3F - D4 - Boss Fight - D6 - 4F

Aqua Temple Section: B6 - get Key - E7 - get Arrows - E6 - get Key - G2 - get Key - G4 - get Boss Key - C2 - get Key - D4 - Boss Fight - D6 > 5F

Flame Temple Section: F5 - get Key - E6 - turn switch Blue - C7 - turn switch Red - shoot Target - turn switch Blue - B5 - turn switch Blue - A4 - get Key - turn switch Red - D3 - activate Warp - F3 - turn switch Blue - D2 - get Key - F3 - turn switch Red - F4 - get Boss Key - D4 - Boss Fight - D6 > 6F

Wind Temple Section: A7 > 5F - A8 > 4F - B8 > 5F - B7 > 4F - get Key - B8 > 5F > 6F - C2 - get Key - Save, Load & take northeast Warp > 5F - D3 - D6 > 6F - D7 - get 100G - G9 > 5F - F9 - use Parallax - get Key - G7 - step on leftmost tile > 4F - F8 > 5F - F7 > 6F - H8 - step on northwest tile > 5F - step on southeast tile > 4F - H6 - get Boss Key - Save, Load & take northeast Warp > 5F - D3 - D6 > 6F - D4 - Boss Fight - D6 > 7F

Top Level: F5 - get Key - D3 - activate Warp - F4 - get Boss Key - D4 - Boss Fight

Empty Bottles

There are four empty bottles to be found in the game:

  • In the westernmost house in Raejack Village. Follow the path around and open the chest to obtain it.
  • A lone salesman at the northeast corner of Ortego Village will sell one to you for 100 gol.
  • At the southeast end of Colneria Village there is a lone house that can be grappled to with the Wire Rod. To get to the chest with the bottle, push the statue to the right (only one can be pushed right) and then push the one behind it up. Then you can follow the long path around to the chest.
  • A cave in B5 just below the Wind Temple contains a wishing well. If you drop 20 gol into it, there is a random chance of obtaining a bottle. Note that the path to the cave differs from the path to the temple.

Upgrading the Wire Rod

A lot of people write to me saying that some poles seem just out of reach with the Wire Rod, and wonder if they are missing something or if there is a way to extend it. The answer is that there is an upgraded rod you can find called the Anchor Rod. It requires the Wire Rod to obtain, but that's it. This is covered during the main walkthrough, so please see The Holy Sword and the Anchor Rod for details.

Game Patch Version 1.01

In mid-September, 2010, the English version of the game received an update patch. However, at the moment it seems to only be available in North America. Hopefully Europe will receive the patch eventually as well. Here is an unofficial change log based on user observation:

  • New playable character models were added to the default list, including "retro" Sackboy from Little Big Planet
  • The loading art glitch was fixed
  • Swords purchased with Small Blocks from King Block now carry over into New Game+ runs
  • The time requirements for prizes in the Dash Circuit have been globally relaxed by 5 seconds

That last change there will be interpeted by many as Divine Intervention I'm sure, though I personally feel a 100% clear should be hard to get and not have to be taken for granted.