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Do this. They can shoot at bloons too.
Also: Alch goal 420, Dart goal 024, Engi 402 for the first two maps and 204 for the last.
but how the ♥♥♥♥ do you beat round 23 on the last one i dont understand
The trick to put the crossbow in range of the end of the map helped a lot, so thank you Luminy, and thank you Milordog for telling me my suspicion about chinook management was correct.
I had a very long spell where I managed to get to the wave where they tell you to upgrade the engineer once, then had maybe 15 tries without managing to get there again due to the camo lead/regrow balloon wave. This wave is extremely sketchy to me because sometimes they manage to handle it without problem, others the regrows just flood the map and it's impossible to manage.
The way I did it, is once you get your next influx of money(2000) after they tell you to ugprade the alchemist, upgrade your crossbow to 0-2-4. Then try to manage the chinooks to survive camo lead, hoping your team will manage to deal with it. After that, I went with upgrading the alchemist to stronger brew, and finally making the engi 2-0-3 as Luminy suggested.
Again, to anyone who may try that method, this is not foolproof, this is, as I said, inconsistent. Now if anyone can manage to find a method which is safer and more consistent, I think it would be nice for others people struggling.
Personally, I don't like it. If there is a puzzle, I like when there is one, or better, multiple solutions that are all viable consistently and will work like clockwork. I also like when they don't rely too much on reflexes. Granted, I know modes such as Apocalypse exist, which test your real time ability to react, as opposed of being able to take breaks to think between waves. They are just less appealing for little ol' me, because I'm not really used to things so far.
Something has also to be said about the fact it changes the usual formula of the game of either getting moneys on pops, or having some starting cash, having some set sums of money at scripted intervals. On one way, it's interesting, as it allows a narrative. On the other, on the first runs, you don't know when you will get your money and you can't plan around that.
Of all the maps, I felt the one is extremely sketchy and random, the second is the most free form with no real set solution and generous amount of money that don't match what you can purchase with it(you're left with a bunch of it and nothing to spend it on due to the price of the upgrades), and the third one is the most straightforward, with one clear solution and not much variation about it.
But that's just my own vision, I'm sure more veteran players will be more able to make more a more educated analysis of what works and what doesn't.
Like. So tight it will be funny when one of these units gets patched slightly and the challenge breaks completely.
402 sentry expert works with with 204 crossbow if I place the crossbow just above where supermonkey is supposed to spawn (so that it shoots down a nice line). I had to tank some of the early camo pinks with the chinook ability.
Then once I got 205 crossbow, I was able to easily buy x4x alchmist, which helps massively for round 23 with the extra ability damage.
This was really frustrating due to how tight the last round is
honestly, Thanks to everyone in this thread for tips