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Monday, December 26, 2011

Kino der Toten Stage Running Strategy

Here's an uber solo strategy for Kino der Toten that's sure to bring you far.


Start out on Kino der Toten. You'll be in the lobby. Purchase Quick Revive right off the bat. You never know what'll happen, and this piratically grants you a second chance.

For the first few rounds (rounds 1-4) try to knife as many zombies as you can. Only use your pistol when it's an emergency. If it's an absolute emergency, purchase the M14, but don't unless you have to.

Sketch of Kino der Toten.
Accumulate 2750 points. Open the doors upstairs for 750 points, and the next doors for 1000 points. In the foyer room, purchase an MP40, and stay there until you've accumulated 2500 points.

Purchase the door to the dressing room, and then the theater. From there, just stay in the theater and run around the stage. Running laps around the stage ensures that all the zombies will follow you in a long tail, and you'll be able to walk backwards and shoot through many zombies at once. You'll be able to outrun and out-walk the zombies, so don't fret to the thought of so many zombies in close proximity to you. Do not turn on the electricity.

Purchase the M16 as soon as possible. Buy ammo off the wall whenever you need. The points you gain from shooting through several zombies itself will easily earn you enough points to buy ammo whenever you need. Having virtually unlimited ammo guarantees that you will be able to survive indefinitely unless a mistake is made.

Feel free to alter this strategy however you like. Here are some tips and alterations that you can consider when playing solo with this strategy.

If you like, you can purchase claymores, as you receive some after every wave. However, claymores make crawling zombies. As a general rule, you always want to be able to look straight ahead. Changing your angle disables you from shooting through several zombies at once and limits your view. On top of that, crawling zombies go slower than regular zombies, making them lag behind and waiting for you as you make another lap. This can cause you to die very easily, so using claymores is to your judgement.

Explosives such as grenades must also be considered. They also make crawling zombies, and that again can cause many problems.

Only a certain number of zombies can be on the map at once. It may be a good idea to let them all spawn before you open fire on them. After killing a few zombies (or just one if you're far in the game), you can wait for more zombies to spawn before opening fire again.

If you do decide to turn on the electricity, there are many things you need to consider. Firstly, yes, this strategy can still be used with the electricity turned on. However, you must understand that by turning on the electricity, the curtain will open, giving the zombies another way to enter the stage. Nova gas zombies will also start spawning, and they would be the most annoying adversaries to go against. They are small zombies, meaning you have to aim down, and they explode after death, releasing nova gas. Nova gas not only damages you, but also limits your view, and not being able to see pretty much means you're dead.

Nevertheless, if you do turn on the electricity, purchase Juggernog, Speed Cola, and the rest of the Perk-A-Colas. If you also get the chance, use the Mystery Box to see if you can get the Thundergun and Monkey Bombs. Make sure you always leave a weapons slot for the M16 though.

Sunday, December 18, 2011

Using Gremlins in Halo Wars

This "combat support" vehicle definitely lives up to its title!


Gremlins are an unique vehicle in Halo Wars that only Professor Anders can use. This little hillbilly van is much more useful than it may seem at first. Using this vehicle properly can allow your troops to easily breeze through anything your opponent throws at you.

Again, only Professor Anders can use Gremlins. Gremlins can be purchased at the center base unit of any base, allowing the player to purchase Gremlins as early as the beginning of a game. At a very low price of 200 resources, they can be produced cheaply and effectively at a pinch.

Gremlins are van-like vehicles that don't really have too much armor. There is a laser turret mount on top of the Gremlin that can target infantry and vehicles. Gremlins have a unique EMP attack that temporarily disables vehicles and turrets. Gremlins are vulnerable to aircraft as they can't defend themselves against them.

A freshly built Gremlin really isn't all that strong, but with Professor Anders' faster technology research rate, upgrading Gremlins isn't difficult. The Gremlin's first upgrade increases the damage output from the Gremlin's laser mount, which is nice. This does significantly more damage on both infantry and vehicles. The second upgrade allow the Gremlin's EMP attack to affect more than one target.

Although really not too strong by itself, it really is a "combat support" vehicle. It's upgraded EMP effect can stop movement and attacks from pretty much any ground vehicle. Here's an example in which Gremlins are extremely useful.

Your opponent sends in three Scorpion tanks, each manned by a Spartan. By properly using a Gremlin, it can disable all three. Say you had three or four Gremlins, you can alternate EMP attacks to keep disabling those tanks. By disabling these tanks, your guys can easily destroy them with ease and no resistance.

Gremlins truly are useful allies to have. They are dangerous enemies for any infantry or vehicle. If aircraft come, you could always use Anders' cryo bomb to easily get rid of them. Their EMP attack can prove to be fatal for any vehicle or turret, and buy precious time for your own guys to attack. And they're cheap. Honestly, these underused vehicles are amazingly dangerous when you actually use them.

Saturday, December 17, 2011

Benefits of Building Turrets in Halo Wars

Every station and fortress has four turret spots, yet they are not always used. Have you noticed the turret spots yet?


Turrets, believe it or not, are a vital part of fortifying your base. This article will explain why building turrets in Halo Wars plays a vital role in the success of your games.

At the beginning of the game, turrets are especially useful for scaring off scouts and early infantry attacks. Count how many times you've been caught off guard at the beginning of games and it caused you to lose. Now imagine how much of a difference it would have been to have even one turret there. Exactly.

Although turrets are stationary, they do not take up any population. This means you can have four turrets defending your base without holding back your army size. Extra firepower is always welcomed at the base is it not?

Each turret can individually be upgraded to have damage bonuses on certain troops (e.g. infantry, aircraft). Say you're facing Sergeant Forge, and you know that he'll eventually be throwing Grizzly tanks at you. Making turrets with rail gun attachments can do that little extra damage to help you pull through from that assault. Nevertheless, any turret can combat all types of troops, making it completely capable of defending from any types of attack.

Later in the game, when you should be controlling several bases and have a hefty income, resources should definitely be spent investing on turrets. It might prove to be life-saving, and since it doesn't drain your population, it wouldn't hurt to have some extra firepower.

Lastly, by purchasing one time upgrades at the field armory, you can increase the strength and sustainability of all your turrets. All turrets would be upgraded and all future turrets will automatically be upgraded at the regular cost of a normal turret.

There has been much debate over the process of building turrets. Many complain that it is a drain on resources and are ultimately ineffective. Well, when you consider the reasonable health of a turret and the amount of damage it can dish out, turrets aren't exactly "useless" weapons. Early on however, building just one turret may be sufficient to defend your base. Any more too early would be a drain on precious resources.

They don't need to be micromanaged. When you really consider this, this is actually very useful. Your focus and attention are vital resources when attacking or defending. Spending that focus and time on doing something else results in giving your opponent time to do a little bit more damage. Turrets will shoot at anything, so even if airstrikes are coming in and tanks are blasting away, your turrets will fire to its last round before going down.

Just remember, technically nothing strategically bad happens if you build turrets. Sure it might cost a bit of your resources, but it's always good to have some sort of extra defense.

Friday, December 9, 2011

Trading Basics in DarkStar One

Learn the basics on how to become a space merchant.


Among doing missions or bounty hunting, trading commodities is an honest way of making a living in the galaxy. This article will teach you the bare basics of how to trade.

When you are docked at a trading station, you can view its tradables (known as commodities). There will be four bars on the left of each commodity. These bars will either be red or green.

Dark Star One runs on a supply and demand economical system. When a trade station has an anundancy of items, they try to sell it off for a cheap price. At a distant system, another trading station might be very low or have none of a certain commodity. Desperate for a supply, trade stations will offer very high prices for a surplus of this commodity.

Your job is to buy cheap at one place, and sell high at another. That's all there is to it!

Of course, knowing Dark Star One, it might be difficult for beginners to understand what all the graphics and menues mean. When you check the star map, each location will be presented with several little images of commodities. The commodities shown in green are commodities that the trade station has a large supply of. Any other location that does not have that commodity listed will be in demand for that item. Make sure that the commodity is bordered in red. Those commodities are illegal, and smuggling illegal commodities will be explained in a different article.

This is the concept of trading. The act of trading will be explained in this section of the article.

In the trade menu of a trading station, slide the meter to the right to purchase a commodity. Make sure that the four bars are green, purchase as much of that commodity as you can. Go to the star map, and find a location that does not have this commodity in an abundance or have it listed as illegal. Set your waypoint there. Takeoff the trade station and go into hyperdrive when you can.

After arriving at the location, pirates might be waiting to ambush you. If this is the case, drop your container. Don't worry, you will get it back later. Dispatch all the pirates. Return to your cargo, and dock it to your ship.

Make your way to the trade station. Enter the trading screen. The commodity that you recently purchased should have some of those bars filled in red. If so, move the meter to the left to sell your commodities.

This is all you need to know how to make an honest profit in space.