Defend Your Castle!
System: WiiWare
Walkthrough/FAQ v0.1
Created by Nicholas "Sir VG" Hoppe
Creation Date: 05.15.2008
Table of Contents
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I. Version History
II. About the Game
III. Know Your Enemies
IV. Know Yourself
V. Face Your Fears
VI. Writers Thoughts
VII. Legal Mumbo Jumbo
I. Version History
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v0.1 (05.15.2008) - Guide Started. Most stuff covered.
II. About the Game
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Defend Your Castle was originally an internet Flash game, that has been
converted (and slightly modified) for the Wii, though the new service
called WiiWare. It's 500 Wii Points ($5) to download, and was released
at WiiWare's launch in the US on May 12th.
This game is rated E for Everyone (Contains Cartoon Violence).
III. Know Your Enemies
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Enemies are all the little guys you see running at you from the left.
In order to kill them, you can employ various methods, but the majority
can just be chucked up into the air.
Basic Stick Figure
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The Basic Stick Figure is basic with his attacks. He simply runs up to
your castle and starts banging on the walls. He can be killed by any
method.
Points: 120 (360 if thrown into the Pit of Conversion)
Popsicle Stick Figure
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Starting at Level 4, some of the Basic Stick Figures will start carrying
popsicle sticks. These are meant to serve as battering rams. Just like
the Basic Stick Figure, then can be killed by all methods.
Points: 240 (720 if thrown into the Pit of Conversion)
Pop Cap Stick Figures
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Pop Cap Stick Figures are the bombers. They start appearing in Level 8.
These guys can't be picked up, but when attacked will blow up, taking out
others in a nearby area. They can be very beneficial to use against your
opponents, especially in later levels.
Points: 240
(I don't believe you earn points for other characters blown up.)
Pop Lid Heads
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Pop Lid Heads are much larger and heavier figures than the Basic Stick
Figure. These guys can NOT be picked up and thrown like the Basic Stick
Figures, but instead have to be knocked down. However, you have to do it
5 times for them to die. They can also be killed by explosives, arrows,
and magic. These guys start appearing at Level 13.
Points: 1788?
Catapults
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Undoubtably the most dangerous of them all, catapults luckily don't appear
until Level 40. However, they are VERY hard to kill.
Points: ?
IV. Know Yourself
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Your castle may look tough, especially in early stages. Enemies may get
nowhere, thanks to your trusty skills. But as the levels get harder, you
need to fortify yourself.
All of those points you get from killing the enemy can be used to enhance
your castle. Here's what you have to work with:
Fortify
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At the start, you have 250 "helth". You can enhance your helth by
fortifying your walls. They come in two amounts.
Fortify (10 HP): 750 points
Fortify x10 (100 HP): 7500 points
Repair
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If you take damage (and you will), at the end of the rounds, you can
repair it. Repairing comes in two flavors:
Repair 100HP: 200 points
Repair All Damage: 5000 points
Repair in samm amounts is beneficial until you get over 2400 damage done to
you, in which then the Repair All Damage is better.
Defense
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Castles must have the ability to protect itself, other than 1-4 little
bread ties? Yep, you can! And here's what you get.
Pit of Conversion
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The Pit of Conversion puts a paint bucket in the lower right corner
of the levels. To use, simply drop any Basic or Popsicle Stick Figure
into it. It will disappear for a time, until it converts a bad guy
into forces for you to use!
This is something you HAVE to purchase right away, as you can't use
anything else unless forces are converted.
Point Cost: 5000
Stone Mason
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Stone Mason are the guys behind the scenes. If you take damage, these
guys will work to repair it. You may not see it being done, but
it's being done - just have a little faith. The more converted guys
here, the more repair work that can be done. This should assist in
covering early damage levels without having to buy repair items.
This should be purchased as early as possible.
Point Cost: 25,000
Magic
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In the game, you get 3 magic spells, depending on how many guys are
stationed in the Tower of Magic.
1-34 guys: Eraser (Complete removes 1 enemy. You receive 0 points
for killing this enemy). Press the D-Pad down to activate.
35-99 guys: Converter (A spray can sprays an enemy on the field for
a fast conversion to your side. You receive 0 points for converting
this enemy.) Press the D-Pad right to activate.
100+ guys: Bomb (This works exactly like the pop caps - they explode
an area around where your cursor is at the time of use. Press the
D-Pad left to activate.
Magic should be another early purchase, and try to get 35 guys as quick
as possible, because converter is necessary for stockpiling guys for
your side.
Point Cost: 40,000
Archery
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The archers assist in defense. They will randomly fire out arrows
and try to kill the bad guys. Generally, they have good accuracy,
but aren't the fastest guys out there, until you get a really high
count. Don't count on them to protect you from large swarms. Also,
any enemy they kill does NOT give you points.
This is something useful, but keep away from it at the start, as it
will interfere with your ability to earn points for getting stuff
at the start.
Point Cost: 8,000
Demolition
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This guys are basically the same as the Pop Cap Stick Figures, only
they're blue, and the move from right to left. You can use them to
blow up the enemy with bombs.
This is a good backup, especially in later levels when you'll get
HUGE swarms. This should be the last purchase (outside of wall
fortification), as it's completely unnecessary in early levels.
Point Cost: 15,000
V. Face Your Fears
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So what is the best way to play this game? What order should you
buy your stuff in?
1. Pit of Conversion is a must first purchase. You need guys
to work for you for anything to happen.
2. Mason or Magic. I think repairs are more beneficial early on,
but you may also want to get the quick 35 guys for faster conversion
for use later on. It's your choice.
3. The other choice. If you get mason, then get magic. And vice versa.
4. Archery. Once you get some initial setup, THEN go for archers. They
just get in your way early on.
5. Demolition. This is basically to be your backup for the later levels,
when swarms will get so bad, you can't pick them all (especially when Pop
Cap Stick Figures show up in large amounts).
6. Fortification. Despite that this is your life points, 250 should be
more than enough in the early going, especially if you get the mason crew
high in count. Once you start getting into Level 20+, 250 won't cut it.
VI. Writers Thoughts
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This game is a lot of fun, but take advantage of the save points. Not
because the game is hard (well, until level 40), but because your wrist
will thank you. Take a break once in a while.
I've yet to try multiplayer, but I'm sure that'll make things fun.
VII. Legal Mumbo Jumbo
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This walkthrough guide is Copyright (C)2008 by Nicholas "Sir VG" Hoppe.
Don't steal this guide, or I'll destroy your helth.
This walkthrough was brought to you by Speed Runs 'R' Us which can be found
at:
http://speeddemosarchive.com/ or
http://TASVideos.org/
Have a nice day!
FIN