Tower Defense – Fantasy Legends Tower Game Guide

Basics for Tower Defense - Fantasy Tower Game

Basics

Overview

A simple basic guide to finding your way around this simple basic game.

Introduction

Hello, and welcome to my guide for Fantasy Legends Tower Game.

Just as a heads up, I gave this game a pretty bad review, and I stand by the things I said there. That said, I paid for it, I’m gonna play it, and maybe the things I have learned can help others who give this a try.

Home screen

The home screen of the game offers you the over-map, and three boxes that lead to the strategic upgrades offered within the game, heroes, spells and weapons. There is also a setting button in the upper right.

The over-map will show you the playable level(s) and as you beat levels the path will extend to the right.

There is only one path.

You can go back to replay old levels, either to try again on the Hard level of difficulty, or just to earn more money.

There seems to be no reduction in the reward for replaying old level.

Heroes

There are three heroes. You can have one active at any given time.

The three heroes are Knight, Champion and Legendary Golem.

There seems to be little to no distinction between them.

They do level up. When they do you can spend a point in one of the three categories, Heart (health) Shield (defense) and Sword (attack).

These all cap at three, and once you have maxed all of the categories, any additionally earned upgrade points have no value or purpose.

I see no reason not to simply use the highest level hero.

NOTE: The heroes are unavailable on the first two levels.

Spells

There are seven spells, which are simply attacks to use if things get tough. More often than not you will not need to use any of them.

From cheapest to most expensive they are as follows:
Power Barrel
Trap Plant
The Thing
Last Griffin
God’s Fist
Woken Dragon
Ancient Demons

They can be a bit hard to aim at times, especially the Griffin.

Except for the Ancient Demons these impact only a specific spot on the map. The Ancient Demons summons a hear of what appear to be dinosaurs to race across the map.

For now I will just post this list. From left to right they get more expensive and more useful. If I get requests, I will consider trying to get more information on them.

Settings

In the upper right hand corner of the screen is a gear. Clicking on this takes you to Settings.

There are four options:

Back
Options
Controls
Quit Game

Back simply closes the settings window.
Controls allows you to adjust the sound and game volumes, as well as turn on or off full screen.
Controls gives you a list of the hot-keys. These can be useful.
Quit game closes the game.

Weapons

Oddly enough the section entitles Weapons is where the towers are.

There are four towers, from cheapest to most expensive they are:

Frost Tower
Archer Tower
Tesla Tower
Fire Tower

The frost tower slows units down, which is useful. It claims to do decent damage, but this doesn’t seem to be true.

The archer tower fires quickly, and does very little damage.

The Tesla tower does decent damage, and hits multiple targets with electrical damage

The fire tower does pretty decent damage, hits several targets, and sets them on fire for a short period of time.

The towers have three statistics, Attack, range and shoot rate. Anything else they may or may not do is not explained or listed.

NOTE: The higher the shoot rate the better.

Each tower shows the basic stats beneath them, and there is a button labeled “Show Info” that pops up another window that shows what will change if you upgrade that tower, and how much it will cost to do so, and how much it will cost to purchase this upgrade. This is also where you buy that upgrade should you want it, and can afford it.

The max level of the towers is five.

MAX STATS
Frost 30/23/07
Archer 06/30/30
Fire 14/25/19
Tesla 12/21/07

The Level display on the main map

If you click on a level, you get a pop up window.

This shows a small version of the entire map, and offers you the option to start the level.

Initially you can choose to fight the level on Normal level. Once you defeat it you can, if you wish, come back and defeat it on Hard.

NOTE: The hero does not become available until the third level.

The level maps explained

When you have selected a level to play, you go into the game map.

The game map has the paths the creatures will follow. In general from left to right. The exit(s) will be marked with little blue flags.

Along the path are little circles, with flags in them. These are the places you can build towers at the price of some food, the in game currency.

There are also circles of rough dirt on some maps. These can be turned into building sites for a small amount of food.

There are also assorted pieces of fluff, buildings and such, that play no part in the game.

The map goes to the edges, so much of it is covered by various displays and buttons.

Across the top left you have a display for lives (a heart), food (a hunk of meat) and level (a skull in a circle) which shows the level you are on, and the total number in that map.

Top right has a button to speed the game up (there are only two speeds), and a pause button.

The pause button also opens a list of control options.
Continue
Restart
Options
Controls
Map

Continue simply takes you back tot he map at the same point where you left.
Restart takes you back to the beginning of the level.
Options takes you to the sound controls. You can also toggle on and off the full screen.
Controls shows you the hot keys.
Map takes you back to the over-map, and ends this attempt at the level.

On the left side is a picture of your hero, with a health bar beneath it.

In the bottom left are two strategic options on timers, which can be used repeated.

The first calls up a little solder who will fight for you. I think of him as a militiaman.
He is pretty useful.
His counter runs about ten seconds before calling him again.
There can be two on the map at the same time, but the first one will vanish not too long after the second shows up.

The second is a lightning bolt spell.
It is pretty powerful.
The counter seems to run about seventy seconds before calling it again.
NOTE: It is rather hard to see the refill bar percentage, until it is ready to be cast again.

Both counters start as soon as you arrive, which means that by the time you have built a few towers the militiaman is usually ready.

To the right of this are nine buttons. Eight are the spells you buy with gold coins on the main screen. The last opens a store, where you can, if you have any gold, buy a spell during the level.
These cannot be bought with the food.

This clutter can be a problem, as on some levels.
for example, level fifteen where two critical build sites are hidden by the spell buttons.

You can zoom the map in and out with the mouse scroll button.
This can be useful looking for things behind the obscuring errata.
NOTE: The scrolling is odd, as scrolling up, which usually means enlarge, actually shrinks your view, and vice versa.

The Levels in play

The game play is pretty basic, and tends to revolve around the heroes and choke points.

Try to build your first few towers in places that will hit as much of the anticipated flow of monsters as possible. Most maps have a choke point, those that do not are more difficult.

If you have several tower build locations close together it can be useful to build a frost tower where it will hold monsters within the range of the other towers longer.

The fire tower seems the most potent. I mix and match, as some monsters have strengths and weaknesses to the various attack types.

You might want to make a note of these when a new monster appears, as there does not seem to be a glossary where you can find this information at any other point.

NOTE: Control of the hero, which is very important, is also very wonky. You can activate it (most of the time) by clicking on it. The hot key is tab, which tends to work better. You then click on where you want the hero to go. This works about eighty percent of the time. If it doesn’t work, try clicking an inch or more away from that spot.

NOTE: The hero can die. This can be a difficult time, but he tends to heal up pretty quickly, then he reappears where he died.

Levels 20+

The earlier levels feel pretty tiny.

Once you hit level twenty, the map opens up, and your ability to find choke points diminishes. This is nice, in that it bumps up the difficulty and makes things more interesting. It also makes the towers more important tot he game.

Of course opens up some new issues as well.

Mainly the difficulty to control the hero. You really need to click around and find the spots that the hero reacts to.

You also need to learn what paths the hero will take, he does not cross the areas between paths where every is the most convenient, and as you will need to move him around, you need to learn where he will go, and how quickly.

NOTE: This is particularly important on level 27, where there is actually a stretch of the path the hero will not traverse. It is in the upper left, and it makes a huge difference in your ability to control the area. Experiment with this before you start the level.

The monsters

Not a lot of variety here. Most of them are just grunts. I will list the few that stand out.

The bats: They fly, but it doesn’t seem to change anything about how they play, though on occasion they do seem to get by the hero more easily.

The bandits: Fast runners.

The healers: Little witch doctors. You want to kill these when you can. I recommend using your militiaman.
The healers tend to hang back, so you have to keep an eye open for them.

The blue pig: She is a tough foe, but you need to expend some effort trying to kill her, as when she dies she spawns six or seven smaller, faster pigs.

Other than that, nothing much catches the eye. Some are tougher than others, but you will figure that out thru play.

Gameplay

It is pretty basic. Find a spot where your Hero has good coverage of the paths, a choke point if possible. with towers nearby or slightly ahead to support him.

Use your militia to support him, or to slow monsters where there are towers to keep them getting hit longer. Summon him out front to attack healers as they appear.

NOTE: Once summoned each militiaman can not be controlled to move elsewhere.

If there is more than one choke point, it is often a good idea to start at the more forward location, then drop back to heal if the hero gets too badly battered.

Calling waves early never offers much in the way of food. If you need to heal your hero, it is better let the timer run out by itself. Calling the waves early when your hero is healthy is fine.

If you have two or three towers in a cluster, it can be useful to make one a frost tower to slow the monsters down when in range of other towers.

The game moves fairly quick, but if you have the time on the final wave, sell the front towers after the final monsters have passed it, and use the gold to buff up the towers between them and the exit.

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