Posted on 10-02-2008
Filed Under (PS3, Walkthrough) by admin


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===============================================================================
 Game Title: PixelJunk Monsters
   Platform: PlayStation 3
FAQ Version: 1.00 (2008-02-08)
     Author: Paul Wolfenden (PsiPab)
===============================================================================

Hello and welcome to my FAQ/Walkthrough for PixelJunk Monsters on the
PlayStation 3. I created this guide because a) I like the game a lot and b)
there was nothing else on GameFAQs at the time of making it. It’s my first, and
quite possibly last, attempt at making a FAQ so I hope you’ll find it a useful
aid to this great little game!

===============================================================================
Contents
===============================================================================

1. About the Game
  1a. Controls
  1b. Unlockables
2. Levels
  2a. Wave Breakdown
  2b. Tutorial
  2c. Easy 1
  2d. Easy 2
  2e. Easy 3
  2f. Easy 4
  2g. Special 1
  2h. Medium 1
  2i. Medium 2
  2j. Medium 3
  2k. Medium 4
  2l. Medium 5
  2m. Medium 6
  2n. Medium 7
  2o. Special 2
  2p. Hard 1
  2q. Hard 2
  2r. Hard 3
  2s. Hard 4
  2t. Hard 5
  2u. Hard 6
  2v. Special 3
3. Towers
  3a. Upgrading
  3b. Arrow Tower
  3c. Cannon Tower
  3d. Anti-Air Gun Tower
  3e. Ice Tower
  3f. Laser Tower
  3g. Tesla Tower
  3h. Fire Tower
  3i. Mortar Tower
  3j. Hive Tower
  3k. Lightning Tower
4. Monsters
  4a. Shields
  4b. Ant
  4c. Spider
  4d. Heli
  4e. Golem
  4f. Bat
  4g. Bee
  4h. Boss (Easy)
  4i. Boss (Medium)
  4j. Boss (Hard)
5. FAQACAS
  5a. The Game
  5b. This FAQ
  5c. Miscellany
6. Boring Stuff
  6a. Credits
  6b. Contact Information
  6c. Version History
  6d. Distribution

===============================================================================
1. About the Game
===============================================================================

PixelJunk Monsters is a PlayStation 3 game developed by Q-Games and available
exclusively through the PlayStation Store. It falls into the “tower defense”
genre, in which you try to defend your base by building towers to defeat waves
of monsters. The game features 20 levels, nice hi-res graphics, a well executed
co-op mode and online high score tables.

——————————————————————————-
1a. Controls
——————————————————————————-

Left Stick: Move Character
     D-Pad: Move character
     Cross: Action / Confirm
    Circle: Cancel
    Square: Remote mine (unlocked after beating Special 2)
 L1 (Hold): Show upgrade status of all towers
 R1 (Hold): Show current player (co-op only)
     Start: Menu / Pause

——————————————————————————-
1b. Unlockables
——————————————————————————-

There are 3 unlockables in the game. Finish these levels to receive them:

Special 1 - Run ability (hold down Circle to run)
Special 2 - Remote mines (press Square to place/detonate)
Special 3 - Lightning towers

===============================================================================
2. Levels
===============================================================================

The game features 21 levels, playable in both solo and co-op play. They consist
of 1 tutorial, 4 easy, 7 medium, 6 hard and 3 special levels.

Screenshots of the levels are available on my PixelJunk Monsters page:
http://psipab.googlepages.com/pixeljunkmonsters

——————————————————————————-
2a. Wave Breakdown
——————————————————————————-

The level guide features a breakdown of every wave of monsters on each level.
Special conventions used are detailed below.

Wave:
- A star next to the wave number means there is something special about the
  wave. Check below the table for details.

Monster Type:
- A letter in brackets indicates a shield (G = green, B = blue, R = red).

Pattern:
- On levels with more than one, spawn points are indicated in brackets, with
  horizontal (L = left, M = middle, R = right) followed by vertical (B =
  bottom, M = middle, T = top).
- On levels with only one spawn point but two clear pathways, the direction of
  monsters is indicated in square brackets (L = left, R = Right).
- A plus denotes multiple sets of monsters in the wave at the same time.
- A comma denotes multiple sets of monsters in the wave seperated by a gap.

——————————————————————————-
2b. Tutorial “Learn how to play.”
——————————————————————————-

Just a nice simple introduction to the game and how it’s played. You can’t
really go wrong. Included here just for the sake of completeness!

Coins: 100 (solo), 100/100 (co-op)
Spawn: Left bottom (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 01
   2 | Ant          | 02
   3 | Ant          | 03
   4 | Spider       | 02
   5 | Heli         | 04
   6 | Heli         | 06
   7 | Heli         | 07
   8 | Ant          | 07
   9 | Spider       | 07
  10 | Golem        | 01

——————————————————————————-
2c. Easy 1 “The waves begin.”
——————————————————————————-

Looks easy and well defensible but beware the high number of monsters you’ll be
facing, especially considering it’s the first proper level. A good place to get
a feel for the different tower types and how upgrades effect them.

Coins: 340 (solo), 250/250 (co-op)
Spawn: Left top (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 10
   2 | Spider       | 14
   3 | Ant          | 23
   4 | Golem        | 04
   5 | Heli         | 12
   6 | Spider       | 22
   7 | Heli         | 15
   8 | Ant          | 30
   9 | Golem        | 15
  10 | Boss(Easy)   | 01

——————————————————————————-
2d. Easy 2 “Power play.”
——————————————————————————-

Your first taste of multiple pathways. Hit them as fast and as hard as possible
on the parts the monsters are forced to pass before you build defenses where
they may or may not travel.

Coins: 340 (solo), 250/250 (co-op)
Spawn: Left middle (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 09
   2 | Spider       | 11
   3 | Ant          | 16
   4 | Golem        | 04
   5 | Spider       | 16
   6 | Heli         | 10
   7 | Heli         | 15
   8 | Ant          | 30
   9 | Golem        | 10
  10 | Boss(Easy)   | 01

——————————————————————————-
2e. Easy 3 “Prudence is key.”
——————————————————————————-

“Monsters have no coins here! Do what you can with your initial funds!”

Like the game says, monsters don’t drop coins on this level, so you’ve got to
spend wisely. The map is one long path to your base, with monsters going off
the screen before reappearing on the other side. Don’t neglect air defenses
here, as you’ll be facing 3 waves of helis.

Coins: 2000 (solo), 1000/1000 (co-op)
Spawn: Right middle (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Heli         | 10
   2 | Ant          | 15
   3 | Golem        | 05,05
   4 | Spider       | 15
   5 | Heli         | 14
   6 | Golem        | 15
   7 | Heli         | 15
   8 | Ant          | 19
   9 | Spider       | 10,10
  10 | Boss(Easy)   | 01

——————————————————————————-
2f. Easy 4 “Hold the line.”
——————————————————————————-

Another map with split paths, this one forms a large “X” pattern. For most
levels I wouldn’t recommend concentrating on base defense, but here it can
really work, as the area leading up to the base is the only one that the
monsters always pass through.

Coins: 340 (solo), 250/250 (co-op)
Spawn: Left top, left bottom

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 11(LT)
   2 | Spider       | 11(LB)
   3 | Ant          | 16(LT)+06(LB)
   4 | Golem        | 04(LB)
   5 | Spider       | 04(LT)+15(LB)
   6 | Heli         | 10(LT)
   7 | Ant          | 12(LT)+17(LB)
   8 | Heli         | 10(LT)+06(LB)
   9 | Golem        | 05(LT)+06(LB)
  10 | Boss(Easy)   | 01(LB)

——————————————————————————-
2g. Special 1 “From all sides.”
——————————————————————————-

“They’re all the same! This stage is filled with all the same type of monster.”

Monsters pour in from just about every opening you can see at some point on
this map! However, it’s not as hard as it looks, because with the exception of
the boss all 20 waves are just spiders. This means you can get away with
nothing but arrow towers. Start building close to your base as and work
outwards, with a focus towards the bottom half as that’s where your flock is
and most spawns are from. For finishing the level you get the run ability.

Coins: 500 (solo), 370/370 (co-op)
Spawn: All around!

Wave | Monster Type | Pattern
—————————————————-
   1 | Spider       | 09(LM)
   2 | Spider       | 10(RB)
   3 | Spider       | 13(LB)
   4 | Spider       | 12(RB)
   5 | Spider       | 15(LB)
   6 | Spider       | 05(LB),11(LB)
   7 | Spider       | 12(RB),06(RB)
   8 | Spider       | 05(LT),04(LT),09(LT)
   9 | Spider       | 18(RB)
  10 | Spider       | 21(LB)
  11 | Spider       | 07(RB)+05(MT),02(MT)+08(RB)
  12 | Spider       | 03(LT),10(LB)+04(LT)
  13 | Spider       | 21(RB)
  14 | Spider       | 11(LB),07(RT),03(RB)
  15 | Spider       | 12(RB),03(RM),05(RB),03(RB)
  16 | Spider       | 20(RB)
  17 | Spider       | 19(MB),04(RB)
  18 | Spider       | 05(LT),15(LB),05(LT)
  19 | Spider       | 25(All)
  20 | Boss(Easy)   | 01(LM)

——————————————————————————-
2h. Medium 1 “Short cut.”
——————————————————————————-

This map has a painful, if obvious, twist. From wave 13 onwards, some of the
monsters in each wave will take the short route to your base. For this reason,
make sure you defend the downward path well in the later waves. This level also
introduces you to a green shielded ant for the first time, so consider saving
up gems to unlock fire towers which can take them down with ease.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left middle (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 10
   2 | Spider       | 10
   3 | Golem        | 06
   4 | Spider       | 14
   5 | Heli         | 10
   6 | Spider       | 20
   7 | Heli         | 15
   8 | Ant          | 20
   9 | Golem        | 07,03
  10 | Bat          | 10
  11 | Ant          | 25
  12 | Ant(G)       | 06
  13*| Spider       | 20
  14*| Bat          | 15
  15*| Heli         | 20
  16*| Ant(G)       | 10
  17*| Bat          | 20
  18*| Golem        | 16,04
  19*| Ant(G)       | 15
  20*| Boss(Medium) | 01

* Some monsters from these waves will take the short path downwards.

——————————————————————————-
2i. Medium 2 “Smile.”
——————————————————————————-

There are fewer trees and a wider corridor here than you might have become
accustomed to. Because of this, be sure need to utilise both the trees nearest
to the pathway and the ones behind them, with say a cannon tower in front and
arrow tower behind. It’s also worth building your towers mostly in the top set
of trees, as the few at the bottom don’t have as much proximity to the
monsters’ path.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left top (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 10
   2 | Spider       | 11
   3 | Ant          | 11
   4 | Golem        | 05
   5 | Heli         | 10
   6 | Spider       | 16
   7 | Heli         | 14
   8 | Spider       | 02,15
   9 | Golem        | 08
  10 | Heli         | 12
  11 | Ant          | 17
  12 | Ant(B)       | 05,03
  13 | Spider       | 20
  14 | Golem        | 04,01,03,05
  15 | Heli         | 16
  16 | Spider       | 20
  17 | Ant(B)       | 20
  18 | Spider       | 25
  19 | Ant(B)       | 04,15
  20 | Boss(Medium) | 01

——————————————————————————-
2j. Medium 3 “Bridge out!”
——————————————————————————-

Much like Medium 1, this level lulls you into a false sense of security before
unleashing your worst nightmare, which in this case is an army of bees crossing
the river at the top. There are a lot of flying beasties on this map, so you’ll
want to build laser towers as soon as possible to take care of them. Don’t
forget to place them where they will hit an entire line at once, and watch out
for those crossing bees towards the end!

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left bottom (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 11
   2 | Spider       | 11
   3 | Ant          | 21
   4 | Spider       | 22
   5 | Heli         | 10
   6 | Spider       | 22
   7 | Heli         | 13
   8 | Ant          | 25
   9 | Golem        | 09
  10*| Heli         | 10,10
  11 | Ant(R)       | 17
  12*| Bee          | 10
  13 | Spider       | 25
  14*| Heli         | 24
  15 | Golem(R)     | 20
  16*| Bee          | 16
  17*| Heli         | 24
  18 | Spider(R)    | 29
  19*| Bee          | 30
  20 | Boss(Medium) | 01

* Some monsters from these waves will fly accross the river at the top path.

——————————————————————————-
2k. Medium 4 “Treeless forest.”
——————————————————————————-

“There are just four trees! Choose the right tower for the job and switch types
in time!”

With only 4 trees available, you’re going to be replacing your towers a lot on
this level. Arrow towers are useful here, as two fully upgraded ones on the
outer trees can help through most of the waves, with the two inner trees being
used depending on what you’re facing. A final word of advice; the only way to
take down the boss is with 4 fully upgraded mortar towers.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left middle (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 09
   2 | Spider       | 09
   3 | Ant          | 09
   4 | Heli         | 06
   5 | Ant          | 12
   6 | Spider       | 09
   7 | Ant          | 07
   8 | Heli         | 09
   9 | Ant(G)       | 09
  10 | Spider(G)    | 10
  11 | Ant(G)       | 07,07
  12 | Bat          | 06
  13 | Ant(R)       | 09
  14 | Spider(R)    | 11
  15 | Ant(R)       | 11
  16 | Bee          | 06
  17 | Ant(R)       | 11
  18 | Spider(R)    | 10
  19 | Golem        | 10
  20 | Boss(Medium) | 01

——————————————————————————-
2l. Medium 5 “Monster mishmash.”
——————————————————————————-

“It’s a monster free-for-all! All different varieties of monsters will attack
in just one long wave!”

This level is surprisingly easy considering how far into the game it is.
There’s only one proper wave of monsters and you are given a huge amount of
funds and all tower types with which to deal with them. Plus if you do make a
mistake it’s easy to just start again with different tactics because the level
is so short. For these reasons, I don’t have any specific tips to give here, so
just enjoy finding out what works!

Coins: 4000 (solo), 2000/2000 (co-op)
Spawn: Left top (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 04
   ” | Heli         | 06
   ” | Golem        | 04
   ” | Bee          | 05
   ” | Spider       | 02
   ” | Bat          | 05
   ” | Ant(R)       | 04
   ” | Ant(G)       | 04
   ” | Golem(R)     | 05
   ” | Golem(G)     | 05
   ” | Spider(R)    | 04
   ” | Spider(G)    | 04
   2 | Boss(Easy)   | 01
   3 | Boss(Medium) | 01

——————————————————————————-
2m. Medium 6 “Heart.”
——————————————————————————-

This is a tricky one. You’ve got monsters entering from the top and then
splitting into the left and right paths that lead to your base. With only a
limited number of trees in range of the key points, you’re going to have to
cover each side as well. It’s worth noting that all flying monsters take the
left path, so only build air defenses to cover that side.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Middle top (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 12[L]
   2 | Spider       | 10[L]
   3 | Ant          | 14[R]
   4 | Spider       | 10[R],05[R]
   5 | Heli         | 12[L]
   6 | Spider       | 07[R]+04[R]+06[R]
   7 | Heli         | 14[L]
   8 | Ant          | 20[R]
   9 | Golem        | 08[R]
  10 | Bat          | 08[L]
  11 | Ant          | 06[R],06[R]+06[L]
  12 | Ant(G)       | 04[R]
  13 | Ant          | 06[L],08[R],11[L]
  14 | Bat          | 13[L]
  15 | Ant(G)       | 05[R],02[L],03[R]
  16 | Golem        | 10[R],03[L]
  17 | Spider       | 03[L]+07[R],07[L]+03[R]
  18 | Golem        | 12[L]+08[R]
  19 | Ant(G)       | 11[R]+07[L]
  20 | Boss(Medium) | 01[R]

——————————————————————————-
2n. Medium 7 “Roundabout.”
——————————————————————————-

Despite how it looks, there’s only two spawn points on this level; the bottom
right and the bottom left. The 2×4 trees that stick out from the lower middle
part of the map can be useful, as monsters from both spawn points will usually
pass by them. Beyond that a typical base defense is needed to finish off those
that get through. Be aware that fire isn’t that effective on this level as
there are 4 waves of red shielded monsters. Consider mortars as an unlock
instead.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Right bottom, left bottom

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 10(RB)
   2 | Spider       | 11(RB)
   3 | Ant          | 16(RB)
   4 | Spider       | 12(RB)+03(RB)
   5 | Golem        | 06(RB)
   6 | Spider       | 14(RB),03(RB)
   7 | Heli         | 14(RB)
   8 | Ant          | 10(RB)+10(LB)
   9 | Golem        | 08(RB)+03(LB)
  10 | Bat          | 07(RB),05(RB)
  11 | Ant(R)       | 05(RB),05(LB)
  12 | Golem        | 04(RB)+07(LB),04(RB)
  13 | Ant          | 10(LB)+10(RB)
  14 | Ant(R)       | 20(RB)
  15 | Bat          | 10(RB)+05(LB),04(RB)+03(RB)
  16 | Spider       | 12(LB)+13(RB)
  17 | Ant(R)       | 18(RB)+03(LB)
  18 | Spider       | 05(RB)+07(LB),10(RB)
  19 | Golem(R)     | 15(RB)
  20 | Boss(Medium) | 01(RB)

——————————————————————————-
2o. Special 2 “Lines of attack.”
——————————————————————————-

It’s all about the flying monsters here. Build plenty of anti-air guns to
defeat the initial waves, then supplement them with lasers as soon as you have
enough gems. Arrow towers can deal with the few waves of spiders but you’ll
need something stronger in the later stages to deal with a single wave of
golems. For beating this level you receive remote mines.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left top (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Heli         | 08
   2 | Bat          | 08
   3 | Heli         | 12
   4 | Bee          | 07
   5 | Spider       | 10
   6 | Bee          | 09
   7 | Heli         | 15
   8 | Bat          | 15
   9 | Bee          | 12
  10 | Spider       | 10,05
  11 | Bat          | 18
  12 | Heli         | 18
  13 | Heli         | 20
  14 | Bee          | 15
  15 | Golem        | 15
  16 | Bat          | 25
  17 | Heli         | 24
  18 | Bee          | 18
  19 | Bee          | 23
  20 | Boss(Medium) | 01

——————————————————————————-
2p. Hard 1 “So many monsters.”
——————————————————————————-

They weren’t kidding with the title of this level. Research lasers at the first
opportunity and place them where they will be most effective, perhaps in the
middle of the t-junction so they can hit all sides. Go for fire towers next to
mow down ground enemies but don’t forget to keep your air defenses up too. By
the end, you’re going to need all the fire towers you can afford to deal with a
wave of 60(!) green shielded spiders. The boss is still the medium type so no
worries there.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left top, right middle

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 20(LT)
   2 | Ant          | 18(LT)
   3 | Ant          | 12(LT)
   4 | Ant          | 15(LT)+05(RM)
   5 | Heli         | 18(LT)+06(RM)
   6 | Bat          | 10(LT)
   7 | Spider       | 12(LT)
   8 | Ant          | 32(LT)
   9 | Bat          | 30(RM)
  10 | Golem        | 02(LT)+02(RM)
  11 | Bee          | 04(LT)+04(RM)
  12 | Ant          | 64(LT)+16(RM)
  13 | Spider       | 32(LT)
  14 | Bee          | 08(LT)+08(RM)
  15 | Ant(G)       | 16(LT)+16(RM)
  16 | Spider(G)    | 10(LT)+10(RM)
  17 | Bat          | 24(LT)+12(RM)
  18 | Bee          | 10(LT)+20(RM)
  19 | Spider(G)    | 40(LT)+20(RM)
  20 | Boss(Medium) | 01(LT)

——————————————————————————-
2q. Hard 2 “Double team.”
——————————————————————————-

This level is one of the hardest in the game, thanks to the dual-sided design
and short pathways from spawn to base. Unlock lasers first but follow it up
with fire as soon as possible because the monster numbers really ramp up after
the halfway point. If you make it to the end, you’ll get your first experience
of the hard boss, who is both fast and tough. Build as many mortars as you can
to deal with it, selling useless towers such as anti-air and lasers if
necessary.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left middle, right top

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 05[L]+05[R]
   2 | Ant          | 12[L]+06[R]
   3 | Ant          | 06[L]+06[R]
   4 | Ant          | 14[L]+05[R]
   5 | Heli         | 04[L]+04[R]
   6 | Bat          | 08[L]
   7 | Spider       | 12[L]
   8 | Ant          | 32[L]
   9 | Bat          | 18[R]
  10 | Golem        | 02[L]+02[R]
  11 | Bee          | 04[L]+04[R]
  12 | Ant          | 64[L]+16[R]
  13 | Spider       | 33[L]
  14 | Bee          | 08[L]+08[R]
  15 | Ant(G)       | 16[L]+19[R]
  16 | Spider(G)    | 10[L]+10[R]
  17 | Bat          | 22[L]+12[R]
  18 | Bee          | 11[L]+20[R]
  19 | Spider(G)    | 34[L]+20[R]
  20 | Boss(Hard)   | 01[L]

——————————————————————————-
2r. Hard 3 “Pond patrol.”
——————————————————————————-

These snowy levels are, in my opinion, the nicest looking in the game. This one
has you facing off against flying creatures crossing the pond and ground
beasties taking the long winding path around it. Do just enough to deal with
the ground monsters first then put most of your effort into dealing with the
many waves of fliers. Lasers are of course essential, with fire of little use
until after the red shielded waves have passed, at which point you’ll need it
for lots of green shielded golems.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left middle (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 17
   2 | Heli         | 03
   3 | Ant          | 04,10,08
   4 | Heli         | 12
   5 | Spider       | 14
   6 | Bat          | 12
   7 | Ant          | 50
   8 | Heli         | 40
   9 | Golem        | 06
  10 | Bee          | 12
  11 | Ant(R)       | 20
  12 | Bee          | 30
  13 | Spider(R)    | 25
  14 | Bee          | 12
  15 | Ant(G)       | 20
  16 | Bat          | 12
  17 | Golem(G)     | 20
  18 | Heli         | 50
  19 | Golem(G)     | 20
  20 | Boss(Hard)   | 01

——————————————————————————-
2s. Hard 4 “Swirling paths.”
——————————————————————————-

“So lonely! Protect the last of your flock!”

Oh cruel level designers, forcing us to get a rainbow or nothing. The key line
of trees here is the one that starts at the bottom right of the screen, as it
covers both spawn points well. Build up what you need from here and surround
your base with arrows to pick off survivors. A few fire towers go down a treat
on this level. If you’ve not been using remote mines as a last resort yet,
consider doing so here if needed to avoid great frustration.

Coins: 340 (solo), 250/250 (co-op)
Spawn: Left top, right bottom

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 09(LT)
   2 | Spider       | 10(LT)
   3 | Ant          | 12(RB)
   4 | Golem        | 05(LT)
   5 | Heli         | 05(RB)
   6 | Spider       | 12(LT)
   7 | Heli         | 08(RB)+02(LT)
   8 | Golem        | 10(RB)
   9 | Spider       | 06(LT)+08(RB)
  10 | Golem        | 03(LT),04(LT),03(LT)
  11 | Ant          | 14(RB)+05(LT)
  12 | Spider       | 13(LT)+12(RB)
  13 | Heli         | 09(LT)+06(RB)
  14 | Golem        | 05(LT)+10(RB)
  15 | Ant          | 19(LT)+06(RB)
  16 | Spider       | 18(LT)+12(RB)
  17 | Heli         | 08(LT)+12(RB)
  18 | Golem        | 20(LT)+10(RB)
  19 | Spider       | 15(LT)+15(RB)
  20 | Boss(Easy)   | 01(LT)

——————————————————————————-
2t. Hard 5 “Semicircle assaults.”
——————————————————————————-

“Monsters have no gems, here! All the monsters will need to be taken down with
just the basics!”

This level sounds fun. That is, until you are shown just how essential towers
like fire and laser have become by now. Monsters are sent down both paths in
equal numbers for the most part, so build to defend both sides. You need lots,
no, loads of all 3 default tower types to survive this one. Then as if it
wasn’t bad enough already, they send not one but two hard bosses for the
finale. Paint their way with cannons, selling everything else as you go.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Middle top (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 05[L]+04[R]
   2 | Ant          | 12[L]+12[R]
   3 | Heli         | 03[L]+03[R]
   4 | Heli         | 06[L]+06[R]
   5 | Bat          | 08[L]+08[R]
   6 | Spider       | 08[L]+08[R]
   7 | Spider       | 10[L]+10[R]
   8 | Ant          | 11[L]+11[R]
   9 | Bat          | 20[L]+10[R]
  10 | Golem        | 04[L]+04[R]
  11 | Bee          | 03[L]+06[R]
  12 | Ant          | 32[L]+32[R]
  13 | Spider       | 24[L]+24[R]
  14 | Ant          | 32[L]+32[R]
  15 | Bee          | 06[L]+06[R]
  16 | Golem        | 05[L]+05[R]
  17 | Bat          | 16[L]+16[R]
  18 | Bee          | 07[L]+07[R]
  19 | Spider       | 12[L]+12[R]
  20 | Boss(Hard)   | 01[L]+01[R]

——————————————————————————-
2u. Hard 6 “The Final Stage.”
——————————————————————————-

Considering it’s “The Final Stage” there isn’t much special about it. Just
monsters entering from the top and splitting into left and right paths again.
As such no special tactics are needed here. Base your defense on, well, base
defense! There’s lots of trees with which to do so and nice long pathways to
keep the monsters occupied. You will face all 3 types of boss at the end but
thanks to the aforementioned long pathways and the fact they all go left
they’re surprisingly easy to deal with. For finishing this level you receive a
congratulatory message, followed by the game’s credits.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Middle top (all)

Wave | Monster Type | Pattern
—————————————————-
   1 | Spider       | 06[L]
   2 | Spider       | 06[R]
   3 | Spider       | 06[R]
   4 | Ant          | 15[L]+15[R]
   5 | Ant          | 15[L]+15[R]
   6 | Spider       | 10[L]+10[R]
   7 | Heli         | 10[L]+10[R]
   8 | Bat          | 05[L],05[R]
   9 | Spider       | 10[L]+10[R]
  10 | Golem        | 03[L]+02[R]
  11 | Ant(G)       | 02[L]+06[R]
  12 | Ant(G)       | 08[L]+08[R]
  13 | Spider(G)    | 16[R]
  14 | Golem(G)     | 10[L]+10[R]
  15 | Ant(G)       | 40[R]
  16 | Bee          | 05[L]+07[R]
  17 | Ant(G)       | 50[R]+10[L]
  18 | Golem(G)     | 10[L]+10[R]
  19 | Golem        | 09[L]+15[R]
  20 | Boss(All)    | 03[L]

——————————————————————————-
2v. Special 3 “Eruption Destruction.”
——————————————————————————-

“Volcanoes ruin everything! In between waves, a tower will be destroyed by
volcanic rocks!”

This is the true final level in my opinion. Thankfully it’s nice and
interesting! Like the game says, at the start of every wave a random tower will
be destroyed. For this reason, you might not want to upgrade your towers too
far because you never know how long they will last. The 5 trees in the middle
are your friends, as most monsters will circle them before heading to your
base. Build whatever works against the current wave on them. For finishing this
level you unlock lightning towers.

Coins: 500 (solo), 370/370 (co-op)
Spawn: Left top, left middle, left bottom

Wave | Monster Type | Pattern
—————————————————-
   1 | Ant          | 10(LT)
   2 | Golem        | 08(LM)
   3 | Spider       | 11(LB)
   4 | Heli         | 04(LT)+03(LM)+03(LB)
   5 | Ant(R)       | 10(LT)
   6 | Ant(B)       | 03(LT)+03(LM)+03(LB)
   7 | Golem        | 10(LT),05(LT)
   8 | Ant(R)       | 10(LM)
   9 | Golem(R)     | 10(LT)
  10 | Spider(R)    | 15(LB)
  11 | Bat          | 04(LT)+04(LM)+04(LB)
  12 | Ant(G)       | 10(LB)
  13 | Spider(B)    | 04(LT)+04(LM)+04(LB)
  14 | Golem(R)     | 10(LM),05(LB)
  15 | Ant(G)       | 10(LB)
  16 | Golem(G)     | 10(LM)
  17 | Spider(G)    | 15(LB)
  18 | Bee          | 04(LM)+03(LB)+04(LT)
  19 | Golem        | 11(LM)+08(LT)+11(LB)
  20 | Boss(Hard)   | 01(LM)

===============================================================================
3. Towers
===============================================================================

There are 9 regular types of tower available, along with a 10th that becomes
available after beating Special 3. At the start of most levels only the cannon,
arrow and anti-air gun towers are available, with the rest unlocked at your
base by spending the required amount of gems.

——————————————————————————-
3a. Upgrading
——————————————————————————-

Towers can be upgraded to improve their stats. A tower will upgrade slowly by
itself but the process can be speeded up by standing in it and dancing, or the
upgrade can be bought instantly with gems. Upgrade levels are detailed below.

Level | Gems | Flag Colour
—————————
    1 | 0    | Green
    2 | 1    | Yellow
    3 | 1    | Red
    4 | 2    | Purple
    5 | 3    | Black

——————————————————————————-
3b. Arrow Tower
——————————————————————————-

“An all-round tower which can attack ground and air monsters.”

Arrows have a reasonable range and can hit both ground and air targets but are
weak and slow. They are best used against spiders and bats but can also be
useful as a final base defense to kill monsters that have already been weakened
by other towers such as cannons. Upgrade to improve their range only as
necessary. The final upgrade is power but it is rarely worth it.

 Unlock: Free
  Power: *
  Speed: *
  Range: **
 Spread: -
   Cost: 100
   Type: All
Upgrade: Range > Range > Range > Power

——————————————————————————-
3c. Cannon Tower
——————————————————————————-

“Fires a cannonball which affects all monsters near point of impact.”

Cannons pack a decent punch and have splash damage but they fire slowly and
with very limited range. For this reason they must be placed close to the path
of monsters or they won’t fire at all. Very effective against ants and
effective against golems. All upgrades improve power so focus on the ones that
are doing the most damage to the most enemies.

 Unlock: Free
  Power: **
  Speed: *
  Range: *
 Spread: **
   Cost: 120 Coins
   Type: Ground
Upgrade: Power > Power > Power > Power

——————————————————————————-
3d. Anti-Air Gun Tower
——————————————————————————-

“A rapid-fire tower which targets only flying monsters.”

Anti-air guns have a good range but don’t do much damage. Best against helis
and bats, they are ineffective against bees. Upgrades improve speed and finally
power. A lot of the time they’re all you’ve got against flying monsters so
upgrade as far as you can.

 Unlock: Free
  Power: *
  Speed: ***
  Range: ***
 Spread: -
   Cost: 150 Coins
   Type: Air
Upgrade: Speed > Speed > Speed > Power

——————————————————————————-
3e. Ice Tower
——————————————————————————-

“A burst of freezing air is fired to slow down monsters.”

Ice slows down ground monsters but not enough to make it truly useful, meaning
this tower is of little use in the game as there are better towers to research
and build. Personally I didn’t use this one at all other than to test it.

 Unlock: 9 Gems
  Power: *
  Speed: *
  Range: **
 Spread: *
   Cost: 200 Coins
   Type: Ground
Upgrade: Power > Power > Spread > Spread

——————————————————————————-
3f. Laser Tower
——————————————————————————-

“Shoots at airborne monsters with powerful laser beams.”

Lasers are powerful and have good range but slow speed. They are the only tower
that can effectively deal with bees so you’re going to need a lot of them
through the course of the game. Their fire is a long straight line so place
them where they can damage an entire row of monsters at once for maximum
effect. All their upgrades are useful.

 Unlock: 11 Gems
  Power: **
  Speed: *
  Range: ***
 Spread: -
   Cost: 300 Coins
   Type: Air
Upgrade: Speed > Speed > Range > Power

——————————————————————————-
3g. Tesla Tower
——————————————————————————-

“Releases a high-power electrical attack on all nearby monsters.”

Tesla fire has good power but limited range and speed. Another tower that I
personally didn’t use other than for testing purposes. The gems and coins are
better spent on fire towers, which are a lot more powerful.

 Unlock: 12 Gems
  Power: ****
  Speed: *
  Range: *
 Spread: -
   Cost: 300 Coins
   Type: Ground
Upgrade: Range > Range > Range > Range

——————————————————————————-
3h. Fire Tower
——————————————————————————-

“Fires a powerful flaming stream to hurt multiple monsters.”

Fire is very powerful, has a good spread and a reasonable range but takes a
while to recharge between firing. They are highly effective at mowing down
ground forces, especially slow moving ones like ants, golems and those with
green shields. Upgrades are helpful.

 Unlock: 13 Gems
  Power: ****
  Speed: *
  Range: **
 Spread: ***
   Cost: 350 Coins
   Type: Ground
Upgrade: Range > Power > Spread > Range

——————————————————————————-
3i. Mortar Tower
——————————————————————————-

“One powerful hit affects many monsters with a wide spread.”

Mortars are powerful hitters with a good range and area of effect. They are
basically an improved canon so they do best against ants and golems. Thanks to
their range, they are also useful for taking down the stronger bosses in the
game. Upgrades improve the spread of their splash damage.

 Unlock: 15 Gems
  Power: ****
  Speed: *
  Range: ***
 Spread: ****
   Cost: 400 Coins
   Type: Ground
Upgrade: Spread > Spread > Spread > Speed

——————————————————————————-
3j. Hive Tower
——————————————————————————-

“Creatures launch from the hive, targeting monsters from the air.”

Hive towers shoot out bees towards the player’s position that attack anything
that gets in their way, be it ground or air based. You can only build one on a
level. For these reasons I didn’t find them to be any use in the game, but I’m
aware that some players do find them useful so you might do too.

 Unlock: 14 Gems
  Power: *
  Speed: **
  Range: *****
 Spread: -
   Cost: 450 Coins
   Type: All
Upgrade: Speed > Speed > Power > Power

——————————————————————————-
3k. Lightning Tower
——————————————————————————-

“Supremely powerful, this weapon attacks all monsters on the stage.”

Note: This is a special tower that is only unlocked after you beat Special 3.

Lightning attacks all monsters on the level but is very weak and slow. As such
there aren’t really any situations where the high gem and coin costs are worth
it. Coupled with the fact you don’t even unlock it until finishing what is
usually the last level in the game, it’s not a whole lot of use.

 Unlock: 13 Gems
  Power: *
  Speed: *
  Range: *****
 Spread: ***
   Cost: 500 Coins
   Type: All
Upgrade: Power > Power > Power > Power

===============================================================================
4. Monsters
===============================================================================

You’ll face 9 different critters in this game, made up of 6 regular monsters
and 3 special boss monsters, one for each difficulty level.

Note: Regular monster stats are relative only to each other and boss monster
stats are relative only to other bosses.

——————————————————————————-
4a. Shields
——————————————————————————-

Some of the regular monsters in the game are shielded with a green, blue or red
shield. These increase a monsters defense against certain attacks and weaken
them against others.

Type   | Strengths           | Weaknesses
———————————————-
Green  | Cannon, Mortar      | Fire, Tesla
Blue   | Ice, Cannon, Mortar | Fire
Red    | Fire, Tesla         | Cannon, Mortar

——————————————————————————-
4b. Ant
——————————————————————————-

Ants are slow and weak but can still cause problems in high numbers. Take them
down with cannons at first and later with fire. Arrows don’t bother them much.

    Type: Ground
   Speed: **
Vitality: *

——————————————————————————-
4c. Spider
——————————————————————————-

Spiders are going to catch you out throughout the game thanks to their very
high speed. Initially weak only to arrows, they can be taken down quickly later
on by fire. Good at avoiding canons.

    Type: Ground
   Speed: *****
Vitality: **

——————————————————————————-
4d. Heli
——————————————————————————-

Helis are the ant of the airborne world, i.e. slow and weak. Anti-air guns will
deal with them best early on, followed by lasers when available.

    Type: Air
   Speed: **
Vitality: *

——————————————————————————-
4e. Golem
——————————————————————————-

Golems are big, strong and slow. Canons are the only option at the beggining of
a level, followed by mortars and ground monsters’ worst nightmare, fire. They
shrug off arrows.

    Type: Ground
   Speed: *
Vitality: *****

——————————————————————————-
4f. Bat
——————————————————————————-

Bats are the spiders of the skies, i.e. blink and they’re killing your flock.
Deal with them like helis, with anti-air guns and lasers when available.

    Type: Air
   Speed: ****
Vitality: **

——————————————————————————-
4g. Bee
——————————————————————————-

Bees are the golems of the flying monsters, i.e. strong but slow. Lasers are
the only way to deal enough damage to swarms of these, with anti-air guns only
useful for picking off the weakened ones.

    Type: Air
   Speed: *
Vitality: *****

——————————————————————————-
4h. Boss (Easy)
——————————————————————————-

The easy boss is large, golden, statuesque and has many eyes. About the only
option you’ll usually have against him in the easy levels is the faithful
cannon tower. Make sure your cannons are actually in range of his path and
upgrade them all as far as you can.

    Type: Ground
   Speed: *
Vitality: *

——————————————————————————-
4i. Boss (Medium)
——————————————————————————-

The medium boss appears to be an upside-down triangle of rock with dangly arms.
Whatever he is, he’s a step up from the easy boss in terms of speed and
resilience. Hit him hard with upgraded cannons and, where possible, mortars.

    Type: Ground
   Speed: ***
Vitality: ***

——————————————————————————-
4j. Boss (Hard)
——————————————————————————-

The hard boss is a highly evolved snail with barnacles. With his high speed and
staying power, he’s also your very worst enemy at the end of hard levels. Pelt
him with projectiles from many fully upgraded mortars to stop him spoiling your
party.

    Type: Ground
   Speed: *****
Vitality: *****

===============================================================================
5. FAQACAS
===============================================================================

Or “Frequently asked questions and comments and stuff” in full.

——————————————————————————-
5a. The Game
——————————————————————————-

Q. Why do some levels on the world map have a rainbow over them?
A. A rainbow indicates that you’ve completed that level perfectly.

Q. Why do some levels on the world map have dots around them?
A. Dots indicate there is something special about the level. For instance, on
Easy 3 the monsters don’t drop any coins.

Q. Why do some levels on the world map have trees on them?
A. Trees indicate that you’ve completed that level.

Q. How much does this game cost?
A. The game costs USD 7.99 in the US and GBP 3.49 in the UK. It’s nice that us
Brits get the lower price for once. Either way, it’s a bargain.

Q. Can the game be played online?
A. No. The co-op mode is offline only. The only online feature is the high
score leaderboards.

Q. Can the game be played through remote play on a PSP?
A. Yes. Remote play is fully supported. Naturally the graphics aren’t as crisp
and you may experience some lag but it’s pretty neat nonetheless.

Q. Who made the music in this game?
A. The music and sound is original work by Japanese ambient techno group
Otograph.

Q. What’s with all the exclamation marks in the game?
A. You’ve noticed too? The game is full of them, especially in the messages
that appear before levels. I suspect it may be a translation thing, as I
believe the game was made in Japanese and later translated to English.

Q. What does the “1-2″ mean above the PixelJunk logo?
A. It’s the game’s number in the PixelJunk series. PixeJunk Racers was 1-1,
PixelJunk Monsters is 1-2, the next game will be 1-3 and so on.

——————————————————————————-
5b. This FAQ
——————————————————————————-

Q. Are your monster names correct?
A. I haven’t been able to find any official names for the different monsters so
I made them up, sticking with an insect theme for the most part. If you know
better, please let me know and I’ll change them!

Q. Are you going to add a detailed walkthrough for the levels?
A. No. This guide is intended as an aid to help you improve at the game so you
can find your own way through. Trust me, this game is worth the effort. If you
are really, completely stuck, there’s some video walkthroughs on YouTube.

——————————————————————————-
5c. Miscellany
——————————————————————————-

Q. Are there more games like this?
A. Yes. The game is based on the well-established tower defense genre. Search
Google for “tower defense” and you’ll find other examples, most of which are
free to play in your web browser.

Q. Are you actually any good at this game?
A. I created this guide because I love the game, not because I’m particularly
good at it! Though it would be fair to say that in the course of completing it
I’ve certainly improved a lot so now I might be tempted to answer “quite good”!

===============================================================================
6. Boring Stuff
===============================================================================

All the things that nobody cares about but are nonetheless important.

——————————————————————————-
6a. Credits
——————————————————————————-

This guide was written by Paul Wolfenden (PsiPab). A large amount of the credit
for the level breakdowns goes to my wife Donna (Teews), who played the game
with me for dozens of hours to get everything written down. Not always an easy
task, especially when you’re counting up to 60 monsters in one go, so a huge
thanks to her for all the help!

Thanks also to Aitrus for various suggestions and Arkanna for the lightning
tower details. ASCII logo created with ASCII Generator dotNET.

——————————————————————————-
6b. Contact Information
——————————————————————————-

If you want to contact me with suggestions, corrections or comments on the
guide, send an email to pab [at] pabuk [dot] com.

——————————————————————————-
6c. Version History
——————————————————————————-

The latest version of this guide can always be found at:
http://psipab.googlepages.com/pixeljunkmonsters

1.00 (2008-02-08):
- Hard 5-6 and Special 3 detailed. Unnecessary ASCII logo added. FAQACAS split
into subheadings. Added leading zeroes to single digit monster numbers.

0.90 (2008-02-06):
- Hard 1-4 detailed. Added monsters section. Improved tower intro and
  upgrading. Added wave breakdown. Fixed number of levels.

0.70 (2008-02-04):
- Medium 5-7 and Special 2 detailed. Added R1 and Square controls. Added
  unlockables.

0.50 (2008-02-02):
- Medium 2-4 detailed. Added shield colours to levels. Renamed Bee to Heli.
  Rewrote intro to tower types, added lightning tower and upgrade progressions.
  Added controls. Tidied up guide-related section into one heading.

0.35 (2008-01-31):
- First release completed. All levels up to Medium 1 detailed, all tower types
  listed, FAQACAS started.

0.00 (2008-01-29):
- Started writing guide.

——————————————————————————-
6d. Distribution
——————————————————————————-

You are permitted to distribute this guide on your website as long as it is
provided complete and unchanged. Once again, to make it absolutely clear; you
can post this guide to your website without asking me for permission. Just
don’t change it in any way or I’ll set the bees on you and steal your laser
towers.

Copyright 2008 Paul Wolfenden

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Posted on 05-01-2008
Filed Under (Guide & FAQs, PS3) by admin

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
===================================
[|: HEAVENLY SWORD 3 GLYPH GUIDE :|]
============= by Hanji ============
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

.[Table of Contents].
 - Foreword
 - Basics
 - Guide
 - Afterword

.[Foreword].
This guide is for the aforementioned Heavenly Sword, for PlayStation 3. It is
not a walkthrough of the game and I am assuming everyone who reads it is
familiar with how the game and the levels are described work. Instead, the
purpose of this guide is to help you achieve all 129 out of 129 glyphs on
Hell mode. It is not that this guide will not work with Normal mode (in fact,
it should be even easier), but it should be noted that I tested each of these
techniques while playing Hell mode. In light of the fact that you should know
how to play the game to read this guide, there are a few terms below I will
be using which you should certainly recognize.

Health/Glyph Jar/Pot: This would be the red (or gold, occasionally) glowing
pots found in every level. They usually raise your glyph points and are thus
mentioned quite often.

Combo: Any of the listed, named techniques within the stances where you press
certain buttons in a certain order for Nariko to do a certain attack.

Guard-Break: Any combo which will end in an guarding opponent recoiling back
for a moment, giving you a chance to hit them.

Aftertouch: The aspect of the game when you hold the fire/throw button and go
into a near-first-person control of said projectile to aim it more accurately
at an opponent. For the record, I play the game with Six-Axis aftertouch.

Glyph/Combo/Style Points: The number next to the Glyph Bar which raises when
you hit someone, a glyph pot, or do a button sequence correctly, and falls
when you get hit, idle for too long, or miss a shot. This can also mean the
raw accumulation of your glyph bar. Either way, it should make sense in
context.

Button Sequence: The interactive cut scenes wherein you are prompted to press
a button, or move in a certain direction via directional buttons or analog
stick. The sequences are not always written in this guide, although their
locations are mentioned.

.[Basics].
Very few of the levels in Heavenly Sword have a flat way to get all three
glyphs, most of them do require a certain level of skill when playing, and as
you will be able to tell from the short instructions on some missions, that’s
all it comes down to. However, there are general tips for both Kai and
Nariko.

Nariko: Counter, and try not to get hit. It’s best to counter incoming
attacks, but rolling away is also effective. Remember that rolling away might
cause your style points to fall (if you don’t hit soon enough), getting hit
definitely will. Also, don’t use Superstyles, you can generally get more
points fighting an enemy than eradicating him. The same goes for stabbing
enemies on the ground or throwing things at them, in most cases. Also,
whenever there is an archer, you can automatically get 3 glyphs by constantly
deflecting their attack. Furthermore, countering Ninjas is an excellent
source of points.

Kai: Don’t Miss. Don’t get Hit. Any mission is child’s play provided you hit
every time. However, since that probably won’t happen, try to make good use
of the jars in the mission by striking them when your style points are high.
Try to utilize explosive barrels as well.

=-=-=-=-=-=-=-=-=
=================
- [:. GUIDE .:] -
=================
=-=-=-=-=-=-=-=-=

-----------
[Chapter I]
-----------

Mission 1: The Art of Battle
Counter as much as possible and try not to get hit, don't be shy about
rolling away to stop your attack and keep your combo; you only need to hit an
opponent once every few seconds to keep it from dropping, and the enemies
can't guard. It will probably work just to go ballistic, as I've never not
gotten three glyphs on this level, but if you're having trouble try being a
bit more patient.

Mission 2: Night Attack
Don't miss. It takes a while of inaction for your style points to drop, but
not getting a hit drops them immediately. Thus, be patient and wait for a
good shot, then use aftertouch to nail them perfectly. As well, there are two
jars, one under a roof in front, and one in a tree house to the far left. I
suggest hitting the first few enemies in the center, then the three archers
from the left, before hitting one of the jars. Provided you didn't miss in
between, this should raise you to two glyphs already, from there just try not
to miss, and use the second jar before/after if you do to get a boost. If you
don't have three by the time you control Nariko, counter and hit consistently
without killing to get as high a number as possible to hit the final jar
with, and then hit people into the air and stab them on the ground. Provided
you had at least 2.5 glyphs at the start, it should be enough.

Mission 3: Dawn Siege
Take out two catapults and take one down to the last target. Then, start
shooting soldiers for some extra glyph points, and at about 10 seconds (you
might want to leave more if you're inaccurate), shoot for the last catapult.
You'll then have another amount of time to kill 700 soldiers. As they
approach try to hit the red barrels, which will explode killing everything
around them. Once the close in just take potshots at the most dense area you
can see.

Mission 4: The Escape
Don't get hit, counter, and make use of the jars and combos at opportune
times. It's mainly just standard playing for this one.

Mission 5: Forest Ambush
See Mission 4

Mission 6: The Heavenly Sword
See Mission 4/5, but rolling/countering works well along with consistent
combos against the unarmored guards, and simply guard-break those who block
and follow up with Square, Triangle, Triangle, Triangle; which has you hit
them then spin through the air, getting good points and making you rather
difficult to hit. Also of note is the two jars and that you can run back to
the gate you entered from and fight them Thermopylae style; which I haven't
tried, but might keep you from getting overly surrounded.

-----------
[Chapter II]
-----------

Mission 1: Fearless
When running on the ropes, make sure to press Square at the end for some
starting glyph points, then try to take advantage of this with a swift Speed
or Heavy combo. Aside from that, just follow standard playing until they are
dead. 

Mission 2: No Turning Back
After you finish the enemies and cut the rope, be sure to mash X for some
more extra glyph points, after that, follow the aforementioned procedure, and
take note that there is a glyph pot in the area. There are a lot of enemies
in this level to take advantage of, so it shouldn't be too difficult.

Mission 3: Fire Fight
Deflect the arrows with range-stance attacks until you have three glyphs.

Mission 4: Beware the Fox
Counter, keep your combo up, ect. Flying Fox himself won't die unless you
press O and do the button sequence, so you can theoretically fight him for as
long as you want, making it impossible to not get three glyphs if you play
well enough and can persevere. Note the pots around the area in case you need
some health or combo points

Mission 5: Prison Approach
It should work to just run up the path and start swinging with Power Stance
combos; if that doesn't work, however, just play it normally and note the pot
off to the side before you run up the path.

Mission 6: The Prison
Use block breakers, then a combo on each enemy (I suggest Speed: Square,
Triangle, Triangle, Triangle), and try to avoid getting hit along the way via
rolls or counters, there are two pots as well.

Mission 7: The Main Gate
Try to get as high a combo with the rocket launcher as possible. That should
make it easy enough to just fight up the last bit of glyph points you need.

Mission 8: Bait and Trap
As most of the enemies can't block, steadily raise your combo with short
chains and counter/block/roll until you think you're in the clear, then hit
an enemy with a full combo (again, I suggest Speed: Square, Triangle,
Triangle, Triangle). Considering the number of enemies, it shouldn't be
difficult to get three glyphs even if you make a few mistakes.

Mission 9: Whiptail
Use L1 + Triangle to deflect her thin water blasts, and L1 + Square to
deflect her wide waves, you can do this until you have three glyphs, and you
won't win until you press O and do the button sequence (twice, in fact), so
you have infinite chances to do this, provided you don't die. Additionally,
to make both the glyphs and fight go faster, I suggest using aerial combos on
Whiptail after her barrage of waves.

Mission 10: Shen's Escape
Like with Night Escape, try not to miss any targets. It should be noted
however that it is much easier this time around as if you give the guards a
little distance you will have a huge stretch to aim at them from. Not only
that, but there are four pots in this level, to either boost your combo or
give you a substantial amount of glyph points after you've risen your combo
yourself. One is in the front left, there are two on the raised platforms in
the middle (one of which the snipers were on at the start of the level), and
there is one at the very end to the left.

Mission 11: Eye of the Storm
See Mission 9 - Whiptail. Deflect the waves until you have 3 glyphs.

-------------
[Chapter III]
-------------

Mission 1: Kai's Mission
Don't Miss or Get Hit. Take advantage of the two combo jars.

Mission 2: Playtime
After the guards run out, run backwards as deep into the "maze" as possible,
then let them reach you, and jump over the boxes to run all the way into the
gate where they came from. This will force them to file into it in a straight
line, allowing you to get a high combo. Not much is required in this mission,
so as long as you get one glyph per wave (there are three waves) you're fine.

Mission 3: Shooting Fish
Don't Miss. It's all about accuracy here.

Mission 4: Duck and Cover
Again, don't miss. You have a lot of distance to aim here, though, so it
might be more pertinent not to get hit. Also note the pots and explosive
barrels which can be detonated with a flame arrow. This can knock out two
enemies for good points.

Mission 5: Twing Twang
First, shoot and arrow through fire and hit the fire barrel in the left tower
with guys standing in the windows, this will kill them and break two pots
giving you a huge boost. From there, provided you hit at least somewhat
consistently, getting three glyphs simply by picking each enemy off should
not be a difficult feat. They're all over, however, so be sure to hide when
you see everyone turn yellow, as the time it takes enemies to shoot is not
enough for you to lose your combo, but getting hit, like missing, will drop
it instantly.

Mission 6: Brother Against Brother
Counter, and when a button comes up (Circle or Square) press it to paralyze
instead of kill them. Do this on each person and it will complete the level
(and they didn't have to die, good for you) although you should get three
glyphs pretty early on, especially if you get a "chain" of counters.

Mission 7: Fireworks
There are a lot of ways to get glyph points in this level. If you’re
confident in your accuracy, feel free to try and headshot each guard (as they
are the kind which can only be killed by a headshot). Otherwise, lead them to
the barrels and blow them up, then take advantage of the glyph pot in the
area with the microphone, and the one accessible after blowing up the
fireworks (it's inside the shed).

Mission 8: A New Threat
Do not counter. This could instantly kill the beast and only give you one
glyph. Instead, roll around and just attack it with combos, it's resilient so
you should be able to get three glyphs before killing it. At 2.5 glyphs, you
can just counter it if you like, as that will raise you to three.

Mission 9: Riding High
Don't Miss. Try not to get hit. Ect. Note the pot where you start, the one at
the end, and the one on the bridge where enemies appear. Additionally, the
pot from Fireworks becomes temporarily accessible after the first wave of
enemies run out from behind you. It is very difficult to hit, however, as it
is just out of level range, causing your arrow to swerve just before hitting
it. It is still possible, however, although I suggest not risking the combo
you might have built up from the starting enemies.

Mission 10: Roach's Pets
Counter, and maybe throw in a combo on one of the countered enemies if you
get a chance. Don't be shy about rolling away from the very powerful attacks.

Mission 11: Rolling Thunder
When Roach starts "charging" his somersault, run next to one of the pillars
along the edge of the room. He will hit it taking damage and giving you combo
points. Get him to hit each one, which will, along with the first two button
sequences (at the end of his first two health bars) give you a little more
than two glyphs. After that, simply do the final button sequences correctly,
and that will boost it to three. Easy, provided you can live to actually
defeat Roach, which shouldn't be difficult, considering you can roll away
from most of his attacks and three pots are gradually dropped for you.

------------
[Chapter IV]
------------

Mission 1: Cat and Mouse
Counter the "ninjas", it tends to give you a lot of glyph points. If that
isn't enough, just fight it out with the rest of them.

Mission 2: On Silent Wings
See "Cat and Mouse"

Mission 3: Hunting Party
Counter and Guard Break / Combo the "Elite" Soldiers, then Counter and throw
things at the Big Head-Shot Guys, then Counter and Guard-Break the rest of
the "Elite" Soldiers. There are also three pots and two Orangumen you can
free and fight.

Mission 4: Beasts of the Land
Counter, and don't get hit. On Hell mode these guys can take you out in
seconds. After countering, attempt a large combo (Such as Square, Triangle,
Triangle, Square, Triangle), but roll away if you see an attack. Finally, try
not to kill them by stabbing on the ground until you have three glyphs. Same
goes for using the rocket launcher. Although, after you get three glyphs,
feel free to use a Superstyle or grab the launcher and blow them all away in
one shot.

Mission 5: The Wrong Place
Archers. That means an automatic free three glyphs. Deflect with Range Stance
then attack head on. If you have trouble with the puzzle try throwing one of
the bodies into it instead of hats from the poorly placed canister on the
side.

Mission 6: Temple Wilds
Do the button sequence correctly then counter/fight/ect. Should be a very
easy three glyphs.

Mission 7: To Kill a Fox
If hitting him with combos isn't enough (which it should be, considering you
fight him and all the copies), make sure to deflect his projectiles (press
triangle when they hit you with R1 pressed if it’s a big orange one and
nothing if it's a simple blue one) into either him or the pots on the outer
sides for points (although you might want to save them until later in the
fight for health.)

-----------
[Chapter V]
-----------

Mission 1: Bohan's Army
Take most of the catapults down so you can win in a hurry if need be, then
just fire until you have three glyphs, preferably aiming for the flaming
barrels, which will annihilate anything near them.

Mission 2: Death From Above
Counter the ninjas. Use the pots if need be. Make sure Shen doesn't die
(which only happens if you're far away, which shouldn't be the case).

Mission 3: War Machine
Use the rocket launcher to hit as dense groups of people you can, but invest
a bullet to keeping even a single person from reaching you before you run out
of ammunition, as it will disrupt you obliteration and possibly kill your
combo. After that, simply kill for the rest of your points (I suggest Range
Stance, but keep note of your health; Superstyles are also good). The
Catapult button sequences can also be a good source of points, so take the
first one out early, but don't risk the last one unless you’re a modicum from
the third glyph (it'd be a shame to have to do it all over, after all).

Mission 4: Full Circle
Counter and try to hit the one's that can't block while evading everyone
else. Try to work your way forward while doing this, and make sure to
immediately run for the gate after getting three glyphs, as the venture will
probably take most of your time. This relies somewhat on enemy AI (unless you
can circumvent/force respectively good or bad actions through skill), so it
might require a few retries.

------------
[Chapter VI]
------------

Mission 1: The Goddess
Hit everyone around you with a range stance blow, roll forward (or towards
the most dense enemy amount), and repeat.

Mission 2: The Raven King
Counter his projectile blasts (Block then press triangle, hold R1 if he's
shooting an orange one), and use a Range Stance attack on the enemies running
around if you have a spare moment. The battle doesn't end until O and a
button sequence, so it shouldn't be difficult.

Mission 3: Heaven and Hell
No enemies to pick off, but he shoots the projectiles much more often now
(albeit in the air, and with arbitrary speed), just counter until you have
three glyphs, and prolong the battle you need to, which you probably won't.

Mission 4: Redemption
See "The Raven King" and "Heaven and Hell" as this is basically a combination
of both missions. As if it wasn't easy enough with constant projectiles and
enemies all over, he now shoots raven flurries which can be dispersed for
significant glyph points and occasionally falls static for a short sequence
wherein you hurl him into an edifice for massive damage. I don't see how this
level can be completed without getting three glyphs, so have fun.

.[Afterword].
That’s that. Hope you find this guide useful. If you find any flaw in my
directions (and I mean, it does not work, not you had trouble with it), do
tell me and I’ll be sure to edit. That said, if you believe you have superior
methods for obtaining Three Glyphs in any of the levels, feel free to contact
you and I will add your method with credit given. If you need further help
after reading the guide, contact me and I’ll see what I can do. Thank you.

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