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Desktop TD Pro

Play Desktop TD Pro

Aug. 24, 2009

Rating: 0

on SA4 i can get 18:38 no active juggling, but they do backup 3 times as i replace a pellet with a dart. With moderate juggling i can get 16:52. basically i make a maze with the center being a reverse "R" with the closest direct entrance on the left, and furthest on the bottom. then i make a wall from the bottom left border in an upside down "L"ending in the top right corner. then i build a 8x1 square of darts with a boost in the middle directly touching the right side of the exit. but i build the darts one at a time, fully to ICBM. have a full bash in the top right as well. also block the top and right entrances enough to get every thing in the top right at the same time.

Desktop TD Pro

Play Desktop TD Pro

Aug. 18, 2009

Rating: 0

SA4 with no juggling is easy. with your starting cash make a backwards "R" with pellets. then make an Upside down "L" with an entrance in the top right corner. then make one Dart up to level 3. you will have some leaks. then block off the top and right entrance so that all of the spawns meet in the top right corner at the same time. then make a 3x3 ICBM with a boost in the middle. on the right bordering the exit. should finish with around 18:41ish. bur right now I am using similiar strategy but juggling to get 16:30ish.

Desktop TD Pro

Play Desktop TD Pro

Aug. 10, 2009

Rating: 0

spawns cannot split through a complete block. so you should not use diagonals within a spawn only maze. but diagonal on the outer part of the maze are good, as long as the spawns don't path next to the outside of the maze, that way they can split back to the beginning but not split back into the maze. so a solid S shape with square corners will block spawns from skipping, but an S with diagonal corners and middle will not block.

Desktop TD Pro

Play Desktop TD Pro

Aug. 10, 2009

Rating: 0

SA4 is hard. but all you need to do is seal off the center with a question mark shaped pellet wall to start, then spiral from there, until the entrance extends to the top right. then funnel all the entrances to meet in the top right corner in as tight a group as possible.. in the area to the right fo the center build a 3x3 block of dart towers with a hole in the middle for a boost. make one ICBM then fill out the other 7. then add a few more ICBM in the spiral. and you should win with no juggling. i think i did it in 18:41ish.

Desktop TD Pro

Play Desktop TD Pro

Aug. 10, 2009

Rating: 0

23 is easy. in the top left corner funnel the 2 entrances so that they meet at the same time. then make a solid non diag maze around the center island past the bash. end the maze on the back side near the bottom exit. then make maze from the left to the bottom to juggle. once the maze is in place you juggle the spawns past the bash. the secret is to rush all 40 spawns at once. then you juggle only one huge group with no stragglers.

The Space Game: Missions

Play The Space Game: Missions

Jul. 22, 2009

Rating: 0

Stuck on Mission 7, but finished Defense, Weapon, and up to response 2. for defense or for Weapon, build out your energy grid, then make walls of basic lasers, do not upgrade them. place the lasers as close together as possible. then layer near the target(base, miner, ship) repair and missle bases. never need more than 3 or 4 missle bases. the dense basic lasers will take out the waves of small guys, the missles will take out the motherships, and when you need to recycle your get back 100% from basic lasers. so no waste. this only works on the levels that don't target defenses.

Epic War 3

Play Epic War 3

Jun. 24, 2009

Rating: 0

CoT 5 : play empires from left to right until Abe. Have Army of Goblins 5, Taurus 5, Dwarf 5, Centaur 5, Mermaid 5, Phantom 5. Spells Comet 5, healing 5, freeze 5, Herc 5, Athena 4, Phoenix 5. Total cost 2645 mana. use "0" only, move out army 1 screen from home, keep it there, Hotkey and click the spot. use only comet and healing as they reset, kill range users. build up until MAX army. move forward 1 screen at a time. then 1 screen from the enemy heal, freeze, rush enemy, Herc, Athena, Phoenix. toss comets and heals. all done.

Cargo Bridge

Play Cargo Bridge

Jun. 10, 2009

Rating: 0

heres a secret. make sure that you use the absolute minimum connector length for your links. the extra $ or 2 gives the bridge play and floppiness. cut it exact by placing the link very near the joint not on it and it should extend to the joint. and the structure will stay rigid.

GemCraft chapter 0

Play GemCraft chapter 0

Jun. 04, 2009

Rating: 0

good thing i moved my save weeks ago. heh 78th "game that never ends" badge

Bug War

Play Bug War

Jun. 01, 2009

Rating: 0

i think updating colonies is unneeded, as this is a colonizing game, so Population = strength and attack. but i agree that the towers need to be upgradable. as they are right now towers don't mean much. beetles need towers to support attacks, as they are so slow, roaches barely need towers at all, ants probably need towers for defense(i haven't finished the game with ants). but the towers seem to do little other than nudge the fight one way or another.

Bug War

Play Bug War

Jun. 01, 2009

Rating: 0

i'm not sure if the levels carry, but they do add up to being an adult insect around level 4 or 5. as i just posted, all str=beetle all spd=ant and str,spd,str,spd=roach (all str after that)

Bug War

Play Bug War

Jun. 01, 2009

Rating: 0

if you develop roaches then the game is really easy.. when you level do str,spd,str,spd and you will get roaches andthen do only str after that. all str = beetle all spd = ant

Bug War

Play Bug War

Jun. 01, 2009

Rating: 0

If you watch the walkthru, level 8 is doable. I was stuck on that level on newgrounds, because i was allowing the roaches to make 1 turret. the beetles are very weak to turrets so even 1 enemy turret can stop 1000 army, even with 10-15 friendly turrets. the key is to constantly attack the blocking nest, never allowing it to be strong enough to build a turret. so rush the ants, capture the 4 lower nests. then constantly feed your blocking nest, and have it constantly attack the roaches, build basic turrets to allow you to build up quicker, then build splash, and eventually you will overwhelm the roach blocker with your constant attacks. then do the same for the next 2 nests, then rush the end.

Black Navy War

Play Black Navy War

May. 19, 2009

Rating: 0

so simple.. every level, start with Supply Line upgrade x 3, then recycle x 3, then begin doing units.. make your main gun arc very low so that you can get 2 shots per enemy, then none of the beginning gunboats are a threat. once you have a few ships, then pump Supply to max and then recycle max, then maybe 3 points into build rate and repair. now build out all of your turrets, then spam ships.. and done. this has worked for 4 stages.. 6 more, maybe unless i am too bored with the repetition.

Pirate Defense

Play Pirate Defense

May. 15, 2009

Rating: 0

only use the simple tiles, never use lure, and then only make one viable path. to start on hard, use crates at the top to block the path except for the far left, then place triggers in line with the bush/rock horizontally. then place 2 beehives next to each other horizontally, triggers activate both. you should have 20G left over. start the game, then add a log fall attached to those triggers, then put 2 triggers under those triggers, and add a boom/lake. the 2 new triggers only activate the boom/lake. then make a maze of the 7x4 trap group i mentioned before. 3 to 4 across and then S back, for 4-5 more, and then 2 at teh bottom. and you win.

Pirate Defense

Play Pirate Defense

May. 15, 2009

Rating: 0

Pretty easy, just finished all of the badges. basically you need to setup trap groupings of 4-6 traps attached to one set of triggers. then make only one path one tile wide. so i setup a large S path then repeated the trap group over and over. so my trap group is 7x4 tiles. set into 2 vertical rows: deadfall/lake, bees, 2xtriggers, tree smack up. next row: boom, boom, space, boom. the triggers are attached to all 6 active traps in the group. the pirates walk thru the empty space, then trigger the tree, which smacks the pirate thru the bees into the lake, while being exploded by 4 booms. then setting this up over and over, will easily eat up the 101 or hard and get 180K+. you will see many 4x and 6x combos.

Mushroom Revolution

Play Mushroom Revolution

Feb. 14, 2009

Rating: 0

strategy: once you win a few, start angel doll/machine half way into the map making sure it can attack twice. then build up PURE towers closer to the entrance, in late levels 10 pure towers is good. put in a Life Stealer in that group. built just enough to let the monsters thru to be killed by the machine gun. then beef up after the MG and in other 2 attack locations.. win. use all colors but add extras with colors of the end monsters.

Mushroom Revolution

Play Mushroom Revolution

Feb. 13, 2009

Rating: 0

heh level 9 is harder than level 10. big hint at the end. don't focus on the loops. they are red herrings, the thin areas are the best like in the beginning.

Perfect Balance

Play Perfect Balance

Feb. 04, 2009

Rating: 0

29 the key is to focus the downward force onto the point. basically start by making a flat top in line with the point then put an L on top of the point over the edge a tiny bit. then build boxes carefully keeping most of the weight on top of the point. this then helps keep the weight on the point rather than on the friction of the first block.

Perfect Balance

Play Perfect Balance

Feb. 04, 2009

Rating: 0

23 - x short straddle top, then next two Xs positioned so there is a diamond hole centered over the 1st straddle, last x straddle the one of the diamond Xs which has the short side up with no hole. then place the balls.

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