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My Thieve on day 150 has:
level 123 and 0.5mln earned (using Revolver Mk-15:Accuracy,Damage,Anti-Armor,Leech + Villa Lv 13).
Gravity Gun is bad because of 1 thing. It kills experience of your people.
Still no hard medals because of my laziness to do list of important day points and list of all weapons to be able to get ready for armour, exploder a.s.o.
To remove all medals it is necessery to remove elonas\_idx.sol file from ES flash saves.
You can put this file from Kong version to get all medals when playing for example local version of ES but be ready that you will meet several limitation in the game (Trainer is also limited).
In game max limits:
Sandbag Level 10
Speciality Trainer Level 9 (usefull when you have all 18 specialities)
Storage Level 11
House Level 3
Several Taunts + Villa = gold later in the game when you can not score critical kills because of too good help from your troops.
It seems this game is ready to be played “forever”. Just reach a point when you have no need to shoot by yourself and use your time only spending APs. High Villa + Museum + Sisters with Love + Insurance a.s.o and you can forget about shooting at all ;-).
I ended all hard medals.
Thieve(82) + Rifle Mk-10 (6 slots but Fire Rate-3, Accuracy-3 and Leech-2, Damage-2, AntiArmor-1 = bad luck with mods :-( )
Little Girl – Combat Shotgun Mk-4(2 slots, Damage, Ammo)
Scheriff – Auto Shotgun (great anty-exploder)
Militia – Gravity Gun
Villa Lv 5
Elona Shooter Stactics Day 100
You are playing Hardcore Mode.
48 Perfect Games scored.
2840 eggs collected.
Exploded 822 sisters.
Robbed 3670 children.
Total of 19787 enemies killed.
Total of 897868 GP earned.
Most perfect games scored in 2nd half when started to use Villa and pumped up my Riffle.
sisters used only for money 1 sister ~ 1 level of Love
This game was started with 40 day medal (Gravity Gun)
Seems that Sheriff + Autogun the best to protect against Exploders.
no Engineering skill at all. Villa + money (200k earned by thieve) = mostly boring game
> *Originally posted by **[NewBee2011](/forums/3/topics/64253?page=7#posts-5576387):***
> If one of my members and I have the same skill say breeder, are our skills overlapped or combined?
Only the highest one will matter, if it’s a “global” skill.
ok, I cant believe people haven’t found this bug/glitch that can give you 100% nullify chance and capable +6 and stuff.
If you use Sheriff (not sure about other classes) and played for a long LONG time (like day 130+), you will reach a point where you maxed out all your skills except: Reloading, Accuracy, Shotgun, Cool. But Capable gives you 5 choices of skills every time you level, so what about the 5th skill? All other skills are maxed out, so no other choices should be there.
At this point, the game will decide to give you Capable +3 as your 5th choice (don’t ask me why!). Next time you level up, you get 6 choices! The 6th choice would be Dr. Holiday (yes you can upgrade it max its limit). Dont go for Dr. Holiday, go for Capable +4. The extra choice would be Defender! Keep upgrading Defender pass the limit till it says 101% nullifying chance, and now your castle is TOTALLY immune to ANY damage at all! You will get perfect game everyday without firing a bullet!
I think this only works on Sheriff because other classes get more gun skills, which can fill up the 5th skill choice, thus not letting Capable to kick in.
Really? Nice radicalapple, I played until day 200 but not on a Sheriff. That was about 3 years ago though, so I no longer have the saves.
Anyway, after reaching day 130 you are way past the bump in difficulty – at this stage, your power should increase faster than the strength of the enemies.
Just one thing to bestiary. About weak point: allies seems to find those easier. Most seem right but the grey laser dragon seem to be hurt the most in a spot on it’s bottom stomach between it’s legs. The red dragon I don’t know at all but I thought I dealt extra damage to neck?(can be wrong on both). Also to those complaining about the museum: It’s really not worth it.
Upgraded it for fun since I had of spare money. Have like 27 medals and on level 13 it only gives around 1000 gold. What really helps me with money is the love skill and the sister master skill…300 minimum gold and that damage everytime I shoot a row of sisters is worth it. I am on casual day 106 with lvl 71 rogue lvl 87 little girl lvl 78 rogue and lvl 90 sheriff. Earned the ragnarok skill easily. a group of 4 sisters kill half and a jure grail or 2 timed right wins you enough time survive unharmed.
:) my english terrible ;).. I hardly understood my old posts without going back into the game ;)…
if you are using 16:9 screen you can try full screen Elona Shooter (link from my comment still working: [http://chat.kongregate.com/gamez/0006/1112/live/shootem.swf](http://chat.kongregate.com/gamez/0006/1112/live/shootem.swf)) and see a miracle… ;)
you will be able to shoot these out of the screen monsters or even bosses who stay out of sight and shoot.
btw. on elona wikia ([http://elona.wikia.com/wiki/Elona\_Shooter#Tips](http://elona.wikia.com/wiki/Elona_Shooter#Tips)) I found information about changing value of upgraded weapon… seems an important factor to have in mind when upgrading several times your preciouse… gun :).
if you do not know about that…
when main char set up to AI play you can still throw grenades by hand and change weapons.
P.S. if you like shooting games you can check 3kggames. Storm Ops 3 seems a very realistic one.
Some advanced strategies from my side after earning at least most of the medals(Got 164 days on HC so far, even though cheap reload for shop is needed):
Noble: He gets stronger as he levels. This means he saves up upgrading cost for his used weapon and can get access to higher skill levels much faster(Make sure to set focus). Even if he has many useless skills for the used weapon. His +40% XP booster gives him what is needed to get "Reloading" on higher level and which is particularly important for using the Gravity Gun. Useful as Main and as Secondary Character.
Hunter: His most important skill is engineer. With this skill you can do best use of all weapons with at least 4+ modding slots. For HC it is also fine to use lvl 2 mods for long run weapons, Lvl 3 are real rare. But access to "Breeder" or "Bow Master" makes him also a good party choice.
Sheriff or Guardian: If you got to chose between those it might be important if you want to learn and level "Leadership" as fast as possible, for HC reasons you want to, believe me. In this case the Sheriff might be the better choice as he has in total less useless skills and might easier obtain "Leadership" as the Guardian might do. In case of using Shot Guns, make sure to have at least 1-2 impact properties modded. This keeps attacking Ogres or Soldiers away from attacking the wall and prevents a lot damage if he fires fast enough. "Defend" should to be enabled and "Boss" disabled whenever possible.
Rogue: He might be the key character for getting high in HC as he earns money real fast which is good for upgades, including weapon upgrades. To ensure this he needs the best damage wise upgraded weapon in your party. Fast getting him high and having "Leadership" leveled fast enough allows him to be the main source of getting money(740k in 164 days of playing HC). If the Rogue is the secondary character his money gain will come delayed, until then focus on breeding eggs, increasing income by the Museum or if possible by the "Love" skill or if you feel ready for it then "Taunt"(more to this later).
**2) Weapons in General:** Make us of their range properties. Different weapons are differently good at different ranges, i.e. the Hunters Rifle, Bowgun and Machine Gun tend to be useless when it comes to defending against enemies near the wall. Get a secondary weapon which makes it up for this disadvantage. In case of Machine Gun, the Assault Rifle is great for Mid-Close-Range. Same applies to using Anti-Air or Anti-Armor properties. Having a main weapon with either one of those capabilities might need to get a secondary weapon with the other. In both cases, you won't need more than 1 Mod needed for Anti-Air or Anti-Armor.
Gravity Gun: Probably best used when using at least 2 Impact Mods, as knocked back enemies might tend to get hit another time by the shot and which is even better than upgrading the damage. So a Gravity Gun of choice should have at least 3 modding slots, 2 impact and 1 leech preffered. This weapon is particularly strong when using with Noble class. As the Noble levels his damage levels so you will rarely need to upgrade this weapon and still be able to kill things. Once the important skills are learned for the noble he might go on focusing on the "Reloading" skill. This goes much faster than with other classes because of the +40% xp boost.
Wind-Bow: This is probably the best choice for the sole Anti-Air reason and is useful as secondary weapon for a long time. But it's still best to focus on just one type of weapon for weapon experience, so getting a 2nd weapon of the same type(i.e. Rifle and Rifle, Small Gun and Small Gun) which replaces the Anti-Air role is recommended as the levels get higher.
Chain Gun: Reloading Mod gets more important if want to use the Chain Gun efficiently which has in general a nice accuracy as long as the gun recoil gets controlled by hold-down and release the mouse button. The sound helps to keep the gun warm without shooting but still beeing ready for shoot.
**3) Modding in General:**** Try not use the same mod more than 2-times as the effect greatly decreases. Having one "Leech" mod on the main killing characters might be helpful aswell and will be unavoidable on higher difficulties(days). Lvl 2 mods are fine for HC mode when used on long run weapons. For SC plays the "Community Compilation Mod" might be considerable to make it easier getting Lvl 3 mods. Note that you can't get the badges(and so the medals) which you might unlock by progressing trough the days.
Impact Mod: High level Impact Mods are best used on Gravity Guns and Shot Guns. Low level can be used aswell on automatic guns or the Bowgun to give a small nudge away from your wall without disturbing your aiming too much. This strategy allows to better apply the "Cripple Shot" effect and also prevents enemies like berserker or suicider from fast charging.
Reloading/Anti-Air/Anti-Armor: Those mods you will rarely need more than one time and for double modding the damage is overall the better choice. A 2nd one of those type can be seen as "cheap choice" until finding the damage mod.
Fire Rate/Auto-Fire: Those mods can be used better if a character has the "Aimed Shot" skill. While this skill overall improves the damage the fire rate compensates the loss of firing speed. And for any other case, any slow firing weapon benefits of it even if modded 2-times and maybe more.
**4) Some Skills in depth:**
"Aimed Shot" and "Cool": They work good together since slower speed causes less gun recoil. Very attractive for fast firing weapons and makes both mods, damage and fire rate(also auto-fire) contributor to better overall damage. Try not max out "Aimed Shot" and only improve as much as it feels comfortable to play with.
"Cripple Shot" and "Threat": Both are essential skills to make later game much more easy to play. As the enemies upgrade(every 40 days or so) they also get faster than before. If you let them rage unstopped you might lose faster as you may like.
"Killer" and "Sense": This skill isn't necessarily be maxed as the levels to need to max this skill you might need for others. For all classes(Starting skill doesn't count here as it can't be raised, if it's not in the skill tree) which have access to "Sense" might level this skill to 6-8. For anybody else level 3-5 might be enough and also only if not working with explosive weapons which can't hit critical.
"Luck", "Negitiator" and "Sense": Short talking of Rogue. If he's your maincharacter try improve "Luck" as you improve your "Sense" skill else all the extra cash goes into the sink. "Negitiator" could be focused if you plan to work with "Taunt" aswell as they both seem to stack multiplicatively if I'm not wrong.
"Taunt" and HC: Playing HC means play as safe as possible? Not necessarily. Most important is that you can upgrade the Villa fast enough to make those extra HP better doable and which also means on the long run, the faster you upgrade your overall damage the earlier you can start earning more money to improve the much needed damage even faster. If you got the choice between collecting eggs or taunting, then take the less risky eggs as long as they are leveled high enough. Unfortunately we won't always get the 6 AP we might want to (Party 3 AP, Taunt 2 AP, Collecting Eggs 1 AP), but in case you can't taunt, the day gets such simple that you can almost relax, even on HC.
Don't pay too much attention on skills like:
"Robber": The 2 AP needed are rarely available if not playing with the "Community Compilation Mod" and can be spend better(Upgrades, Recycle, Refresh Shop).
"Scavenger": Those extra items are not always pickable if we have a lots of stuff in our inventory, i.e. Lvl 2 or Lvl 3 mods.
"Insurance": Really not much cash to be worth it risk damage at the wall. Take it if you maxed out the important party skills.
"Love": Those extra costs for sisters aren't worth for the beginning of the game. You might think about them at 60-80 days or later.
**5) Noteworthy about Boss Days:**
If you got some more AP available you can think about spending them into "Have Dinner" for great XP from bosses or if you want to "Taunt" them for more income you might taunt them a 2nd time as the HP don't seem to make a difference(or if, then not huge) while those beefed up normal monsters aren't big in numbers so that you can handle even some stronger versions of them.
**6) Special Advices/Hints, focused on 120+ days:**
- Each AI controlled character has a value for Base Aiming(BA) and Base Teamwork(BT). This value might be of not much importance for the beginning but it might be of interest for much later levels of play. Just to show the difference between two classes. My Rogue(Lvl 197, 64 BA) against my Sheriff(Lvl 134, 89 BA), while the Rogue is already switching targets like a rabbit my Sheriff is like an insane warmachine which doesn't even allow those chickens to raise their wings nor let them pick the ground. My Noble on the other hand is Lvl 202 and just has a 35 BT and a 50 BA, which would mean in his case he sucks hard as teamplayer, at least he should, for him as gravity gun user it doesn't really matter, but I think this value might be of importance if people want to make him a multi target(not area damage) killer and which would might make him slow when it's about switching to the next target. At the moment I'm in a state of game where my 3 allies can handle all enemies alone when they are untaunted and while I'm just beeing aware of mass suiciders and aware for occasionally leeching Wall HP with my backup weapons.
- Don't fall behind in income too far, some steady upgrades helps you to survive also to much later days. This could mean after day 120+ that you might want to upgrade your museum at least once every two days and every now and then increasing the number of chickens. Robber and Taunt work against each other, but Taunt gets better especially when paired with the "Negiotator" skill and when taunting them more than just once while on top of that those perfect scores are addionally rewarding you with even more cash. Of course you also could taunt and go robbing both together if you have the AP, but if you have the AP for it it might be better to Recycle or Upgrade guns instead. For the "Taunt"-strategy it could be helpful to upgrade the villa to higher levels than usual. The upside of this playstyle, whenever you don't have 6 AP to spend (3 AP for parties, 1 AP for eggs and 2 AP for taunt) you have very relaxed days to play. But in this case, don't do sth. stupid like not having a party when the damage boost is at 100% or even more, almost lost a game due to this mistake while I was greedy taunting a boss day 2-times :D
- Skills you might want to have for your Rogue grown fast: Sense, Killer and Luck. Those 3 skills result in your rogue growing in levels real fast while his special skill allows him with his higher levels to get even more cash from his kills. To guarantee this he should always one of the strongest damaging weapons and if possible those with the appropiate range properties. Preferable most distant to mid-range rather than mid-range to close-range since he shouldn't kill the leftovers and more likely kill the masses which enter the screen. 1-2 guys need to defend at mid or close-range, may it be you together with another character.