Recent posts by DubiousMerit on Kongregate

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Topic: Bloons Monkey City / Bugs Megathread

Originally posted by vickijb:

My bloon’s beacon is stuck on a tile that I have already defeated. Any suggestions?

If the tile is empty, you should be able to just click on the beacon and replay the tile. If you’ve got something built on it, pay the $50 to move it somewhere else, then you should be able to do the fight.

I’ve had this happen to me several times and it’s always been easy to deal with.

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Topic: Bloons Monkey City / Worst/Most Difficult Monkey Teams Event Encountered

Today’s MT is apparently really tough.

It says Glue Gunners, Aces, and Spike Factories, but I’ve now beaten two tiles using only those and gotten no bonus either time.

Perhaps we’re supposed to guess as to which three it actually means.

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Topic: Bloons Monkey City / Remove Pacifist

Yeah, I have no interest whatever in MvM. I’ve built most of the MvM stuff just for the exp, but I don’t intend ever to attack anyone.

In fact, I avoided this game for a long time because of the emphasis on MvM. The only reason I’m playing is because I found out about pacifist mode.

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Topic: Bloons Monkey City / Everything you need to know to make your BMC stay a little easier

Minor but useful: the arrow on the compass in the upper right always points to your 1st farm.

Can be handy when your cities get big and you lose track of just where you are.

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Topic: Bloons Monkey City / Worst/Most Difficult Monkey Teams Event Encountered

Originally posted by Shoot111:

What about the current one? It is only ace monkeys and tack shooters.

It’s even more fun when the beacon appears on a tile that doesn’t allow tack shooters. :(

Fortunately the leads appeared late enough that I could afford to hit them with pineapples until I could get the ace up to Spectre.

It was also a huge pain against a camo assault. TS to 3/0, MV to 0/2, TS to 4/0, Ace to 3/0, then sell the TS to get the Ace to 4/0 in time for the Moabs. Lots of pineapples and tacks to squeeze that one through (and some supply crates).

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Topic: Bloons Monkey City / Bugs Megathread

Originally posted by dave_todd:

My bloon beacon is on a tile i already own. It has a tack shooter building on it.
Therefore i cant attack the bloon beacon tile, and it stays there not completed.
Is there any way to reset which tile the bloon beacon goes to?

Probably the only solution at the moment is to move the tack shooter for $50 to somewhere else, then you can click on the beacon and refight the battle for that tile.

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Topic: Bloons Monkey City / If you could see me playing i guarantee you'd be rolling eyes at me... and I'm lvl20

Youtube is your friend. Search for “bmc sticky sap plant” and you’ll find dozens of videos on how other people have beaten it. The main key is to build farms aggressively early since you don’t get much money from the bloons. The point is not to copy blindly the method shown, but to see the strategy behind it and why it works. You can also see towers you don’t use much in action, and have a better appreciation of how and when to deploy them.

I’ve also found keeping a journal for certain tracks to record exactly where and when I place towers, and how I upgrade them very helpful. That way if I blow out at round 8, say, I can go back and look at where I needed more popping power and replan my build to take care of it. Then when I finally get through it, I have a record of how I did it so I don’t have to relearn it all next time I play that track.

Mess around with all your towers and their upgrades. Being aware of what they all can do gives you the intuition to know when each one will be useful and why.

It’s a complicated game that requires a lot of strategy and planning. You’re me early on. You’ll learn. Keep at it.

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Topic: Bloons Monkey City / Bug: Beacon tile appears on captured tile

It’s been reported in the Bugs thread. Just click on the beacon and you can replay the tile anyway.

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Topic: Bloons Monkey City / Bugs Megathread

More saving problems. I started building a Crystal Fusion Array. After I fought a battle, it was gone along with my $90k. In my second city I started upgrading a bank and switched to the first. When I came back the upgrade timer had disappeared along with my $30k.

These bugs are frustrating.

Edit: I think I’ve figured out the source of the problem. The red “Saving….” message is sometimes barely visible, and takes longer now and then. If I do something while it’s still saving, the save file can get corrupted. There should be a flag in the code that prevents any changes until saving is complete.

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Topic: Bloons Monkey City / Bugs Megathread

I just had it assign all the upgrades of my second city to my first. Both cities are now identical and I lost a bunch of level 4 upgrades off my first city.

I was fighting a battle in the first city and my Bloonjitsu was locked. I limped through it, then checked that I was, in fact, on the first city. I then spotted that all the upgrades (and time remaining) were identical to the second.

Lots of Bloonstones and money lost. Grr.

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Topic: Bloons Monkey City / As far as I can see...EVERYBODY HATES CT OCCUPATION!

I take a shot at it if it’s unoccupied. If I control it, I won’t hold it more than a day so others in the tier can have a shot at it. The rewards aren’t enough to make it worth exerting much effort over. Getting up to and past round 50 is too tedious to be much fun on its own.

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Topic: Clicker Heroes / Which should I pick with my Rubies? (CLOSED)

Originally posted by idleheroe:

p.s. LOL didnt read your last post. You are entering late game, seems like Quick Ascension is wise from now on. But this is the “guide” I have written for anyone who needs some lights:

- no doubt you WANT the 2x damage as soon as possible.

- then, while on noob stage (you can’t reach zone 300 yet) its worth the TIMELAPSE since gilds are useless and ascension brings so little amount of HS. but USE TIMELAPSE WISELY, my advice is to reach as further zone as you can, then use all your skills (energize+superclicks+clickstorm+powersurge+luckystrikes) and maybe the gold ones. Once you have done this, you are in a very hard zone and skills take too much time to cooldown. NOW ITS GREAT to use the timelapse, you get tons of gold and you should use it to buy heroes and do another skill run. Then, ascend.

I quite thoroughly disagree with this advice for new players. Timelapse is certainly appears to be a waste of rubies. If you need 8 hours worth of cash, go to bed. I would like to see some hard data to back up your assertions.

From my own testing, gilds are far and away the most valuable purchase with rubies for the early game. For the first couple dozen runs, most of your time is spent buying, leveling, and upgrading heroes. Having a gild or two on all of them makes it go much faster. Those gilds also act as a stockpile, so that when they are moved to Treebeast, Ivan, Brittany, Masked Samurai, and Forest Seer after zone 300 (and then all to Sam after 600), the DPS boost is enormous, propelling you much further, much faster.

After the second regilding, the value of additional gilds certainly drops off, as leveling Argaiv can produce the same effect. So at that point, how rubies are spent makes much less difference and I have no recommendations.

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Topic: Clicker Heroes / Which should I pick with my Rubies? (CLOSED)

Somebody (namely me), already answered your question:

Result: Buy the 2x damage first, then buy gilds until at least zone 1000. After that, you’re on your own.

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Topic: Clicker Heroes / Relics - A mid/endgame guide

Originally posted by princemuchao:

Thanks for this, it helps a lot. For now I am assigning a score to each of my relics based on how it rates on the following list, and will just score each new promising relic to see if it is “more valuable” than my existing ones. If I have a +2% on something that has a max of +4%, I just divide the score in half. Not exactly scientific, but better than before where I had no clue what was better than anything else.

10: +4% Chance of Primal Bosses
09: +4% Chance of double rubies
08: +20% Primal Hero Souls
04: -4% to Hero Hiring and Level-Up cost
02: +40% more Treasure Chests
02: +1% Chance of 10x Gold

Current relics:
13: Ranger Gloves Wisdom lvl 39 (10×0.5 + 08)
11.75: Handwrap Riches lvl 45 (09×0.75 + 10×0.5)
6: Handwrap Abandonment lvl 37 (10×0.5 + 2×0.5)
5: Gladiator Thrift lvl 47 (04 + 02×0.5)

This is really helpful, thanks. A straightforward system for grading the relative value of relics and their properties makes it far easier to figure out which to save and which to dump.

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Topic: Clicker Heroes / Gilds vs. QAs: An Early Game Head-To-Head Test


With the introduction of rubies with version 0.17d, there has been continual debate about the best way to spend them. If a new player asks in the chat which option is the best, inevitably an argument breaks out with many claiming Gilds are better, while other swear Quick Ascensions are better, continuing for many pages.

I have personally advocated for gilds for new players based on my own experience and understanding of the game mechanics. I felt that the consolidation of gilds should give a large DPS boost that would propel the player to higher levels, offsetting those gained from a QA. However, the rubies system was introduced after I had started playing so I had little direct experience to work from. Advocates of Quick Ascensions have made a compelling argument that the faster start they afforded would continue to carry the player to faster progress sooner, building a lead that would not be overcome.

After puzzling over the issue for a while, I decided that play testing is the only way to settle the issue. No logical argument or calculation can take the place of actually playing the game. I made two runs to zone 1000 that were as identical as possible, with the only difference being that I would spend my rubies buying Quick Ascensions in one run and Gilds in the other.


The most difficult issue to be settled was finding a consistent protocol for making decisions in the game. There would be many opportunities to introduce bias through arbitrary actions, so I tried to make the playing format as rigid as possible. I was not interested in the most efficient or most advantageous method for each, rather a well-defined and reproducible method to play the two games as close to identically as I could, while minimizing the impact of chance.

Tests were done using version 0.18 of the game. Version 0.19 was released after I started, so games were left idling without closing the browser window to avoid getting updated and having the new relics system interfere with the test. The Quick Ascensions run was done on the site, while the Gilds run was done on the Steam version of the game. Both games were started at the same time on the same day of the week (but two weeks apart, so only one at a time) so that my usual weekly schedule would leave them idling at similar points for similar lengths of time.


Heroes were progressed through sequentially, taking each to level 10, buying the upgrade, then moving on to the next. They were leveled to their highest upgrade when the cost did not impact leveling the most recent hero. Shinatobe was taken to 25, then Grant to 50 to bridge the larger gaps at the end. Frostleaf was leveled to 110, then Treebeast, Ivan, Brittany, Masked Samurai and Forest Seer were used for DPS from then on. They were leveled in increments of 25, along with any other heroes whose random gilding made them useful. In the QA run, Natalia picked up three gilds which made her a good contributor to the group. Dread Knight also picked up three gilds and was used to level 100 when feasible in the QA run. For the gilds run, the main five heroes had acquired enough gilds of their own that others were not useful so I stuck with only them.

After Regilding, only the gilded heroes were leveled for DPS.


Probably the most difficult situation to assess objectively was when to ascend. I finally settled on these criteria:

- Skills would be used to extend ascensions as far as they could go. This was to even out the effects of treasure chest drops and have a consistent cutoff point for them. This also allowed me to have a life to some extent while waiting for skills to cool down late in a run, since I was playing fairly intensely. Ascending as soon as I got to a boss I couldn’t idle past was not sustainable. This was still somewhat arbitrary, but the best I could do.
- Until Vaagur was maxed, runs were ended with a single skills use.
- After that, runs would be extended with a 1234 combo until 7 was necessary to beat a boss. Skill 7 (Superclicks) was then reloaded and a final 123487 combo was used on the last boss. If this boss was not primal, it would sometimes be skipped rather than waiting for the skills cool down to finish.
- Once ancients were leveled to 40, skills would be used (123479 and 123487) on only two additional bosses.
- After the second Regilding, no skills would be used on bosses (since even an 87123 was barely better than idle damage at that point).
- Energized Dark Rituals were used every 30 minutes when possible.

Ancients and Regilding

The plan I used for buying and leveling ancients was based on the walkthrough at Wikia, with some modifications to streamline and clarify it. The object was not to have an ideal buying and leveling system to maximize efficiency, but rather to have clear decision points so that each game would be as identical to the other as possible.

In the scheme, HS refers to the number of free hero souls listed on the screen, as opposed to the total number earned. Ancients were generally bought in groups to minimize reroll costs, but were left at level 1 until the entire group was bought to minimize the impact of their order of purchase.

1. 25 HS, buy Vaagur.
2. 50 HS, buy Siyalatas/Libertas (reroll to get one of them)
3. 75 HS, buy the other
4. 100 HS, level all ancients to 10, without dropping below 100. Take Vaagur to 15.
5. 200 HS, buy one of Mimizee/Mammon/Dora/Fortuna/Dogcog
6. 250 HS, buy another one
7. 325 HS, buy another one
8. 425 HS, buy another one
9. 525 HS, buy last one
10. 400 HS is now the minimum. Level all ancients to 20 without dropping below 400.
11. Regilding 1: Use random regilds to move gilds to Treebeast, Ivan, Brittany, Masked Samurai, and Forest Seer
12. 900 becomes minimum. Level all ancients to 30 without dropping below 900.
13. 1600 becomes minimum. Level all ancients to 40 without dropping below 1600.
14. 2500 becomes minimum. Level all ancients to 50 without dropping below 2500.
15. Buy Kuma and Bubos. Level both to their max without dropping below 2500.
16. Buy Morgulis, Atman, Solomon, and Argaiv without dropping below 2500.
17. Level Morgulis to 2500, then all other ancients to 50.
18. Regilding 2: Move all gilds to Masked Samurai with 80 HS direct move.
19. Level Morgulis to 3600, all other ancients to 60.
20. Level Morgulis to 4900, all other ancients to 70.
21. Continue with Morgulis to (10n)2, others to 10n until zone 1000 is reached.


I chose to treat QAs a hero souls bonus rather than a true ascension. This made direct comparison of the two run more straightforward. The numbers below thus reflect actual ascensions for the QA run.

QAs bought during ascension # (value): 1 (7), 2 (9), 4 (11), 7 (12), 11 (14), 17 (16), 26 (19), 35 (29), 41 (33), 51 (52), 56 (116), 66 (303), 74 (559), 89 (8796)
Total QA purchases: 14
Total HS from QA: 9976
Total HS earned: 188442
Hero souls from rubies were about 5% of the total
109 ascensions (95 actual ascensions, 14 QAs)
152,933 hero souls spent on ancient levels (Morgulis to 19,600, all others to 134)
13 days, 3 hours elapsed from first click, for an average of 3.32 hours per ascension.

Gilds bought during ascension #: 1,1,3,4,6,8,10,15,19,25,30,34,38,41,44,46,51,56,62,65,69,72,78,85 = 24 purchases
Total Gilds bought: 72
Total Gilds earned from game: 91
Gilds from rubies were about 44% of the total.
87 ascensions
105,918 hero souls spent on ancient levels (Morgulis to 14,400, all others to 113)
13 days, 20 hours elapsed from first click, for an average of 3.82 hours per ascension.

Landmarks on this graph (Ascension # for following events):
Event                                                  QA Ascension #    Gilds Ascension #
Siyalatas and Libertas to 10, Vaagur to 15                  16                 19
Mammon/Mimzee/Dora/Dogcog/Fortuna bought                    40                 40
Ancients leveled to 20, Regilding 1                         55                 56
All ancients to 30                                          64                 61
All ancients to 40                                          68                 65
Bubos/Kuma bought and maxed                                 76                 70
Argaiv/Atman/Solomon/Morgulis bought                        82                 77
All ancients to 50, Regilding 2                             86                 81
Zone 1000 reached                                           95                 87

Buying gilds seemed to produce better results, getting to zone 1000 with fewer ascensions and lower ancient leveling required.

Observations and Discussion

The QA run did indeed jump out to a fast start, as its proponents have suggested. This was helped by the random number generator, which produced a second crop of 50 rubies only 9 hours after the first one. However, that lead had evaporated within five days, with the results of the two test runs almost interchangeable up to the first regilding. At that point, the gilded runs began to pull ahead and stayed ahead to the end,

The Gilds caught up to the QAs due to the sheer number of gilds and their distribution. By Ascension #25, an additional 30 gilds had been purchased and as a result nearly all the heroes had at least one gild. Thus the 50% DPS bonus applied almost constantly, making the progression through the heroes much faster. It can be seen on the graph above that this is where the Gilds run first began to get to higher levels than the QA run. The extra damage made it possible to get an extra boss or two at the end of the each ascension. It did not take long for the extra bosses to produce as many hero souls as had been obtained from the Quick Ascensions, nullifying their advantage.

Buying gilds had a distinct disadvantage in the cost of Regilding. With the QA run, there were 20 gilds to move at the first regilding which cost 240 HS, about one run’s worth. With the Gilds run, there were 72 to be moved, which cost 660 HS or three runs’ worth. The second regilding was similar, with the gilds run taking roughly three runs’ worth of hero souls to move all the gilds to Masked Samurai.

The main observable difference between the two runs while playing was the slowness of the Gild run. Gilded ascensions had very long tails, puttering along with just enough DPS to beat the next boss for a long time. They ended up at higher levels, but took a long time to get there. In contrast, the QA ascensions tended to end rather abruptly, with skills quickly losing their effectiveness against bosses and producing a much clearer end point.

This time difference was probably an artifact of the ancient leveling scheme I followed, which was aimed at simplicity and reproducibility rather than efficiency. I suspect the effect would largely disappear with a superior scheme, and the fewer number of ascensions would result in a faster overall time to zone 1000 for the Gilds. Thus I believe the shorter time for the QAs run was mostly due to not buying gilds, as opposed to significant time savings from the QAs themselves. Of course, the proper way to test this would be with a control run where nothing at all was bought, but I will leave that test to someone else at the moment. However, based on the present data it is true that buying Quick Ascensions progressed to Zone 1000 in less total time.


Based on these data and with the changes added with version 0.19, I will recommend to new players that they invest their rubies first in the permanent 2x DPS bonus, and then in gilds. They show a distinct advantage in the early game. Quick Ascensions in the early part of the game have little value and do not make much practical difference, whereas gilds are quite scarce and buying extras makes an outsized impact.

Beyond zone 1000 remains untested, however, and I would not generalize these results to the rest of the game. There is no further consolidation of gilds to boost their impact and higher leveling of Argaiv can mimic the effect of more gilds, so it would seem likely that their value would drop after the second regilding. I will leave it to others to demonstrate that, however.

I do not consider this the final word on the issue. This is one test under one set of conditions. Another test using ancients buying and leveling schemes optimized for their respective purchases would be informative, as well. I would encourage much more play testing in general. I will do my best to answer any questions and criticisms in the comments.

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Topic: General Gaming / Rebuild 2 heli ending.

You can do that without the helicopter, as well. Once you achieve one victory condition, you can click on a police station or fortified mall and select “Leave The City.” Does the same thing – pick five survivors and start over somewhere else. Schooling them up to level 10 in all skills before you go makes it pretty easy to win, even in impossible mode.

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Topic: General Gaming / [GemCraft Labyrinth] Traps verse Towers

You beat that by putting a second trap ahead of your main one. Put the new gem in there and let it activate. It will blow out a clear zone, giving you time to merge the new gem with your old one so that it will activate before the monsters get there.

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Topic: General Gaming / [GemCraft Labyrinth] Mana Pool Trick.

Originally posted by Lurlock:

Actually, every gem-building strategy I’ve ever seen comparisons of shows that combining gems results in a better gem than upgrading. Upgrading is easier, but you don’t get a better gem that way.

As a boss of mine used to say, “What difference does a difference make, if it doesn’t make any difference?” A couple % difference in a gem strength is irrelevant when you can just upgrade it and double its strength. In the long run, all this gem-combining strategy is largely a waste of time.

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Topic: General Gaming / [GemCraft Labyrinth] FAQs: Please read before posting

Originally posted by randomturtle:

How much does premium cost in.


It’s 50 Kreds. You can do free stuff to earn them, or fork over cash at whatever the exchange rate is. Take your pick. There is no direct conversion.

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Topic: General Gaming / [GemCraft Labyrinth] Anyone need help?

Originally posted by phoyphoy:

Field H2
Level 53

I do fine up until the wave with the 55K health creep. After that point, I cannot seem to keep creeps away from the orb. I usually have 1 G6, 2 G5s, and 4 G4s. But for the life of me, I cannot kill that creep… or any successive waves of creeps.

This is generally a sign that you’re not building your gems fast enough – the monsters are getting tougher faster than your gems are. Do more summoning early on (G1s for the 1st ten waves, G2s for the next 10, etc. – summon as many as you can handle), and expand your mana pool aggressively to get the higher mana multiplier (say, expand it five times before upgrading your gem to the next grade).

Getting your main gem up to grade 8 or 9 should solve your problems. Also, use all armored as was suggested by superxchloe. Much more predictable and easier to deal with.

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Topic: General Gaming / [GemCraft Labyrinth] Anyone need help?

The gem in the tower is unnecessary. Y/L/O in a trap with 6 amps (2 grades below) should be able to simultaneously kill everything and generate all the mana you need. The downside is lag, of course. If you’ve got multiple entrances that don’t converge for a while, you may end up with several thousand monsters on-screen waiting to shuffle over the trap.

While I start with a gem in a tower, by the time it’s grade 13 or 14, it’s in a trap with amps – and I leave it there until it’s up to grade 30 or 31, at which point I move it to a tower and start holding down the “n” key. The important point is summoning with 6, 10, 12 or more gem bombs per wave to keep the monsters coming thick – and right at the edge of what you can kill.

I start the battle by bombing the first six waves with 12 G1 gems each, then move to 18 G1s per wave, and then increase the grades as my mana pool increases. I can generally get my main gem up to grade 30 by wave 50 or 55, bombing the last few waves with 18 G13s each.

Obviously, that’s too aggressive for you at your wizard level, but push the summoning as hard as you can as it pays off big in increased mana and higher grade gems. You actually want monsters with more hit points and higher armor, as it takes more shots to kill them, then – and the YLO gem in a trap generates massive amounts of mana per hit. You also get all the chain hits in a trap, as they can hit the same target repeatedly. The net effect is exponentially more mana.

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Topic: General Gaming / [GemCraft Labyrinth] How do you save this game

It autosaves after every battle. If it doesn’t, then it’s something with your own machine.

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Topic: General Gaming / [GemCraft Labyrinth] The Gemcraft Labyrinth Help Thread

Originally posted by Oreno5267:

i need help on k9, L12, L10, and M11

Usually that means you need to replay earlier levels at higher difficulty settings to gain more exp, levels, and skill points. Those fields will be much easier at a higher wizard level.

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Topic: General Gaming / [GemCraft Labyrinth] Shift Key No Longer Works

I know there were issues with Firefox on Mac that gave fits to the shift key (defaulted to an “A” for me, so I was accidentally building amplifiers everywhere). I could work around it by pressing it twice, or pressing the hotkey after shift. This bug disappeared when I upgraded to the latest version of Firefox (4.01), so it seems to be a browser issue rather than a GCL problem.

Others have reported problems with Internet Explorer, so perhaps upgrading your browser or trying a different browser is the best advice I can give.

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Topic: General Gaming / [GemCraft Labyrinth] 100 waves in G10

It’s 100 waves in a single battle, so you have to have Premium to do it. You can tell how many waves you’ve beaten from the Stats window.