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Strategy 14 (Zelmawiz): First of all, this can be done without pro towers but requires (on my device) level 6 starting cash and level 3 starting lives, without this the player may require a few Super Monkey Storms to clear out the final surge of Z.O.M.G's. This additionally doesn't require specialty buildings. Start with a simple Dart Monkey and quickly upgrade to a 2/3. Afterwards quickly get a 0/2 Boomerang Thrower for the lead levels and quickly get a 3/2. Get two more 3/0 Boomerang Throwers, it is recommended to sell the Dart monkey at this point to get the two 3/0's. Quickly get some Glave lords (4/0-4/2) Before the Camo Ceramics begin to come. After that begin to build Ground Zero's (0/4-2/4 Monkey Aces). By Round 11 the M.O.A.B's will come but the player will only need one Nuke to k

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  • No Escape/Strategies
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  • Strategy 14 (Zelmawiz): First of all, this can be done without pro towers but requires (on my device) level 6 starting cash and level 3 starting lives, without this the player may require a few Super Monkey Storms to clear out the final surge of Z.O.M.G's. This additionally doesn't require specialty buildings. Start with a simple Dart Monkey and quickly upgrade to a 2/3. Afterwards quickly get a 0/2 Boomerang Thrower for the lead levels and quickly get a 3/2. Get two more 3/0 Boomerang Throwers, it is recommended to sell the Dart monkey at this point to get the two 3/0's. Quickly get some Glave lords (4/0-4/2) Before the Camo Ceramics begin to come. After that begin to build Ground Zero's (0/4-2/4 Monkey Aces). By Round 11 the M.O.A.B's will come but the player will only need one Nuke to k
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  • Strategy 14 (Zelmawiz): First of all, this can be done without pro towers but requires (on my device) level 6 starting cash and level 3 starting lives, without this the player may require a few Super Monkey Storms to clear out the final surge of Z.O.M.G's. This additionally doesn't require specialty buildings. Start with a simple Dart Monkey and quickly upgrade to a 2/3. Afterwards quickly get a 0/2 Boomerang Thrower for the lead levels and quickly get a 3/2. Get two more 3/0 Boomerang Throwers, it is recommended to sell the Dart monkey at this point to get the two 3/0's. Quickly get some Glave lords (4/0-4/2) Before the Camo Ceramics begin to come. After that begin to build Ground Zero's (0/4-2/4 Monkey Aces). By Round 11 the M.O.A.B's will come but the player will only need one Nuke to kill them off. Remember to wait till they are all on screen before nuking. By this time sell off all the playerr Boomerang throwers and buy as many Ground Zero's as possible. Kill off the B.F.G with either 2 Ground Zero's and sacrafice some lives for the darts from the Planes to kill them or use 3. At the Z.O.M.G level, the player must use all the Ground Zero's the player have and wait for another batch of use a few Super Monkey Storms, it is recommended to wait if the player have a Level three Starting Lives or more. the player should survive with minimal 5 lives. Strategy 15 (MyUsernamesThis): You will need a fully upgraded dart monkey building and 1 meerkat spy. Spam 2-3 dart monkeys until round 7 and then get a 4-2 cannon. Place a meerkat spy close to the cannon. Get a 2-2 wizard and place it at the entrance. Around the MOAB round, get a Spectre. When BFBs come in, sell and rebuy 0-4 subs until you beat the mission. Strategy 16 (doge): (DOUBLE CASH MAY BE REQUIRED) Ok, start with Monkey Apprentice. Upgrade it to 2/0, then place as many as you can around the map, get them all to 2/0, 2/2, if you want. After round 9 has passed, congratulations, the MOABs will come here. Upgrade as many wizards as you can to 2/3. You should beat the MOAB round, BFB round and the ZOMG round. Strategy 17 (4DT): (Engineer's Workshop T4 Required) Some Monkey Lab upgrades in lives and cash also help. Start with engineer and upgrade it to 1/0. Repeat this until you have 4 engineers (be sure to place away from the start and inside the circle). After you have 4, upgrade one to 4/0. Repeat for all of them but remember to collect the money from the traps ASAP. You may want to use a Ground Zero for round 10. At round 11 (or 10 if preferred), sell the engineers if you want. Buy 1 ground zero, use it for round 11, and buy 3 for round 12. At the final round, buy as many ground zeroes as you can and keep selling and buying. This method is efficient, and you can fast forward every round until the final one. Strategy 18 (Andyccch) - Monkey Ace based strategy: If you have double cash, bigger beacons, and T4 ace private hangar, then this is probably the simplest strategy for you to beat this level. Before round starts buy a monkey ace on the top of the clock, and get to 2/2 as soon as possible. Keep popping until you can buy a bomb tower. Place it near the entrance and set it's priority to Strong. Then, raise the bomb tower to 3/2 when you can. After we finish the bomb tower, buy a monkey ace on the bottom of the clock and upgrade to 2/2. Place a beacon at 2 o'clock and make the range cover the right side as much as possible. Raise it to 2/1. Next, upgrade the upper monkey ace to 2/3, then save up money for beacon to 3/1. The lower monkey ace max to 4/2 after the beacon. Now things get way more easier. Go for 4/2 beacon and then start placing 4/0 monkey ace in the right hand side of the map as long as you had enough money. You can stop placing monkey aces before round 13 starts in case you are tired to do so. Then, wait for the victory. Note: It is possible without bigger beacons, though it requires you to place more beacons and takes longer time. The only thing you need to do is keep pressing the upgrade button in the late game. Strategy 19 (Uxi) - Dart Monkey(DM) Spam: DM Specialist Building required, these explosive darts are pretty self-explanatory (lead + clumps). Round 1 use free DM (0,2), when you have enough to grab the triple dart (0'3). Repeat until you have 3-5 (0,3) DMs. Optional: grab a couple of Juggernaughts( DM 4'0) for ceramics target last. Grab a Mortar (2,4) point at (anywhere really, as long it's on the track, I personally prefer the y shaped spot(entrance lane meets the circle), the burning works really well, camos won't be a problem for your towers that don't have detection*. *(2,3) Dm has camo detection, you can save a couple hundred cash using mortar's signal flare instead of all your DMs ( you only need 1-2 with eagle eye, just in case). Spam DMs until you have around 8-10 total, grab the DM right max upgrade ability. This upgrades 10 DMs into Super Monkeys for a short time. Having 3 maxed DMs will last you until wave 11, usually. Optional: save a couple thousand by opting in a Moneky Village around wave 5 -12. This will make all your future upgrades cheaper, you'd save ~900 each max DM. The most crucial part of this mode is waves 9-end, you want to rotate your pseudo- super monkey abillty so that it's on all the time. Grab at least one (1,4) Helicopter when you can afford it, safe with 2+. This ability is your only hope (Besides nuking the sh out of them) of surviving final wave, since the ability has a chance to give you hearts, buying you more time essentially. Proper use of this ability can let you finish with ~2k hearts, as mentioned above (and in comments). Now that you have near infinite time, victory is a piece of banana cake. Optional: if you have spare cash you can get a monkey ace and ground zero the last couple of rounds, works just as well (Lv requirement on ground 0 is higher since not many people use ace if they don't know about this ability: it destroys all ballons on screen and massively damages MOABs). EDIT: the player may sell the early Dart Monkey to get the first 3/2 Boomerang ThrowerStrategy 16 (Anonymous)(Mobile): Follow strategy 12 until the player reach round 10( dont go to round 11 yet). Buy ONE 0/4 monkey ace (ground zero) and start the round. Wait until all the MOABS are in the circle then use ground zero. After that sell the ground zero and buy 2 heli pads and upgrade 2/4 and 4/2(Apache Dartship and Support Chinook). As soon as the player start the next round use the crate that gives the player cash. Use it again when it gives the player lives. Buy one more Apache if the player can during the round. When the final round begins buy around two more supports chinooks during the round and get more Apaches. Make sure the player keep getting the crates or the player WILL LOSE. Congratulations the player have beaten No Escape.
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