THE GAME STRATEGY GUIDE version 2.10
1 KNOW YOUR MAP. The entire strategy of this game is based on how the map is set up. For instance, if you've had a lot of practice on plain map without water, you'd be used to ignoring water units and going straight to air, if you choose to advance at all. Have your strategy versatile enough to work around all obstacles. Also consider the layout of a map, if there is only a small river of water, boats won't be quite as useful as if the entire map was on an ocean. Naturally, air units will be much more useful on a map with a mountain range dividing both sides. A map with several sheets of paper put together will make Harpoon cannons more of a defensive weapon than an offensive weapon.
2 MANAGING YOUR MONEY. The first thing to remember when deciding what to build with your points is that you can never have too many stick guys. If you have points to spare and are not currently under seige, remember that you'll just get the points back next turn, the same as if you hadn't built a stick guy plus, if they last more than one turn, you'll get back more than what you paid! The only time you should save the points instead of building Stick guys is if you are being attacked and are in danger of losing them before you get their points back. Also keep in mind the power of the energy fountain, which is like building two stick guys fused together. Energy fountains can't do anything other than provide for you, but if your opponent keeps picking off your stick guys with a harpoon cannon, this building can take 1 point of damage without causing a loss in its value.
Remember that attacking too fast will cost you points, so make sure that you can gain some ground in the battle before going on with a massive offensive.
3 GETTING AROUND THE MAP. If you find that walking your units out to the battle is too slow, or there's an obstacle blocking your way, transports are the solution to your problem. Transports are faster than most regular units, so they can provide a quicker movement around large maps, and they can get you over obstacles such as water in the boat, or walls and mountains in the helicopter. Don't underestimate the power of the people-launcher with this task, either, its range outreaches any other transports, and can make it over any obstacles, if it isn't too far away.
5 CHOOSING YOUR ARMY. With version 2.10, there are 2 armies; the Pakman army and the Stick Guy army. The Pakman army has good water characters and magic, and the Stick Guy army has better air characters. When playing, you can choose to play with either army.
4 DON'T MISSUSE YOUR UNITS. Each unit has a specific use in this game, and having a variety of them available will keep you prepared for anything that your opponent can dish out.
>The STICK GUY: This unit manages your base. It is very useful too keep these in large quantities as the more you have, the more you can do with them, and they get picked off very easily. Use them to repair your damaged buildings and build new ones. They upgrade to units with actual combat value, so keep them handy for a quick attack.
>The HOUSE: This unit is invaluable to you, make sure it doesn't get destroyed! Repair it after every attack, because if you lose it, there goes your supply of units.
>The DOCK: Quite a nessecary building for maps with a lot of water. Use it to build ships and sharkies. Remember to build it on the edge of water, and don't leave it unprotected.
>The BATTLE DOCK: This dock is upgraded so that it can attack, similar to a harpoon cannon but with less range, and can build submarines. Although it is not as strong as a harpoon cannon, and submarines are not an essential water character, it can really strengthen your army in a water-based game.
>The HELICOPTER PAD: Although more expensive than a dock, a helicopter pad is similar. It produces planes and helicopters, which can fly over any obstacles, making these units much more handy in more complicated maps. The 'Air' ability is several times more useful than 'water' because it applies to anything, rather than just water.
>The ENERGY FOUNTAIN: Is basically a way to store some points. These aren't as neccessary as most other units, but help when you find your Stick guys getting picked off by a harpoon cannon.
>The BONUS FOUNTAIN: This makes getting energy fountains entirely worth it. This building provides a huge amount of points and can withstand nearly any attack.
>The PEOPLE-LAUNCHER: In the simplest terms, a people-launcher is a giant slingshot. Pop a guy in the device, and away he flies. These are better than regular transports as they have a better range and aren't under the chances of getting shot down in mid-delivery, as it doesn't travel with the transported unit. This building is best used to get your ground units over obstacles near your base, or clear into the enemy base if you can reach.
>The SUPER PEOPLE-LAUNCHER: This is a stronger, farther-reaching people launcher with a transport of 2 instead of 1, so you can launch hippos, too.
>The FLAMING PEOPLE-LAUNCHER: Completely unrelated to the regular people-launcher, it'll launch one of your own characters at the enemy. This unit is cheap and does a lot of damage, so one is always useful when attacking your opponent's base, just use little characters like Stick Guys or Soldiers, and not Hippos or upgraded guys, that waste's points, and don't use up your supply of characters!
>The HARPOON CANNON: This is a good unit for both defense and offense. Correctly placed, you can do damage to your enemy from affar, and stop enemy characters from invading your base.
>The DOUBLE HARPOON CANNON: An upgrade of the regular harpoon cannon, it basically adds another cannon to the building, which means two attacks. It costs more than building an extra harpoon cannon for some good reasons: 1- it only counts as one attack, so you can have more attacks, 2- if it takes two damage, you still have use of 2 cannons, but if you had built another seperately, it would be destroyed, and 3- you don't need a stick guy next to it to upgrade.
>The SPEAR GUY: A simple upgrade of the stick guy now has combat capabilities. Don't have them walk out to the base and get killed halfway there, either use transports or wait until it's an Arrow guy with range. It still produces and builds, but can't repair.
>The ARROW GUY: The upgrade from a spear guy. Since you've invested so much time in getting it, don't leave it out to get killed. Keep it out of range unti, you're ready to attack. With its 2 attack, it can do a lot of damage in one turn.
>The HEALING GUY: An alternative to combat, save one or two of these to heal your big characters and buldings, too. It works for anything, especially those with high life such as Super hippos, Double Harpoon Cannons, Battleships (if it can reach), and Airplanes. It still can build and produce, so it's basically a slightly better Stick Guy.
>The HEALING SPEAR GUY: This combines the Healing guy's ability to heal characters with the spear guy's attack. This character can be very useful when you are attacking with characters with a large amount of health, because it can keep them alive for longer, and it can attack when its healing ability is unnecessary. But this character should not be used for your main attack character.
>The SOLDIER: If you need warriors fast, but are low on points, soldiers can help out a lot. Although you shouldn't use these as your main attack or defense force since they can't upgrade into stronger characters and don't produce. The main advantage is that you get combat units quickly and cheaply, and that they only take up 1/2 of a space in a transport.
>The HIPPO: The Hippo is a good offensive ground character, and it can upgrade into two different units depending on what style of attack you will choose. These are good for open maps without many obstacles, because they can be built right at your house, and prove to be a strong offensive character. This character can also wade a little ways into the water to attack water characters.
>The ARMED HIPPO: If you're planning on a quick, destructive attack, this is the hippo for you. It can do a lot of damage with its amazing attack of 3, and survive just as well.
>The SUPER HIPPO: If you want your attack to last, the Super Hippo can do it well. Although its attack doesn't increase from the regular hippo's, it has a high 5 life for lasting that extra turn. Keep it for another attack by healing it with a Healing Guy.
>The SAIL BOAT: This boat can help ship your men across rivers in a couple trips, since it doesn't take an action itself when loading or unloading, it can keep it up for as long as its move allows it to.
>The SHARKIE: This is the assassin of the waters. As long as it doesn't get killed, which is quite easy when compared to others as expensive as it, you can take out anything on or above the water- that includes helicopters and planes flying overhead. A great use for this is to intercept transports and take out the opponent's docks and Battleships.
>The BATTLESHIP: Like a double Harpoon cannon that swims, the Battleship can be used in much the same way, but remember to keep it out of reach of the sharkies!
>The SUBMARINE: This character has an exceptional attack and life for the 3 points it costs, and with a range of 11, it can reach the farthest of all attacks in the game. Its only downside is that it can only attack things in the water. This is the best unit for an all-water game.
>The HELICOPTER: This character has exceptional range, but it isn't impressive in strength. These can harrow the spear guys and hippos, but keep them out of the reack of the Harpoon cannons and other ranged units.
>The WARCOPTER: This is an inexpensive upgrade of the helicopter that doubles both its attack and health, making it a good character for combat.
>The AIRPLANE: A strong unit like the Airplane should be well protected. It is fast, ranged, and has 2 attack. This is a weapon to be feared. Use its range and speed to move in and take out things like harpoon cannons before they can strike back.
>The WARPLANE: This is undoubtedly the best character in the Stick Guy army with 2 attacks and 6life. It's twice as strong as the regular airplane, but a bit slower.
>The TRANSPORT HELICOPTER: Is much more versatile than the sailboat at no extra cost. If you have the option, pick this over the sailboat. Keep it out of reach of the enemy combat units, though, because it could be gone before you know it.
>The PAKMAN: This is the Pakman Army version of the Stick Guy. The only difference in their skills is that the Pakman is slightly faster. All in all, they should be managed the same way that a Stick Guy should be managed.
>The PAKDOME: The Pakman Army version of the House. Use it to build your army.
>The AQUARIUM: This building can build most of the Pakman Army's water characters. Although it is more expensive than the dock, it makes up for it with a great selection of characters to build. It is not necessary to build it next to water, because the Scuba Pak and Amphibious Bus can move on both land and water, but to get the most out of the Aquarium, water is recommended.
>The SUPER AQUARIUM: The upgrade of the Aquarium. This building is not necessary for a good army, but if you want to make some cheap giants, upgrade to make the Whalies available. Also, it allows a whole new area of strategy by building the Blu Wiz.
>The SKYDOCK: Cheaper than the Helicopter Pad, it builds the air characters for the Pakman Army. This building is useful on a map with a lot of non-water obstacles.
>The BUBBLE FOUNTAIN: This expensive building will empower your army for very little cost. Use it to strengthen your attack force so it will do more damage. This building is fragile, though, and doubtless will be the primary target of most attacks, so either defend it well, or have plenty of backups. Remember, the powerup only affects water characters.
>The SKY FOUNTAIN: Same as the Bubble Fountain, only it applies to air characters.
>The CANNON: A cheap way to defend your base. With a low cost and high attack, it is very effective. Its range is not as good as the harpoon cannon, though, so it is not as effective of an attacker. The best way to keep it active is to leave your builder right next to it.
>The BUNKER: A line of these will effectively defend your inactive workers from attack. Store weak characters inside to boost their durability. Never let your Bunkers keep damage; a weakened Bunker is useless.
>The SUPERNUKE: Is a powerful, if costly, destructive force. It will be expensive to stockpile an arsenal of these, and risky, because one good attack can wipe out all of your investment. Use a Supernuke quickly and effectively: target the strongest and most valuable buildings in your opponent's base. Remember: the more you hit, the better. This is the only unit so far with an attack radius, so it is a unique and deadly weapon, with the ability to hit several targets with one attack.
>The PAK WARRIOR: This Pakman upgrade is similar to the Spear Guy, but more expensive, more durable, and faster. It is the first upgrade in the close-range set of Pakman upgrades. Mixing these with a few Pak Archers will make a good attack force, but letting them upgrade one more time will be even better.
>The PAK SOLDIER: This upgrade is cheap and effective. With 3 health, it is as durable as a Plane, and has the same attack value. An opponent will think twice before facing down an army of these guys. Its only shortcoming is its average speed.
>The PAK ARCHER: This is the first upgrade in the long-range set of Pakman upgrades. It is slower than a Pak Warrior, but the long range makes up for it. Use these characters only in a pinch, when you don't have enough time to upgrade them again. Their skills are all below average besides range, and they won't last long in combat; definitely not worth their price.
>The PAK SNIPER: Faster, stronger, and with a better range than the Pak Archer. The Pak Sniper will devastate from afar. Unfortunately, it only has 1 health, so don't expect it to last long. Large armies of them work well.
>The PAK MEDIC: This character is twice as effective as the Healing Stick Guy. Although it has no combat capabilities and cannot upgrade, the Pak Medic is very useful to have around your base for repairing after attacks, and keeping your big characters strong. It is not very useful to have in large quantities, but a couple hanging around can really help, and save you far more than they are worth in repairing costs.
>The SCUBA PAK: Is a very versatile fighter. It is able to move about in or out of water, making it a great troop for maps with a lot of rivers. Its combat skills are not exceptional, but they can get the job done. When you attack with it, make sure you have a large group of them, or they will be taken out quickly.
>The HARPOON SCUBA PAK: Upgrade your army of Scuba Paks, and you essentially have a cheaper, more versatile arrow guy army. The only downside to them is that they don't provide or build.
>The AMPHIBIOUS BUS: If you can't get your troops to the transport, get the transport to them! With the ability to move on land and water, these are better than the Sail Boat, and the extra room is an added bonus. For just one extra point, you get a lot. They aren't as cheap as normal transports, though, so you should be even more careful with them.
>The WHALEY: It's like a Super Hippo that swims! It has exceptional health, and a good attack, with a few of these, you could control the oceans. They have a great capacity for taking damage at a low cost, so don't be afraid to get these guys into combat! Their only downfall is range: don't bring them to close to a ranged attacker they can't reach.
>The PAK SHIP: This is the Pakman Army's response to the Battleship. It is faster and cheaper, but has less health. The fact that it only has one attack is made up for by making that one attack stronger. Use them to attack buildings near the shore, or clear out the ranged threats for your Whalies.
>The PAK BIRD: For one point, this is like a Scuba Pak, but it can go more places faster. On its own, the Pak Bird is weak, but upgrading it turns it into a powerful weapon.
>The PAK EAGLE: This character makes up for its close-range attack with an incredibe speed of 9. That's farther than most ranges. It doesn't cost much, and it has a good health and great attack. This is a unique soldier, and should be treated that way. Speedy attacks and ambushes are easy with this character.
>The PAK BLIMP: Unlike most transports, this character is not very fast. It makes up for this with room for 3 and an extra health point. Still, it is not invincible and cannot defend itself, so keep it away from enemy fire. This is most effective going over very short distances.
>The PAK COPTER: This character is like a Plane, only stronger and more expensive.
>The RED WIZ: Built at the Pakdome for 4 points, with no attack, only average speed and 3 life, at first it seems like a waste, until you notice the 'Red Magic' ability. Magic can be like attacks, only points have to be paid for them. Still, magic can power up your units, incapacitate or damage enemies, and do all sorts of crazy things. There are many possibilities for strategies with magic, so keep some Wiz's around and have some fun. Just don't spend all of your points.
>The BLU WIZ: Same as the Red Wiz, only built at the Super Aquarium and it can walk on water. Yet more incentive to upgrade your aquarium, the Blu Wiz has acess to all new spells.
>The YELO WIZ: This Wiz can fly and is built at the Skyport. Build all three Wiz's to maximize your magical power.
>The PAK TITAN: This is the REAL reason to get Wiz's. For an extra 4 points, you can upgrade any one of your Wiz's into a Pak Titan. Although it cannot use magic, it is still the best character in the game. With 5 health, it's durable, with 6 range, it's long-reaching, with 3 attack, it's destructive, and the fact that it makes 2 attacks turns this character into an unstoppable force. In only a couple turns, a Pak Titan can destroy a base, in just one turn, an army of them can win you the game. Losing one of these is a terrible blow, so make sure to keep them out of reach until you're ready to unleash them on your opponent.
5 HOW TO DESIGN YOUR OWN MAP. If you are bored with the designs shown in the maps section, you could always make your own. The key to making a fair map is symmetry. As long as there's the same thing on one player's side as the other, it should be fair. If you want more than 2 players, a larger map will make it easier to play. If you want teams, you could put one team on one side and the other team on the other side. If you want a mostly water battle, make a lot of bodies of water connecting to each other, like rivers and lakes, or put a lot of mountains in for an air battle.
6 PRACTICE MAKES PERFECT. If you find yourself constantly stumped when playing the game, try practicing. If you think that you're weak in a certain way, if your defenses can't hold or your attacks never breach, try a different strategy, with different units. If you can't get the hang of using water units, practice with them until you get the feel of how each unit works.
7 ALTERNATIVE WAYS OF PLAYING.
>Half the move and range of all the units if you find that the game is playing too tight. Or, tape a few pieces of paper together for a larger map.
>If you think there is too much or too little attacking, change the maximum attacks.
>If you are bored with the units you have, create more, or make a whole new set.
>Instead of having providing units, have areas of supplies that have to be brought back to base to earn points.
>For a fast, big-combat game, double the amount that units provide.
>Change the amount of units you start with, like adding more stick guys or being able to place a certain amount of points worth of buildings
>Restrict the areas in which you can build a building to the starting area.