Forums

ForumsGame Walkthroughs

GemCraft Labyrinth walkthrough

Posted Apr 14, '11 at 2:21pm

Gremlion

Gremlion

501 posts

Partially based on Einfach's Gemcraft chapter 0 walkthrough.
Also thanks to Kongregate players: LordBucket (main quest strategy), pongi01 (orange\lime+orange tables, frostlion(grade scaling)
Updated 12 July 2014 - fixing broken formatting.

Basic tips can be found in strategic guide and in game on tutorial pages, even about target priority!.

1.First steps
2.Tricks.
3.Some targets
4.FAQ.

Part I. First steps
Storyline.
http://img820.imageshack.us/img820/8605/mapmain.jpg

Our target of this part - blazing through storyline to get decent level and obtaining trait (for premium).

When you reach first pylon, make a stop.

Use these videos as a guide.
http://www.youtube.com/watch?v=LfmksNzFA7E
http://www.youtube.com/watch?v=I5FuGnOgibc
Main idea behind this trick - formula for summoning multiplier, which is equal to (summoned/(killed-summoned)+1)^0.53. Pylon levels let you do (killed-summoned)=1, thus provide insane multipliers. Since version 1.12 it is capped on 50, nonetheless it is still best gain of exp for time invested.
Cap will be reached with 1606 monsters summoned (you need 1607 killed), bear in mind that there are amulets which require 2k kills and 120 shrine kills.

Summoning. You summon by gem bombing the sidebar. It causes an increase in the number of monsters, monster health(7+3*grade), and the monster armor(125%). Beware! Summoning can easily kill you. Even though the monster health increases slowly, the armor level increases rapidly when summoning with grade 1s. The armor level shields creatures from damage equal to their armor level of hit points every hit (so if a tower fires a shot with a damage of 10 that hits a creature with an armor level of 2, the creature will only take 8 damage). A high armor level can make creatures almost invulnerable to damage. Summoning with grade 1s causes 4 (5 with violent explosion skills) more monsters to be summoned in the next wave.

Pulling this trick would level up you to level 90+.
Example:
Settings
http://img861.imageshack.us/img861/4879/d104.jpg
Skills used (took screenshot after win)
http://img703.imageshack.us/img703/957/d105.jpg
Gems obtained during play. Green for poison traps and cyan/blue duals for pylon charging.
http://img860.imageshack.us/img860/697/d102.jpg
Leveled from 18 till 34 level. Failed at summoning exact amount.
http://img858.imageshack.us/img858/2499/d103.jpg

After getting decent result on D10 max wild gem, support skills, lime/yellow/orange masteries.

Part 2: Tricks.
Gem building strategy.
1.Grade1 lime+grade 1 yellow[orange for manatrap]
2.Duplicate it
3.(dual +pure yellow [orange])+(dual+pure lime)
4.repeat from step 2
http://img716.imageshack.us/img716/6527/32996638.jpg
When your gems would be around grade 10, make gem ((purple G1 + lime G1) + lime G2)...+lime G9.
Use this gem in step 3 instead of pure lime.
Resulting gem would have triple gem bonus without diluting Yellow and Lime by weaker colour*.
*Don't spend skillpoints in Purple

If you would follow this path, you will get notably stronger gems.(for example, x2 crit multiplication at 7 grade)

Premium only leveling
Simple strategy

Part 3. Tips.

If You don't have premium:
Better to start with highest base exp fields - they have decent number of waves, so you can get more amulets. Then it will be easier to get more exp with lowest exp fields(with higher level you can manage more summons).
Using random wave composition + restarts would give you early giant waves. Summon the hell out of them, then use high grade yellow gem in shrines. Result is individual, with high resonance grade 7 gem in shrine could kill 120k hp monsters.

If you have premium:
Endurance is easier to start with highest settings on lowest exp fields (less hp for starting monsters=more angers=easier to build defence).
Example of endurance

Part 4. FAQ:
1. Unlocking hidden levels.
A1 : L9 Challenge Amulet (Kill 7000 monsters)
A13: Kill 12 Apparitions Amulet
M1 : Kill 200,000 monsters Amulet
M13: K9 Challenge Amulet (Beat 100 waves) Yes, impossible without premium.
2. Changing target priority. Shift-click on gem
3. Breaking tomb. Set target priority to "structures"
4. I replayed field and didn't get exp!?!
You get as exp difference between you current attempt and you previous best attempt, obviously if you scored better.
5. How to kill *spoiler* at *spoiler*?
Grade 7 yellow gem in shrine.
6. Crystal ball near A13. Horizontal bars over the stages.
It shows your performance on fields.
For every 5x multiplier you get on field it shows 1 bar, with maximum being 4.
7. Multipliers.
Summoning (summoned/(killed-summoned)+1)^0.53
Endurance based on waves beaten and isn't related with amount of summoned monsters


last edited Jul 12 2014 02:56 pm by Gremlion
 

Posted Apr 16, '11 at 2:37am

Gremlion

Gremlion

501 posts

And we get new version.
1.14. Now we submit level instead exp, so

8. Does anyone know what happens if you get more than 2,147,483,647 xp?
You can't submit score to leaderboard.
is gone.
At this moment scoring is backward, the less level=the better. Will be fixed soon.
 

Posted Apr 16, '11 at 1:55pm

logos16

logos16

2 posts

do you recommend combining yellow, orange, and lime into a single gem, or into lime/orange gems and lime/yellow gems?

 

Posted Apr 16, '11 at 2:20pm

Gremlion

Gremlion

501 posts

For manafarm better have lime-orange dual, without yellow it kills monsters slower, deal more hits and steal more mana.
About killer gem...
While it is in trap, L-Y-O will give good amount of mana, but for final gem it useless(because it is final, i don't need more mana).
I usually do my runs this way:
1. Y-L dual in tower
2. Summoning+upping grade+manapool till i get 220k mana(for 12 grade gem)
3. Then i do traps with L-O duals near each entrance
4. Upping grade of this gems till it start to kill monsters.
5. Then upping grade of manafarm+summoning+manapooling till i get 224 mln mana
6. Create fullsheet of gems(hide panels - hotkey I, then with D over gem wait some time, combine - will be 27 or 28grade gem(ctrl+click).
7. Repeat until keypressed;
8. now i have tower surrounded by 8 amplifiers with 29 grade yellow in each
9. create a little more gems till i get 32 grade yellow-lime dual. (5-10 target enough), set it to random priority
So, now it's finish of endurance - it will destroy all monsters. I don't need more mana and destroy manafarm gems.

 

Posted Apr 16, '11 at 5:09pm

logos16

logos16

2 posts

are you level 500 already? what skills do you focus on now?

 

Posted Apr 17, '11 at 1:44am

Gremlion

Gremlion

501 posts

Level cap was removed month ago(500 level i got without premium ).
I have level 1842 now. (was 5600, but deleted it because mana avalanche bug)
I don't use Banisher, Cyan-Blue-Green-Purple-Red masteries, Demolition - occasional.
Resonance - 400% damage boost (263 level)
Focus - 700% (92 level)
Replenish - leftovers(389%, 411 level).

 

Posted Apr 17, '11 at 5:18pm

Su4eK

Su4eK

1 post

thanks! very usefull FAQ

 

Posted Apr 18, '11 at 12:55am

Kreistor

Kreistor

34 posts

Gremlion said

For manafarm better have lime-orange dual, without yellow it kills monsters slower, deal more hits and steal more mana.
About killer gem...
While it is in trap, L-Y-O will give good amount of mana, but for final gem it useless(because it is final, i don't need more mana).
I usually do my runs this way:
1. Y-L dual in tower
2. Summoning+upping grade+manapool till i get 220k mana(for 12 grade gem)
3. Then i do traps with L-O duals near each entrance
4. Upping grade of this gems till it start to kill monsters.
5. Then upping grade of manafarm+summoning+manapooling till i get 224 mln mana
6. Create fullsheet of gems(hide panels - hotkey I, then with D over gem wait some time, combine - will be 27 or 28grade gem(ctrl+click).
7. Repeat until keypressed;
8. now i have tower surrounded by 8 amplifiers with 29 grade yellow in each
9. create a little more gems till i get 32 grade yellow-lime dual. (5-10 target enough), set it to random priority
So, now it's finish of endurance - it will destroy all monsters. I don't need more mana and destroy manafarm gems.


First, for reference, I am currently over Level 2100.

I find it easier to start with a triple (Multiple Damage)+(Chain Hit)+(Shock) to start, instead of the double MD+CH. The Shock component allows you to increase the number of summons/increase hit points by making CH more effective. S compresses the front of a wave so that the gem hits more monsters per shot, and actually slows the wave's advance towards the base, which the double gem doesn't do. (Slow has the same effect, but I feel the Shock gem does it better by stopping the monsters completely.) I use a 3/4 MD, 3/16 CH, 1/16 S. Later (after your CH gets to at least 8) you can bump up the MD component if you want, but it's fiddly and I just don't bother.

The start is vital.

a. Bomb the Wild Gem to generate major mana.
b. Find someplace you can place your tower gem (ideally with 8 free spots for amplifiers) where it can hit all monsters near one entrance. You should have enough mana to create some significant walls. Create the largest single +triple gem you can.
c. Use level 2 gems to summon on Wave 1. (As many as you can handle, which may take a couple restarts until you have an idea of what that is.) How many you can summon will also depend on which map you start. Deep mazes have much higher starting HP, and so you'll summon fewer. I can handle 20K HP monsters at L2000, with a gem that only does 300-900 x2, so don't limit yourself to max damage when deciding what you can kill. Practice. You will find that it will take 5-8 waves to get your gem up high enough to push back the early summoned waves on deep mazes.

d. Favour bumping up your tower gems over your mana pool, once you get a 2.00x multiplier. Summoning more monsters will amplify your mana gained per wave better than the multiplier. You'll be targeting summoning 1000 monsters in a wave, eventually.Once you get a L10 Gem out, you'll increase your tower gems sizes quickly, and the monsters summons just as fast.

Failure to build your tower up fast enough will mean a loss. Summoning too high HP monsters will hit your base. The 'U' button is your friend!

I suggest keeping the tower up until you have upgraded the manafarm gems to at least Level 15 before shutting the tower down, and then you want to increase those manafarm gems ASAP, instead of bumping up the mana pool. Early on, you may accidentally summon monsters with too many HP, so you may have to put the tower gem back to drive them back behind the traps, so do not destroy the tower gems... just put the shooter in an amplifier to the side so you can put it back in an emergency. I actually do this on purpose, too. One trick I used was to continue to summon the massive waves for the tower to kill, but I just pulled out the shooting gem, letting them march over the traps to generate mana, then pop the tower back in place to drive them back behind the traps. Repeat until the traps can handle significantly large waves. (It doesn't take long.)

The manatraps will not kill monsters of anywhere near the hit points your tower will, so you have to kill off an entire wave before switching to the lower HP waves the manafarm will eliminate. A single L15 CH+MG with 6 L12 MG amplifiers should kill monsters with 1.1 million HP, depending on your level and build.

(In point 5, Gremlion is trying to say that you should build up a manapool of over 224 million before building the higher level tower gems to finish the game with. You don't *need* to go that high, but combining together L21 mana gems to create a Level 32 gem is extremely fiddly and time consuming compared to L23. I have frame rate issues, so I push even further to L25 gems to create my final tower. You could push on to L27 gems if you wanted, but I doubt going beyond that to L28 saves time.)

You only need a Level 31 + 8 Level 28's to get through to the end, not L32+L29's. (Which might be due to my Shock component.) You will have about 30 stacked at each entrance, off-screen, but that won't hit your frame rate, and since my gem has an excessive 1800+ targets, that number is nothing. If you only have 5+ targets, focusing on MD entirely, you can't handle this many stacked up with a L31 that can't single-shot kill them. I will try a L30+L27's next, since it's possible that might be good enough. (Yes, I'll generate a second batch into amplifiers which I can immediately combine to get back to L31/L38, in case they prove inadequate.)

There is no need to destroy the manafarm gems. You can leave them there, just in case. They aren't hurting anything.
 

Posted Apr 18, '11 at 1:48am

Gremlion

Gremlion

501 posts

Grade 32 was due


Fixes & changes in v.1.14:
-when played with 3x speed, very high grade gems were firing 3x slower than with 1x game speed
. I prefer click through game on x3.
Suggested by ifju :
Recommended endurance-runnings in order.
1-a. Pylon levels. Nice boost without big problems. (up to 400-500 level)
1-b. Giants only+Quadr+Banishment traits. Before first pylon. On G13,for example, they will have only 60 hp. LOL. Wild gem will rip apart them.
2. All settings but monster getting tougher faster - before second pylon. Also easy.
3-a. All settings but monster getting tougher faster and tenfold HP boost(double-triple manageable)
3-b. Full 75,76x settings on an easier stage (before 1st-2nd pylon). (will give same exp as 3-a. You need more time)
4. Full 75,76x settings on any stage. (E8 hardest due to base field exp, doable with 1800 level. Seems possible with 1600-1700).
 

Posted Apr 18, '11 at 3:55am

Gremlion

Gremlion

501 posts

Focus <> Resonance <> Replenish
Focus:
Increase mana and max mana by XXX%.
This skill "have breakpoints":
1. start with grade 4 gem
2. start with grade 4 Red gem on any field
3. store mana from wild gem after 2-3 extends
4. same as previous + creating grade 6 lime-yellow dual on any field
5. Gather all mana from wild without extends (600 mana saved for summoning. 10 times by grade 1)
6. 7 grade lime-yellow dual on any field
7. 8 grade lime-yellow dual on any field (I am near this, need 2k more mana)
...
If you exceed breakpoint, you can slowly decrease Focus (Due to growing Ritual) until you can jump to next.
Resonance:
Increase damage by XXX%.
Seems perfect skill to stuck with, but...
100% add - double our damage output (2X)
200% add - triple our damage output (3X). Stop. Triple? Overall damage increased only by 150% (Need compare with previous breakpoint, not with "naked" gem)
300% add - (4X) 133% increase
400% add - (5X) 125% increase.
I stopped at 400%, but for hardest fields (after 4 pylon) i suggest 500%, will be easier.
More - worse. Why? Insane skillpoint cost.
Increase grade by 1 increase average damage by ~55%, and attack speed by 18% - better than increase Resonance from 100 to 200. For these skillpoints you can increase Focus and make 1 grade higher gem or add amplifier at start.
Will 10% of added damage let you make 1 more anger by grade 1(10% hp boost)? No.
Example: we already did 10 angers by grade 1, in case we did 11: (110%)^11-(110%)^10 hp =285%-259%=26% more hp.
It's 26% more HP, which can be a lot higher, than gem damage. (For example, at E8 with Tenfold Giants, monsters start from 20k hp. Grade 7 gem for me have around 1k damage - with 400% Resonance. With 410% still around 1k damage... I don't feel difference)
Replenish:
Increase Mana gain per kill and Mana regeneration by XXX%
For opening field on easiest settings it's useless, i even finish game without any points in it.
But for endurance it's crucial.
Also have same scaling as Resonance but way less skillpoint cost.
Example of work:
Basically monster will give 60 mana per kill, 4 monsters in wave(240 mana in wave total).
We summon 1 times by grade 1, get +5 monsters, each will give 60 mana. (540 mana in wave total -225% mana increase). But we spend 57 mana on summoning, overall we get 483 or ~200%.
With 100% Replenish
480 mana -base
1080 mana - after 1 anger. Spend 57, overall - 1023 or 213%.
But Replenish increase not only % effectiveness of summoning but also absolute numbers of mana.
With 500% Replenish this wave will give us grade 6 gem for 1 anger by grade 1.
More absolute effect - faster we can build final defense and less summons need(and thus less lags). (You even can get it to point, when you can cast summon on swarm waves with "1 mana per kill" and get profit)
Conclusion
1. Have Focus near comfortable breakpoint
2. Have Resonance around 200-500%
3. Replenish - leftovers

 
Reply to GemCraft Labyrinth walkthrough

You must be logged in to post a reply!