Wednesday, December 15, 2010

Ghost Puzzlers Tutorial

DISCLAIMER: This tutorial is for educational purpose only. I don't guarantee you after reading this tutorial, you will be able getting 2900+ in one shot. It all depends on your perseverance, experience, and of course LUCK. And this is not the only way of playing the game - this is MY way of playing the game that I think will be useful to share with you all.

This tutorial can also be found at Ghost Trappers Forum.


1. Begin - START FROM THE CENTER AND NOT FROM THE EDGE

A lot of people are doing the puzzle by connecting blocks that are at the edge of the 8x8 block. I don't think this is a good idea, since big blocks that stuck in the middle will be difficult to handle later on. Let's take a look at an example:


We see that there are lots of 'easy pairs' at the center of the stack and one at the bottom left. Eliminate all the 'easy pairs'. Now we will have a lot of holes inside the stack, which is good.


2. Divide and Conquer - EXPAND YOUR CHANNELS

The main strategy of this guide is to divide-and-conquer: slice the stack into thinner layers, horizontally and vertically. I strongly recommend you to clear a line of blocks, be it vertically or horizontally. I called the cleared line as 'channel'. Let's look at the example:


Here I want to create a vertical channel as indicated by the yellow vertical line. I need to clear all the blocks on that line, and the corresponding pair are marked with the yellow star. After this, we will have a nice vertical channel. Let's create the horizontal one:


The desired horizontal channel is the white horizontal line, so we need to clear those starred blocks. After those blocks are eliminated we have our second channel in the stack.

You may be wondering why I insist to create channels? The answer is that you can connect any two blocks located at the edges of any channel. For example the orange greedy ghosts and the black reaper ghosts are located at the edge of the vertical channel, and they are easily connected through the channel itself. Try it yourself and you will know.


3. Finishing - MORE CHANNELS

After 'slicing' your stack horizontally and vertically, usually almost half of the blocks are cleared. What we need to do next is just keep creating more channels, or put it in other way, slice any remaining big blocks. Lets see at the example:


Here the remaining big block is the 3x3 block at top right corner, we just need to slice that block. The next-to-be-eliminated blocks are starred, as always. After that slice practically nothing much to do now, just need to wipe off all the remaining pairs and we're done.


Special Case: LOCKED BLOCKS


Pay attention to the top left corner. I call the position of the blue executioner ghosts and the red devil ghosts as 'locked' position. The key to the lock is the purple samurai ghost or the blue electric ghost that are starred. You need to 'open' those locks first buy eliminating the starred block.


Stalemate: DEAD LOCKS


This position is what I called a 'deadlock'. This will put you in a stalemate position and you will not able to finish the game. The only way to open this deadlock is to connect the deadlocked block into another block outside this 2x2 block. If you can't manage to find any, then you should restart your round.

Fun fact: For the holy name of Nessy, I spent about 15 minutes restarting the game over and over to get this screenshot. LOL



LUCKY NUMBER 2900

We know that there are 32 pairs of blocks in the puzzle. Each pair has maximum score of 100, so theoretically the perfect score is 3200. Our aim here is to reach 2900+, since it will give us the beatiful Biochemist Dana Hunter contract. Simple math, 2900/32 is about 90.6. Converted to time, you only have roughly about one second to think and connect each pair in the puzzle. And trust me, it is POSSIBLE.

Keep practicing in the casual mode, once you are used to it, move to competitive. Don't worry if you can't reach 2900+ at the first time. I myself also still not be able to reach 2900+ everytime. Usually 1 out of 6 game will give 2900+ for me. Perseverance is the key here.


To end this tutorial, as all of you know:

PRACTICE MAKES PERFECT

hope you enjoy the guide! :D

Wednesday, December 8, 2010

Vexatious Villains

I was supposed to study for my final exam... but I turned to my blog instead. LOL. Just want to share some facts about these 4 villains with you all :D

Freddy Ghost

This ghost invades the dreams of guests in the castles, giving them nightmares about stolen whisky from the cellars.

Scare factor: OMG!
Rarity: Legendary Nocturnal
Souvenirs: Glengreens mini

Discussion: Personally, I believe that Freddy is the easiest from these four villains. My catch count up to now is 14 Freddys. He seems to love mocktails, Devil Driver attracts him quite nice. I haven't extensively research on him, though, but the rarity factor "Legendary" is the same as Nessy-only ghosts such as Kelpie and Cu Sith. I suspect whether he is able to be attracted using Nessy instead of mocktails?

Update: My friend just caught one Freddy with the Glengreens mini. He was using Nessy's without any + attraction at all! That was one interesting found there ^^

2nd update: I've managed to get the Glengreens mini, with Nessy + 3. Two Freddy's appear at the single night. He was quite easy :D

Jason Ghost

This ghost has become so accustomed to his hockey goalie mask that he will keep it on even in death. Same goes for his machete, which he now uses to chop off the necks of bottles!

Scare factor: OMG
Rarity: Legendary Nocturnal
Souvenirs: Moormist mini

Discussion: This is by far, the hardest ghost to catch in R3. Its global catch count is 11,159 at the time I wrote this post, compared to the 13,913 of Shiny Golden Ghost which only appears on Haunted Weeks. This just shows how RARE is this Jason guy. My catch count for Jason is ZERO. How on virtual Scotland could that be? Well, I haven't start my hunt on this guy yet. Some discussions on the forum suggest that Devil Drivers + some attraction bonus still yields almost no sightings of Jasons. Same suspicion as Freddy's: will Nessy's attract him?

Update: Last night I was trying to catch him using Nessy + 4 attraction but yield no results. Will continue to search him again tonight...

2n update: Nessy + 3 works!! Attracted him once per midnight, and the second Jason drops his mini for me. Consider yourself lucky if you have attracted him, he's one tough guy.

Ripper Ghost

This ghost is rumoured to have committed terrible deeds in London during the 19th century. So far, the only crime that can be proven is the taking of magic potions.

Scare factor: Stunning
Rarity: Epic Nocturnal
Souvenirs: Moonshadow mini

Discussion: This legendary killer is also one of the rarest ghost in GT. Its global catch count at this writing time is only around 15K. I only caught him once. If I recall correctly, it was using mocktails (either Devil Drivers or Nightcaps) since I was hunting for ghost DJs at that time. I haven't experimented with Nessy's though.

Jigsaw Ghost

Many ghosts owe their current state of being to this ghost and the silly games he has forced them to play.

Scare factor: Lethal
Rarity: Boss Nocturnal
Souvenirs: Whisperwind mini

"The Jigsaw ghost seems to be primarily attracted by Nessy's Golden Reserves, although the cocktails have yielded at least a few catches each."

Discussion: This psycho-clown seems to be easier then Jason and Ripper, I caught him three times already. However last night I was using DD + 4 attraction yet I didn't attract single Jigsaw. Furthermore the special quote from wiki brings up the confusion, whether Nessy's is really effective to attract him? Some discussions on forum suggests that DD + 5 attracts him well, but is it really sure?

Update: I accidentally got his mini. Furthermore, it's on DAYTIME. It was using this setup: MM/WP/CW/Nessy/Goat as I was Nessy-hunting. I don't know what to say, I think it's just pure luck. But it shows that he is actually quite easy to attract (easier that Jason or Ripper, at least).


General Suggestions for Villain Huntings

1. T/SC: They can only be caught on midnight hour everyday. Hence it is advised to use a 2-min hunt setup. That means SHQ, dragon whelps, Devil Drivers, and/or Nessy's are the things you must have.

2. Baits: Devil Drivers and Nessy's. Nightcap might be tested, too, since we need the -3 t/sc. I don't recommend other mocktails which has no t/sc reduction, since you can't achieve the 2-min setup if you use such baits.

3. Attraction: I am suspecting this component plays the most important part in this matter. So you need everything that gives you attraction boost: platinum ID card, MBS, EPH, vilevere (I don't have it T_T), little cu sith, etc. Since you have to focus on t/sc and attraction, loot can be sacrificed for the time being. We need the ghosts to actually come first, we need to know what bait and how many attraction works best. You cannot satisfy t/sc, attraction, and loot all at the same time... unless you have nice augmentations of donation pets, of course.

My Little Cu Sith has +2 attraction augment, thus the total is +3 attraction. And he has x2 loot multiplier. I managed to craft a Nessy+3 setup which is quite all-round in tsc, raw, attraction, and loot:

Ether Portal/Wax Pyramids/Nessy/ CW/Little Cu Sith/Devoted ID/Witch Cauldron

Which gives 290+ raw, 71 mystic, +3 attraction, and considerable amount of loot. Furthermore it is 2 min cooldown. If you change Nessy to Nightcap, the circle can be changed into Neon lights or some other time reducing circles.

Feel free to comment here if you managed to catch (even without dropping the souvenirs) these four villains, possibly with the setup (at least the bait and the + attraction). It might be useful for others!

See you on the next post!

Thursday, December 2, 2010

Monster Hunting



As usual before I start the post, my apologies for the slow updates... and my final examination is coming soon, hence for this month you may expect less posts here. But I will try my best to share interesting topics to you all =)

Now back to the title. Monster hunting. Why should you do monster hunting? First, because they drop some nice loots and souvenirs. Second, big monsters are producing nice amount of XP and money. There is no strong reasons of why you should NOT try monster hunting at all.

I assume that all of you already know how to put plasma into cauldron, and how to get your monster caught and what is malty mist and what components contributes to malty mist. If you feel you are lacking knowledge on this matters, please visit this page for a good info from wiki.

There are 4 things that you need in monster hunting. You have to attract the monster first, and then catch it, before you spread the link to your friends and finally trapped the monster and get the loots hopefully.

To attract - you need a good amount of Malty Mist and lower cooldown to make it quick.
To catch - you need a good amount of Mystic.
To get the loot - of course you need a good loot multiplier (this loot multiplier only counts at the hunt which you caught the monster the first time).

I am suspecting that Attraction also took part on monster hunting, but I haven't do the research, so I just leave it first at this time.

So in your setup you must balance these 4 parameters: Malty Mist, t/sc, Mystic power and Loot Multiplier. Let's discuss some of the possibilities.


MECHANISMS

We go straight to the classic debate, should we use Magic Maze or Lucky Rabbit? Magic Maze is a solid mystic mechanism, with good tsc and good contracts (arcane contracts are well-known for mystic, t/sc reduction, and loot); whereas Lucky Rabbit has some interesting stats: it has loot multiplier (the only trap with loot), and malty mist stat. The downside of LR is that it has no t/sc reduction, and its mystic is 5 less than MM. Which one to choose? It still depends on other factors described below.

CIRCLES

While Wax Pyramids and Runic Candles have good mystic attributes, they lack the t/sc reduction and the malty mist stat. Pumpkin Candles is a fairly good choice for lower-level players, it has fair amount of mystic and nice boost of malty mist. However, the winner of all is undoubtedly Black Dragon's Breath, since it has all the stats we want: -t/sc, mystic, and malty mist.

CONTRACTS

There are no better replacement for Countess Wilhelmina in arcane contract. Mr Bastian Shaw has no loot stats, while SN has no t/sc attributes. For bio, the choice is more versatile. All bio contracts have malty mist stats, hence we need a contract which has some mystic to boost the total mystic which lucky rabbit lacked of. Hence the choice will go to Etain Pict Huntress, which has all the stats that we want.

PETS

I can't really say which pet is the best here. It all depends on your pool of companions. Generally I just go with any -1 t/sc pet with maximum loot (Leprechaun or Pixie), however you can also use Amber Dragon Whelp for a mystic and malty mist boost. If you are aiming for Cool Chimera which often drops special editions, arming the Snake will be nice. No exact choice for pets, all depends on you.

BAIT

Nessy is always good for bait, since it covers the t/sc reduction that can't be provided from other components. If you already have a nice t/sc reduction, instead of using Nessy's you can switch to mocktails. Black Widow has outstanding stats for monster hunting. If you are non-donator, Frozen Mist is quite ok to use also. I personally don't recommend you to use Nessy Platinum despite its powerful stats. Trust me, the price of Nessy PE is not proportional to the money that you get from the monster.

Oh and by the way, speaking about Nessy, there is an interesting write-up about Nessy Reservation in my friend RayChris' blog right here.

ID CARD

Arm cosmic ID if you feel impatient with your t/sc. Otherwise, arm your twilight ID :D

CAULRDON


I would say that Witch Cauldron or Super Jura Atomizer are definitely much better than the normal ones. The addition of 5 mystic, x1.25 loot and 5 malty mist are indispensable. For arcane setups, donated cauldron are not really necessary, since the mystic power we have is enough (70+). However, for bio setups, without the donated cauldron the mystic power will be less than 70, hence I don't recommend bio setup if you don't have any donated cauldrons.

HOW MUCH MALTY MIST SHOULD WE HAVE?

I would say that too many malty mist is not really good for your setup. If you increase the malty mist to the max, there must be any sacrifice made, be it on the mystic power or on the t/sc. A large amount of malty mist without enough mystic will go to waste. I would say that 10+ MM is quite good already. If you already reached this amount, focus more on building your minimum t/sc and mystic power.

My recommended setups:

Arcane approach: 76 Mystic, 10 Malty, 2 min cooldown, highest loot (Twilight ID armed)


Bio approach: 71 Mystic, 19 Malty, 2 min cooldown, less loot (cosmic ID armed)


See you on the next updates!