Guide to Castle by Abra

Intro: Hello, and welcome to Castle!(or the guide at least)
I am abra, the creator of castle, and this guide should be
helpful to players of all skill levels.

The wave guide is at the bottom

Getting Started: If you have never played the game before, the idea is pretty simple. You are a king or some other castle owning type person. The forces of evil have allied themselves against you, and have begun a siege on your castle! Your armies and your castles front gate have fallen. All you have left is a small amount of gold, you must use this to purchase guards to defend your castle. Waves of enemies will begin to rush through your castle toward a door. Your guards must kill them before they reach that door, and destroy it. If they break the door, your castle, and you, are doomed. There is good news though. Everytime you kill an enemy that is rushing through your castle, you earn more gold(yes, this is a strange miracle, but don't question it) you must put this money towards further bolstering your castles defenses. Each successive wave of enemies will become more difficult.

Game controls: All game related features are controlled in the HUD(heads up display) which is located to the right of the play area. All chat features are on the commands tab. Near the top of the screen, there are buttons, labeled with ?, X, $ and $->. The ? is the help feature, it will turn your mouse pointer into a ? and help mode will be turned on. In help mode you will recieve information on anything you click on. To leave help mode, click the X. The X is the cancel button. You can always return your pointer to normal by clicking cancel. Click the $ to go into sell mode. While your pointer looks like a $ you can click any unit in the field that you own and sell it for HALF of what it cost you to buy it. To return to normal, click cancel. Lastly, click $-> to give gold to an ally in multiplayer games. There are 2 other types of buttons, units, and upgrades. Upgrade buttuns appear in white, they also have the name of a class of unit on them. Click on these to upgrade that class of unit. Available units appear under the upgrade button for whichever class they belong to. If you have enough gold to purchase the unit, you can click it, then place it somewhere on the field.

Unit Classes: You have 4 options when choosing how to defend your castle, you will need to use some of all of them in order to be successful. The 4 classes of units are:

Archery: This is everyones first type of unit. At the beggining of the game, the only units you can buy are archers. In general, Archery units have higher attack than units of other classes at the same level. The downside to archery type units is that thier damage is reduced by both types of armor, regular armor and beast armor. This means that enemies that have high values in either of these catagories tend to take much less damage from archery type units.
THE ARCHER:
The starting unit of the game. These elven archers are inexpensive, and extremely effective in the game's early stages. They have a high fire rate, and gain +2 average attack per upgrade.
THE BLOWGUNNIST:
These tribal leaders fire poisoned darts at enemies. Once poisoned an enemy takes damage everytime it takes a step, the amount of damage increases with upgrades. They have a high fire rate, and gain +2 average attack per upgrade.
THE SPEAR THROWER:
These powerful greek fighters through large spears impaling and wounding enemies. They are more expensive than archers and have a medium-slow fire rate. They do alot more damage than archers however, and gain +32.5 average attack per level.
THE BALLISTA:
This devastating weapon rips through enemies and multiple enemies standing together. They are VERY expensive, and fire VERY slowly, however they do massive amounts of damage and gain +400 average attack per upgrade.

Magic: In general, magic units have lower attack than units of other classes at the same level. The upside of magic is that each unit has special abilities that may aide in ways beside damaging enemies. Also, magic damage is only reduced by beast armor. Magic cuts directly through regular armor, with out being affected, and magic is all that can hit ghost type units. This means that enemies that have high hp, or beast armor tend to be able to survive many magic attacks.
THE FIRE MAGE:
These wise and powerful men conjure balls of fire to consume thier enemies. They are the least expensive magical unit and have a high fire rate. They also do half damage to a large area of units surrounding thier target. They gain +.5 average attack per upgrade.
THE ICE SORCERESS:
These mysterious women freeze and slow thier enemies. They are more expensive than fire mages, but also have a high fire rate. They also slow thier target to half its speed for 4 steps. They do alot more damage than fire mages, and gain +4 attack per upgrade.
THE LIGHTENING DRUID:
These enchanted men summon balls of energy and hurl them at thier foes. They are more expensive than ice sorceresses, but also have a high fire rate. They also do half damage to a small area of units surrounding thier target. They do a little more damage than ice sorceresses and gain +6.5 attack per upgrade.

THE EARTH ELEMENTAL:
This powerful creature lobs balls of mud at enemies. The mud splashes onto all enemies in the area, slowing thier movement. Also, if you click on him, the earth elemental will send an earthquake shockwave from your door, damaging every enemy it passes, this may be done once per wave, per elemental. They are VERY expensive, however they do massive amounts of damage and gain +17 average attack per upgrade.

Traps: Traps are a strange class. In general, traps are effected by both types of armor. Each member of this class has a very specialized purpose.
SPIKES:
These are placed on the floor where enemies walk. Every enemy that walks over spikes is damaged. Spikes gain +2 attack per upgrade.
CATAPULTS:
These machines launch gigantic boulders at your enemies. You must click them, then a target enemy. Catapults gain +1 rock and +50 average attack per upgrade. Rocks refill after each wave.
DEATH SPIKE:
This deadly spike shoots up and instantly kills most enemies. Every enemy that steps over it has a percentage chance of triggering it. They gain +1% chance to strike per upgrade.

THE TNT:
These keg of explosives can be placed in front of enemies. 3 seconds later it will explode damaging every enemy in the area. They are expensive, but can do large amounts of damage if timed correctly. They gain +100 average attack per upgrade.

Hunters: Hunters are proficient at killing enemies that have a natural ability to avoid damage. This natural ability is reflected in an enemies beast armor. Due to a hunters skills, his attacks are not reduced by beast armor. Most Hunters however are not as powerful as thier archery counterparts in raw attack power.
NETTERS:
These goblin-like creatures are expert game trappers, they weave powerful nets capable of holding almost any enemy. To use thier nets, click them, then click a target enemy. Netters gain +1 net per upgrade. Nets refill after each wave.
LANCERS:
These expert hunters strike down moving prey by skewering it with giant lances. They have a medium fire rate, and do a little less damage than a spear thrower. They gain +27.5 attack per upgrade.
TRAINED GORILLA:
These powerful beasts have been trained by expert hunters and fight enemies to the death in order to protect thier trainers. To release a wave of them from your door you must click thier icon in the HUD. They gain +7 average attack and +10 hp per upgrade

THE DRAGON SLAYER:
This powerful hunter rips through enemies with beast armor. They are VERY expensive, and fire at a normal rate, however they do massive amounts of damage and gain +250 average attack per upgrade.

UPGRADING: When the game starts, the only unit available to you is the archer. Too aquire the ability to purchase new units, and to improve units you already have, you must upgrade. There are 4 white upgrade buttons in the HUD just click to upgrade. Upgrading costs 100 gold for levels 1-5, 200 for 6-10, etc.

STATISTICS: Several statistics are displayed continuously during the game in a panel to the right. This panel displays: the life of the door(if this goes to 0 the game is over), the current wave number, and time left until next wave is released. For each player: thier name, amount of gold, amount of kills, upkeep status, and current level of upgrade for each unit class.

UPKEEP: This statistic shows how many units a player can build/the maximum number of units for this game.

Strategy: Some general strategy ideas: Know or write down what wave is coming next, and prepare a counter for that wave before it comes. Build the units that counter that wave early in the gauntlet, so that if the enemy gets by, you can fall back and build more by the gate. Build Automatic units in areas where they will have many chances to shoot at the enemy. Mages work well in the L shaped area, while units with larger ranges work well in the square shaped area. Build manual units in areas where they are easy to click, but do not take valuable spots from automatic units. Spread powerful or slow fire rate units out on the map, to avoid wasting shots on killing the same target. If you don't know how to counter a particular wave, click on it in help mode for a hint.
Multiplayer: Diversify completely, each choose a class or pair of classes and stick with it, only upgrading that class. Never upgrade or buy units in you allies unit class(with the exception of archers). Share money ALOT. Don't claim areas, all spread evenly. Communicate.


WAVE GUIDE:
WAVE 1:
The first wave is just a few goblins, easily killed by a few archers.

WAVE 2:
The second wave is goblins and orcs, also easy with a few archers.

WAVE 3:
skeletons, they can be killed by only archers, but support from fire mages or traps helps.

WAVE 4:
captain orcs and orcs, orcs die with archers, cap orcs may require fire mage help.

WAVE 5:
ogres, killed by archers, spearmen or lancers help

WAVE 6:
warriors, killed by blowgunnist at the entrance and fire mages.

WAVE 7:
capgoblins, caporcs, ogres, ogres are killed by lancers or spearmen, others are killed by traps or firemage

WAVE 8:
wolves, kill easiest by a few rows of traps or lancers, if the get to your door, have fire mages there

WAVE 9:
capogres, use netters to net these near your lancers or spear throwers

WAVE 10:
Gray Demon, biggest resistance is to archery, so net him near your lancers or magic, he does massive damage to your door, so dont let him touch it. If possible net him far away from expensive units, because he fires back as he is destroyed.

WAVE 11:
Ghosts, if your are playing 4 player you should have lightning druids by now, use those. if you are not in 4 player, use several(about 7 or 8) ice mages to slow them before they run through your fire mages. Be sure to build on both sides since magic units have short range.

WAVE 12:
Scarabs, if you are playing single player, 4 blowgunnists near the entrance should be enough, net any that dont get poisoned. Otherwise, you should have some traps. Remember, magic will not harm them at all, everything else does at least 1 damage.

WAVE 13:
Mummies, lancers will help, but spear throwers are ideal, if they start to get by your spears, net them.

WAVE 14:
Harpies, net as many of these as possible by your lancers, hopefully your lancers are built before the first turn, if the harpies reach the first turn, they will begin to fire at and kill your units.

WAVE 15:
Cap Warriors, Cap Ogres, try to seperate them by netting all of one and none of the other. Spearment or lancers for ogres, magic for warriors.

WAVE 16:
Cap Skeletons, Gorillas will slow them down, and if timed correctly hold them up near powerful units. If they bunch up, hit them with a catapult or lightning druids.

WAVE 17:
Fell Hounds, net them by lancers or dragon slayers, nearly untouchable by other units.

WAVE 18:
Catapults, Target the catapults(not the escorts) with Ballistas, or net the escorts, or hit the catapult with your own catapults.

WAVE 19:
Mix, net the harpies and unpoisoned scarabs.

WAVE 20:
Queen Spider, Target her with Ballistas, or use Dragon Slayers. kill the babies with Druids or Earth Elementals. Be careful where u build or she will jump the wall and eat your units, AND REGAIN LIFE!

WAVE 21:
skeleton archers between escorts, target the archers with catapults or ballistas, net them so that the escorts pass them by, use gorrilas, if timed well 1 wave of gorillas can kill them all. Or use earth quakes from your elementals.

WAVE 22:
Gargoyles, use lancers or dragon slayers, if you net them down or they turn to stone, gorrillas will hit them too.

WAVE 23:
Captain Ghosts, use earth elementals and Ice sorcs to slow them, finish them with earthquakes and Druids.

WAVE 24:
Death enemies(various), net the Death ogres or target them with ballista, death traps in the outside lanes also help. Finish everything else with Earth Elementals and quakes.

WAVE 25:
Death wolves, use gorrillas to stack them up, death spikes near the entrance to thin thier numbers, quake.

WAVE 26:
Necromancers, In single player, net all necromancers and archer skeletons as fast as you can. In 4 player, several rows of death spikes will be needed.

WAVE 27:
Minotaurs, ballistas are best, Dragon Slayers will probably do.

WAVE 28:
Hydra, Have your Dragon Slayers ready to kill it before the first turn hopfully. Net the next form as quickly and as many times as possible right by your Earth Elementals. Use quakes. If all red Hydra are dead, net the tiny blue form as many times as possible as well. Kill the blue form easiest with ballista.

WAVE 29:
mix, net the necromancers and escorts.

WAVE 30:
Fire Serpent, as many earth mages as possible, use all your quakes, if you kill it, sell all earth elemental.
Earth Dragon, as many Dragon Slayers as possible, net his boulder shockwaves before they hit your door for 500 damage.
Ice Wyrm, blow it up with TNT, dont waste too much money if you think it will die. If you kill it, sell all dragon slayers, buy as many Ballista as you can.
Lightning Chimera, ...pray, pay attention to where the lightning strikes and try not to build ballista there next time. As ballistas fall out of range sell them and replace near your door.


GOOD LUCK!

Thats all I have for now, check back for future updates.
Guide Written by: Abra