In this article, I tell you the Once upon a Tower Tips Advanced Strategies how to get playing and which strategies is the best achieve the levels on this game, once upon tower tips is vertical a platform of mars Like mars developer pomelo games. I these game players take the different rule of princess escaping the tower where she is holding the dragon and disposal. Once upon a Tower Tips Advanced Strategies will help you complete the levels and your princess gets more steps to close to freedom.
The controls in Once upon a Tower take some becoming accustomed to, however, the one aspect we didn’t completely grasp until we’d failed various attempts is that the princess cannot move while falling. So know about what is straightforwardly beneath you before venturing off an edge or burrowing through a soil platform, as she will land on it. This fact will frequently decide the path you take through the tower, as you’ll want to avoid falling on spikes or attempt to land behind flame heaving totems if conceivable.
The exemption to this standard is the Parachute control up (appeared in the image above): in the event that you have this prepared, she can move while falling, although it’s as yet intense to do on short drops where there’s very little time to adjust.
Swing your weapon while falling—a considerable measure
Attacking in mid-air is the main expertise you should practice in OUAT. Many adversaries and things will be simply distant for your courageous woman except if you attack them while falling. You can snag fireflies in transit down a pit, hit totems before they toss fire at you, murder adversaries that would hop after you, and so on.
Most importantly, much the same as on the ground, you can attack toward any path: in case you’re about to land on a hazard like a spike, you can swipe down to pulverize it before you are harmed. In the event that an adversary is falling towards your head, you can swipe up to devastate it. In the event that you have to fall past a totem and confounded your bounce, swipe towards it to potentially avoid any fireballs that would hit you in transit down.
Focuses and catalysts
The fireflies you gather and foes you whack give focuses, which are added to your total beside the crown in the upper-right corner of the screen. Fireflies award 50 while adversaries and totems give 10 each. Foes will get or eat fireflies on the off chance that they get near them; slaughtering an adversary that has taken a firefly will award you the focuses for both (10 + 50 = 60). Hitting foes one after another will result in combos, although breaking totems does not apply.
These focuses are utilized for two things: first, when a run is finished, the quantity of focuses you earned will turn into your final score. Your actual score is the quantity of focuses you earned duplicated by your current challenge level: each time you finish an arrangement of (three) challenges, your dimension increases by one, as does your multiplier. In this way, on the off chance that you see “x2” beside your score as it’s being tallied, you’re as of now on challenge level two. This score is what appears on the Game Center leaderboards, and it’s also used to open additional princesses.
Focuses are also used to purchase catalysts amid a run. Any focuses you spend on catalysts will be deducted from your total and accordingly not applied to your final score. Be that as it may, catalysts are amazingly valuable for advancing farther down the tower and can enable you to fabricate a high score regardless of whether you have to sacrifice part of it to acquire them.
Our two favorite, must-purchase catalysts are the Fire Hammer and Hard Boots. The Fire Hammer allows you to attack two tiles away from the princess instead of only one. This means you can battle off foes previously they’re inside range of hitting you, grab fireflies that are simply out of standard reach, and clear more earth at once. (Note: the Fire Hammer will at present just expel one tile of earth when burrowing down since this would somehow or another affect development and path planning.)
The Hard Boots allow you to fall onto spikes without being harmed. This also incorporates the spiky crab foes that start appearing around level five. While this thing probably won’t appear to be especially valuable early in the game when avoiding spikes isn’t exceptionally troublesome, later on you’ll be falling through and into large gatherings of foes and dangers, and not having to stress over where you land can be a colossal help.
Both of these things, and many others—like the Parachute and Hammerfall—are permanent upgrades for the duration of that run. So on the off chance that you fall on an arrangement of spikes, your Hard Boots don’t break: you can fall on as many spikes as you want once they are prepared. Because of this, and because things turned out to be more costly the farther down you go, we prescribe snagging your favorites as early as conceivable in the event that they appear in a post-level shop. The video ad-based Wheel of Fortune also contains the Fire Hammer, Hard Boots, Armor, and Pack of Bombs—in addition to the Chicken—so it’s a decent way to get some helpful complimentary gifts.
What’s with the Chicken?
The Chicken is an easily attained catalyst on the Wheel of Fortune, as well as a thing that princess Muffin has at the start of each run. Its primary design is as part of challenges and probably the hardest achievement in the game: escaping the tower with a Chicken alive and well. This is troublesome because, although the Chicken pursues the princess intently amid the run, it very well may be executed by all the same hazards that are a danger to her. Along these lines, in the event that it falls on spikes, gets hit by an orc, scorched by flame, and so on it will kick the bucket.
In case you’re not attempting to keep it alive, the Chicken generally acts as an uneven shield: if it’s perched on your head and an adversary falls over you, the foe and Chicken will bite the dust and you’ll be spared. Or on the other hand if a fireball comes at you from one side and the Chicken is standing on that side, the Chicken bites the dust and the fireball fails out, and so on. So Muffin technicallyhas a small advantage by starting with a Chicken, although seeing all those adorable deaths can get to a princess.
Everything harms everything
Other than the easily executed Chicken, whatever remains of the tower is loaded up with hazards that are deadly to everybody, not simply the princess. Carts can be thumped into foes, totem fire slaughters anything it hits, nothing can safely fall onto spikes, and adversaries even attack each other (orcs will swing at pigs, crabs will swipe at insects, pigs will thump each other off platforms, and so forth.).
Occasionally, the dragon will fly by, indicating he’s about to unleash a stream of flame into the tower. When you get this warning, it means he will land alongside the nearest grated window and spit a line of flame that fills that whole column. The best insurance when you see him coming is to drop down to a column that doesn’t have a window on either side. His fire will slaughter any foes remaining in the area and can thump wheelbarrows down gaps, so beware if there’s a wheelbarrow simply above you.
Speaking of flame: you can restore the fireballs release by totems. In any case, you have to swing when the fire is in the tile appropriate by you. On the off chance that you attempt to hit too soon, you’ll simply walk into the fireball since hitting and walking are the same movement. It’s to a great degree dubious and ideally something you would prefer not to do except if it’s a last dump exertion. In the event that the totem just spat one fireball, the one you hit back will demolish the totem. On the off chance that it’s a twofold fireball totem, you’ll hit the fireball back at the following ball and diffuse it, yet you won’t slaughter the totem.
You can escape the tower…
The tower isn’t unending. There is an achievement for reaching the end (and one for reaching the end with each princess), so there must actually be a base. Our longest keep running as of this composing reached level eleven, so wherever the exit is, it’s at least past that point. We’ll continue endeavoring to escape, however in the event that you managed to do as such, told us in the remarks exactly how far you had to go!