Slingo Quest Egypt Walkthrough

>> Wednesday, July 14, 2010

Slingo Quest Egypt

Jokers

Jokers are the most important thing you can control. On most levels, there are two jokers per reel, though on some levels with exceptionally easy goals such as Slingo Surprise, or any level where you're trying to find a cell powerup, there is only one joker per reel, meaning on average jokers come up 10 times per game.

A joker matches any square in the column directly above it. In multi-board, a joker matches its column multiple times, one for each board. You can use this feature to quickly accumulate large score values on the speed meter by quickly clicking a random cell in the right column on each board. More about the speed meter in a bit. Since a joker lets you choose which row you match, you can use jokers to get things that you need to accomplish your goals.

On normal, non-bonus levels, all the game features are placed in specific locations on the board, so if last game you noticed the scarab is in the top left corner, this time you can match the scarab the moment you get a joker in the first reel instead of having to wait for that particular cell to spin up. Aiming to hit a powerup with a joker will triple your probability of getting it, as now you have the actual number and the two jokers, all as chances to get the powerup.

Super Jokers/Cell Super Jokers

Super jokers are much rarer, and more powerful. On most boards, there is only one superjoker in all five reels, meaning on average it only comes up once per game. Everything I said about jokers also applies to super jokers, with one important addition. With a super joker, you can now control which column you match as well. In general, it's better to match a column that doesn't have many cells matched than a mostly-full column. Once a column is full, you'll get a slingo, sure, but also the reel for that column will now be completely useless-- it can't possibly help you get more matches.

A final warning for super jokers are that if you have a number or normal joker match waiting, but click that square with the super joker first, if there are no other options for that number or normal joker, you've just wasted your super-joker. This happens to everyone eventually. Don't sweat it, but it's something to look out for.

A cell super joker is even better than a super joker, since, if you know where it is, you can avoid triggering it until the time is right.

Friend Power

You have four friends in the game. You can activate them before you spin or when you're waiting to make a match. Of special note, if you take your last spin, and nothing comes up in the reels, you won't be able to use your friends. Likewise you can't use them once you completely fill the card to end the game.

In either case, make sure you use your friend powers up before you run out of time. Each friend can be used once per game. Except for the "I stand alone" award (which requires you not to use your friends for an entire game) there's generally no reason not to use your friends.

Ibis

Ibis grants SlingoVision, which will help you match quickly and fill up the speed meter. More importantly, it grants Powerup Vision, which will tell you where the powerups are on a given board. This is particularly important for bonus levels, because you can't memorize the powerups on those bonus levels-- they're randomly distributed every game.

Ibis' powers only last for 3 spins (counted as times you press the spin button). You can get an extra spin out of their life by clicking spin and then turning on Ibis, rather than turning him on before you start to spin. Powerups don't move, so you can memorize what's shown in Powerup Vision for later planning.

Sphinx

Sphinx is a very powerful ally, potentially able to double your score. He can also halve your score, which is a major pain in the neck. Also, because you can't activate an ally after you've won or lost a game, sometimes you end up missing the very biggest score bonuses to double-- namely the full card bonus or a big sequence of bouncing slingos at the end.

Alley cat's mystery chest is affected by the lucky powerup, give you a 60% success chance and a 40% failure chance when luck is out, so definitely use him in that situation. In general, if you're not going to succeed at your goal, give sphinx a try to boost you over the top. If you were already losing, losing half your score isn't going to make it any worse; you would've lost anyway.

Alley Cat

In a way, the alley cat is the most powerful friend you have. Alley Cat can't give you anything you didn't already have, but Alley Cat can give you powerups that have run out of time, grant you far more matches or slingos, or complete a pattern an extra time. All of these can be very important for earning stars and passing levels.

You won't be able to see which powerups are available through Alley Cat until you activate her, so try to memorize what good stuff you have-- Alley Cat herself will show you where those things are located once you activate her.


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