Monday, November 23, 2015

Upgrading Jewels - Part 2/3 of Jewels & Equipment

This is the second in a planned set of three posts about jewels and equipment.

Part 1: Dig site - collecting jewels and monster missions
Part 2: Upgrading Jewels - increasing the bonus of jewels
Part 3: Using Jewels on Equipment - ready for your monsters to wear!


Do I have any Jewels?

If you've used any of your daily digs at the Dig Site, you're likely to have a collection of level 1 and/or level 2 jewels within your inventory. You can look at your jewels by opening up your inventory and clicking on the backpack tab.  




Jewels come in each of the different elements (fire, leaf, rock, water and wind) and each of the base stats (ATK - Attack, HP - Health, and RCV - Recovery) to create a collection of 15 different types of jewels.  Three identical jewels can be combined and leveled up at the Jewel Upgrade station.  For an example of understanding the descriptions in the screenshot above: the top left jewel in the above screenshot "Leaf RCV L4" is a level 4 leaf recovery jewels, this is next to a level 6 fire attack jewel.

Jewels cannot be traded with other players.  Jewels can only be used by your monster when they are socketed on equipment that your monster is wearing (see post 3), and they only affect monsters of the same element as the jewel. For example, socketed water jewels only increase the statistics of water monsters, and will have no affect if worn by a rock monster.

How can I get more Jewels?

Every day you are given a limited number of digs at the dig site, which can uncover level 1 or 2 jewels.  This is the most common method of gaining jewels as it's a completely free process.  (See Post 1 in this series for more information about the dig site)

You can purchase extra level 1 or 2 jewels from the troop shop in exchange for loyalty points (earned by sending monsters on missions at the dig site). To access the troop store, open up your troop screen and select the "Shop" tab as shown in the below screenshot. The type of jewels available change daily and the quantity can also be refreshed. To refresh the troop store click the "refresh" button at the bottom of your screen.  You will then need to wait a further 24 hours before you can refresh again (or speed up the process with 10 gold).  Everyone in your troop will have their own troop shop screen and your purchases/refresh will not affect your troopmates.


Screenshot of my Troop Shop.

The final way of gaining more jewels is to try your luck on the Jewel Grab, within the "Store" button on your main screen.  Most players do not purchase these for 50 gold (there are better things in the game to spend gold on!), however some events will give you free jewel spins as prizes.  When you spin, you'll see the spin land on a particular level "white" jewel.  The game will then announce which level jewel you have won and which stat it will affect. Jewels from level 3-7 can be won in this manner.


Using a free spin in the Jewel Grab to win a level 4 leaf recovery jewel


Jewel Upgrade Station

The jewel upgrade station can be found in your troop hall (near the roasting pig). It has a jewel icon above it with the words "Upgrade".



Clicking on the Jewel Upgrade station will open a screen titled "Jewels" with three tabs: Attack, Health and Recovery.  Each of these tabs is further subdivided into levels from 2 through to the maximum level 8.  If you're new to Jewels, most of the jewels displayed will be faded and unavailable.  It takes three identical level 1 jewels to be able to try making a level 2 jewel.  Once you have these lower level jewels available, the jewel they'll create will brighten and enable you to click on it. 


 In the Level 3 section of the screenshot above, I don't have the three level 2 fire attack jewels to make a level 3 "Fire ATK L3" jewel, so this jewel option is faded and unavailable.  I have the required number of rock and water jewels to create the "Rock ATK L3" and "Water ATK L3" and they display with (1) in blue font after the description to indicate that I have enough to create one of these each.  For the Level 2 section, I have an abundance of level 1 jewels, enough to make 5 fire attacks, 3 rock attacks, 2 water attacks, 10 leaf attacks and 3 wind attacks.  (This means that I have in level 1's: 15 fire attacks, 9 rock attacks, 6 water attacks, 30 leaf attacks and 9 wind attacks).

Why should I Upgrade Jewels?

Jewels can be socketed within equipment that your monsters can wear (the topic of part 3 of this series of posts).  Each jewel will provide a bonus to the monsters stat, as described by the jewel name.  A fire attack jewel, for example, will provide a bonus to a fire monster's attack stat when it's wearing that equipment.  The higher the level of jewel, the higher the stat bonus becomes, as shown in the list below. (Note that equipment can be broken halving the damage shown below. Post 3 will contain more information about this).


Jewel Stat Increases:

Level 1 - 1.0%
Level 2 - 1.75%
Level 3 - 3.0% 
Level 4 - 4.5% 
Level 5 - 6.5% 
Level 6 - 10.0% 
Level 7 - 14.0% 
Level 8 - 20.0% 


There are two ways within the game to find out the above jewel stat increases.  The first method involves opening the Jewel Upgrade station, click on the image of the jewel you are interested in (even if faded out on the screen) and then click on the jewel displayed in the top half of the screen - the pop-up will tell you the stat increase as per the screenshot on the left below.  Alternatively, if you already own the jewel that you're interested in, you can find it in your backpack and click on it to immediately bring up the screen below on the right.


Two methods of finding out the stat bonus of a jewel
(As detailed above)



How to upgrade jewels

Let's return back to the Jewel Upgrade station and click on a jewel for which I can upgrade (displayed in full colour instead of whited out).  In the example I'll work through, I've opened up my level 2 fire attack crystals from the screenshot earlier in this post.  The upgrade screen shows that I can create 5 of these level 2 jewels (as I have 15 level 1 jewels in my backpack).  By default, the game will assume that you only want to upgrade one jewel at a time, however you can process them as a batch by clicking on the "+" button.  Note that this multiplies the stone cost by 5 as well as the number of scrolls needed for a successful batch. (For more information on scrolls and how to get them, please see below).



Clicking the "+" button multiple times to set five jewels to be created at once.

Below the top jewel picture is some information about the success rate of your upgrade.  The success rate is always 75%, unless you choose to use scrolls to increase the success rate to 100%.  If you choose not to use scrolls, the warning message shown below will pop up to remind you that you are choosing the 75% success rate.  (For more information about scrolls, please see the section below).  



The warning message can seem a bit misleading, especially if you are creating multiple jewels at once.  What it's trying to say is that for each jewel that you're creating, there is a 25% chance that the upgrade will fail and you will lose all three jewels that were used in the attempted creation.  If you are creating multiple jewels at once, you can choose to either use scrolls on all jewels or on none of the jewels - there is no option to use it on only some of the created jewels.  However, the success rate is applied individually to each created jewel, so that some may fail and others may be successful.  If you intentionally chose not to use scrolls, click the upgrade button and the process will begin.

You will now be returned to the Jewels screen and the time remaining until you can claim your results will show up on the relevant crystals.  As the levels increase, the time to create the jewels will also increase (2 hours for creating level 2 jewels, 4 hours for level 3 jewels, etc).  If you choose to process multiple jewels, the time required for the batch to process is multiple times longer.


All of my attack jewels set to process. Note the difference in times within the
same level is due to multiple jewels being created at once

When your upgraded jewels are ready, the word "Ready" appears instead of the timer.  Clicking on one of your ready jewels will bring up further information about those jewels. 



The initial screen will remind you of how many jewels you were attempting to create.  In the right screenshot below, I've opened up my level 2 leaf attack jewels that were processed in a batch of 10 jewels to be created.

Clicking on the Result button will first show you how many jewels were successful, and then the Next button will show you how many were unsuccessful.  Luck was on my side and 9 jewels were created and 1 jewel was destroyed.  If I'd chosen to use scrolls, I would have had 100% success and 10 upgraded jewels, instead each jewel had a 75% chance and luck was on my side that more jewels made it through than average.  (This is not always the case!!)  The nine level 2 leaf attack jewels that I have created can now be used to create up to three level 3 leaf attack jewels.


Repeat this process for all of the other jewels you have on the attack, health and recovery tabs.

You may be starting to gather, and correctly so, that if it takes three lower level jewels to create a higher level jewel, then the jewel making process is a slow process of farming enough low level jewels to one day be able to create a jewel that will make a big stat boost for one of your monsters.  Start early in the game and by the time you're wanting to use jewels and equipment to increase your power rating, some of these may be ready and waiting for you.

All About Scrolls

When you send monsters on missions in the dig site, you're able to earn Loyalty Points.  These points can be spent within the troop shop as detailed earlier in the post.  If you scroll down to the end of the Troop Shop, you'll find that you can buy a small number of scrolls each day. The quantity can be refreshed every 24 hours, or earlier for 10 gold.  As your troop level increases (by troopmates donating stone or sending monsters on missions) you'll be able to buy slightly more scrolls each day.




The only purpose of scrolls in the game is to use them to guarantee successful upgrades of your jewels.  Each level jewel requires more scrolls to guarantee success - by the time you've spent months to be able to upgrade to your first level 5+ jewel, you're probably going to want to make sure it's successful by using scrolls!  I tend to use scrolls for levels 5+, however depending on your comfort with risk, you may choose to use scrolls all of the time or none of the time.

Still to come: Post 3 - Using Jewels on Equipment

Saturday, November 21, 2015

Beginner's Guide to Celestial Towers

For an updated list of CT floors for the January 2017 event, please click here.

Celestial Towers is an event that is played with your troop. You will individually battle different floors of either the sun or the moon towers to win emblems. Your troop then donates these to the Raid Boss, unlocking the troop raid battle for a chance to win trophies.

Map Screen showing location of Celestial Towers

Finding Your Way Around Celestial Towers

When you enter the Celestial Towers map area, you'll find yourself on a screen that has a Raid Boss in the middle, an entrance to the moon tower on the left hand side and an entrance to the sun tower on the right hand side.  More information on the towers, collecting emblems, and the element of each floor are at the end of this post.

 Moon tower and Trader (left), Raid Boss (middle), Sun Tower (right)

Trader

You'll find a trader below the moon tower on the main Celestial Towers screen where you can make purchases with event tokens. (These are most easily earned from Raid events, but can drop during tower battles during Celestial Towers). Purchases always include an event super that will start at feeding level 1, which will have an event bonus against the Raid Boss.  This is usually the easiest way for beginner players to gain supers for their teams.  Other items can be purchased at the trader should you choose.

Trader Items that can be purchased with Event Tokens

Raid Boss

The Raid Boss is always located in the middle of the Celestial Towers screen, however the monster itself (and related event monsters) will change between events.

Clicking on the Raid Boss will show you which emblems the Raid Boss is wanting you to donate: sun emblems or moon emblems. The choice is randomly allocated by the game.


The screen will also show you how many of these emblems you currently have and will give you the option of donating them to the raid boss.  Once your team has filled the donation meter, your troop admins will be able to start the raid.  This is the best opportunity within Celestial Towers to earn trophies.  (This screen also gives you the option of clicking on the "Store" button to open the event spin to buy a chance to win event monsters).

Your troop admins will have the opportunity to set the difficulty of the raid boss: easy; medium; hard; or extreme.  The harder the difficulty level, the more trophies your troop can earn, but at the cost of the raid boss having more health and attack.  The raid boss will also become stronger (in health and attack) each time a raid has been successfully defeated.

The common strategy for troops is to start the raid on the hardest difficulty achievable for your troop until you can no longer defeat the raid boss, and then drop down a difficulty level.

Raids will have a chance of bringing up an enraged boss - this raid boss will have more health and higher attack than normal but you'll receive double trophies if your troop defeats it.

Defeating an extreme raid gives a chance for participants to win a crystal or candy, with the top 5 damagers in the raid receiving double the drop rate.  During some events, reward epics may also drop from extreme or hard raids (with a much smaller drop rate than the crystals!)

Hard and extreme raids generally have a danger bar to consider.


In the screenshot above, the danger bar will go up with water attacks (water symbol on the right side of the meter) and down with leaf attacks (leaf symbol on the left side of the meter).  If the danger bar fills, the Raid Boss will activate a special ability - unfortunately there's no way of knowing what this is until you activate it, or a helpful troop member lets everyone know. In the November 2015 Celestial Towers, filling the danger bar activates 3 turns of the raid boss being invincible (no damage can be done during these turns).  Note in the screenshot that this raid boss also has poison affecting one of my monsters (look for the skull symbol on my fourth monster - the '5' represents that poison will last 5 more turns), and I have 47 seconds remaining in this match.




Understanding the Raid Details

The pop-up in the screenshot below will display when you click on the raid boss when your troop has a raid underway.


The timer in the top right corner will countdown from 8 hours - this is the time in which your troop must defeat the raid boss.  Failure to defeat the raid boss will mean that 0 trophies are won by your troop, regardless of how close you came to finishing the raid.  If the raid is too difficult for your troop, you'll need to wait for the 8 hours to end before you can start donating emblems for another raid - a good time to spend farming more emblems!

The blue percentage bar shows the percent of the raid that your troop has completed so far.

Below that, in tiny font, is a statement about your current troop "combo" with a 15 minute timer.  Whenever your troop maintains a hit against the troop boss within that 15 minutes, the troop combo goes up slightly and the timer restarts.  The maximum combo is 150, and this will give your troop a 50% bonus against the raid boss!

Below that is an announcement about which zodiac monsters will receive a +25% damage bonus during the current raid. This is randomly allocated by the game.

The "1 Regular" message below that shows that my first team, called "Regular" within my inventory, is chosen for this battle.  You can have up to 4 teams preset within your inventory and can select between them from this raid screen (alternatively, go into your inventory and change the "default team" manually).

The bottom slider bar selects how many energy you want to use during the battle against the Raid Boss.

Most raid battles gives you 60 seconds to do as much damage as you can against the raid boss. (The alternative is that some events give you 7 turns instead).  A screen will pop up at the end of the battle showing you the damage you did and the new percentage of the raid progress.  You won't earn trophies until the raid has been defeated and these will be awarded as one lump sum at the end.


The Towers - How to Collect Sun/Moon Emblems

Sun emblems can only be collected from the sun tower and moon emblems can only be collected in the moon tower.  Most people choose to collect either sun or moon emblems based on which type the Raid Boss is wanting for donations at that time.  High level troops may allocate "farmers" (another name for collecting emblems/resources) to each tower to collect one type of emblem only.  You can see how many emblems you currently have stored by checking the "Backpack" section of your inventory.


When you first enter either the sun or the moon tower, you'll see a sequence of "floors" with entryways into battles and stairs in between.  Everyone must start their tower at floor 1, which is the easiest floor to complete.  After successfully defeating this floor, you'll be able to access the floor 2 battle, which will be harder and will have monsters of a different element.  The difficulty level and the rewards will both increase as you move up the floors. The common strategy is to keep going up the tower floors until you hit one that you can't defeat, and then resume farming one floor below this.  You may find that you can reach a higher level in one tower compared to the other, due to the different elements and actives.

 Floor 2 is locked until floor 1 is completed.

Click on the "Battle" button to start floor 1 using the 3 energy required.  As the battle is first loading, you'll see a screen similar to that below.  This lets you know that you'll be facing three wind monsters to complete the floor.  The first two will appear together and the last will be by itself (often called the "End Boss").


At the end of the battle you will receive a set number of sun/moon emblems, trophies and randomly one of the following: 50 stone multiplied by the floor number; 1 event token; or 2 event tokens.


Details of the Moon Tower Floors
  1. Rock, 1 moon emblem, 10 trophies, 50 stones*
  2. Fire, 2 moon emblems, 20 trophies, 100 stones*
  3. Water, 3 moon emblems, 30 trophies, 150 stones*
  4. Leaf, 4 moon emblems, 40 trophies, 200 stones*
  5. Water, 5 moon emblems, 50 trophies, 250 stones*
  6. Rock, 6 moon emblems, 75 trophies, 300 stones*
  7. Leaf, 8 moon emblems, 100 trophies, 350 stones*
  8. Water, 10 moon emblems, 150 trophies, 400 stones*
  9. Fire, 15 moon emblems, 225 trophies, 450 stones*
  10. All Elements in 10 waves, 30 moon emblems, 350 trophies, 500 stones*
    (10th wave is wind - see section below for help defeating floor 10)
* stones listed above may be randomly substituted by 1 or 2 event tokens

Energy cost is 3 energy for levels 1-5 and 5 energy for levels 6-10.


Endbosses of the Moon Tower - by Dominic Stöber

Details of the Sun Tower Floors
  1. Wind, 1 sun emblem, 10 trophies, 50 stones*
  2. Rock, 2 sun emblems, 20 trophies, 100 stones*
  3. Fire, 3 sun emblems, 30 trophies, 150 stones*
  4. Leaf, 4 sun emblems, 40 trophies, 200 stones*
  5. Water, 5 sun emblems, 50 trophies, 250 stones*
  6. Fire, 6 sun emblems, 75 trophies, 300 stones*
  7. Wind, 8 sun emblems, 100 trophies, 350 stones*
  8. Water, 10 sun emblems, 150 trophies, 400 stones*
  9. Wind, 15 sun emblems, 225 trophies, 450 stones*
  10. All Elements in 10 waves, 30 sun emblems, 350 trophies, 500 stones*
    (10th wave is rock - see section below for help defeating floor 10)
* stones listed above may be randomly substituted by 1 or 2 event tokens

Energy cost is 3 energy for levels 1-5 and 5 energy for levels 6-10.

Thank you to Joakim K., Samos C., Ju Lia and Wilson for helping with trophy counts at higher levels!

Endbosses of the Sun Tower - by Dominic Stöber


General Strategies

Aside from level 10, all floors have 2 monsters in the first wave an a single end boss in the second wave.  During the first wave, make matches of 5 to target all monsters with your attack. During the second wave, return to making matches of 3.

The most useful monster to have on your team is one with the active crush/crush+ in the same element as the floor monsters (see lists above).  Crush will stun the end boss (of the same element) continuously so that you don't need to worry about danger bars or actives.  Make sure to time it so that crush is due to be activated ideally on your first turn against the end boss, or alternatively turn off auto-activation until you reach the solo boss and then turn it back on.  (To do this, click on the crush monster during battle and adjust the "auto-activation" slider. Note that the slider will remain in this position indefinitely until you manually change it back during a battle).  To clear floor 10, make sure to have an extremely high power rating, or a crush monster in each element on your team.

Most players work their way up either one or both towers to the highest level they can comfortably achieve.  The reasoning for concentrating on one tower is that you don't need to begin again at the low emblem levels of the other tower. This allows you to earn the most emblems quickly for starting raid bosses. It can however cause your troop to be waiting a while if no one is farming the other tower when those emblems are needed to start the raid boss.  Some troops balance this by allocating players to each tower.  The reasoning for working on both towers are: that you'll be able to help start a raid regardless of which emblems are required; you may be able to reach a higher level in one tower than the other; or you may like some variety once you reach the highest floor you can in one tower.  Some high level troops further break down the roles by allocating players as farmers on one of the towers or raiders, and the roles don't change during the event.

Sometimes the highest floor that you can reach is not the most cost effective floor to farm on, especially halfway up the tower.  Floors 1-5 give an increasing number of emblems each floor for the cost of 3 energy.  If your highest achievable floor is in this range, keep farming there.  Level 6 (and beyond) costs 5 energy and the emblems available don't increase linearly.  In fact, it's better to farm on level 5 (5 emblems/3 energy) than level 6 (6 emblems/5 energy) as you'll get more emblems per energy.  Level 7 is on par with level 5 for emblems, but the stone/energy is better at level 5.  Most players will either farm consistently at either floor 5, or floors 8+ if they can reach them.

Completing as many raids as possible (at the highest difficulty level you can finish) is the key to earning trophies within this event.  This can take a lot of emblems, and some troops choose to only farm emblems during one Celestial Towers event and then use them to complete a lot of raids during the next Celestial Towers event.

Collecting a high level of emblems 500+ or 1000+ can be a way to gain entry into a super/ultra tier troop to win their troop tier prize while donating these emblems and spending the event farming for more.  Keep an eye on the Battle Camp Global facebook page during the event to find troops looking for farmers if you're interested, and be prepared to provide them with a screenshot of your emblems as proof.

What about the 10th Floor?

The 10th floor of each tower is the exception to the 2 wave pattern of Celestial Towers, where you face two bosses in the first wave and then and end boss.  In floor 10 there are 10 waves... each of the end bosses from the earlier floors in sequential order but with level 10 difficulty in regards to health and attack.  The 10th wave is a new boss in both towers: wind for the moon tower; and rock for the sun tower.  The sequence of the end bosses are shown in the screenshots above by Dominic Stöber, and is matched by the floor listings above.

The trick to easily defeating floors 1-9 was to place a monster with crush of the same element as the floor (using the lists above).  In floor 10, you'll now be faced with all of these monsters.  Unless you have an incredible PR that was able to breeze through the earlier levels without crush, there's only one way through floor 10: create a rainbow (all element) team with one crush of each element.
My rainbow crush team (actives and passives shown in the names)

It's not quite that easy though as you'll need to carefully control when each crush is activated.  By knowing the order of the floors you'll be able to have a crush of the right element ready to be manually activated on the first turn of each wave.  This will stun each boss, and by turning auto-activation back on for that wave, the boss will remain stunned until its defeated.

To toggle auto-cast on/off, click on your monster during battle. This will bring up a pop-up screen as per the screenshot below.  Here you can turn auto-activation on or off.  Note that when auto-cast is off, your monster will have a pulsating white border when it's ready to be cast (as shown in the screenshot for my last 3 monsters).  You can either double click your monster to cast the active, or you can open up this pop-up screen to press the activate button.  Make sure to do this before you match your gems if you want the active to be triggered that turn.  Also note that if you turn auto-cast off, you will need to reset it in a future battle if you want it to turn back on.




The remaining challenge is making it past the first 4 turns so that your first crush is cast.  Having approximately 100k in health is enough, and you may need to activate a health booster to make this level.  (I needed to with the above team! I also found that the health boost remained with my team throughout the match despite the booster wearing off before the end).  Take your time with these first few turns and the rest of the floor should be easy... however it may be long as finishing times have been quoted on BC Global as taking 28 minutes to 1 hour.  Have patience and you'll be rewarded with 30 sun/moon emblems!



More Information Available in the Event Screen...

Clicking on the event "E" in the top left corner of your screen will bring up a collection of event specific information for you.


Clicking on the "Enter Event" button will bring up the Battle Camp with a big arrow showing you where Celestial Towers is located.  Next on the event screen is information about one event monster (changes each time you look) with a button to the Event Spin. This will cost 50 gold per spin and gives you a chance to win event monsters (as well as the usual spin items of non-event monsters and specials).


The next section of this event screen details the current event rules, and the active/passive of event prize rewards.


The next section lists the benchmark trophy rewards - prizes you'll gain when you collect the required amount of trophies.


Clicking on the "Individual" tab will show you your current ranking based on the trophies you've earned, and the prizes for that tier.  This will change often throughout the event and may experience a 4 hour delay in updating each time you win more trophies.


Clicking on the "Troop" tab will show you your troop's current ranking based on the trophies you've earned, and the prizes for that tier.  This will change often throughout the event and may experience a 4 hour delay in updating each time your troop wins more trophies.



Wednesday, November 18, 2015

Daily Goals

*** Post is under construction***

What are Daily Goals?

Daily goals are additional goals that you can choose complete each day for the bonus experience (XP) and prizes that can be won.  Daily goals are randomly allocated each day. For someone who has access to Lost Temple, the complete set of daily quests will be appear over time.  Until you reach lost temple, only a selection of the below quests will be available to you.

Daily quests quietly appear in the Goals screen after the Battle Camp day resets (5pm PDT or 4pm PST).  To see which daily quest you've been allocated, click the "Goals" button on the top right corner of your screen. Click on the "monster in a box" tab to open up the "Daily Goals" screen.  The first instruction (and all subsequent instructions) will appear here with a big green "Go" button that will take you to the relevant map and indicate with a "goal" marker on that map who to battle or talk with.  Should you need extra help or information, click the question mark button on the right side of the daily goal screen for step by step instruction. (This can come in handy if you're confused or have forgotten what the monsters you need to collect look like).  The timer tells you how long you have to complete the quest before the daily quest resets to a new quest.

Daily Goals Screen opens after you click the "Goals" button on screen

 Daily Goals help screen that appears when you click the "?"



Why do daily quests?

Most players who complete daily quests in their entirety are doing so as it's the fastest way to gain experience points (XP) to help you level up.  (The alternative method is to use an XP booster to triple your experience for 30 minutes while using a lot of energy during that time - gives 30 XP per energy).

Many Battle Camp players only complete the first step of each quest each day, and I'd highly recommend that you do too.  The first step simply involves talking to a Ranger. It does not cost you any energy but gains you 25 stone and 10 XP for free.

Each part of the daily quests completed will come up in the troop "achievements" for troop members to "like", and over time you may be able to claim a prize here too.

Below is a list of all of the quests, the steps involved, the cost of each step and the prizes you'll receive from completing the quest components. (Prizes listed do not include the random stone, XP and monsters you may collect along the way too).  This will give you the opportunity to decide how far you'd like to go in the quest.  Please note that once you reach Lost Temple, you'll start to see two different quests that start with "talk to Penny", with the new quest involving a Ranger Showdown throughout all map regions.


Talk to Penny - Battle 5 Monsters Quest (Camp)
Total Prizes: 125 Stone, 150 XP
Total Cost: 9 Energy
  1. Talk to Penny
    Prize: 25 stone, 10 XP
    Cost: Free
    Process: Click on Penny at Camp
  2. Defeat 5 Monsters
    Prize: 50 Stone, 50XP
    Cost: 5 energy
    Process: Select and defeat any 5 monster battles.  The quest suggests these should occur in camp, but any common/uncommon battle in any map area will count.
  3. Defeat Mortimer
    Prize: 75 Stone, 50XP
    Cost: 2 energy
    Process: Click on Mortimer in camp and defeat him within a 3 minute battle.
    Recommended Power Rating: 13000
  4. Defeat Penny
    Prize: 1 Monster Spin, 50 XP
    Cost: 2 energy
    Process: Click on Penny in camp and defeat him within a 3 minute battle.
    Recommended Power Rating: ??

Talk to Wind Walker Quest (Teepee Hollow)
Total Prizes: 100 Stone, 110 XP, 1 Monster Spin
Total Cost: 4-12 energy depending on luck
  1. Talk to Wind Walker
    Prize: 25 stone, 10 XP
    Cost: Free
    Process: Click on Wind Walker in Teepee Hollow
  2. Donate 2 Rock Totems
    Prize: 75 stone, 50 XP
    Cost: 2-6 energy depending on luck
    Process: Fight common monsters in Teepee Hollow to earn rock totems. First battle has 50% chance of gaining a rock totem. If that fails, second battle has 75% chance. If that fails, third battle has 100% chance. Repeat for second rock totem.
  3. Donate 2 Leaf Totems
    Prize: 1 Monster Spin, 50 XP
    Cost: 2-6 energy depending on luck
    Process: As per step 2 for rock totem

Talk to Sheldon Quest (Turtle Falls)
Total Prizes: 100 Stone, 110 XP, 1 Monster Spin
Total Cost: 10-30 energy, 5 storage spaces need to be available
  1. Talk to Sheldon
    Prize: 25 stone, 10 XP
    Cost: Free
    Process: Click on Sheldon at Turtle Falls
  2. Donate 5 Slushbug
    Prize: 75 stone, 50 XP
    Cost: 5-15 energy, 5 storage places
    Process: Fight common monsters in Turtle Falls to win slushbugs. First battle has 20% chance of gaining a slushbug. If that fails, second battle has 60% chance. If that fails, third battle has 100% chance. Repeat for remaining 4 slushbugs. Click on Sheldon to donate 5 slushbugs from your inventory.
  3. Donate 5 Wetwilly
    Prize: 1 Monster Spin, 50 XP
    Cost: 5-15 energy, 5 storage places
    Process: Fight common monsters in Turtle Falls to win wetwillies. First battle has 20% chance of gaining a wetwilly. If that fails, second battle has 60% chance. If that fails, third battle has 100% chance. Repeat for remaining 4 wetwilly. Click on Sheldon to donate 5 wetwilly from your inventory.
Note: If you accidentally sell/feed one of the monsters you are collecting, you'll need to either give up on the quest or go to the map area where you normally find these monsters and collect them there in regular battles. The regular location of each monster can be found by clicking on that monster in your game catalogue (click "Mgmt" to see your monsters, then choose the Catalogue tab).


Talk to Sarge Quest (Turtle Falls)

Talk to Wonky Kong Quest (Spring Clearing)

Total Prizes: 250 Stone, 210 XP, 1 Monster Spin
Total Cost: 8-24 energy depending on luck, 2 storage places need to be available
  1. Talk to Wonky Kong
    Prize: 25 stone, 10 XP
    Cost: Free
    Process: Click on Wonky Kong at Spring Clearing
  2. Donate 2 Craggy
    Prize: 75 stone, 50 XP
    Cost: 2-6 energy, 2 storage places
    Process: Fight common monsters in Spring Clearing to win craggys. First battle has 20% chance of gaining a craggy. If that fails, second battle has 60% chance. If that fails, third battle has 100% chance. Repeat for remaining craggy. Click on Wonky Kong to donate 2 craggy from your inventory.
  3. Donate 2 Stabslab
    Prize: 75 stone, 50 XP
    Cost: 2-6 energy, 2 storage places
    Process: Fight common monsters in Spring Clearing to win stabslabs. First battle has 20% chance of gaining a stabslab. If that fails, second battle has 60% chance. If that fails, third battle has 100% chance. Repeat for remaining stabslab. Click on Wonky Kong to donate 2 stabslabs from your inventory.
  4. Donate 2 Landmask
    Prize: 75 stone, 50 XP
    Cost: 2-6 energy, 2 storage places
    Process: Fight common monsters in Spring Clearing to win landmasks. First battle has 20% chance of gaining a landmask. If that fails, second battle has 60% chance. If that fails, third battle has 100% chance. Repeat for remaining landmask. Click on Wonky Kong to donate 2 landmasks from your inventory.
  5. Donate 2 Rubbleyell
    Prize: 1 Monster Spin, 50 XP
    Cost: 2-6 energy, 2 storage places
    Process: Fight common monsters in Spring Clearing to win rubbleyells. First battle has 20% chance of gaining a rubbleyell. If that fails, second battle has 60% chance. If that fails, third battle has 100% chance. Repeat for remaining rubbleyell. Click on Wonky Kong to donate 2 rubbleyells from your inventory.
Note: If you accidentally sell/feed one of the monsters you are collecting, you'll need to either give up on the quest or go to the map area where you normally find these monsters and collect them there in regular battles. The regular location of each monster can be found by clicking on that monster in your game catalogue (click "Mgmt" to see your monsters, then choose the Catalogue tab).


Talk to Phil Nye Quest (Rocky Ridge)

Total Prizes: 175 Stone, 210 XP, 1 Monster Spin
Total Cost: 10 - 21 energy depending on luck, 5 storage places need to be available
  1. Talk to Phil Nye
    Prize: 25 stone, 10 XP
    Cost: Free
    Process: Click on Phil Nye at Rocky Ridge
  2. Defeat 5 Snowpeak
    Prize: 75 stone, 50 XP
    Cost: 3-5 energy (depending on how many snowpeaks appear in each battle)
    Process: Click on a snowpeak to start a battle. Every snowpeak that appeared in your completed battle will count towards your 5, so you may not need to use 5 energy and 5 battles.
  3. Donate 2 Wind Totem
    Prize: 75 stone, 50 XP
    Cost: 2-6 energy depending on your luck
    Process: Fight any common monsters in Rocky Ridge to win wind totems. First battle has 50% chance of gaining a wind totem. If that fails, second battle has 75% chance. If that fails, third battle has 100% chance. Repeat for remaining wind totem. Click on Phil Nye to donate 2 landmasks from your inventory.  (Note, wind totems are normally found in Teepee Hollow during the storyline quests - do not return there for this quest as you'll receive the totems more quickly here in Rocky Ridge while this goal is active)
  4. Donate 5 Craggy
    Prize: 1 Monster Spin, 100 XP
    Cost: 5-15 energy depending on luck, 5 storage places
    Process: Fight any common monsters in Rocky Ridge to win craggys. First battle has 20% chance of gaining a craggy. If that fails, second battle has 60% chance. If that fails, third battle has 100% chance. Repeat for remaining 4 craggy. Click on Phil Nye to donate 5 craggys from your inventory.  (Note, craggys are normally found in Spring Clearing, which is an alternative place to collect these, however the drop rate will be completely random there. This approach will be needed if you accidentally feed/sell one of the craggys collected)

    Talk to Maya Space Quest (Mt Magma)

    Talk to Penny - Ranger Showdown Quest (All Map Areas)
    Total Prizes: 550 Stone, 460 XP, 1 Avatar Spin
    Total Cost: 16 Energy
    1. Talk to Penny
      Prize: 25 stone, 10 XP
      Cost: Free
      Process: Click on Penny at Camp
    2. Defeat Wind Walker at Teepee Hollow
      Process: Go to Teepee Hollow and click on Wind Walker to defeat him within a 3 minute battle
      Prize: 75 Stone, 50 XP
      Cost: 2 Energy
      Recommended Power Rating: 18000
    3. Defeat Sarge at Turtle Falls
      Process: Go to Turtle Falls and click on Sarge to defeat him within a 3 minute battle
      Prize: 75 Stone, 50 XP
      Cost: 2 Energy
      Recommended Power Rating: 28000
    4. Defeat Wonky Kong at Spring Clearing
      Process: Go to Spring Clearing and click on Wonky Kong to defeat him within a 3 minute battle
      Prize: 75 Stone, 50 XP
      Cost: 2 Energy
      Recommended Power Rating: 63000
    5. Defeat Phil Nye at Rocky Ridge
      Process: Go to Rocky Ridge and click on Phil Nye to defeat him within a 3 minute battle
      Prize: 75 Stone, 50 XP
      Cost: 2 Energy
      Recommended Power Rating: ??
    6. Defeat Maya Space at Mt Magma
      Process: Go to Mt Magma and click on Maya Space to defeat her within a 3 minute battle
      Prize: 75 Stone, 50 XP
      Cost: 2 Energy
      Recommended Power Rating: 133000
    7. Defeat Sarge at Turtle Falls
      Process: Go to Turtle Falls and click on Sarge to defeat him within a 3 minute battle
      Prize: 75 Stone, 50 XP
      Cost: 2 Energy
      Recommended Power Rating: ??
    8. Defeat Mortimer at Camp
      Process: Go to Camp and click on Mortimer to defeat him within a 3 minute battle
      Prize: 75 Stone, 50 XP
      Cost: 2 Energy
      Recommended Power Rating: ??
    9. Defeat Penny at Camp
      Process: Remain in camp and click on Penny to defeat him within a 3 minute battle
      Prize: 1 Avatar Spin, 100 XP
      Cost: 2 Energy
      Recommended Power Rating: 158000