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Walkthrough Wall World - game guide

Detailed guide on fast and accelerated passage of the story part of the game.
Walkthrough Wall World - game guide
Author
Andrey Pavlenko
Date of publication
11 April 2023

Walkthrough Wall World

This game requires speed and saving time, so I will tell you how to spend time here with benefit.



From the very beginning of the game, literally nothing will be available to you, except for a vacuum cleaner and a drill. Therefore, from the moment of diving into the first cave, it is necessary to use them as efficiently as possible:

  1. Always dig to the right and a little bit up, all the rooms with secrets and relics here are scripted with an entrance on the left side, so absolutely all the interesting things will be on the right. Most often in the upper right corner.
  2. If you need to farm resources, do it by tunneling through two cells, since resources only enter the field of view within a radius of one cell from you.
  3. Due to the low capacity of the backpack at all stages of the game, you will often have to run back and forth from the cave to the spider, so we act according to this scheme: first we drill to the maximum length without collecting resources at all, then we return back, flying with our backs to the entrance and holding the right button, vacuuming resources. When they fill the backpack, the crystals will continue to be sucked in and fly after you, so you can exceed the backpack limit and bring to the ship in the region of 50-60 currency at a time.
  4. When moving deeper into the cave, ALWAYS drill, as the currency for levelup in the lobby drops from all blocks when destroyed, therefore, the more you break, the more you earn.
  5. The branch is developedThe line of your metal crab is built in such a way that the most profitable way from the point of view of management will be first down as much as possible, then up. During a game session, the most important thing is to always upgrade your drilling speed as early and quickly as possible, this will save time and make life easier.
  6. The most optimal route is not all the way down, but one location, behind the black things. 1 wave is skipped by a rocket and a couple of shots, that is, if a machine gun is worth pumping, then on the front page. Often in the lock next to the spawn there is either a shotgun or a grenade launcher, which makes pumping a machine gun even more useless.
  7. At the start, while you are slightly modified in the lobby, this is really the only correct way, but when you are able to pass the second line of the clouds, it makes sense to dive lower, since the possibility of imbo-healing through the cells opens up there.

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Useful Perks

In the lobby of the game, you have several modifications of your crab available for pumping, some are available from the very beginning, some will have to be searched in the game. I advise you to download starting perks in the following priority: rocket, speed, health, container, insect delay, drill.

Perks for jumping up and down are better to pump by one or not to pump at all, since the speed is more than superior to them when you need to beckon, and they can also get bugged and ruin your game.



Purchased modifications alluseful, download as you find.

Weapons and Cyrax combat

The two most imbalanced weapons in the game are the bomber, also known as the grenade launcher, and the laser machine gun. Bombs inflict huge damage immediately when they are found, they pierce through in a huge radius, if you pump them, they simply won’t come to you. The laser machine gun has all the same functions, but it does not fly in a parabola, but directly. I recommend leveling the starting weapon until you find something else. Then it will be possible to fully focus on pumping the second weapon, and score on the starting machine, it is very weak.

Now let's talk about fights

The arrival of the wave is indicated by a purple bar at the bottom, next to the health, when it fills up, the Cyrax will attack. I recommend to fight according to the following algorithm: select the upper or lower side and, first, kill everyone who is on the wall from the selected side. When the road is cleared, we move in this direction, retreating and shooting everyone who is on the other side. This way you will dodge bullets and stay safe. If you still decide to buy jumps, then they can be used against ground insects of the first and second levels, knocking them down like bedbugs in the country. If you try to jump and land a beetle of level 3 or higher, a bug will occur, the beetle will not die, it will hit you from the inside, and you will stand on itand you can neither move nor kill him, the loss is guaranteed.

When the timer at the top of the screen runs out, the boss will appear. Without speed, pumped to a deuce or triple, you will not kill him, reconcile. The most effective way to kill him is through a rocket, which should be pumped to the maximum in the lobby. During the course of the battle, the fired missiles only fly at the boss, and while they are busy killing him, you can safely clear your way from small henchmen with your exploited weapons. The whole duel is elementary: beckon up and down from attacks flying at you and don't forget to clear your way by pressing unit (rocket) on cd until the boss dies.

By guns. Locations from top to bottom.



  1. Rail.
  2. Laser machine gun - a machine gun is definitely better than the base one. Basic penetration.
  3. Bomb/Shotgun/Shotgun. Random location. It's all bullshit that it's not a bomber, it's good. Starting location - 4.
  4. Automatic grenade launcher. Damage per burst (after leveling) is decent, but the spread and meager splash lead to ignoring it in favor of the bomber.
  5. BFG. What else is there to say. The splash on hit is small, but the lightning from the projectile while it flies compensates. Decent damage.