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Sentry Knight 2 Walkthrough Guide

Sentry Knight 2

Genre: Shooter, Defense

Sentry Knight 2 Guide
List of Talent in Sentry Knight 2
Ice Tree
Tier 1
Frigid Blast - Blasts an icy cold array of wind and shards, damaging and knocking back all nearby enemies. Chance to freeze enemies.
Rank 1: Deals 12-16 damage. 10 Second cooldown.
Rank 2: Deals 16-21 damage. 10 Second cooldown.
Rank 3: Deals 20-26 damage. 10 Second cooldown.
- Glacial Winds: Increases the knockback distance of Frigid Blast.

Permafrost - All freeze effect durations are increased.
Rank 1: Freeze duration increased by 25 %.
Rank 2: Freeze duration increased by 50 %.
Rank 3: Freeze duration increased by 75 %.

Crystallize - Increases your damage reduction.
Rank 1: Damage reduction increased by 5 %.
Rank 2: Damage reduction increased by 7 %.
Rank 3: Damage reduction increased by 10 %.
- Damage Reduction increased by 10% mirror: Melee enemies will take damage every time they attack your tower.

Tier 2
Ice Shard - A large spike of ice thrusts up from the ground, impaling all nearby enemies. After a few seconds, the shard will explode. dealing more damage to all nearby enemies. Chance to freeze enemies.
Rank 1: Deals 57-72 damage. 20 Second cooldown.
Rank 2: Deals 65-82 damage. 20 Second cooldown.
Rank 3: Deals 73-92 damage. 20 Second cooldown.
Noxious Trap: Upon shattering, Ice Shard will release a row of poisonous explosions that deal damage to all nearby enemies equal to your Plague Bane spell's damage.

Bitter Cold - All frozen enemies will now take damage over time.
Rank 1: Frozen enemies take 1 % of their Max HP in damage over time.
Rank 2: Frozen enemies take 2 % of their Max HP in damage over time.
Rank 3: Frozen enemies take 3 % of their Max HP in damage over time.

Icebound - Increases the chance active Ice spells will freeze enemies.
Rank 1: Freeze chance increased by 5 %.
Rank 2: Freeze chance increased by 10 %.
Rank 3: Freeze chance increased by 15 %.
- Meltdown: Fire spells will deal 15% more damage to frozen enemies.

Tier 3
Winter's Freeze - A strom of hail and sleet erupts across the battlefield, continuously dealing damage every second to all enemies on screen for a total of 10 seconds. Chance to freeze enemies.
Rank 1: Deals 6-8 damage. 60 Second cooldown.
Rank 2: Deals 9-12 damage. 60 Second cooldown.
Rank 3: Deals 12-16 damage. 60 Second cooldown.
Empowering Cold: While Winter's Freeze is active, your Bow's firing rate and Arrow's damage are both increased by 100%.

Icebreaker - The ice that surrounds frozen enemies will shatter after its duration is reached, dealing extra damage to the target.
Rank 1: Frozen enemies take 12-15 damage when their ice shatters.
Rank 2: Frozen enemies take 16-20 damage when their ice shatters.
Rank 3: Frozen enemies take 24-30 damage when their ice shatters.

Cryomancer - Reduces cooldowns for all Ice Tree active spells.
Rank 1: Ice spell cooldowns reduced by 12 %.
Rank 2: Ice spell cooldowns reduced by 16 %.
Rank 3: Ice spell cooldowns reduced by 20 %.
- Ice Warden: Frigid Blast has a chance to not activate its cooldown when casted.

Fire Tree
Tier 1
Fire Ball - Hurls a flaring, white-hot fireball that explodes upon impact. Chance to burn enemies.
Rank 1: Deals 36-45 damge. 10 second cooldown.
Rank 2: Deals 44-55 damge. 10 second cooldown.
Rank 3: Deals 52-65 damge. 10 second cooldown.
- Ground Zero: Increases the radius of the explosion, allowing it to hit more enemies.

Blaze - All burn effect durations are increased.
Rank 1: Freeze duration increased by 25 %.
Rank 2: Freeze duration increased by 50 %.
Rank 3: Freeze duration increased by 75 %.

Hearth - Increases your Maximum HP.
Rank 1: Max HP increased by 25.
Rank 2: Max HP increased by 50.
Rank 3: Max HP increased by 100.
- Regenerate: Upon taking a killing blow, your tower will regenerate to 50% of its Max HP, can only once per world.

Tier 2
Wall of Fire - Casts a barrier of flames, burning and dealing damage to all enemies who walk through it. Enemies will only take damage from Wall of Fire it that are not currently burned.
Rank 1: Deals 18-23 damage. 20 second cooldown.
Rank 2: Deals 21-27 damage. 20 second cooldown.
Rank 3: Deals 24-31 damage. 20 second cooldown.
- Frozen Fire: While Wall of Fire is active, all Ice spells will deal 15% more damage.

Wildfire - Burned enemies will take more damage from Fire spells.
Rank 1: Fire spells deal 14 % extra damage against burned enemies.
Rank 2: Fire spells deal 20 % extra damage against burned enemies.
Rank 3: Fire spells deal 26 % extra damage against burned enemies.

Flamebound - Increases the chance active Fire spells will burn enemies.
Rank 1: Burn chance increased by 5 %.
Rank 2: Burn chance increased by 10 %.
Rank 3: Burn chance increased by 15 %.
- Reignite: Burned enemies have a chance to reapply their Burn after the flame subsides.

Tier 3
Hellfire - Unleashes a gigantic lava spout, dealing damage to all nearby enemies. The spout also tosses out bombs of scalding hot mamga, exploding upon contact. Chance to burn enemies.
Rank 1: Deals 60-75 damage. 60 second cooldown.
Rank 2: Deals 68-85 damage. 60 second cooldown.
Rank 3: Deals 76-95 damage. 60 second cooldown.
- Charred: casting hellfire will now reduce all active Fire spells cooldown by 5 seconds.

Combustion - Enemies that are burned have a chance to combust, dealing extra damage to the target as well as damage to nearby enemies.
Rank 1: Newly burned enemies have 25 % chance to combust. Deals 15 % of the burned enemy's Max Hp to itself as well as nearby enemies. Can only deal up to 85 damage.
Rank 2: Newly burned enemies have 30 % chance to combust. Deals 15 % of the burned enemy's Max Hp to itself as well as nearby enemies. Can only deal up to 85 damage.
Rank 3: Newly burned enemies have 35 % chance to combust. Deals 15 % of the burned enemy's Max Hp to itself as well as nearby enemies. Can only deal up to 85 damage.

Pyromancer - Reduces cooldowns for all Fire-based active spells.
Rank 1: Fire spell cooldowns reduced by 12 %.
Rank 2: Fire spell cooldowns reduced by 16 %.
Rank 3: Fire spell cooldowns reduced by 20 %.
- Fire Warden: Fireball has a chance to not activate its cooldown when casted.

Unholy Tree
Tier 1
Plague Bane - Instantly curses an area of the battlefield, dealing damage to all nearby enemies. Chance to plague enemies.
Rank 1: Deals 27-34 damage. 10 second cooldown.
Rank 2: Deals 31-39 damage. 10 second cooldown.
Rank 3: Deals 27-34 damage. 10 second cooldown.
Chemical Burns: Plague Bane now has chance to Burn enemies.

Scourge - All plague effect durations are increased.
Rank 1: Plague duration increased by 25 %.
Rank 2: Plague duration increased by 50 %.
Rank 3: Plague duration increased by 75 %.

Alchemist - Increase the potency of health potions.
Rank 1: Health potion potency increased by 3 %.
Rank 2: Health potion potency increased by 6 %.
Rank 3: Health potion potency increased by 9 %.
- Explosive Vials: Potions will now explode when picked up, dealing your Arrow's minimum damage to all nearby enemies.

Tier 2
Gargoyle - Summon a Gargoyle to sweep across the battlefield, dropping deadly plague bombs onto the specified area below. All enemies hit by the explosion will automatically be plagued.
Rank 1: Deals 41-52 damage. 20 second cooldown.
Rank 2: Deals 49-62 damage. 20 second cooldown.
Rank 3: Deals 57-72 damage. 20 second cooldown.
- Bomb Away: Gargoyle will now drop on additional 2 bombs.

Undying Clutch - Enemies receive an even larger movement speed reduction upon being plagued.
Rank 1: 10% additional movement speed reduction.
Rank 2: 20% additional movement speed reduction.
Rank 3: 30% additional movement speed reduction.

Plaguebound - Increases the chance active Unholy spells will plague enemies.
Rank 1: Plague chance increased by 5 %.
Rank 2: Plague chance increased by 10 %.
Rank 3: Plague chance increased by 15 %.
- Poisoned Arrows: Your arrows now have a chance to plague enemies.

Tier 3
Army of Undead - Summons undead creatures that march along the battlefield, damaging all enemies across the battlefield. Enemies will also be knocked back, giving them a chance to be hit again by the army's pikes. Chance to Plague enemies.
Rank 1: Deals 16-20 damage. 60 second cooldown.
Rank 2: Deals 24-30 damage. 60 second cooldown.
Rank 3: Deals 32-40 damage. 60 second cooldown.
- Elemental Tips: Army of undead will now also freeze, burn or plague the enemies it hits.

Affliction - After plaguing a target, your next spell hit on that target deals increased damage.
Rank 1: Next spell hit on target deals 15 % increased damage.
Rank 2: Next spell hit on target deals 20 % increased damage.
Rank 3: Next spell hit on target deals 30 % increased damage.

Necromancer - Reduces cooldowns for all Unholy-based active spells.
Rank 1: Unholy spell cooldowns reduced by 12 %.
Rank 2: Unholy spell cooldowns reduced by 16 %.
Rank 3: Unholy spell cooldowns reduced by 20 %.
- Plague Warden: Plague Bane has a chance to not activate its cooldown when casted.

List of Upgrades in Sentry Knight 2
Tower - Increases maximum HP and damage reduction.
Max Hp: 100 / 125 / 150 / 175 / 200 / 225 / 250 / 275 / 300 / 325 / 350
Damage Reduction: 0 / 2 / 4 / 6 / 8 / 10 / 12 / 14 / 16 / 18 / 20 %
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Bow - Increases arrow crit change and firing rate.
Arrow Crit Chance: 0 / 4 / 8 / 12 / 16 / 20 / 24 / 28 / 32 / 36 / 40 %
Firing Rate: 100 / 108 / 116 / 124 / 132 / 140 / 148 / 156 / 164 / 172 / 180
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Arrows - Increases arrow damage and arrow penetration chance.
Arrow Damage: 8-10 / 11-14 / 14-18 / 18-22 / 20-25 / 22-28 / 25-31 / 27-34 / 30-37 / 32-40 / 34-43
Arrow Penetration Chance: 0 / 1 / 3 / 4 / 6 / 7 / 9 / 10 / 12 / 13 / 15 %
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Torch - Increases spell damage and spell crit chance.
Spell Damage: 100 / 112 / 124 / 136 / 148 / 160 / 172 / 184 / 196 / 208 / 220 %
Spell Crit Chance: 0 / 1 / 3 / 4 / 6 / 7 / 9 / 10 / 12 / 13 / 15 %
Cost: 1,500 / 3,000 / 6,000 / 12,000 / 22,000 / 40,000 / 60,000 / 80,000 / 110,000 / 140,000 gold

Cost to max out one upgrade: 474,500 gold
Cost to max out one upgrades: 1,898,000 gold

List of Monsters in Sentry Knight 2
Slime - Health: 15 HP, Attack: 1-2 Damage every 2.5 seconds
Bat - Health: 25 HP, Attack: 1-2 Damage every 1 seconds
Bee - Health: 15 HP, Attack: 5-7 Damage every 1 seconds
Goblin - Health: 60 HP, Attack: 4-6 Damage every 2 seconds
Skeleton - Health: 50 HP, Attack: 5-7 Damage every 3.5 seconds
Baby Golem - Health: 75 HP, Attack: 4-6 Damage every 2 seconds
Mage - Health: 40 HP, Attack: 8-10 Damage every 4 seconds
Goblin Archer - Health: 60 HP, Attack: 1-2 Damage every 5 seconds
Crab - Health: 75 HP, Attack: 6-8 Damage every 1.5 seconds
Spider - Health: 100 HP, Attack: 14-16 Damage every 4 seconds
Suicide Goblin - Health: 50 HP, Attack: Explodes on tower for 22-24
Mamma Slime - Health: 300 HP, Attack: Spawns slime children
Troll - Health: 225 HP, Attack: 8-10 Damage every 3 seconds
Golem - Health: 230 HP, Attack: 10-12 Damage every 6 seconds
Goblin Cannon - Health: 250 HP, Attack: 18-22 Damage every 10 seconds
Firebomb - Health: 375 HP, Attack: 8-10 Damage every 1.5 seconds
Orge - Health: 500 HP, Attack: 18-20 Damage every 6 seconds
Orc - Health: 750 HP, Attack: 20-22 Damage every 7 seconds
Rock Elemental - Health: 500 HP, Attack: 10-12 Damage every 3 seconds
King Crab - Health: 4,750 HP, Attack: 23-25 Damage every 5 seconds
Zazek - Health: 10,000 HP, Attack: 32-34 Damage every 2.5 seconds

List of Items in Sentry Knight 2
Note: During Survival Mode, enemies can drop items that will give a benefit to the player for the remainder of the run.
- Helm of Wonders (Common Item): Increases all XP gained by 10%
- Thorns (Common Item): All melee enemies will take damage when attacking your tower.
- Priest's Ring (Common Item): Enemies have a chance to drop two potions instead of one.
- Reinforced Bricks (Uncommon Item): Reduces all damage taken by 5%.
- Resurrection Stone (Uncommon Item): Upon taking a killing blow you regenerate to 50% of you Max HP. Can only occur once per Survival run.
- Healing Wand (Uncommon Item): Leveling Up will heal you for 75% of your Max HP. While at max level, you will regenerate health 50% faster.
- Eye of Eriford (Rare Item): Your Fire Spells deal 10% more damage.
- Eye of Londorin (Rare Item): Your Poison Spells deal 10% more damage.
- Eye of Valadrast (Rare Item): Your Ice Spells deal 10% more damage.
- Wizard's Orb (Rare Item): Using any spell has a chance to not activate it's cooldown.
- Bow of Bones (Rare Item): Arrow Damage is increased by 15% when you are below 25% of your Max HP.
- Elemental Arrows (Rare Item): Arrows have a chance to Burn, Freeze, or Plague their targets.

Sentry Knight 2 Walkthrough
Campaign Mode
Recommended Talents:
0. Fire Tree - Fireball (Default)
1. Ice Tree - Frigid Blast
2. Unholy Tree - Plague Bane
3. Ice Tree - Frigid Blast
4. Ice Tree - Frigid Blast
5. Ice Tree - Crystallize
6. Ice Tree - Crystallize
7. Ice Tree - Crystallize
8. Fire Tree - Fireball
9. Fire Tree - Fireball
10. Unholy Tree - Plague Bane
11. Unholy Tree - Plague Bane
12. Ice Tree - Permafrost
13. Ice Tree - Permafrost
14. Ice Tree - Ice Shard
15. Ice Tree - Ice Shard
16. Ice Tree - Ice Shard
17. Ice Tree - Icebound
18. Ice Tree - Icebound
19. Ice Tree - Icebound
20. Ice Tree - Cryomancer
21. Ice Tree - Cryomancer
22. Ice Tree - Cryomancer
23. Ice Tree - Winter's Freeze
24. Ice Tree - Winter's Freeze
25. Ice Tree - Winter's Freeze
26. Add the remaining talent points to any skills you like!

Spells: Frigid Blast (Ice Tree), Fireball (Fire Tree), Plague Bane (Unholy Tree), Iceshard (Ice Tree), Winter's Freeze (Ice Tree)

For campaign mode, it's pretty straightforward. I would recommend focusing on the Bow which increases arrow crit chance and firing rate and Arrows which increases arrow damage and arrow penetration chance upgrades over the other upgrades. The increased damage per second from both upgrades is very helpful in taking out tougher monsters. As for spells, unlock all Tier 1 spells first. My theory behind using spells effectively is this, it is more important early on to have more spells than to have less. More spells means you will be able to cast a spell onto the battlefield more often, more spells should equate to more damage per second, and more spells also means you can cast them all at once doing large amounts of damage or cast spells that work well together, one after the other or together.

At some point of time, I suggest playing each stage at least twice before moving on to the next, occasionally thrice. This will allow you to increase your upgrades, obtain more spells, obtain more talents, and upgrade your spells and talents. Because if you rush through the game you will soon find the levels too difficult to complete. However, you may prefer this additional challenge and that may be the way you decide to play.

Survival Mode
Minimum Recommended Talents:
1. Max Ice Tree - Frigid Blast
2. Max Ice Tree - Crystallize
3. Level 2 Ice Tree - Permafrost
4. Max Ice Tree - Ice Shard
5. Max Ice Tree - Icebound
6. Max Ice Tree - Cryomancer
7. Max Ice Tree - Winter's Freeze
8. Max Ice Tree - Cryomancer
9. Max Fire Tree - Fireball
10. Max Fire Tree - Hearth
11. Level 2 Fire Tree - Blaze
12. Max Fire Tree - Wall of Fire
13. Max Unholy Tree - Plague Bane
14. Max Unholy Tree - Alcehemist
15. Level 2 Unholy Tree - Scourge
16. Max Unholy Tree - Gargoyle
17. Add the remaining talent points to any skills you like!

Spells: Frigid Blast (Ice Tree), Fireball (Fire Tree), Plague Bane (Unholy Tree), Iceshard (Ice Tree), Wall of Fire (Fire Tree), Gargoyle (Unholy Tree), Winter's Freeze (Ice Tree)

For Survival Mode, I suggest you to attempt it when you are at least Level 40. Trust me, this is not easy! You should at least have the minimum recommended build as above first before trying, or else you'll be struggling. I also suggest getting Tower which increases maximum HP and damage reduction and Torch which increases spell damage and spell crit chance upgrades. Tower will help keep you alive longer. You also rely heavily on your spells to kill enemies during Survival mode, therefore increasing spell damage with the Torch upgrade is crucial. The idea here is to equip all Three Tier 1 Spells and All Three Tier 2 Spells as well as One Tier 3 Spell. I personally prefer using the Tier 1 and Tier 2 spells with only One Tier 3 Spell as the cooldown times for Tier 1 and Tier 2 spells are much quicker than that of the Tier 3 Spells. With the Lower Tier Spells you can cast spells onto the battlefield much more often.

During battle, try to pick every Health Potion that drops they are very helpful, especially when you have the Alchemist Talent fully upgraded. If enemies pile up by your tower you should prioritize them first and hit them with some spells to clear them. And if a bunch of long range enemies pile up somewhere near the middle of the battlefield, prioritize them first and hit them with some spells to clear them. (Long range enemies include Goblin Archers, Goblin Cannons, Firebombs, and Mages.) When the Necromancers are on the battlefield you should try and kill them quickly as this unit heals the other units on the battlefield. There is almost always a Spider Enemy hanging in the upper left corner of the battlefield. If your Tower Upgrade is upgraded to a high level and you also have the Crystallize Talent upgraded to maximum, the Spider Enemies will not do very much damage and you can ignore it for the earlier portions of Survival Mode. Near the later portions of Survival Mode the Spider Enemy becomes more damaging and you may want to take him out if you get the chance. As well, your higher tier spells will probably kill the Spider Enemies from time to time. Always keep an eye on Suicide Goblins hitting your tower. They blow up and do a considerable amount of damage, compared to other low level enemies.

A boss will appear every 5 minutes and it always arrive in this pattern; the Rock Elemental, the King Crab, Zazek. The hardest boss to defeat is almost always Zazek, he deals a lot of damage, and his totems can buff and heal enemies, as well as damage your tower. Try not to allow his totems to stay on the battlefield for very long, they can really add up and cause you a lot of problems. As with all bosses, try to keep Zazek frozen, plagued, and knock him back away from his firing position. Especially try to save your Tier 3 spells for Zazek if you can. This means you can use your Tier 3 once every minute, just make sure not to use your Tier 3 within the minute before a boss arrive, if you can hold off the enemies without it. So, you can Spell Cycle and used all the Tier 3 spells especially whenever a Zazek appeared.

Spell Cycling is basically works like this... Your Hotbar can only hold up to 7 spells, yet the player can have more spells than that unlocked. The player can also enter the Talent Menu at any time during battle by pressing "T". Once inside the Talent Menu the player can switch the active spells they have in the Hotbar with a spell resting in the Talent Menu. The first time you switch a spell form the Talent Menu to the Hotbar, the newly placed spell will have no cooldown timer and will be ready to use. If you use the spell, then put the old spell back into the Hotbar, the old spell will have the same cool down time left as when it was stored in the Talent Menu. The idea is to cast those additional spells that is resting in your menu.

Example of Spell Cycling:
Zazek first appears on the battlefield. The player uses Winter's Freeze that was already in the Hotbar. As soon as the player casts Winter's Freeze the player then presses "T" taking them to the Talent Menu. The player now puts switch Winter's Freeze with Hellfire. Hellfire is now in the Hotbar. The player presses "T" again to resume the battle and the player now casts Hellfire. Again, the player presses "T" goes to the Talent Menu and now switches Hellfire, with Army of Undead. The player resumes the battle and uses Army of Undead. When the boss is dead the player switches the original spell Winter's Freeze back into the Hotbar and let's the spell cool down. Once Winter's Freeze cools down, the player does not use the spell, but instead switches it with Hellfire. The player lets Hellfire cool down, but does not use it. The player then switches Hellfire with Army of Undead. Again, the player let's Army of Undead cool down, but does not use it. The player switches Army of Undead with Winter's Freeze. Now, the player can use Winter's Freeze for the rest of the battle until the next boss appears. When the next boss appears the player can now cycle out and use Hellfire and then quickly cycle out Army of Undead and use it.