Web Gaming Wiki
Advertisement
Web Gaming Wiki

Protector is the first game in the Protector series by Undefined, released on February 4, 2008.  This is a tower defense game that features 23 levels.  It also has a direct sequel called Protector: Reclaiming the Throne.

Although Flash was discontinued on January 12 2021, Protector is still playable through BlueMaxima’s Flashpoint.

Skills[]

Skills can be used to increase the attack of your units. Skills are able to be bought with skill points, which are obtained by completing levels (1 point for every level completed, independent of score or lives). Each skill costs 1 skill point. However, since there are only 23 levels and 35 skills, not all of the skills can be bought at one time.

Units[]

This game gives you an arsenal of mages and dexers to help defend your base, each one possessing different powers. There are a total of 5 different basic units and 4 advanced units, which can be unlocked with skills. Each unit gains experience for damage caused and can be upgraded as they reach set amounts of experience.  Depending on the type, units can be ranged or melee attackers; melee units can't attack flying enemies.

  • Red Mage: A master of fire magic who is capable of learning the secret to splash damage.  Works well against slow-moving, clustered enemies.
  • Blue Mage: Uses cold attacks to slow enemies down.  Highly effective in desert areas where most enemies are weak to cold.
  • Green Mage: A master of poison and disease who applies damage over time to enemies.  Is great for maintaining damage dealt to enemies when placed just before and/or after other units that deal higher damage.
  • Purple Mage: Uses energy-based attacks and can debuff enemies' defense with electrocution.  Most enemies can't resist energy attacks, and a fully leveled Purple Mage can fully negate elemental weaknesses with electrocution.
  • Dexer: A hardened war veteran who can deal great damage and further enhance his attacks with critical hits, though he has limited range due to being a melee unit.
  • Alchemist: Deals massive splash damage with his bombs, and has the potential to become even more powerful than a Red Mage in regards to splash damage as he levels up.
  • Archer: An excellent defense against flying enemies, able to shoot arrows at an amazing speed.  Doesn't work so well against land-based enemies, though.
  • Necromancer: A master of death who has a very large range and use necrosis to buff his own damage output the more enemies he kills.
  • Paladin: A more powerful Dexer that can also use consecration to enable him to always hit an enemy's elemental weakness.

Specials[]

Specials are extra abilities your units can use to make their attacks even more powerful and useful against enemies.  Most unit types have their own unique special.

  • Splash: Creates an explosion around the targeted enemy, dealing damage to other enemies near the original target.  Used by Red Mages and Alchemists.
  • Slow: Reduces an enemy's movement speed.  Used by Blue Mages.
  • Poison: Drains an enemy's health by a certain amount every second.  Used by Green Mages.
  • Electrocution: Reduces an enemy's elemental defenses.  Used by Purple Mages.
  • Anti-Air: Deals extra damage to flying enemies.  Used by Archers.
  • Necrosis: Increases all damage dealt by the unit based on its kills.  Used by Necromancers.
  • Consecration: Allows the unit's attacks to always hit an enemy's elemental weakness.  Used by Paladins.
  • Critical: Provides a chance that the unit's attack will do triple damage.  Used by Dexers.

List of Levels[]

There are a few levels with repeated names, including two medium, 40 waves, ominous shrines.

Easy Levels[]

  • Homegard Keep, 10 waves
  • Village of Shaven, 15 waves
  • Shoreview Inn, 20 waves
  • Village of Skipper, 20 waves
  • The Lighthouse, 40 waves

Medium Levels[]

  • Collo Shipyard, 15 waves
  • The Burning Pass, 15 waves
  • Mainland Mines, 20 waves
  • Stones of Wonder, 20 waves
  • Underground passage, 20 waves
  • World's Spine, 20 waves
  • Pass of Karnagh, 25 waves
  • Coastal City, 25 waves
  • Twin Islands, 25 waves
  • Ominous Shrine, 25 waves
  • Ominous Shrine, 40 waves
  • Ominous Shrine, 40 waves

Hard Levels[]

  • Vast Forest, 10 waves
  • The Rat Trap, 10 waves
  • Stonefield Border, 20 waves
  • Unknown Ruins, 20 waves
  • Ominous Shrine, 25 waves
  • Evil Stronghold, 40 waves

Level Details[]

When you scroll your mouse over a level, it shows a difficulty setting and how many waves there are in that level, along with your best score on that level. Levels range in difficulty from Easy to Hard, and come in different types, such as Marathon Levels. More levels are unlocked as you defeat each level. There are 23 levels in total.

Homeguard Keep[]

  • Unlocked by: none
  • Unlocks: Village of Shaven
  • Easy
  • 10 waves
Basic Info Strong/Weak Immunities Attributes
Monster HP GP XP Pop Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
small rats 20 1 1 28 pois fire
small rats 19 1 1 28 pois fire x
large rats 30 2 2 25 pois phys x x
small rats 40 2 2 45 pois fire x x x
ratmen 50 2 2 18 phys cold x
ratman 600 40 20 1 pois elec x x x
bats 30 1 2 40 pois fire x x
large rats 60 2 2 26 pois elec
ratmen 105 2 2 28 phys fire
ratman 700 100 50 1 pois elec x x x x x x

Village of Shaven[]

  • Easy
  • 15 waves

Shoreview Inn[]

  • Easy
  • 20 waves

Village of Skipper[]

  • Easy
  • 20 waves

The Lighthouse[]

  • Easy
  • 40 waves
  • Absorbing Levels: 33 fire, 34 poison, 37 energy

Collo Shipyard[]

  • Medium
  • 15 waves
  • 10 lives
  • Flying levels: 3,4,8,14
  • Absorbing levels: none
  • Tip: All enemies are weak against fire in this map. Having fire mages with splash for level 13 is important.

Mainland Mines

  • Medium
  • 15 waves
Basic Info Strong/Weak Immunities Attributes
Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
skeletons 20 1 1 cold fire
skulls 20 1 1 cold elec x x
zombies 50 2 1 pois fire x
skulls 50 2 2 cold fire x x x
skeleton 390 35 10 cold phys x x
large rats 66 2 2 pois fire
wraiths 70 2 2 cold elec x
skeletons 220 8 4 cold fire x x
wizards 110 4 2 elec phys x
?!? 655 60 20 cold elec x x x x x
gazers 140 4 3 elec pois x
zombies 200 3 2 pois fire x x
Wraiths 850 4 4 cold phys x
skeletons 600 12 6 cold fire x x
Wraiths 1380 100 30 fire cold x x x x
wizards 500 5 5 elec phys x x

The Burning Pass[]

  • Medium
  • 15 waves
  • 20 lives
  • Flying levels: 4, 9, 13
  • Absorbing levels: 15 physical

Stones of Wonder[]

  • Medium
  • 20 waves
  • 20 lives
  • Flying levels: 4, 9, 13, 16, 18
  • Absorbing levels: 10 physical, 15 physical
  • Tip: most units in this level are weak against energy and a few against fire.

Underground Passage[]

  • Medium
  • 20 waves
  • 10 lives.
  • Flying levels: 4, 10, 11, 16, 17, 19
  • Absorbing levels: 10 poison, 20 energy
  • Tip: two ice mages to begin and then a lot of fire mages should be enough. Focus on generalist fire mages.

World's Spine[]

  • Medium
  • 20 waves
  • 20 lives
  • Flying levels: 2, 4, 7, 10, 11, 17, 18, 19
  • Absorbing levels: 4 ice, 10 ice, 12 poison, 17 poison

Pass of Karnagh[]

  • Medium
  • 25 waves
  • 30 lives
  • Flying levels: 2, 6, 7, 10, 17, 18, 19
  • Absorbing levels: 10 ice, 17 ice, 18 ice, 20 energy, 25 ice
  • Tip: Massing fire mages should be enough with the amount of lives on this level.

Coastal City[]

  • Medium
  • 25 waves
  • 20 lives
  • Flying levels: 2, 10, 18
  • Absorbing levels: 25 poison

Twin Islands[]

  • Medium
  • 25 waves
  • 15 Lives
  • Flying levels: 2, 6, 17, 18, 19
  • Absorbing levels: 3 poison, 15 poison, 17 ice, 20 energy, 25 ice
  • Tip: a lot of units in this level are strong against ice.

Ominous Shrine[]

  • Medium
  • 25 waves
  • 15 lives
  • Flying levels: 2, 6, 7, 17, 18
  • Absorbing levels: 17 cold, 20 energy
  • Tip: One fire mage for each slot did the trick.

Ominous Shrine[]

  • Medium
  • 40 waves
  • 25 lives
  • Flying levels: 4, 8, 11, 17, 21, 25, 35, 37
  • Absorbing levels: 37 energy, 40 physical
  • Tip: a lot of fire mages does it.

Ominous Shrine[]

  • Medium
  • 40 waves
  • 40 lives
  • Flying levels: 4, 17, 19, 21, 33, 37
  • Absorbing levels: 30 fire, 31 ice, 33 energy, 37 energy, 40 energy
  • Tip: Pave almost everything, then put half fire and half ice mages.

Vast Forest[]

  • Hard
  • 10 waves
  • 10 lives
  • Flying levels: 1, 2, 3, 4, 5, 6, 7, 8 
  • Absorbing levels: 5 poison, 9 ice, 10 fire
  • Tip: with enough skill points, it's possible to beat this level with purple mages only.

The Rat Trap[]

  • Hard
  • 10 waves
  • 5 lives
  • Flying levels: none
  • Absorbing levels: 6 fire, 10 poison
  • Tip: Going with dexers only and a few archers for the spots that don't reach most of the path.

Stonefield Border[]

  • Hard
  • 20 waves
  • 20 lives
  • Flying levels: 2, 4, 6, 18, 
  • Absorbing levels: 1 fire, 3 fire, 12 physical, 15 fire, 17 poison, 20 energy
  • Tip: a lot of ice mages and a few fire mages did the trick.

Unknown Ruins[]

  • Hard
  • 20 waves
  • 5 lives
  • Flying levels: 9, 10, 14, 19
  • Absorbing levels: 4 ice, 10 energy, 15 poison
  • Tip: fire mages.

Ominous Shrine[]

  • Hard
  • 25 waves
  • 15 lives
  • Flying levels: 10, 17, 18, 19
  • Absorbing levels: 3 poison, 4 ice, 10 energy, 17 ice, 18 ice, 20 energy, 25 ice
  • Tip: you guessed: fire mages.

Evil Stronghold[]

  • Hard
  • 40 waves
  • 40 lives
  • Flying levels: 4, 8, 11, 17, 19, 21, 25, 33, 35, 37
  • Absorbing levels: 10 physical, 15 ice, 25 energy, 30 fire, 31 ice, 33 energy, 35 poison, 37 energy, 40 physical
  • Tip: about half and half fire and ice worked. Dexers after level 37 are good too.

General tips[]

  • More mages are better than higher-level mages, specially after getting the first skill for reducing cost.
  • Dexers (and paladins) are unable to attack flying units, so watch out not to depend on them too heavily when there are flying levels ahead.
  • Beating the easier levels first allows for better skills, which are key for beating harder levels easily.
  • Most levels can be beat with red mages and a few extra units to compensate against fire-resistant enemies.
  • Specialists usually aren't worth it, save for a few splash (red) specialists in a few levels.
  • Advanced units aren't worth it a lot of the time.
  • After the fifth generalist level (80 gp if all the levels were for generalist), mages get 1 extra range (getting to 3).
  • When leveling up a unit, there's a typo sometimes saying a unit will get extra range (4), but it's only a typo.

See Also[]

Advertisement