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Flash 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: 13,poison,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.
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Rats 33 Poison Fire x
2 Nest Guardians 40 2 1 Poison Physical x
3 Guano Producers (Bats) 54 2 2 Poison Fire x
4 Giant Bats 62 2 2 Poison Fire x
5 Rattus Varyamo (Boss) 800 50 15 Poison Fire x x
6 Ratman Sentients 80 2 2 Physical Fire x
7 Ratman Workers 100 2 2 Physical Fire x
8 Bat Swarm 68 1 1 Poison Fire x x x
9 Ratman Champions 400 4 3 Physical Fire
10 Arccaro-Rattus (Boss) 960 100 25 Poison Physical x x x x
11 Fleeing Rats 120 3 2 Poison Fire x x
12 Ratman Guardians 999 15 10 Physical Fire
13 Rat Swarm 165 1 1 Poison Fire
14 Giant Bats 220 3 3 Poison Fire x x x
15 Rattus Dominus (Boss) 2999 5000 50 Poison Fire x x

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
1 skeletons 20 1 1 cold fire
2 skulls 20 1 1 cold elec x x
3 zombies 50 2 1 pois fire x
4 skulls 50 2 2 cold fire x x x
5 skeleton 390 35 10 cold phys x x
6 large rats 66 2 2 pois fire
7 wraiths 70 2 2 cold elec x
8 skeletons 220 8 4 cold fire x x
9 wizards 110 4 2 elec phys x
10 Belmont (Boss) 655 60 20 cold elec x x x x x
11 gazers 140 4 3 elec pois x
12 zombies 200 3 2 pois fire x x
13 Wraiths 850 4 4 cold phys x
14 skeletons 600 12 6 cold fire x x
15 Wraiths 1380 100 30 fire cold x x x x
16 wizards 500 5 5 elec phys x x
17 ? 850 Cold Elec x x x x
18 Floating Skulls 300 5 2 Cold Fire x x x
19 Desecrated Spirits 320 30 10 Cold Elec x x
20 Corbin the Insane 2500 3000 85 Cold Phys x x x x x

The Burning Pass[]

  • Medium
  • 15 waves
  • 20 lives
  • Flying levels: 4, 9, 13
  • Absorbing levels: 15 physical
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Orcs 50 Physical Electric
2 Orc Kamikazee 80 3 2 Physical Electric
3 Orc Warriors 95 3 2 Physical Electric x
4 Gazer Followers 100 3 2 Electric Poison x x
5 Orc Warmaster 1450 70 10 Physical Electric
6 Goblin Warriors 155 3 2 Physical Electric
7 Orc Platoon 170 4 2 Electric Physical x x
8 Orcish Petards 350 15 3 Physical Electric
9 Elder Gazer 450 10 2 Electric Poison x x x
10 Orc Quartermaster 2350 120 10 Physical Electric x x
11 Goblin Runners 175 3 1 Physical Electric x
12 Goblin Cabal 880 20 5 Physical Electric
13 Bat Wing 290 3 1 Poison Fire x x
14 Orc Packies 490 10 1 Physical Electric
15 Orc Manager 4000 1000 500 Physical Electric x

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.
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Orcs 50 1 Physical Electric
2 Orc Zealots 75 2 2 Physical Electric
3 Orc Cultists 90 2 2 Physical Electric x
4 Gazer Protectors 90 2 2 Electric Poison x
5 Orc Sub Chief (Boss) 1150 50 15 Physical Electric
6 Goblin Warrior 130 3 3 Physical Electric
7 Orc Mages 145 3 3 Electric Physical x x
8 Orcish Gladiators 480 10 8 Physical Electric
9 Elder Gazer 380 7 7 Electric Poison x x x
10 Orc Chieftan 1800 80 25 Physical Electric x x
11 Goblin Sappers 115 2 2 Physical Electric x
12 Goblin Warlords 690 15 15 Physical Electric
13 Dislodged Bat Nest 200 2 2 Poison Fire x x
14 Orcish Sloths 380 3 3 Physical Electric
15 Orc Warboss (Boss) 3000 120 50 Physical Electric x
16 Massive Bats 1100 20 20 Poison Fire x x x
17 Goblin Infantry 345 4 4 Physical Electric
18 Huge Bat Swarm 178 4 3 Poison Fire x x x
19 Orc Bodyguards 1800 15 15 Physical Electric
20 Anklebiter 8000 6000 60 Physical Electric x x x x

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.
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Rats 40 Poison Physical
2 Gobins 50 2 1 Fire Physical
3 Giant Rats 80 2 2 Poison Electric
4 Bat Swarm 70 2 2 Cold Poison x x x
5 Bumhug (Orc) 500 60 25 Physical Poison x x x
6 Orc Grunts 125 3 3 Electric Physical x
7 Goblins 100 2 2 Cold Physical
8 Rat Herd 145 3 3 Poison Fire x x
9 Decaying Zombies 400 100 10 Poison Fire x
10 Oculus Maxi 1200 100 40 Electric Poison x x x x
11 Gazers 450 5 5 Electric Poison x x
12 Goblin Raiders 230 4 4 Poison Physical x
13 Orc Weaponsmiths 760 15 15 Poison Physical
14 Orc Chefs 420 5 5 Poison Physical
15 Mini-Piercer 3000 100 75 Fire Poison x x x
16 Elder Gazers 1600 25 25 Electric Fire x x x
17 Bat Swarm 400 3 3 Poison Fire x x x
18 Orc Raiders 350 6 6 Poison Physical x
19 Ghosts 550 15 15 Cold Fire x x x
20 Grandmaster Ikara 8400 16000 150 Electric Physical x x x x

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
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb

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.
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Skeleton 30 1 Cold Fire
2 Floating Skulls 28 1 1 Cold Electric x x
3 Zombie Exploreres 60 1 1 Poison Fire x
4 Skeletal Knights 50 2 1 Cold Fire
5 Dem Bones 450 40 10 Cold Physical x x
6 Wraith Guard 72 2 2 Cold Electric x
7 More Wraith Guard 84 2 2 Cold Electric x
8 Risen Paladins 300 10 4 Cold Fire x
9 Infernal Covenant 130 4 2 Electric Physical x
10 Todd 800 60 20 Cold Electric x x x x x
11 Fleeing Orcs 180 3 3 Physical Cold
12 Zombie Generals 400 20 10 Poison Fire x x
13 Skeletal Infantry 150 3 3 Cold Physical
14 Skeletal Knights 200 4 3 Cold Fire
15 Voodoo Youdoo 2000 100 30 Poison Fire x x x x
16 Infernal Covenant 335 5 5 Electric Physical x
17 Corporials 475 5 2 Cold Electric x x x x
18 Ice Bombs 320 5 2 Cold Fire x x x x x
19 Etermal Restless 320 10 10 Cold Electric x x
20 Getty von Least 3750 140 40 Electric Physical x x x x
21 Fleeing Ratmen 800 12 8 Physical Fire x
22 Skeleton Rearguard 300 8 4 Cold Fire x
23 Summoned Demons 1275 55 10 Fire Cold
24 Infernal Covenant 650 20 10 Electric Physical x x
25 Metatarsal Alcrity 3000 8000 120 Cold Fire x x x x x x x

Coastal City[]

  • Medium
  • 25 waves
  • 20 lives
  • Flying levels: 2, 10, 18
  • Absorbing levels: 5 fire, 25 poison
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1
2
3
4
5
6 Giant Werebats 150 2 2 Poison Fire x
7 Werebats 50 2 2 Poison Fire x
8 Whereat Champions 800 20 4 Physical Cold
9 190 7 Electric Physical x
10 1850 180 Poison Fire x
11 Werepigs 340 4 4 Physical Cold
12 Corrupted Wererats 1200 20 15 Poison Fire x
13 Wererat Pups 175 3 3 Poison Cold x
14 Werepig Soldiers 440 4 6 Physical Cold
15 Colonel 3800 260 50 Poison Fire x x
16 Infernal Covenant 480 7 7 Electric Physical x
17 Huge Werebats 800 12 10 Poison Cold x x x
18 Werebat Lil'uns 450 5 5 Poison Fire x x x
19 Wererat Soldiers 1400 15 15 Physical Electric
20 Meran the Corrupter 4500 180 50 Poison Physical x x x
21 Big Werepigs 1600 15 15 Physical Electric
22 Huge Wererat Stampede 600 10 10 Poison Fire x
23 Decay Spreaders 3000 120 80 Fire Cold
24 Infernal Covenant 795 40 20 Electric Physical x x
25 King 14000 10000 300 Poison Fire x x x x x

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.
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Skeleton 38 1 1 Cold Fire
2 Floating Skulls 28 1 1 Cold Electric x x
3 Zombie Demolition Team 65 1 1 Poison Fire x
4 Skeletal Knights 50 2 1 Cold Fire
5 Cranial Dent 480 45 15 Cold Physical x x
6 Wraith 76 2 2 Cold Electric x
7 Zombie Surveyors 130 2 2 Poison Fire
8 Skeletal Shock Troops 360 12 5 Cold Fire x
9 Infernal Covenant 140 5 3 Electric Physical x
10 Darkion 950 65 22 Cold Electric x x x
11 Orc Meatshields 175 3 3 Physical Cold
12 Zombie Grunts 240 10 5 Poison Fire x
13 Skeletal Infantry 175 3 3 Cold Physical
14 Skeletal Knights 265 4 3 Cold Fire
15 Stiches 2200 100 30 Poison Fire x x x x x
16 Infernal Covenant 360 5 5 Electric Physical x
17 Wraith 475 5 2 Cold Electric x x x x
18 Body Seekers 300 4 2 Cold Fire x x x x
19 Elite Wriath 350 10 10 Cold Electric x x
20 Grandmaster Jericho 4200 140 40 Electric Physical x x x x
21 Orc Personal Guard 840 15 8 Physical Electric
22 Ancient Skeletons 340 10 4 Cold Fire x
23 Demon Bodyguards 1300 100 25 Fire Cold
24 Covenant Elite 700 20 10 Electric Physical x x
25 Uther the Everliving 3500 8000 350 Cold Fire x x x x x x x

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: 33 ice, 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.
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Bats 66 Poison Electric x x
2 Black Bats 100 12 6 Physical Fire x x
3 Little Bats 220 12 6 Poison Electric x x
4 Vampire Bats 620 20 10 Poison Physical x
5 Polymorphed Vampire 6200 300 100 Poison Fire x x x x
6 Skull Protectors 530 4 4 Cold Fire x x
7 Gazer Lavae 1000 18 18 Electric Cold x x
8
9
10

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.
Basic Info Strong/Weak Immunities Attributes
# Monster HP GP XP Strong Weak Fire Cold Pois Elec Phys Fly Fast Regen Absorb
1 Rat 120 Poison Fire
2 Faster Rats 160 5 5 Poison Fire x
3 Giant Rats 350 10 8 Poison Physical x x
4 Corrupted Rats 650 8 6 Poison Physical x x
5 Ratmen 1250 10 12 Cold Physical x
6 Rattus Sapien 6000 150 50 Fire Physical x x x x
7 Corrupted Rats 1400 5 5 Poison Physical
8 Collosus Rats 1600 8 8 Poison Fire
9 Ratman Destroyers 4000 10 10 Fire Physical
10 Rattus Extremus 14000 10000 950 Poison Electric x x x x x

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[]