Illu Alch is a four-element alchemist bomb. Deals 45+ multi. Tri-Illu is a dual-orb, high-risk high-pay combo. Deals 2 orb attacks and possibly 50+ multi. Illu Dual-Alch is difficult to pull, mid-pay. Maybe an orb, 25+ multi. New illu sorc fixes at a certain multi. Heavy damage. +1 multi, 70+ damage. 2nd illu deals +10 multi, 1 orb. Illu alch strat is a all-around attack, dealing dmg, multi and subtracting multi. 30+ dmg, 25+ multi, -2 multi per branded block matched.
Set up the first four way alchemy by rotating the device and you can get x32 to x42. Try to get the least common color as the center piece in the Plus. Before the leftovers fall, arrange them so that they continue the chain.
Before they pop, pull an illusionist.
Set up a four way alchemy with the illusion - and don't forget one match to contiue the chain. You will get an additional x29-x39 for a total of x61 to x81 and usually before the first 25 seconds are up.
Using the turtle can help the setup, but once you have played a ton (about 10hrs of setup practice or more lol) you should be able to pull this off about 1/2 the time or better.
Orb attacks are great, but each one basically only gets 10% of your base score (depends on # of orbs and hostillity, esp for low #s of orbs) so you will want to get a high base score. For that, the monkey or rabbit would probably be better if you don't whiff.
I tried the snake (which should be similar to the lion), but it seems that orb attacks are still the king of the hostillity equation even if you insta pop every single brick in your summon.
IMO the monkey is best as far as I can tell because of how fast you can gain multiplier. I cheated to find the limit and had x225 so I am guessing that around x250 or so is possible with the above method and lagging the processor.
It's always great to hear about strategies and in daemons it seems as if there are more ways (other than the tiresome illusion+sorcery) to score well.
Last Edit: Apr 7, 2009 14:06:44 GMT -5 by burtosis