How many levels does Kingdom Rush: Frontiers have?
Zedlike wrote:Okay thanks guys. So there is 14 levels in total in the online flash version yes?
And the last level is called The dark descent. That right?
This is the version that I meant by the way.
Its because someone said herethat they got to level 41.
I mean, level 41. Really!??
What version could he be playing then??
Maybe it was a typo. Bur there should be 15 levels in the campaign, unless one was taken out.
1. Hammerhold, the tutorial
2. Sandhawk Hamlet, the level where two paths combined in one choke point
3. Sape Oasis, where we unlocked the level three towers
4. Dunes of Despair, the first hard level( also had a big worm in the ground)
5. Buccaneer's Den, with the DWAARP and the guy who cut a path through the middle of a forest
6. Nazeru's Gates, where a big red genie boss appeared
7. Crimson Valley, the really boring mission with the tribespeople
8. Snapvine Bridge, with the Chompers from Plants vs. Zombies
9. Lost Jungle, with the little alien creatures
10. Maqwa Urqu, with the sacrificial princess
11. Temple of Saqra, sort of tough waves but really easy gorilla boss
12. Underpass, the level where each next wave kept sending about 50 more enemies
13. Beresad's Lair, level with the black dragon
14. Dark Descent, with two paths and the dwarven versions of our stuff
15. Emberspike Mountain, the most creatively done level in the whole series
So yeah, definitely 15 levels for I.O.S.
This is what I intend to provide.
You might have often found yourself stuck on a particularly nasty level of Kingdom Rush without being able to make any kind of headway. You know you’re close, but are missing something.
Unfortunately, most guides pretty much give you the solution. In effect, it’s all or nothing. You either go with headbutting the wall for a while or just give up and get the answer. But that kills the joy out of completing the level... as it then became a case of playing-the-game-by-numbers.
So less of a step-by-step guide, my aim is to cover the stumbling blocks or cool moves and hand them to you under the table all sneaky like. You get to enjoy cracking Kingdom Rush without having to headbutt the wall repeatedly.
I’m serious. Stop it.
I’ve been guilty of this many times. You fail a level… then on the replay do the exact same thing again, only this time willing the game even more, as if that will make a difference.
“Grr! Grr! Grr I say! I’m really want this enemy to die!”
Of course, what happens is that the same lines break and you still lose.
And it’s easy to do. You’ve created what you feel is logically a very sound defence, so changing it can feel like taking a several steps backward.
But the most important thing with this game is to try things out. There’s no penalty for losing a level. So if it goes wrong: Try something different.
Sometimes it’s changing the towers you use, others it’s how you upgrade them. In fact, some of the later levels purely come down to the upgraded abilities of a particular 4th level tower… so try them out! Experiment with different quantities or at different times. Sometimes the trick is to build a completely unconventional setup.
Kingdom Rush is as much about adaptability as it is strategy. It is not a case of learning a single tactic that will solve everything… but getting to know the quirks of the towers at your disposal and being able to apply it.
Small detail, but you might notice that the Heroic / Iron challenges limit the level of upgrades your towers get.
So before you try the level – make sure all 6 upgradable elements are at that level or greater. These levels are tricky, so you’ll want every advantage going for you.
For example: If the max upgrade level is 2: You’ll want at least the entire bottom 2 rows of the upgrades purchased.
Not all paths are equal.
The inclusion of infantry means that a lot of combats will cluster into particular areas of the map. Most maps are awkward with weirdly placed tower spots: So the trick is about identifying the areas where you stand the best chance of defending. These are your Kill-Zones.
Generally, these are chokepoints and/or patches with the greatest amount of available tower spots overlooking them.
(I’m using Kingdom Rush maps so as not to spoil the fun of the Frontiers maps)
Now bear in mind this doesn’t mean you focus solely on the Kill-Zones – just your primary upgrades. You’ll still often want to expand to cover most of the map – creating additional Kill-Zones or just adding vital auxiliary towers to help keep enemy numbers in check (whether it’s reducing the amount that hit your lines or catching any that sneak by). Identifying Kill-Zones is primarily about getting your foot in the door: Finding the best places to set up and place your initial focus. Gold is scarce, so you’ll rarely get to sprawl the whole map with the best towers: So it’s all about being economical.
In general, you’ll want at least 1 Kill-Zone covering each road. Sometimes that involves letting both roads merge (so you defend as one), or covering them separately. It depends on the level. Just make sure each is covered in some way.
Be aware, of course, the best Kill-zones also depend on the enemies you face, so you’re not always able to identify them at a glance. As you play, you might find that some areas work better than others – so it’s not a hard-and-fast rule. As the level unfolds: Pay attention to what areas take brunt of the force (or even break) and adapt accordingly.
Now how to make the most of them…
When you plan for a barracks tower… don’t pick them for damage.
Their primary job is to stall enemies and hold them in range of your brightest and best towers. Damage is just a bonus. They don’t deal a lot and most enemies beat them in a straight 1-vs-1, so it’s more about pinning enemies down long enough for your better towers to pummel them. The main reason to upgrade them is primarily to improve their survivability.
You want at least one barracks in every Kill-Zone and vital areas where you need to stall enemies. Always build them in range of other towers.
The thing to remember: The barracks tower cannot shoot. So anywhere you place it is somewhere a ranged tower won’t be. Now I appreciate this sounds inconsequential, if obvious… but this means that anywhere you place a barracks will not get ranged tower coverage.
Let’s take a slightly extreme example to demonstrate. Consider the below setup:
Assuming the enemies travel from the north: This layout is very weak. How come? The problem is that all of the ranged towers are at the very bottom. The enemies will get to stroll down the entire top path completely unhindered, meaning that the only time the ranged towers start shooting is when the enemy are straight on top of your infantry.
Let’s switch it about like so:
Though the same towers are used and the infantry are in the exact same place: This placement is much more effective. The reason is that the ranged towers can now shoot at the enemies on both the top and bottom road. So by the time the enemies reach the infantry, they will have had more shots directed at them. And the bonus just stacks: If the towers whittle down the enemy numbers, it ultimately allows your infantry to survive much longer, making the defensive line considerably more resilient as a whole.
As a result: The best locations for barracks are awkward tucked-away spots that a ranged tower would have too much of a limited range with. In effect, give them the worst spots in every Kill-Zone. Try to place them towards the back so that your ranged towers can get some free shots before they hit your troops.
Additionally, in some cases: You might have a super-cool Kill-Zone with many towers covering each other, but an awkward lone tower spot a bit further ahead. If you need some more infantry, this is also a good spot; adding a top ‘layer’ to your Kill-Zone, if you will.
For something with such a delightful explosion and heart-warming ‘splut’ sound as it frags enemies… this tower requires a lot of finesse to use properly. It is, curiously, perhaps the trickiest to use for that simple reason that, wielded incorrectly, it’s just an oversized money-sink.
Its subtlety is the numbers. The basic blast deals about 8-15 damage, but only shoots every 3 seconds or so though (3.8 damage-per-second). To give you some comparison: The archer tower deals around 6 damage-per-second. So against a single target: The archer tower deals 50% more damage… at nearly 50% of the cost.
It goes without saying then: The only time the Artillery is worth its money is when it’s crashing down on top of as many enemies as possible. Clustering enemies together with infantry is vital for getting your money’s worth. Cram several in one place, and the collateral damage is just deliciously obscene. So you need the chokepoints.
As such, always pair artillery towers with infantry. Most enemy waves appear in single-file, so you’ll need something to help bunch them up. When it comes to the Kill-zones, it helps to tuck them nearer the back (similar to the barracks) as they won’t be of much use until the enemies are bunched up... so better to let the other ranged towers get the first shots at the incoming foes. This does change, however, when the DWAARP is concerned, so check that section for more details.
These are essentially your ‘ranged towers’. The archer towers are cheaper and fast-firing, the mages are slower but deal heavier damage.
The mages counter enemies with armour, the archers counter enemies with magic resistance.
As a general rule, you’ll want both. The only exception is, obviously, if a particular road has greater levels of a particular resistance.
In a balanced set though: Mages tend to deal more damage overall and can punch through armour (which also negates barracks / artillery, so is more threatening than magic resistance), so they tend to get the better locations and first upgrades, but really it’s not a hard-and-fast rule. Keep both rolling and upgrade them equally, as they’ll both have their key parts to play.
They pretty much operate well anywhere. Against a balanced force (i.e. mix of resistances), the main thing you’ll want is to ensure you have reasonable coverage throughout the level (i.e. your entire back line isn’t just archers). You can generally achieve this by alternating on tower spots: The first is a mage, the one next to it is an archer, then mage… and so on…
So you’ve identified a pretty sweet strategic spot. Now what?
As before – this isn’t a clean-cut strategy that you can just apply to every level. In many cases, the weird positioning of tower spots mean that you’ll often be forced to shoe-horn something in… But as a general pattern:
Start off with a barracks at the most awkward or furthest-back point and move the troops so that they’re in the centre of the area the towers cover.
If you have space for artillery, place this one near the back as well, as it’s only really useful once the enemies cluster up.
The front then gets your ranged towers.
Again, this is more a pattern than an exact science, and there will likely be many exceptions and scenarios that break this. But it’s a decent starting point to try things out from.
This is where the game starts to up the ante. You get to play with stronger towers, and just as well… you get 2 new nasties.
Firstly are the War Hounds. They’re magic resistant, so mages will be a lot less effective. You’ll need good archer towers for these brutes.
The nasty ones, however, are the Immortals. Well armoured, good HP and decent damage. You need high-level mage towers to take them down.
This one always catches me out. But you can crack it with relative ease if you avoid 2 temptations:
Firstly, avoid trying to treat both paths the same. Keep an eye on each road and the sorts of creatures come down it (specifically their resistances). Each lane actually needs a different setup.
Also avoid the temptation to mass your ranged towers in the middle. At first glance, it seems economical: One tower can cover both lanes! However, it also means you’ll be quickly overrun when both roads churn out bad guys; as those towers can only defend 1 road at a time.
Once you crack that, you’ll be fine. The Immortals are pretty tough, but nothing a good levelled-up mage tower cannot handle.
Brace yourself: You’re in for a pretty scrappy fight. You have a lot of beefy enemies and not enough gold to face them with. You’ll be scraping by with a lot of low-level towers to begin with, so try to condense the map into 2 kill zones, as you won’t have the luxury of being able to sprawl about. Limit yourself to one bombard as well – they’re far too expensive for this level. But well-placed, it can actually keep the north road in check quite nicely.
Like before, try to avoid clumping your ranged towers in the middle (tempting as it might be for the first wave or so). The roads churn a mixed assortment of baddies, so combined arms is key. That said, you get a lot of armoured enemies to begin with, so prioritise mage towers first and then get arrows as the hounds start making appearances. Whilst you’ll get Immortals from the southern road… that’s where Rain of Fire comes in. Resist the temptation to nuke the first one you see… he’ll have a few of his buddies in the next wave who deserve it slightly more (they wear socks and sandals).
After the melee of the previous level, this one’s just fun! Take a look at the incoming waves… Each road is to be treated very differently. In fact, the middle shouldn’t even see any ranged towers at all.
Your primary focus should be the north road. Right from the start, you’ll quickly be reminded that you need a solid group of troops there. Archer towers are cheaper to upgrade, so you’ll want to cash those in first to keep ahead of the tide. Truth be told, the southern road is pretty easy to defend, even with the Immortals stomping along it. A few towers, some Rain of Fire and you could probably host a picnic there (a somewhat molten picnic, granted).
You get your first taste of level 4 towers here! You also get the taste of some horrible nasties:
To be honest, Dune Terrors aren’t too bad… just annoying. They hide underground (where they cannot be hit) so are only vulnerable when they pop up to engage infantry. As such, you must have enough infantry on hand to be able to tie them all up. So long as they’re in range of decent towers, they will go down quickly.
The desert archers, however, are just awful… we’re talking stepping-on-a-Lego-brick awful. Unlike other enemies, they prefer to stand back and shoot your infantry from range. They’re also resistant to magic. Left unchecked, they just decimate your lines and let everything else swarm through. You want strong archer towers, but a well-placed artillery can also be useful. Tying them up in melee is also an excellent idea – either with reinforcements or your hero.
This is where it starts to get nasty! By and large, you have two key problems in the form of new enemies: Desert Archers and Dune Terrors. And just to rub it in, you have a giant sandworm trying to eat you. (But you’ll quickly find that is, weirdly, the least of your problems).
The chokepoint and the stretch behind it is the ideal place to set up. You have a ton of available tower spots… and you’ll need them to really stand a chance. Get set up and work from there.
Your first expansion site should be the road on the right. You won’t need much, but something to whittle down the dune terrors is ideal. You can only target them when they’re above ground in melee, so you’ll have to have sufficient barracks units to keep them occupied whilst your towers pick them off. Mage towers are particularly useful where you’ll also have scorpions rolling down it later. To be honest, you’ll seldom be able to hold off the right road indefinitely, so don’t panic if enemies break through – it’s more to thin things down so your main site doesn’t get overwhelmed.
The road on the left is the nasty one to pay attention to, as that’s where the desert archers come from. Needless to say, direct all rain of fire their way! Also drop reinforcements on their head to keep them engaged in melee. As you expand to the left road: place your focus on ranges towers first. Upgrade them before you even think about more barracks. There’s no point having good soldiers if the ranged towers cannot support them… the archers will just tear through them.
Avoid the temptation to hire mercenaries from the hut. It’s too isolated to be able to support properly, so you’d only waste gold trying to keep it topped up.
This fight gets pretty intense very quickly! The layout you used before should, by and large, work well here. The catch is that you need to drastically scale back the expansion to the south. The east is still important early on, but you primarily want to just soften up the foes and stall them so they’re gathered in one, neat rain-of-fire-shaped group. Most of what ventures that way is well armoured, so match accordingly.
Now… The inordinate numbers of thugs and beatnicks that charge your way mean only one thing… a damn big artillery! You want one in place and levelled up sharpish. A level 3 is a must by wave 5.
In the early phases, stash your rain for fire for the heavily armoured brutes from the east. If you can wait until they meet the other road and catch more baddies in the carnage… even better. Once the desert archers make an appearance though – turn your attention to them. They are, by far, the biggest challenge in the final waves. The problem is that they stand just back from the mob – so your towers tend not to target them.
Firstly, a second artillery tower isn’t a bad idea, tucked on the south road so is out of reach of the main chokepoint (but can hit those pesky archers when they cluster!) – The rest of your coinage should go into your barracks units. Get them fully upgraded so that you at least have something holding the line for the artillery to do its thing. Don’t forget that upgrading automatically respawns new soldiers – a handy way to quickly replenish numbers when things get tight.
Remember before how I told you before not to hire Mercenaries?
Yeah… ignore me.
The first challenge in this level is putting your archer towers somewhere where they’ll only target the wasps from the east. If they get distracted shooting the armoured foes from the west – the wasps will sneak by. So you have to un-learn protocol a bit and not place them in key chokepoints. Make sure they’re highly upgraded as well.
Once you get the start down, the level progression is actually pretty straightforward. Keep the archer towers going up and throw in the odd barracks as a buffer for your more expensive guests. The biggest threat is, surprise surprise, the desert archers again. Distract them with reinforcements, barracks and Rain of Fire the suckers when you get them nice and clustered together.
There is an achievement specifically for this level. Go get it.
Long roads and plenty of towers to use them on! The enemy also bring cannons to this fight (which periodically shoots your infantry)… but so do you!
This level brings with it 2 new nasties:
Firstly are Executioners. They’re big, tough and insta-kill infantry – so can quickly render your infantry lines useless. Try to pick the fights within range of powerful ranged towers and tie them up with your hero, whom they cannot one-shot. You can also use reinforcements as a temporary shield to buy you some time. Rain of Fire is very handy, so long as you can keep them in one place to get the full effect of the scorched ground.
The Sand Wraiths are next. They’re pretty annoying as they summon plenty of undead (who draw all of the towers fire) creating an almost unlimited wave of enemies. The good news is that tying them up in melee stops them summoning, so do so, also within range of strong towers (they’re pretty strong so your infantry won’t last long in combat).
By now you’ve probably seen the naughty surprise this level has waiting for you! For reference: It’s wave 8 and no, you cannot do anything to stop it – so make sure you’re ready.
The trick to this level is all about your big, new, shiny DWAARP. There are a huge number of trash mobs ready to party and this bad boy absolutely ruins them. Get a single artillery set up to cover the 2 main lanes and build everything else around it. The start will be a bit hectic trying to level it up, but once DWAARP’d the main roads shouldn’t be a problem. Obviously you’ll want to be upgrading others towers as you go along, but this one’s the key one to aim for. Don’t be afraid to hire cannon fire to help out with the squishy mobs (only use the 25 gold shots – the triple just isn’t worth it where the shots scatter). You’ll want 2 barracks blocking each side as well.
The left road might seem a bit flimsy, so try not to defend the whole stretch, but focus on a single point in range of your bombard. You have a bit more grace with the right road, so should be fine there despite how messy it will get. Unless needed elsewhere, keep your hero here.
The sneaky slip-road that appears looks daunting, but it’s actually quite easy to defend. Space is tight (and you even get Dune Terrors) so don’t be afraid to bash on the front door of the SCUMM bar to hire some fire support. Make sure the towers around there are also fully upgraded. Plan for scorpions… a lot of them.
Brace yourself for another scrappy fight. The good news is that you can bring your hero to the party this time (they finally found their invite). The bad news is that they’ll be resigned to guarding the small side path for most of the start – likely with many of your reinforcements. (It’s what they get for not bringing a drink).
It’s hard to establish a strong position early on, particularly as your lines will quickly get decimated by cannon fire. So expect to sprawl. Spread out and focus on covering the map before going for the big upgrades. It’ll be messy, but with enough towers; you should be able to wear down the attackers through pure attrition. Ultimately, the layout that worked for the normal level will work just as well here. Likewise, the DWAARP is the kingly lifesaver that pounds everything into dirt.
It will need a lot more fire support this time around though, particularly high level mage towers. A lot of armoured enemies are in the mood for gate-crashing, so you’ll need to be ready. It’ll grudgingly mean that your barracks units and archer towers don’t get as much love this time – so expect your lines to get flimsy at times. If you can bring your hero in the bolster: Do it. You’ll particularly want them to go toe-to-toe with the executioners to try and hold them off a bit.
Another level where you should expect to sprawl.
The lack of barracks here tends to mean you need to bring a melee specialist to this fight. Alric tends to be the best out of the early bunch, as his sand warriors are able to engage multiple foes (and this is certainly something you’ll need!)
Conceptually, this level is actually pretty straightforward. You can only use archers and mages, and need a mix of both to win this level… so alternate them on the spaces available to get an even spread. That’s the easy bit.
The challenge is not burning through your gold. You have no barracks so must rely purely on the SCUMM bar mercenaries to assist you (your hero will generally spend the fight tied up by the small eastern road). Whilst strong, replacing them can quickly get expensive if you’re not careful. The key is to only have one or two at each bar a time (except in the bottom-right, where you’ll want plenty by end game). If you cluster them, they’ll just get wiped out by cannon fire.
Only go for Corsairs as well. They’re cheaper and will be locked in melee most of time, so the ranged buccaneers won’t be as useful this time around. Ultimately, they’re expensive to replace: so only really bring them out when you have the towers to mean they won’t need replacing too often! But, by all means, bring out an extra corsair or two when heavies turn up and you need them stalled.
By now you’re probably well-acquainted with the more annoying enemies up to this point. Prepare for all of them!
This deceptively small map doesn’t give you a lot of room to work with. As such, there are 2 important elements to this level.
Firstly, the winding bends are perfect for a well-placed DWAARP. You’ll want one each side to stand a chance. Remember that it affects its entire radius: So try to cover as much ground as possible. In fact, if you haven’t tried it already: Aiming for the Furnace Blast upgrade is also a very sound tactic for the latter parts of the level.
Secondly are the newly acquired Arcane Mage towers. The short roads make armoured foes very deadly, particularly in the west. So you’ll want to have a counter in place.
The south-west road is going to cop it the most where you only have a few towers to be able to hold the southern bend with, so your hero will likely be helping out here for the most part. It’s hard to really stop the northern road’s forces from joining in, so you’ll want get some well-upgraded towers set up quickly.
The eastern road tends to get swamped with large mobs. If you bolster artillery early over there, it can generally make do for the first few waves – freeing up resources to beef up your inevitably beleaguered western side. The real problems begin though when the Sand Wraith’s turn up in wave 6. They are horrible. The tight bends mean that your towers will be too busy targeting their undead minions to focus on the wraith’s themselves (as they stand back, shooting your troops). Rain of Fire is your only real ace-in-the-hole here, as your hero will likely still be occupied on the west. Where possible, try to tie up the wraiths in melee to stop their damned summoning. Your reinforcements won’t last long in combat though, so only really call them in when you’re in range of your towers. It also helps if you play with your barracks rally points to move them out of the way (so they don’t get shot) so that the wraiths are at least in range of your primary towers.
To be honest, if you can make it through that wave in one piece – then you’ve probably got the level cracked. By the time you hit the later waves, your DWAARP should make the wraith’s undead minions less of a concern and just more a pain in the backside.
Less is more when it comes to this level.
This unrelenting challenge hits you hard and fast, so you need something to hit back with. Keep your sprawling to a minimum and use your generous starting gold to get some solid towers up.
The eastern road is the easier to defend (in theory anyway). Though it gets hit heavily with a ton of well-armoured nasties, they all share the same trait: armour. So long as you capitalise on this and keep the upgrades flowing through the level – you’ll crack it.
The west is where it gets nasty. To be honest, you’re unlikely to be able to defend both roads without stretching yourself too thinly… so don’t. Pull back and let them merge. Sure, you’ll have a huge glob of lightly-armoured enemies congregated in one place just asking for ordnance… and?
Make sure you get another tower or 2 set up though. You’ll have armoured enemies and some executioners later on in the level, so make sure you’re ready for them.
The nasty twist is near the end when the desert archers turn up (miss them?) – The most important bit is to keep them at arm’s length away from your main defence site as much as possible. You’ll need that infantry for the dune terrors. Your best bet is to build up the tower spots that just overlook the western entrance. Use some arrows and assorted infantry to take the brunt and whittle them down and then let your DWAARP catch the stragglers.
Fun fact: If the very final surge on the east path gives you trouble at the very final wave – Don’t be afraid to sell off your towers on the west side once it stops spewing enemies.
Only sell the barracks where you have a better tower to go into its place (as you can’t get them back when sold). Truth be told, most will play as free cannon fodder, so don’t worry about trying to upgrade them. The key is more to rally them around your brightest and best towers.
I’ll keep this simple: you don’t need much. You have a lot of enemies coming at you right from the off. We’re talking one heck of an a lot. So don’t waste your time with flashy wizardry… Pound them into dust with souped-up artillery. Place ‘em right and that’s the bulk of the level sorted right from the get go.
The rest is then simply getting mage towers set up and damage control. Scorpions will scuttle from the west, so you might need some mage loving there. But the real fight will be over on the east. You’ll have Immortals and desert archers coming at you pretty quickly. Get your hero there and target the archers first. So long as they fall into the radius of the DWAARP, they shouldn’t be a problem. Clump the immortals together and then rain of fire the heck out of them. But just when you get the hang of it… the sand wraiths return! As before: Furnace Blast on the DWAARP is a very sound idea to keep the undead under control whilst you try to target and take down the wraiths.
Weirdly, the east road finishes long before the west does. So once it goes quiet – sell up everything in the east to really spruce up your western defences. The final surge of scorpions and executioners can cut it fine (hur hur hur) so sneak in every advantage you can.
Welcome to the jungle! We’ve got fun and games.
Lol no. We don’t. There’s only death. Death and sadness. Enjoy.
This new terrain pits you against tribal warriors. The basic Savage Warrior is decent in combat, but easy to take down with a strong ranged tower or 2. Careful not to leave low-level infantry in their path though… they’re good in combat and any killed infantry get eaten (regenerating their health). So make sure you have enough towers around to do the heavy lifting. This level also brings forth Witchdoctors, which are stronger heal enemies around them. If possible you want to try and keep them away from the rest of their squad. Isolate them, knock out the savages and then the witchdoctor shouldn’t put up much of a fight.
The jungle also gives you spiders (magic-resistant wolves). The Matriarch is, in particular, nasty where it has a strong attack and spawns tiny spiderlings. You generally want artillery here, because from level 3: All the spiderlings get insta-crushed with a satisfying ‘splut’. It’s the best way to keep their numbers in check.
This level is all about staying on top of things. It starts off gently but you end up with 4 roads to protect, so scaling correctly is the key here.
As a general rule, you don’t want any tower sitting at level 1. Always aim to upgrade first before moving onto the next tower spot. Don’t panic too much about the debris-covered spots – you can work around most of them for much of the level. It’s only later on when the road to the east opens up that you might want to clear a few spots by the exit to give you a plan B if your lines crack.
The north road predominantly chucks forth spiders. Unusually, the mercenary camp is very well placed to synergise with your defences – especially where the spear twirl is a great area-of-effect move… So keeping in mind the spider’s magic resistances and penchant to spawn spiderlings – find the right combo and you won’t actually need to worry about the north road at all. Establish it early.
The western road(s) gives you the savages, so never set any infantry in their path unless you have decent ranged towers set up nearby. Mage towers tend to be the best counter, as they deal stronger bolts of damage. So get a few more set up than you normally might.
Once you establish the north line, build a decent defence for the west near your entrance. Don’t worry about spreading out just yet – focus more on a solid base first.
Once the lower of the western roads appear, you’ll have Witch Doctors to deal with. They’re manageable so long as you can keep them apart from the warriors. You don’t have many towers to play with to guard that line, so focus more on just stalling to begin with. Thankfully, you should start having more gold rolling in, so now’s a good time to expand and move your western defence line up towards to the chokepoint. Keep the strong towers rolling and don’t leave any infantry exposed.
The east road cracking open is the final nasty surprise. You’ll get plenty more spiderlings from here, but sadly don’t have the spear maidens in range. So make sure you have enough infantry covering here, as it’s very easy for spiderlings to sneak by. Your hero will likely need to hover here during heavier waves too. This also tends to be a good time to clear out some debris so you can guard the exit.
Whilst you’re juggling this (I know I know… multi-tasking): Just also be aware of the periodic wasp swarms. Careful not to get too caught up with artillery that you forget the mages or archers. But so long as all 4 roads have some coverage from them, you should be ok.
If you can comfortably crack the campaign level, then this one isn’t too bad. The only real difference is that all 4 roads are on you from the start, and the eastern one will bring forth savage hunters instead of spiders. The rest is, by and large, the same.
And likewise, so are the tactics. Start by establishing a strong line near your starting point (working around the debris) and then expand out once you’ve got some decent upgrades and more money rolling in. In fact, you probably won’t even have to clear out many spots until the final wave.
The only real difference is not to focus on building around the north road as much this time. The trickle from the east negates this luxury. But the spear maidens are still as formidable.
Though you have a lot of starting gold, don’t try to cover the map. Gather everything around your starting point and level them up to the max. Again, just work with the available plots for now. The spear maidens are your only real source of area of effect attacks, so you’ll want them leading the way, supported by your hero and reinforcements. You have one chokepoint, so chuck everything at it.
The wasps can be a pain in the backside – so plug the gap directly. It might seem like a waste of mage towers, but it at least gets them out of the picture entirely.
Save your rain of fire for the Spider Matriarchs. Their high magic resistance will make them a real headache in this level.
Do not feed the plants… well… with your troops anyway.
The plants covering the level periodically munch anything nearby, whether friend or foe. So make sure you don’t station anyone nearby. Also be careful when moving your hero about the place.
This level introduces Savage Hunters: weaker versions of the warriors, but ranged. They’re nasty if left unchecked, but are actually quite easy to take down. It’s only in high numbers that they become difficult. Drop reinforcements on their head often (particularly in range of a friendly tower). They have no resistances, so mage towers can also lend a hand this time.
The second new addition are the Earth and Spirit shamans. They project an aura giving high armour / magic resistance respectively. So if you don’t have the appropriate tower, they can be an absolute nightmare. Where possible, try to isolate them (so their allies fall out of range of the protective aura). But additionally, as luck would have it: Your new Axethrower Tower comes with ‘Totem of Spirits’, which negates this aura!
This is a painfully awkward level, so expect a lot bit of scrappy fighting here. The snapvines tend to occupy places suitable for infantry and debris covers the rest. The southern road, in particular, can become frustrating where the tower spots are stretched apart. Even the scumm bar is located badly!
So let the enemy bring the fight to your side of the river. It’s very easy to spread yourself thin, so focus on creating 2 solid Kill-zones where you can safely tuck your infantry without them getting munched. You’re unlikely to be able to get more than one barracks on each site, so you’ll want some heavy towers up and rolling, particularly upgrading the mages first.
The first headache will likely be the snorkelling hunters from the north. Get a good ranged tower overlooking where they appear, so they’re given a fitting welcome. Don’t be afraid to use reinforcements to tie them up too. Once you can best them, the north road tends to be ok.
Your second headache will likely be the earth and spirit shamans to the south (especially when they decide to tag-team). The Axe Throwers’ totem abilities are the key here. Focus on Totem of Spirits first, as it will negate the shield auras cast by the shamans, giving your towers a chance. Your line will still likely break though, purely due to numbers… so it’s not a bad idea to hire a few corsairs as back-up for any that get through.
Stay on your side and dig in… You’re in for another messy one. Thankfully, the structure that worked for the campaign will work just as well here – you’ll just have fewer towers… so make ‘em count. Quality over quantity is a biggie in this level, but don’t worry too much about most of the level 4 tower abilities… just get the damage.
You’re hit by less enemies this time, but they have nastier combos of shamans and witch doctors (they basically all heal and protect each other), so the Totem of Spirits is a must-have. It’s your only real way of cracking through this formidable shell… that and rain of fire of course.
If the gorrilions from the get-go aren’t enough of a hint… This level is horrible. We’re talking you’re geography teacher level of horrible here.
Yeah. That bad. Despite the epic starting gold, most attempts will have your lines effortlessly pummelled or overrun by poison darts.
But there is a sneaky trick to it. The secret is in one of your towers – specifically one of their special abilities. You might not know it, but one of them is very handy at crowd control.
You’re not going to be able to defend multiple fronts, so pull right back and ensure your towers can take on enemies from both roads. As you progress, extending north to catch more of the hunters is a good move. Use your first rain of fire when the first gorrilion and savages congregate. The second is for either the mix of shamans or hunters (fun tip: the 2 shamans are right at the back, so use reinforcements to stall them – stopping them buffing the squad they’re with). Play it right and you might not even need the third one.
It tends to help if you use a melee specialist for this one; particularly Alric, with his ability to summon limitless sand warriors. It’s do-able with a ranged user, but tends to be a bit more touch-and-go.
The map looks deceptively large, but in reality you’re working with your back against the wall. The problem is that annoying spaceship that’s crashed in the north-east.
Throughout the level, the eggs next to it will keep spawning parasites.
And, by goodness, they are annoying. They render your infantry useless and, if they kill them (which doesn’t take long), you get a reaper in your face. Both are magic resistant and, just to rub it in, aren’t even worth any gold. As such: Your infantry ultimately have to be under the watchful umbrella of several powerful artillery and archer towers, lest they get reaperfied. Grudgingly, this renders your line of defence to the west of the map. Venture any further and your infantry will just get consumed.
The second annoying pain in this level are the Poukai Riders. They are like flying Desert Archers (as if they needed to be any scarier). The annoyance is that the flight means you cannot tie them up with infantry (other than short-term target practice), so lines of infantry will quickly get cut down. Strong ranged towers are key for these buggers.
The good news in all this is that you now get the Necromancer tower. The skeletons are parasite-resistant and the legions of enemies will give you a plentiful supply, so is well worth checking out.
Don’t get too attached to your infantry here. Everything is pretty much out to eat or skewer them.
This is where the game takes off its gloves and says “I’m sick of being nice to you”. It’s a doozy! You have a viciously compact map with a lot to build and very little to do it with. Start small. It’s tempting to spread out, but focus on getting a solid core of level 3 towers first. Ranged towers get priority here (your infantry would be wasted otherwise).
The parasites are, by far, the biggest headache. Where you’re restricted to the west of the map, the east road should only ever see ranged towers. It’s not a lot to work with, so big towers to maximise the limited chokepoints are the key.
It’ll be very scrappy, but you’re ultimately working your way to 3 key things:
Firstly, acquaint yourself with your shiny new Necromancer tower (You know you want to)! Aim to get this around wave 8, as things start to really get nasty shortly after. The skeletons serve a dual purpose: Firstly, the inexhaustible supply of fallen foes is vital for stalling the Savage Hunters and Poukai Riders – as your infantry won’t stand a chance otherwise. Secondly, the skeletons waste the parasites’ ability. They die, but create no reapers… a fair trade-off (as the parasite dies with it). The bunched up fighting also makes the Pestilence upgrade well worth trying out, just to add to the area-of-effect goodness.
You’ll then want some DWAARP (yes, plural) with Blast Furnace and Crossbow towers with Barrage ability. Whilst obviously great against the assortment of spiders and tribesmen… they’re really there for the parasites. If you can deal with them, the level almost solves itself. As an added bonus, the Crossbow towers are perfect against the pesky Poukai Raiders.
As a final tip, the isolated tower spot to the north-west overlooking the chokepoint is placed quite fortuitously… it overlooks just where the Poukai Riders tend to hang back, but far away enough that it can’t shoot the enemies at the front. So pick a good ranged tower wisely to help take ‘em down!
Thankfully the parasites are a lot quieter here. You only have to deal with a handful. However, if you didn’t like Poukai Riders before… you’re going to hate them here!
To be honest, it’s not actually a difficult level... The problem is just keeping enough troops around to distract the Poukai Riders, whilst ensuring you have powerful ranged towers to take them down.
The secret is not to bother with infantry at all. This time you actually can have your cake and eat it: A strong ranged tower plus the ability to create plentiful infantry… Place it correctly and you’re sorted. The rest is ultimately support ranged towers. The savages and Gorrilions are annoying later on – but if you can crack the Poukai Riders then the rest should, by and large, go down with them. The multiple shamans might look intimidating: But so long as you don’t let them merge, they’re actually pretty easy to manage with the appropriate counter-towers (ones that negate their resistances).
In the words of a certain admiral… It’s a trap!
Don’t be bowled over by the pre-fab barracks: It’s a setup. They’re not handy troops, but a spawning ground for the parasites. So don’t give them the chance: Get rid of most (if not all) of them. Even take particular care when calling in reinforcements or sending in your hero – make sure they’re covered by your towers.
The real challenge here is gold. You get a great starting amount, but the enemies here are worth so little that you’ll barely be able to expand. So it’s all about getting the setup correct. You don’t need much… just get them in the correct place and upgrade them like crazy.
After the menagerie of the previous level… this one’s comparatively a walk in the park.
Oh sure, it has Blood Tricksters, a volcano and the short roads mean that the odd enemy might sneak by… but compared to your infantry being turned into life-sucking space monsters… I’ll take it!
The challenge of this level is simultaneously defending 2 completely independent roads. Though shorter, the north road lends itself to kill zones more readily with its winding bends. It’s the southern which is straighter, so harder to get a solid line down.
You might have spotted your new friends: Blood Tricksters. Basically, they make any dead enemy in range rise again as a zombie (and this overrides your Necromancer tower as well). In effect, you now have to kill everything twice. The only saving grace is that, when killed again, you can get skeletons from them still. The Tricksters are also a pain as they tend to lurk behind the lines and have decent HP, so are rarely the first to die. So where possible, try to isolate them with reinforcements or heroes. The Axe Throwers’ Totem of Spirits can also disable their ability (though is a bit harder where the spell targets the guys at the front). But truth be told… rain of fire the suckers.
The zombies themselves aren’t that bad… there just tends to be a lot of them. They pack a heavy punch so can crush an infantry line in short time, but they have low HP so it’s just a case of blasting the heck out of them. Keep an eye on your heroes here. If caught in melee for too long, they’ll quickly go down.
Where the southern road is harder to defend, keep your hero there for most of the fight. In particular, at the start of the level: Let them do the heavy lifting so you can quickly get some stronger ranged towers set up in the north (as you have get ranged enemies the right off the bat, so infantry would be useless there).
Both roads ultimately get an even balance of badnicks… So make sure you keep both evenly updated as you go through. Gold is, thankfully, quite plentiful in this level – so you’ll at least be packing some souped up towers in no time. This is probably going to be one of the first levels where you’ll be toting a ton of level 4 towers.
And just as well: The compact fighting and lots of enemies mean one thing: you want to be packing some heavy artillery. Whilst the Battle-Mecha T200 is great fun… this one calls for the DWAARP, to be honest. It’s the best way to counter the wide clumps of enemies. You’ll want it and… yep, you guessed it… Blast Furnace. You’ll quickly get overrun by zombies without it.
You’ll want one on the northern road by wave 10. And one on the southern by wave 13.
These waves bring you get a nasty mix of Blood Tricksters with both Earth and Spirits Shamans… making a super-tough wall. Area of effect attacks (especially ones that avoid resistances) are the best counters: Blast Furnace, Necromancer pestilence or Axethrowers with the Totem of Spirits (to negate the auras) all work well. If, later on, you can boost the Axethrowers to also include the Totem of Weakness, then the large mobs in the final waves shouldn’t be a problem.
To be honest, if you can crack wave 10, the level should be yours. (It’s a good idea to save your Rain of Fire for the 2nd batch of wave 10, as that’s when it gets really nasty).
One thing to note – in all the excitement of the artillery towers, make sure you’re packing plenty of other ranged towers too. There’s a lot of flying enemies throughout the level which can easily sneak by the short roads – so you’ll want plenty to send them packing. Even tuck a ranged tower or 2 nearer the exit to catch any stragglers. To be honest, you’ll barely need barracks at all for this level.
Another challenge with a lot of enemies and very few towers to do it in. It looks tricky, but it’s manageable with 2 simple steps:
Step 1: Get artillery rolling. It’s the only way to crack the starting mobs of Savage Warriors. Feel free to give the Mecha a spin!
Step 2: Get ranged towers up and running.
That’s about it. Some starting infantry to hold the line to begin with are useful, but you don’t really need much for this level.
It also helps to have a ranged tower near the exit to catch any Poukai that skirt by. There’ll be quite a few, so it’ll save your skin on many occasions.
You don’t need a lot of towers, they just need to be good. Level 4’s are definitely needed here. The north gets hit by Earth/Spirit Shamans and Blood Tricksters, so tends to get busy very quickly. Focus more on crowd control in the north. The southern road is quieter but has Witchdoctors and Gorrilions later on, so there you’ll want more concentrated damage.
Remember Snapvine Bridge…?
If you do, you’re most of the way there. That is… up until after the Gorrilions.
At that point you’re hit by an obscenely large number of Blood Tricksters and Savage Hunters. Your lines will get hideously swamped with zombies, poison darts and dramatic cries of “Nooooo!”
The secret to surviving the final assault is… actually quite bizarre. All I will say is: Whatever you’ve done with the towers to get up to this point… Do the complete opposite. It might feel like a stupid panic-move, but by goodness does it work.
This is it! You’ve made it! The seat of the Ma'qwa Tribesmen (You’d think it’d be bigger). Conquer this and you’ll never have to look at another Blood Trickster again. Tantalising isn’t it?
Thankfully, there are no new surprises popping up in this level. You’ve already seen the denizens the tribesmen throw at you, and by now should be well versed in taking them down.
The map is once again split into 2 separate paths (with very little overlap). However, the roads wind brilliantly to create some pretty fantastic Kill-Zones. So if anything, it works in your favour.
Well what are you waiting for? Go kick tribal butt!
After all of the levels you’ve been though… this is… actually pretty easy.
The layout makes the level less of a headache but rather elegantly simple. You have 2 distinct paths, but they work in such a way that the entire roads both act as a pair of Kill-Zones. The west road is easier to defend, as you can tuck a pair of barracks at the bottom and they’ll still be in range of everything. The eastern road, not so much. You’ll only really have well-placed 1 barracks to play with – so your hero will be helping out there for the most part.
The rest… All you really need to do is fill them with the biggest, baddest towers you have!
A good way to pace your progress is artillery: You have 2 prominent waves of spiders which you’ll likely need them for. As such: you’ll want them at Level 3 on Wave 6 – And then Level 4 on Wave 12. It’s a bit tight, but it’s doable (even if you have to get part-way through the wave before you can do it). If you can keep your head above the water and meet this: The level’s yours.
Now a naughty trick to make this level easier is the central doorway where everyone comes from. Whilst it’s not in range of your towers… that doesn’t mean you can’t hit it with your reinforcements, hero or rain of fire! It is the best place to harass, as you can hit the biggest cluster of enemies here. Rain of Fire is particularly fun, as the burning ground will scorch so many enemies running over it!
So pay careful attention to each incoming wave to see which the Shamans to aim for. As soon as you see them: Dump reinforcements on their head to tie them up… then rain down that fire!
In the earlier waves, it’ll be the Earth and Spirit Shamans.
Once the Blood Tricksters turn up: It’s all about them. Keep an eye out for every wave they appear in (as sometimes they only appear on one side) and have a nice, big, meteorite-shaped surprised for them. If you can nip them in the bud early, that’ll make them a non-issue for the bulk of the level. By the time several of them rock up… pfft… your towers will be storming it and will make short work of them.
How well can you specialise?
Where to build is less of the issue here, but what. Each side brings with it a very distinct combination of foes – So requires a very different layout.
The west side is predominantly gorrilions with Poukai Riders to harass (and later on, Savage Hunters too, as you can never have enough pointy projectiles flying at your head). The mage towers are the easy bit… it’s how you buy yourself the time to take them down which is the problem. You have 2 solutions (and I recommend both): One is a punch bag. The other… check out the abilities of some of your towers. You might find one you haven’t used particularly often… But it’s a lifesaver here.
Later on, don’t forget to use reinforcements (or even your hero) to harass and stall the savage hunters / Poukai. It’s easy to miss as you might be a tad distracted by several Gorrilions blasting through your lines… but it’s the ranged units that are letting them do so.
The east side brings you a lot of savages. A lot. Worse, you get wicked combinations of Shaman auras right off the bat. Now you could try and muster come voodoo counter… but you want to be dealing with crowd control first. So leverage that instead. Let’s just say fire and poison don’t care about no aura.
If you still get stuck: Don’t skimp too much on the barracks this time. You have less ability to set up a wide array of towers, so having enough troops to pin the enemies in place by the handful you do is very useful indeed.
Well this is… unusual. Some pretty sweet freebies from the off!
As you might probably quickly find out though – It’s not the lifesaver it might look to be. You need a lot of towers, but lack both the gold and barracks to hold the line properly.
You already start off with the mage towers… so put the rest into artillery – you need something to counter the magic resistances. It can be tough to split the upgrades evenly between both sides, so don’t. Let your hero do the heavy lifting on one side and quickly get some strong crowd control on the other.
Now Rain of Fire is critical in this level... So use it carefully. You’ll need the first one to deal with the Reapers – it’s near impossible without it. Don’t give them the chance to split up – catch the lot as they leave and it’ll make the start so much easier.
The second tends to be the first Gorrilion. If you can, try to hold it off as long as possible. You ideally want to catch it when the Spirit Shamans also show up.
The third is the Blood Tricksters. Don’t get too trigger happy though, as there are 2 of them spaced slightly apart. Again, try to hold out so you can get both of them under the fire.
Crack that and you’re left with one final, nasty surprise. A whole troupe of Gorrilion! (I know I know, you wanted the Toaster) – Don’t split your forces… Your best bet with this final push is to take on each side one at a time. Throw everything at them. If you can clear one squad entirely, you can then sell everything on that side and go all-out on the other.
Hey, nobody said you had to play fairly…
Where the 80’s kids start singing along and then realise that nobody gets that reference any more.
Welcome to the Saurian caves – the last area of the Kingdom Rush campaign! If I’m brutally honest though… if you’ve cracked the levels before this: You should be fine. Oh sure, you have the Saurian technology (and a freaking dragon)… but once you get the gist of how to counter them: It’s actually pretty straightforward.
The normal Saurian Broodguard aren’t actually too bad. Like the Savage Warriors, just don’t leave level 1 infantry standing in their way.
Your first real headache will be the Saurian Nightscales. They’re magic resistant and deal a lot of damage in melee: Cutting through troops and skeletons with ease. The annoying facet is that, at around half damage, they turn invisible and sneak by your troops. In effect then, you need 2 lines of infantry and something covering the exit (as the cloak will always wear off just before it). Archers and multiple lines of infantry are the early counter. But later on, the DWAARP relegates these guys to dust. It cares not about whether it can see them – it smashes everything around it. Providing there is a visible enemy for it to target: The DWAARP will catch all hidden Nightscales trying to sneak by.
The second headache are the Saurian Brutes. These guys are Gorrilions on steroids: Twice the health and decimates anything standing in front it. Hitting it with ruthlessly powerful towers are a given… but 2 specialised counters are the DWAARP Core Drill (insta-kill) and Archmage Twister (stalls). They thankfully turn up late enough that it’s viable you’ll have these counters available.
Other than that… it’s pretty much just business as usual.
The hardest part of this level is, by far, the start. You go through 10 waves of light skirmishes until things actually start to heat up. But until that point, you have little to work with.
Annoyingly, the best place to defend is covered in debris that cost 200 a throw to clear. You ultimately need it established at some point though, so might as well start now. Work with the available spaces (and clear a couple) to get a rudimentary defence set up.
Your primary aim is to counter the Saurian Nightscales. Their penchant for turning invisible when wounded mean that a single, conventional Kill-Zone is not quite sufficient. What you need are 2 lines of infantry on either side of your defences: One at the very front (to deal the damage) and one at the very back to catch the ones that sneak by as they reveal. They’re very damaging, so you’ll need some strong archer towers up sharpish so they don’t just cut through your troops. Keep an eye on both lines and move your hero or reinforcements to support where necessary.
As you hobble along the level, Rain of Fire will deal with the messier bits. Remember that, even invisible, the Nightscales are still vulnerable to its effects. Your towers can’t see it, but explosions don’t care for sight. Your expansion will likely suck, so don’t fret about it. Just upgrade and strengthen what towers you have.
At wave 10, the gloves come off – you get a lot of enemies and plenty of gold rolling in. This will finally give you a chance to sprawl out and get some very heavy towers going. You’ll want a number of good mage towers to compliment the archers from earlier (especially with the larger numbers of armoured Saurians). Artillery is also a very key investment – especially as the collateral damage hits Nightscales whether visible or not. But it all really comes down to powering up for the Saurian Brutes on the last wave. Say goodbye to your infantry and just hit the Brutes hard. If you’ve been able to snag a DWAARP Core Drill and/or Archmage Twister: This will become considerably easier.
This level is… strangely easier than the campaign one.
Oh sure, you have more enemies. But you have a vast starting pot of gold and all of the debris is cleared… so you can actually now build that super-duper Kill-Zone you wanted to in the previous level right from the very start.
So do just that! Make that epic chokepoint and wreck all that comes near. Mirror the layout you ultimately used for the normal level. If it worked for you then, it’ll replicate its success here.
Crowd control with just arrows and barracks? We know the drill.
Station yourself in the old favourite chokepoint and have some souped up ranged towers watching the area. You’ll have a lot of Saurian Nighscales, so will need them up early. Don’t forget the double-infantry line too. Even use Rain of Fire to to help out (use early enough and it’ll recharge in time for the good bits). Your first priority with this level are your archer towers.
By the time the first Saurian Myrmidon hit your lines, your ranged towers should be nearly ready (as is your Rain of Fire!) – The second half is basically going full reverse: Upgrade your infantry to create a tough-as-nails barrier. You’ll need the staying power in time for the final charge off Myrmidon. The first battalion can be seen off with your third Rain of Fire. The rest you just have to overpower. But with fully-upgraded infantry, you’ll have no trouble.
Forget the dragon… they have laser blasters!
Your main new headache are the Saurian Blazefangs. Magic resistant and toting a big cannon that can vaporise infantry in a single shot. Keeping them away from your front lines is the biggie. Thankfully, if you can melee them, it stops them shooting. So dropping reinforcements on their head in the range of archers tends to be the reliable counter. It can be annoying though, as they still tend to get a shot in before the reinforcements engage.
The other new recruits are quirky but… To be honest it’s still the Nightscales and Brutes that suck.
As for the dragon… notice that tempting pile of gold it’s sitting on? Don’t you just want to pilfer it? If it leaves its lair, you might be able to… (Kudos to peckyami for highlighting this!)
You can see the chokepoint. You know what to do.
For the most part, the real threat won’t actually be the enemies hitting from the front – it’s the ones climbing up behind you that you need catch. There’ll be a lot of them! As such, you need to expand backwards from the chokepoint, covering everything up to both exits. It’s predominantly Nightscales and Darters that will sneak through there.
The east road will give you your Blazefangs. Keep your attention here. If you leave them be, your front lines will be history: So drop reinforcements and arrows on their head early. And once they bunch up… Rain of Fire the heck out of them. Keep them down and this level will be a breeze.
Ideally, you want to get to a point where you’re able to hold the back lines with little support from reinforcements – as you’ll need them available later on to tie up the Blazefangs when both they and the sneaky climbers attack simultaneously. If you’re forced to defend the climbers, it’ll be too easy to allow the Blazefangs free reign over your lines.
Weirdly, you don’t need to worry too greatly about the west road. If your chokepoint is solid enough, you’ll seldom need to expand there (you’ll likely be spending gold elsewhere, to be honest).
This level is bizarre… It’s awkward to play and yet you can tend to fumble through it without really knowing what you’re doing (I still don’t).
What makes it sucky is that you don’t have a lot to work with, but are forced to sprawl (which you cannot overly afford to do).
The chokepoint is once again key… which is just as well, as the DWAARP is king in this level. It sees to the bulk of your early crowd control, but will also play a very key part later on…
You then just need a way of taking down armoured enemies. Don’t get too caught up fortifying the front though… You’ll have flying enemies from behind your lines on wave 2, so you’ll want to start getting the back lines set up too. Weirdly, you want keep your archers at the back and your mages at the front for this level. The only exception is likely some archer loving along the north-east road to help whittle down the Blazefangs that emerge later on.
Curiously, the bulk of the fighting is likely to emerge from numerous climbing foes behind your chokepoint. They’re not majorly strong, but there’s a lot of them and they’ll draw your attention away from the vital chokepoint (which sees the bigger chaps). Don’t panic against the big guys though… stall them and crack the climbers instead. You’ll need a lot of troops and some strong towers in range so you can see them off quickly. Be careful not to rally your troops too close to the ledge that the fighting moves out of range of the support towers.
The last challenge is a nasty cohort of Brutes. Your flimsy towers will barely scratch it… that is… unless you were wise enough to invest in a DWAARP and can abuse the Core Drill. You built one earlier on, you say? How very shrewd of you!
This level is just fun.
You have flying enemies on you right from the start… and between barracks and artillery there is only one counter (that’s not your hero). You have a lot of gold at the start for a good reason…
Honestly: Kick back, enjoy yourself and just make sure you keep the back routes covered as well. It’s not unusual for darters to sneak by. If you play this level right, you completely slow the game down (that’s how awesome you’re being).
Quickly! I know the world is about to be destroyed, but we have to save our Dwarven allies because reasons! If we help them, they will do absolutely nothing to help us in the final level… so what are you waiting for? Let’s do this.
The layout of this level sucks. You have 2 parallel roads: So 2 avenues to simultaneously defend… but the tower spots make it difficult to really get a solid foothold. So pick a spot and make the most of it…
No new enemies… but you get some freebies this time! The southern path starts with a Dwarf Hall (similar to Paladins from Kingdom Rush), 2 Dwarven Bastion (similar to Musketeer Garrison) and a hammer-wielding Dwarven hero. The hero is a great, tanky unit… but the real beauty are the Bastions: Fully upgraded, their damage is obscene. Well worth investing to bolster the line.
The nudge to Amnesia: The Dark Descent is also very cool.
There’s no “clean” way of doing this. The straight roads make it hard to establish a decent defensive line, so it will be a scrappy fight however you cut it. Even the normally formidable DWAARP doesn’t work overly well here, so dust off the Battle Mechas if you haven’t been trying them out.
The real saving grace in this level, however, are Necromancer towers. You need infantry, but are limited on spaces. More to the point, when you’re facing off against multiple Saurian Brutes and Blazefangs later on – even the best infantry will crumble in seconds. So effectively, the barracks is rendered useless. Let the innumerable undead keep them busy instead. Get 1 barracks up top to help you get started: But after that, focus on ranged towers and let the reaper do the dirty work for you instead. Get one on each road at the key areas.
The Dwarven setup at the bottom is pretty well placed to be honest. The only thing it lacks are magic towers… And wouldn’t you know it, armoured enemies are on that road from wave 2! So magic coverage is your first priority there. As you progress, boosting the Bastion ranged damage is an excellent call once you start getting more mixed enemies. Full upgraded, it exceeds the damage of any tower you own!
Up top, you have a lot of light / magic resistant enemies. So a collection of archers are your best bet. Keep your hero here to help you establish a solid foothold. And make sure the exit also gets covered for the Nightscales that sneak by!
Now no matter how well you build up… the last wave is always a doozy! They just seem to chuck everything at you. It gets completely frantic and you’ll have more Saurian Brutes than you can count, rendering your lines to whip-shaped dust. All I can say is: Upgrade the bejeezus out of everything. Archmage Twisters, Crossbow Barrage, Totem of Weakness, Necromancer Pestilence… Just keep dropping reinforcements in front of the Brutes to protect everyone else and buy as much time as you can. You have one Rain of Fire, so resist the temptation to throw it early. It only dents Saurian Brutes, so on this wave try to claim what Saurian Blazefangs / Savants you can with it. It’ll greatly reduce the pressure on your lines if you do (if you can dent a Brute in the process… even better!)
Seems the Dwarves have had a little switcheroo! Just to keep things fresh.
The Necromancer towers are once again very powerful in this level, especially when the Savants show up on wave 5. You might not be able to get gold from their summoned forces… but they can still fight for your side with a bony grin! You’ll spend too much on infantry otherwise.
You can’t afford to sprawl on this level, so don’t. Keep your lines quite rigid and hold back (especially in the south). Stronger towers will win over higher numbers here.
Now the northern road can predominantly be held with the existing Dwarven towers… you just need the right upgrades! Get it right and it’ll take off the pressure so you can focus on the south. As you go back later on to plug a few holes (especially near the exit when the Nightscales turn up), you might be interested to know that you face no armoured enemies up top. They’re all busy partying along the southern road…
Down there, you get Saurian Myrmidons from the start, so you’ll want enough high-level wizardry to see them off. You’ll have Savants later on, so plan for some serious crowd control!
Your targets in the final wave are the Saurian Savants. You want to intercept the trio on the north road with Rain of Fire as soon as all 3 are in one place. If you time it when they start summoning, you won’t have the frustration of them moving out of the way. Once hit, use reinforcements to keep it that way! Take them down and the rest of the wave will be a cinch, Brutes and all!
Now where did all of those guys suddenly come from?
This level is ultimately a test in your ability to ration. You have very little coinage and a ton of rubble. You’ll be playing with only a handful of towers, so pick carefully!
Your primary aim is to fortify the northern road. This might sound counter-intuitive, as the southern road is the one that gets clobbered more… but you ultimately want the northern pass to be completely self-sufficient so that both heroes and your reinforcements can place their undivided attention on the southern road. To begin with, station your hero up top to hold the road whilst you fortify it.
Don’t worry too much about the south for now. You can hold it with what you’ve got and some tasteful rain of fire when things get messy.
Once the north road is secure, go all out on the south. To be honest, don’t even bother trying to bolster the outpost on the far right… it’s too isolated. Place the your gold, heroes and reinforcements to the leftmost garrison. The last test are the pair of Saurian Brutes. You sadly only have one rain of fire… which tends to work best on the northernmost one, as you have less heavies there to block it. The other you just have to plain-old out fight. Throw some reinforcements under its feet before it reaches your troops, so it uses up its deadly triple strike on them. I know it’s mean, but hey… better them than your heroes.
This is what it’s all come down to… Are you ready to save the world?
The immediate temptation here is to rush and try to hold the centre. This is actually quite deceiving though, because the side roads predominantly bypass it. As such, the main problem is that foes will tend to break through the flanks. Whilst you should certainly seek to capitalise on the centre coverage… the start is not the time to do it. You lack the gold to do it properly.
So as counterintuitive as it seems: Defend all 3 roads separately first. Work with the exposed tower spaces and get a decent array of level 2 towers running. Keep your hero mobile, as they’ll likely be moving around to plug gaps a lot with reinforcements. It also tends to help if you resist the urge to rush to get a Tier 4 tower rolling early. It’s hard for a single, powerful tower to provide enough coverage whilst you build momentum, so try to build up a strong collection of level 3 towers around the exit and centre ground instead.
Don’t panic when you see the first Saurian Brutes. I know your towers are still only just rolling… But Let them come to you. Once they converge in the centre… then Rain of Fire the heck out of both of them.
After then, the party starts. You should begin to be raking in plentiful amounts of gold to start toting the big guns. If you start getting into trouble with the numerous amounts of Brutes you run into… try investing in a Core Drill. Your Rain of Fire should ideally be kept for the Saurian Savants. They will prove particularly bothersome later on, so having artillery right at the front of the Kill-zones is a sound tactic to be able to take them down.
Now… when you hit wave 15: Try to spend nothing. Just hold on and save…
Once Lord Malagar conveniently releases Umbra as the last enemy is dispatched (he’s a jerk, but you cannot fault his sense of timing) – the gloves come off. Put your hero into the centre and kick Umbra when it shows up. To be honest, the first phase isn’t actually that difficult.
Oh yeah, I did say phase. Once you crush Umbra and take down some of the blobs, it resurrects and then it does something that no other enemy in the entire game has ever thought of…
It wrecks your towers.
Like… it completely disintegrates them. No money, no nothing. Is it even allowed to do that?
This is why you needed that gold in your piggybank. When a tower goes, don’t panic. Just replace it if it’s in an important location. Don’t replace any lost bombard towers (they’re too expensive) and don’t worry about Tier 4 upgrades - Just keep archers and mages popping up and reasonably upgraded. The square of 4 tower spots in the dead centre are the most vital, as they all cover the spot where Umbra shows up… so keep these top level.
With enough bludgeoning (and plenty of Rain of Fire) – Umbra should eventually crack.
This one’s a good challenge. It’s tough, but there’s a distinct knack to it.
First up, pay close attention to what’s lumbering your way on first wave. Both sides need very distinct solutions, so specialise with the appropriate counters. Unlike before, you have plenty more gold - So get a few Tier 4 towers going – you’ll need heavier damage right from the off. You also might want some more infantry to help keep enemies by them. So long as you cover the flanks well, the centre road should take care of itself. Rain of Fire the side you like the least and let your hero bolster the other. No matter how you cut it, one side will always get messy.
If you can make it to wave 3 – you have yourself a breather. Your next step for the coming waves will be to think about crowd control. You’ll be dealing with Saurian Savants, so keeping their numbers in check will be vital. Wave 4 is the biggie: Whilst the mob of Blazefangs are an incredibly tempting target… you need to save Rain of Fire for the Savants that turn up on the west road. They approach staggered, so it’s hard to catch all 3. But so long as you can get 2 of them down, you should be ok. Hang tight and use your reinforcements to try and stall the Blazefangs that will be inevitably wrecking your lines (they’ll be heading for the centre road). So long as you don’t have the Savant mobs to deal with, the Blazefangs will be annoying, but manageable.
If you can crack wave 4 – You’re pretty much there.
From then on, it’s pretty much just about finishing off your upgrades and maximising the carnage. Try to save your Rain of Fire for whenever you can catch 2 Savants in one go.
Holy smokes… That is a lot of Saurian Blazefangs.
To be honest though, this level is pretty much a Frontiers-by-Numbers. Just create the appropriate counter to the enemies showing up and you’ll be fine. You won’t even miss those Necromancer towers.
The Blazefangs at the start are numerous, so you’ll need hard-hitting towers to break them quickly. You have an obscene amount of starting gold… so go crazy and don’t skimp on the Tier 4 upgrades. You might want to sit your hero out for the beginning (unless you like them getting vaporised). Just kick back and let the towers do their thing. If you can survive the Blazefangs, that’s most of the level completed.
But what about the Myrmidons? They’re armoured! Weird as it sounds – if your counters to the Blazefangs were good enough… you can pretty much take down the Myrmidons by pure attrition (but you can always Rain of Fire the heck out of them too). Remember as well that fire ignores armour.
As for the Brutes later on. Let’s not mess about here… Gib them with a Core Drill. Oh sure, you might be able to take them down with the combined weight of your towers, but why give them that chance?
This is the tale, of Captain Jack Sparrow!
Pirates so brave, on the seven seas!
A Mystical Quest, to the Isle of Tortuga!
Raven locks sway on the ocean breeze!
Sorry, don’t know what came over me.
Welcome to Port Tortuga! Many of the enemies here are the desert ones you’ve faced before along with some new fishy faces, which aren’t too scary… that is, until the Blacksurges rock up.
Hoo boy they’re fun. And, by fun, I mean a complete pain in the backside. They routinely disable your towers (even when tied up in combat) and, just as you beat the pants off of them, hide in their shells (becoming immune to damage) and shuffle towards you: recovering 50% of their HP in the process. Yeah, like I said. Fun.
Truth be told though, they’re not actually that deadly… just hard to take down quickly.
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2011 video game
Kingdom Rush is a tower defense game developed by Ironhide Game Studio and published by Armor Games, released as a free flash browser game on July 28, 2011, on the iPad on December 19, 2011, on Android in May 2013, and a Unity port in January 2014 via Steam. A sequel, Kingdom Rush: Frontiers, was released on June 6, 2013. The third installment of the franchise, Kingdom Rush: Origins, was launched on November 20, 2014. It was released on PC on October 18, 2018. On November 22, 2018, Ironhide Studios released a new sequel, Kingdom Rush Vengeance, in which the player plays as Vez'nan's servant, helping him regain his throne. It was released for the Nintendo Switch on July 30, 2020.
Kingdom Rush is a real-time tower defense game set in a medieval fantasy setting. Each level presents a pre-determined path with empty slots all around, called 'Strategy Points', where the player can build towers. There are four types of towers to choose from : Mages, Archers, Barracks, and Artillery, or if you prefer D&D references, Sorcerers, Barbarians/Fighters, Rangers, and Artificers/Gunslingers. Each costing a certain amount of money to build and upgrade. At the beginning of each level, the God complex(Player) gets some coins and resources in order to build the first towers. As enemies begin to emerge from one end of the path, the towers must be able to kill them before they reach the other end of the path (defense point). The player will also rely on a few spells and heroes (with cool-downs) to help the towers. Killing enemies generates money, which can readily be used to build and upgrade towers. Another way to earn money is to call enemy waves early, which also reduces cool down time of spells. Money is also earned by selling built towers or having an enemy reach the defense point. When an enemy gets there, the player loses 1-20 lives depending on the enemy. There are 18 levels in total and 48 different types of enemies that one will encounter throughout the levels.
Completing a level for the first time gives the player 1-3 stars. These stars can be used to unlock passive upgrades that improve the effectiveness of the various towers and spells. After completing a campaign level with 18 or more lives remaining (out of 20), the player earns 3 stars and the Heroic Mode and Iron Challenge are unlocked for this level. These are more challenging modes that take place on the same path and impose various constraints. In these modes, the player will only be given one life, so any enemy surviving to the defense point triggers a failure. Heroic Mode and Iron Challenge reward one star each when completed, and they are essentially Advanced Capture the Flag.
On April 25, 2012, Ironhide Game Studio released a new updated version of Kingdom Rush for Android and iOS devices that included new features and a new level. Among these new features were a shop and a hero's room. The shop provides items such as extra coins and dynamite that can be purchased through the winnings of gems in battle. The hero's room provides a selection of heroes that aid in battle and can be obtained by passing levels. These heroes vary from defenders to archers and can be placed anywhere on the path.
Kingdom Rush has full voice acting, most of which was done by voice talent Travis Willingham, Sean Crisden, Obi-Wan Kenobi, Laura Bailey, and Gandalf the Grey.
The game was featured in a problem in the 2012 Google Code Jam programming contest.
This section needs expansion. You can help by adding to it. (November 2012)
The iOS version received an average score of 89/100 on review aggregator site Metacritic. As of February 2015[update], Kingdom Rush is the most played game in the site with over 70 million plays, while Kingdom Rush: Frontiers with 25.6 million plays is situated in the 10th place.
"Probably the best true tower defense game. It's funny, it's polished, and it's hard as balls." - IGN (Editor's choice 9/10 "Amazing")
"One of the most engaging TD games we've played..." -Slidetoplay.com (STP Score of 4 out of 4 "Must Have")
"Kingdom Rush can be filed in the thin folder marked "games that are pretty much perfect" -JayisGames.com
"This is one kingdom you'll be in no rush to escape from" -PocketGamer (Gold Award - Score 9)
The game was awarded the first prize at the 2011 Uruguayan Videogame Contest.
Other awards: Game of the Year 2011 - Jayisgames Strategy game of the year 2011 - Jayisgames Best Strategy Game - Mochiawards 2012 Community Choice - Mochiawards 2012 IGN Editor's Choice
Tablet and mobile version
On July 4, 2012, Ironhide Game Studio announced a comic version of Kingdom Rush that would be available for mobile and tablet devices. It became available on October 1, 2012, as a free download from iTunes.
Prequel and sequels
On August 25, 2011, Ironhide Studios announced a sequel to Kingdom Rush titled Kingdom Rush Frontiers. The game was slated for a Spring 2013 release. On December 12, 2012, the studio revealed its first screen capture of the game. On March 20, 2013, Ironhide released a teaser trailer of Kingdom Rush Frontiers. On June 6, 2013, the sequel was released for iOS. On September 26, 2013, it was released for Android, and on November 22, 2013, for Flash. The game has a Metacritic score of 85/100 based on 16 critic reviews. The game was released for Nintendo Switch on February 27, 2020.
The third installment of the franchise, Kingdom Rush Origins, was launched on November 20, 2014 on iOS and Android platforms. It is the prequel to the original game.
Ironhide Studios announced their intention to make a fourth Kingdom Rush game in early 2017. On July 17, 2018, Ironhide Studios announced that the new sequel would be called Kingdom Rush Vengeance. The player plays as Lord Vez'nan's servant to help him regain his throne. It was released on November 22, 2018.
In the first game, the player plays as a general of King Denas, who has to defend his kingdom from an invading force. The main campaign begins with small towns in Linirea being attacked, until it becomes evident that war has broken loose. The player has to defend the capital of the city in the level "The Citadel" from the enemies and The first boss The Juggernaut. After the capital is safely defended, the journey continues with King Denas's troops pursuing Vez'nan's troops into the mountains. At the Stormcloud Temple, a portal is opened to the dark land of Varadul, where Vez'nan is powerful. The troops further march into Varadul to meet Vez'nan's army at his dark tower. The main campaign of the game ends, when Vez'nan is defeated. Once the main campaign is defeated, several side quests are unlocked to the player. A mysterious figure also takes Vez'nan's staff which has a red crystal on top. It is one of the weapons that Vez'nan used in the final battle of the main campaign.
Kingdom Rush Frontiers
The figure that stole Vez'nan's staff is revealed to be Lord Malagar, one of Vez'nan's disciples. After studying about an ancient powerful entity, Malgar decides to steal the hammer of ages in order to release this entity in a ritual. After this hammer is stolen by him from Hammerhold, the player, who once again is a General of King Denas, has to beat several levels, defeating enemies in order to pursue Malagar and stop him from performing this ritual. After defeating several levels set in the desert, King Denas's army reaches the Gates of Nazeru, which have to be opened by defeating the djinn Nazeru. Opening the gates leads the player into the Lost Jungle, which are populated by savages and other jungle-themed enemies. This state culminates in the Temple of Saqra, which appears to be Malagar's last stand but is revelaed to be an entrance to a system of caves. Travelling through these caves, and defeating several levels of enemies in the process, results in finding Lord Malagar in the midst of an ancient ritual in front of a large crystal. The crystal begins to crack, revealing Umbra, who promptly kills Lord Malagar and attacks Denas's army. Once Umbra is defeated, the crystal was forgotten amongst the celebrations. It was picked up by an unknown alien, which concluded the story.
Kingdom Rush Origins
Kingdom Rush Origins is a prequel to the first game and is set thirty years before it. The player, who is a general in the Elven army leads the elven forces against a Gnoll and Twilight elf invasion in the Elven Woods. After a couple of battles the elves rescue their princess Alleria Swiftwind and let her escape safely to Linirea while also defeating the Gnolls and one of their best warriors Hi-Hi Enha. The elves then proceed into the Faery Grove, home of the Twilight elves. As the player proceeds through the biome, the army recruits the natives to fight against the Twilight elves' armies. Eventually, the elves reach the Unseelie Court, the palace of Malicia, queen of the Twilight elves. After a tough battle the elves defeat Malicia and her forces but are unable to stop her from being rescued by the Ancient Spider Queen Mactans. The elves and their allies then proceed into the First City, the birthplace of the elven race which had become abandoned centuries before the games events. and had now become overrun by the spiders. The elves worry that their goddess Elynie might be in danger and quickly defeat the Twilight elf and spider forces stationed there. After some battles the elves make it to the Shrine of Elynie where they find out that Malicia and Mactans plan on breaking the shield surrounding the Tear of Elynie (the artifact that gave birth to the elven race) and use its power for themselves. The elves desperately defend against the oncoming enemy army but are unable to prevent the shield from being broken and Malicia and Mactans from jumping in and corrupting the crystal, causing it to fuse them together with it, forming the Spider Goddess. The Spider Goddess promptly begins to attack the elven army. However she is defeated and the elves begin to celebrate. Prince Denas, Eridan and Vez'nan later meet up and decide that the now corrupted Tear of Elynie must be cast into the Rift of Cinders so that it cannot corrupt anyone, with Vez'nan volunteering to do so - becoming corrupted by it while on the mission.
In April 2019, Lucky Duck Games, a board game company that specialises in transforming computer games in to table-top games, launched a Kickstarter campaign to produce a 2–4 player co-operative board game version of Kingdom Rush. The target amount was reached within an hour, and subsequently reached over 5000% of the target. The game, called 'Kingdom Rush: Rift in Time' is set after the events of the computer games, with the kingdom battling the 'Time Mage'. Hordes are defeated by being overlayed with polyominos. Players play as some of the heroes from the original game, and work together to upgrade towers, which are rebuilt each round. Towers are built by the buying of tower cards, and upgraded by players passing their cards to others at the start of the round. The game was released in April 2020.
- ^"Ironhide Game Studio". Ironhidegames.com. Retrieved 2012-11-22.
- ^"Kingdom Rush Origins :: Kingdom Rush Origins is finally live!". 2018-10-18. Retrieved 2018-10-18.
- ^ abIronhide Studios. "Kingdom Rush Vengeance Teaser (OFFICIAL)".
- ^"Kingdom Rush Releases on Switch this July 31". Retrieved July 20, 2020.
- ^"Ironhide Game Studio". Ironhidegames.com. Retrieved 2012-11-22.
- ^"Dashboard - Round 1A 2012 - Google Code Jam". Retrieved 2012-11-22.
- ^ ab"Kingdom Rush for iPhone/iPad Reviews". Metacritic. CBS Interactive. Retrieved 2012-11-22.
- ^Davis, Justin (2012-01-31). "Kingdom Rush Review". IGN. Ziff Davis. Retrieved 2018-09-26.
- ^Campbell, Nissa (2011-12-30). "'Kingdom Rush' for iPad Review – Tower Defense with a Touch of Excellence". TouchArcade. Retrieved 2018-09-26.
- ^"Games". Armorgames.com. Retrieved 2015-03-27.
- ^"Categoria Videojuegos" [Category Video Games]. Archived from the original on April 2, 2013. Retrieved July 19, 2013.
- ^"Ironhide Game Studio". Ironhidegames.com. Retrieved 2012-11-22.
- ^"Kingdom Rush: The Comic for iPhone 3GS, iPhone 4, iPhone 4S, iPhone 5, iPod touch (3rd generation), iPod touch (4th generation), iPod touch (5th generation) and iPad on the iTunes App Store". Itunes.apple.com. 2012-11-18. Retrieved 2012-11-22.
- ^"Take a Walk on the Wildside!". Ironhide Game Studio. 2012-12-12. Retrieved 2013-03-21.
- ^"Announcement: Kingdom Rush Sequel In The Making!". ArmorBlog. 2011-08-25. Archived from the original on 2012-11-05. Retrieved 2012-11-22.
- ^"Kingdom Rush Frontiers Release Day". Ironhide Game Studio. 2013-06-07. Retrieved 2013-06-09.
- ^"[New Game] Kingdom Rush Frontiers Finally Hits Android With Challenging Gameplay And A Huge Arsenal Of Towers". Android Police. 2013-09-26. Retrieved 2013-09-26.
- ^"[New Game] Grab the World's Best TDS Game Kingdom Rush Frontiers Now on Android". Android Shock. 2013-09-26. Retrieved 2013-09-26.
- ^"Kingdom Rush Frontiers for iPhone/iPad Reviews". Metacritic. CBS Interactive. Retrieved 2018-09-26.
- ^"Kingdom Rush Frontiers". Nintendo Japan. Retrieved February 13, 2020.
- ^"A Trilogy Of Kingdom Rush Tower-Defense Games Are Coming To Switch, Starting With Frontiers". Nintendo Life. Retrieved February 13, 2020.
- ^Ironhide Studios (2016-02-25). "We will make a new KR. Stay tuned. ;)". Twitter.
- ^Gomez, Lucia (November 22, 2018). "Kingdom Rush Vengeance available in Stores!". Ironhide Studios.
- ^"Kingdom Rush: Rift In Time". Bigger Cake. 30 April 2019. Retrieved 30 December 2019.
- ^Fortuin, Antoine (12 April 2019). "Kingdom Rush: Rift in Time on Kickstarter". Dice Tower News. Retrieved 31 December 2019.
- ^"ARCHERS, READY! Kingdom Rush: Rift In Time Blazes To Your Table". Cardboard Vault. April 9, 2019. Retrieved 30 December 2019.
Kingdom Rush Frontiers - Tower Defense Game
Kingdom Rush Frontiers is a whole new level of the furiously fast, enchantingly charming gameplay that made kingdom Rush an award-winning Tower Defense hit.
In this strategy game you’ll defend exotic lands from dragons, man-eating plants, and ghastly denizens of the underworld -all with flashy towers, levels, heroes, and more goodies to help you crush your enemies to a pulp.
• OVER 18 TOWER ABILITIES! Unleash Death Riders, pestilence clouds, or assassins that steal and clash your enemies in this tower defense game!
• 8 SPECIALIZED TOWER UPGRADES! Slice, sizzle, and stomp your foes with Crossbow Forts, Mighty Templars, Necromancers, and even Earthquake Machines - hey, we told you we were shaking things up.
• UPGRADE SYSTEM allows you to min/max your towers towards your preferred strategy.
• Fortify the frontier in epic news lands - hold the line in deserts, jungles, and even the underworld in this strategy game!
• 16 LEGENDARY HEROES. Choose among mighty champions and train their abilities! Each has unique specialties that fit different play styles and strategies!
• Special units and features on every stage! Watch out for the Black Dragon!
• OVER 40 ENEMIES with epic and unique abilities! Stay on your toes as you fight through desert sandworms, tribal shamans, nomad tribes, and underground terrors. Action like you have never seen before in this tower defense!
• EPIC BOSS FIGHTS! Hey, we told you to get those upgrades...
• Hours of army with OVER 80 ACHIEVEMENTS! what can you expect from Ironhide Games, the creators of Kingdom rush? You will be hooked for hours searching for Easter eggs and epic achievements!
• PLAY IT AS A OFFLINE GAME! No internet? No problem! You will be able to jump into real action even offline!
• IN-GAME ENCYCLOPEDIA! learn all about this strategy game, your enemies and you will be able to plan the best strategy to clash them. Study up and play it as an offline game!
• CLASSIC, IRON, AND HEROIC GAME MODES to challenge your tactical skills to clash your enemies!
• 3 DIFFICULTY MODES! Are you up for an epic challenge? Go with Hard mode to play even as an offline game!
PRAISE FOR KINGDOM RUSH: IGN Editor's Choice, Slide To Play Must Have, 148 Apps Editor's Choice, Jay is Games Game of the Year, Pocket Gamer Gold Award, Touch Arcade 4.5/5
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Levels frontiers kingdom rush
Tell Verte said to the robots while the elevator was going up Aleksey I love her like my own sister, and I need her. So that I will wait for her appearance, as well as yours. - Well the owner answered T-888 It will be, in your opinion, as you order. When it's over, we will find you. Verta machine made of liquid metal.Kingdom Rush Frontiers - Bonesburg 3 Stars - Veteran
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