Map Information | |||||||||||||||
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Number of Crystals | Number of Waves | Defense Units | Starting Mana | ||||||||||||
9 | 150 | 700 | |||||||||||||
Hazards | Mana Per Round | ||||||||||||||
Falling off map, Lava via opening in metal gratting | 400 | ||||||||||||||
Challenges | |||||||||||||||
N/A | |||||||||||||||
Spawn List | |||||||||||||||
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Bosses | |||||||||||||||
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Rewards | |||||||||||||||
PC | |||||||||||||||
Easy | Medium | Hard | Insane | Nightmare | |||||||||||
Squire & Countess Flamewarder + Squire Guardian Apprentice & Adept Draconis Ignis + Apprentice Guardian Huntress & Ranger The Flame Buffet + Huntress Guardian Monk & Initiate Dragon-Crested Glaive + Monk Guardian |
Squire & Countess Flamewarder + Squire Guardian Apprentice & Adept Draconis Ignis + Apprentice Guardian Huntress & Ranger The Flame Buffet + Huntress Guardian Monk & Initiate Dragon-Crested Glaive + Monk Guardian |
Squire & Countess Flamewarder + Squire Guardian Apprentice & Adept Draconis Ignis + Apprentice Guardian Huntress & Ranger The Flame Buffet + Huntress Guardian Monk & Initiate Dragon-Crested Glaive + Monk Guardian |
Squire & Countess Flamewarder + Squire Animus Apprentice & Adept Draconis Ignis + Apprentice Animus Huntress & Ranger The Flame Buffet + Huntress Animus Monk & Initiate Dragon-Crested Glaive + Monk Animus |
Squire & Countess Flamewarder + Squire Animus Apprentice & Adept Draconis Ignis + Apprentice Animus Huntress & Ranger The Flame Buffet + Huntress Animus Monk & Initiate Dragon-Crested Glaive + Monk Animus | |||||||||||
Survival Rewards | |||||||||||||||
N/A | |||||||||||||||
Strategy | |||||||||||||||
This strategy works for all difficulties up to Nightmare. Utilize a combination of ensnare and strength drain auras, magic blockades and fireball towers to defend each choke point around the center stage. Position your auras so that each covers two of the four bottom choke points near the lava pits. Place backwards facing magic missile towers to protect towers from spiders. Place four deadly striker towers facing each direction on the lower stage with two crystals to protect from both spiders and wyverns. Do not devote any defense units to placing towers on the upper ramparts to combat the dragon, as either a combination of his fire breath, fireballs or spiders spawning will take them down easily. To take down the dragon, shoot him down with the war ballista (see hint below) then quickly run the second closest tower rampart facing his landing point. It is ideal to use a ranged damage-dealing hero for this task. The dragon's fireballs are much more slow-moving and avoidable than his close-range fire breath. Alternate jumping from each crenelation of the second tower rampart to easily dodge his fireballs, whilst ensuring any stray fireballs to pass safely above your defenses down below on the center stage. Depending on your damage dealing capacity, this may take up to an hour to take down the dragon, however your defenses should take little to no damage whilst withstanding the endless waves of enemies below. |
Hints
- The crest on the ground between the two crystals will glow orange when the dragon is hanging out near a ballista. If you step onto the orange glow you will be teleported to the ballista so you can easily fire it. This makes it easier to shoot the dragon, since it tends to roam away before you can run to the ballista.
- The dragon will shoot the defense closest to itself with fireballs. It may be helpful to place decoy/sacrificial defenses, that can take a lot of damage, along the front of the castle top. This will prevent your other defenses from being destroyed by the fireballs.
- Neither ogres nor wyverns will spawn after the dragon arrives. Not confirmed on Nightmare. Thus, you may want to reclaim defenses dedicated to the wyverns and ogres, to use DUs for attacking the dragon. Such as: Lightning auras where it perches after being hit by a ballista, or spike blockades to draw fireballs along the front edge of the castle.