Alien Creeps TD

12: Zulu Station

12: Zulu Station
Alien Creeps TD Guide

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Campaign

12: Zulu Station

Waves: 5

Starting Energy: 1550

Lives: 20

12: Zulu Station

There are two checkpoints and two main spawn points with no blocked tower spots. Later in the mission, you'll have to deal with two smaller spawn points on both sides (look at the thread tracks on the ground). You'll also have to deal with the annoying Icer, a droid that will freeze your towers completely, preventing them from attacking targets. The ice will melt after a while but you can break it faster by tapping on the frozen tower. You'll also encounter Arctic Crusaders here, which are tougher and more powerful than the normal Crusaders you have encountered so far. Most of the mites will take the eastern road while the grunts will take the western road. That said, adjust your tower placements accordingly.

12: Zulu Station

Like the standard tactics for campaign missions, block the checkpoints with your infantry towers, then scatter the different towers in the available slots. Make sure to have a good balance of towers since you'll need both focused DPS and splash damage to deal with most of the enemies here. The critical part of the mission starts in the third wave where more mites and arctic crusaders, with medic backups will appear. You have to be quick in using your Tesla Tower to immediately lessen their numbers and get immediate funds to upgrade your towers. Keep an eye on your frozen towers since being offline could spell trouble. Also, consider bringing in more reinforcements and fully upgrading your infantry towers. The mites can easily pass through them if they're engaging arctic crusaders. Don't hesitate to block the roads with two or three reinforcements for each road if you need it.

Veteran

12: Zulu Station

Waves: 6

Starting Energy: 1550

Lives: 1

12: Zulu Station

For this mission, you can only use infantry towers and MG towers. Build around four infantry towers and change their waypoints so that two squads will be stationed on each road. Now riddle the other slots with MG towers and upgrade them as you can. Make sure to prioritize leveling up the infantry towers at least to LV2 then go all out in upgrading your MG towers.

Spec Ops

12: Zulu Station

Waves: 1

Starting Energy: 1225

Lives: 1

12: Zulu Station

Like in Veteran, you need at least four infantry towers to block each road. Make sure to change their waypoints so your soldiers will be grouped together. Place rockets near the blockades to help take out multiple enemies held up by your soldiers. Next, place a variety of other towers in the remaining slots. The enemy numbers is enormous and even with upgraded infantry towers, expect some of them to get through. Don't hesitate using your airstrikes or tesla tower whenever you see a large group of enemies concentrating on your blockade. Also, several Icers will appear with the horde in the middle part of the wave. They can freeze up to four towers at a time so tap like crazy to free your towers. Not to mention you'll also have to deal with crusaders and pesky medics. There's a lot going on so playing your cards right will ensure your victory in this mode.



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