12: Dark Forest I
Castle Defense Guide
Enemies: Orc Slaves, Boars, Goblins, Orc Warrior, Goblin Medic, Vultures, Orc Shaman, Skeleton Warrior, Devil Observer, Carriers, White Bears, Devil Bats, Worm Lord, Hammers
Waves: 9
Take note of the trees with glowing red openings. These is where enemy forces can enter and exit as a shortcut. There is a few seconds delay between when the enemies enter and exit so you should consider building a cannon with labs nearby right outside these entrances. The early waves will be chaotic as enemies will come in large batches with different compositions. As early as Wave 4, you’ll already have to deal with Hammers, White Bears and Worm Lords.
Dark Forest I 12-2Enemies: Orc Slaves, Boars, Goblins, Orc Warrior, Goblin Medic, Vultures, Orc Shaman, Skeleton Warrior, Devil Observer, Carriers, White Bears, Devil Bats, Worm Lord, Hammers
Waves: 10
You’ll have to spread out your initial line of defense since the first wave will comprise of goblins, fliers and boars. This will be followed by a batch of water spirits, more boars and carriers.
Dark Forest I 12-3Enemies: Orc Slaves, Boars, Goblins, Orc Warrior, Goblin Medic, Vultures, Orc Shaman, Skeleton Warrior, Devil Observer, Carriers, White Bears, Devil Bats, Worm Lord, Hammers, Orc Generals, Orc High Priest
Waves: 12
You’ll now have a lumber house to invest early on. The setup is the same as the first two maps. Make sure to place labs in good intervals and coverage so you can lay down as many forts and a couple of cannons, especially near the entrance and the first corner. Thankfully, you have enough funds to purchase the lumber house and to place a good number of defensive towers.
At wave 11, three Orc Generals will appear in short intervals so by this time, you should have a line of fully upgraded towers, including some avengers labs along the way. After the three generals, an Orc High Priest will appear next.
We have questions and answers related to this topic which may also help you: Show all