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Guide

The Crystal Plague is attacking: since the impact, the Scar has split the land – a bottomless crystal chasm. Above it, the Atlas holds the wound together; if it falls, the Scar tears open. The heart of the plague drives its power underground and bursts out in geodes, from which bigger, tougher crystal creatures crawl wave after wave. Build towers, sandbags and barbed wire, reroute them and hold the Atlas – alone or as a team.

Basics

The game view: lives, gold, radio and the current wave at the top, orders and the build bar at the bottom.
The game view: lives, gold, radio and the current wave at the top, orders and the build bar at the bottom.

Power & Power Pylons

Extends the power area: towers and Electric Fences only work there. The Atlas itself powers 8 tiles around it.

Pylons extend the power area – while building, the preview shows which tiles get newly powered.
Pylons extend the power area – while building, the preview shows which tiles get newly powered.

Sandbags, wire, oil & power

Rows of sandbags in front of the Atlas, barbed wire and oil in the gap, electric fences and flamethrowers beside it.
Rows of sandbags in front of the Atlas, barbed wire and oil in the gap, electric fences and flamethrowers beside it.

Sandbag 10 gold

Blocks open tiles – use it to reroute enemies. The path must never be fully blocked.

Barbed Wire 30 gold

Slows ground enemies and wounds them. Never wears out. Open ground only – not on sand.

Oil 40 gold

Accelerant: doesn't slow, but makes fire devastating. Open ground only – not on sand.

Electric Fence 90 gold

Electric shock: brief standstill (no damage), the bolt jumps to neighbors. Open ground only – not on sand.

Terrain

Water puddles (blue) and oil fields (black) are fixed parts of the map.
Water puddles (blue) and oil fields (black) are fixed parts of the map.

Puddle

Natural terrain. Enemies walk through normally – but water conducts electricity.

Oil Field

Natural terrain. Enemies walk through normally and get oiled.

Crystal ground, splinters & crystal weapons

Crystal weapons on the violet crystal ground at the edge of the Scar.
Crystal weapons on the violet crystal ground at the edge of the Scar.

Crystal ground lies along the Scar, around the geodes and at crystal spires. You can build anything there (except in the geodes' exclusion zone). Towers on it show a purple glowing rim at their base. Ground enemies on crystal ground are armored: 20 % less damage (not against crystal weapons) – route paths over crystal or over grass? Enemies that fall on crystal ground also drop splinters (10 % of their kill gold); kills by a crystal weapon give another 10 % anywhere. With splinters, a specialized tower on crystal ground becomes a crystal weapon: 1.8× damage, crystal skin and crystal armor have no effect, plus its own effect per tower type. Every further crystal weapon you pay for yourself costs you 10 % more – your teammates' crystal weapons don't raise your price.

Waves, Bosses & Special Waves

A boss wave with flyers advances on the Atlas from every gate.
A boss wave with flyers advances on the Atlas from every gate.

Every 10th wave is a boss wave; exactly halfway between (5, then every 10 waves) comes a special wave with its own rule. The game never ends – waves keep getting bigger and tougher.

Special waveTypeEffect
Air RaidPure waveFlyers only (Mica) – ground elements have no effect.
Sprinter FloodPure waveNeedle only: they sprint every 4 s at 250% speed.
Armored ColumnPure waveArmored crystals only (Garnet and Quartz).
Mirror RampartPure waveCrystal skin only (Mirror and Bulwark): only 20 or 30% area damage.
Shard RainPure waveAgate only: each shatters into 3 × Shard on death.
Shield WedgeFormationTight groups, one per gate: Garnet and Quartz up front, shields (Diamond) behind, healers (Healstone) at the rear.
Medic ConvoyFormationColumns of 4 × Pyrite or Garnet with a healer (Healstone) right behind.
Air CoverFormationGround columns with flying Mica right above them.
Storm AssaultSpecial ruleAll enemies in this wave move at 130% speed.
BreakthroughSpecial ruleThe entire wave comes through a single gate (the front).
Reinforced ShieldsSpecial ruleTwice as many shield bearers (Diamond); their shields block 60% instead of 40% of area damage.
Field HospitalSpecial ruleTwice as many healers (Healstone), and each counts double: 16% instead of 8% of max HP per heal pulse (cap as usual at 24%).
Dense WaveSpecial ruleAll enemies arrive in 50% of the usual time.

Orders & Radio

Two orders as zones in front of the defenses: the blue one slows enemies, in the red one they take more damage.
Two orders as zones in front of the defenses: the blue one slows enemies, in the red one they take more damage.

Charged by kills and combo hits (for the whole team up to 36 per minute, unused cap stores up to 60) and +80 per boss defeated.

Electroshock 80 radio · [Z]

Power surge across the whole field: all enemies freeze for 4 s (bosses shorter). Burning and all other effects keep running.

Target Marking 60 radio · [X]

Marks a zone: enemies in it take 50 % more damage from everything – for 2 s after leaving it.

Smoke/EMP Field 50 radio · [C]

Enemies in the zone move at only 40% speed; shields and healing don't work inside it.

Supply Drop 70 radio · [V]

Towers in the zone fire 100% faster and don't overheat.

Atlas Upgrades

Upgrades are paid for together: anyone can pay any amount into the fund. Once it's full, the level takes effect immediately. Gold paid in stays in the fund.

The Atlas window: every upgrade with its levels, paid for together in partial amounts.
The Atlas window: every upgrade with its levels, paid for together in partial amounts.

Substation 300 gold · 600 gold · 1,200 gold · 2,500 gold · 5,000 gold · 10,000 gold

+3 pylons per level – more area to build on.

Atlas Guns 60 gold · 100 gold · 200 gold · 1,500 gold · 4,000 gold · 10,000 gold · 25,000 gold

From the start one MG in each of the Atlas's two gateways (10 shots/s, ground and air, targets whoever is closest to the Atlas first, overheats under sustained fire). From level 5 they become autocannons: armor piercing (AP), each level 2.2 times the damage. Level 8: crystal laser – a continuous beam without overheating hits every enemy on its line (up to 12) for 2,500 damage per second plus 10% of their full HP (bosses 2%), armor doesn't count. Range per level: 4.5 / 4.95 / 5.45 / 5.45 / 6.2 / 6.95 / 7.7 / 8.45 tiles.

Armored Gate 400 gold · 1,000 gold · 2,500 gold · 6,000 gold · 15,000 gold

+5 max lives per level (filled immediately). From level two the workshop repairs the gate after every wave without lost lives: 0 / 1 / 2 / 3 / 4 lives.

Searchlight 600 gold · 2,000 gold · 7,000 gold · 20,000 gold

Lights up a circle around the Atlas (radius 7 / 9 / 11 / 13 tiles per level; the searchlights on the pylons sweep across both banks). These tiles count as observed for the artillery, and enemies on them take +10 / 20 / 30 / 40% damage from all towers.

Command Center 800 gold · 2,500 gold · 8,000 gold

Orders last longer (125 / 150 / 175%) and recharge faster (85 / 70 / 55% cooldown); radio cap per minute 125 / 150 / 175%, radio maximum +50 / 100 / 150.

Protocol Zero 50,000 gold

A nuke beneath the Atlas. If lives drop to zero, it detonates instead of Game Over: all enemies within 28 tiles die (no gold/radio), bosses lose 50% of their full HP (a remainder stays). Afterwards lives are refilled to 50%; all upgrades and towers remain, and every further bomb costs 3 times as much as the previous one.

Co-op

How playing together works – invites, shared gold, pausing, being away: Co-op Tower Defense with Friends.

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