Sanctum

Sanctum

75 ratings
100% Core Insane Walkthroughs
By Skywings14
This guide is 100% Core Walkthroughs for Insane. All maps are done, enjoy!
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General Info
My Main guide can be found here :
https://sp.zhabite.com/sharedfiles/filedetails/?id=2673844028

Notes:
  • All of the waves in the Insane Map guides have a difficulty rating. I base it on how difficult it is to kill the wave off and how close they generally get to the Core before they are all dead.
  • Some of the guides upgrade the Freeze/Slow Gun. As I continue to work on this, I am finding that you don't really need to upgrade it. So feel free to spend those resources elsewhere.
  • Feb. 1, 2023. all maps done! Woot !
Mine
Weapon and Tower Selection
I will be referring to the Televator nearest the Spawn point as Spawn. The Televator south-west of the Core as Ramp. The Televator north-west of the Core will never be used. The Televator that will be made in the Kill Zone as KZ.
Mine features only these Lumes : Walker, Runner, Charger, Tank, and Big Walker. Each wave will be one or some combo of two of these.

Important : The first couple of waves in this map you will be running backwards through the maze. There are a lot of places where you can/will get stuck on something. Practice before waves if you need to.

Wave 1
Resources: 210
Difficulty: Very Easy

Upgrade Assault to level 3. Build the Maze. Assault-Snipe-Slow.

Checkpoint

Wave 2
Resources: 60
Difficulty: Easy

Sniper to Level 2. Assault-Snipe-Slow.

Wave 3
Resources: 90
Difficulty: Easy

Freeze to Level 2. Add Televator, two Level 1 Gatlings, and two Holos to Kill Zone. Assault/Grenade-Slow.

Wave 4
Resources: 120
Difficulty: Easy

Sniper to Level 3. Level 1 Holo at the front of the Maze. Snipe-Slow until they pass you. Go to Ramp and/or KZ to finish them off.

Checkpoint

Wave 5
Resources: 150
Difficulty: Medium

Create Two more Level 1 Holos in the Kill Zone, so now the Gatlings are surrounded. Upgrade the Gatlings to Level 2. Upgrade one of the Holos to Level 2. Upgrade the Spawn Holo to Level 3. Slow-Snipe-Granade until they pass you, GoTo KZ to deal more damage from behind the Holos until they pass you. Then GoTo Spawn to finish.

Wave 6
Resources: 180
Difficulty: Easy

Upgrade Sniper to Level 4. Slow-Snipe-Assault until all have passed you. GoTo KZ to finish.

Wave 7
Resources: 210
Difficulty: Easy-Medium

Upgrade Spawn Holo to Level 4. Add Level 1 Slowfields to the front of the KZ. Upgrade 1-2 Holos to Level 2 in the KZ. One Big Guy. Get in a lot of Snipes from the Spawn. GoTo Ramp and Slow-Snipe-Assault until he is nearly at the KZ, then GoTo KZ to finish.

Checkpoint

Wave 8
Resources: 240
Difficulty: Medium

Upgrade Assault to Level 4. Upgrade a Gatling to Level 3.
Slow-Snipe-Grenade until they pass Spawn. Then GoTo Ramp and Grenade/Snipe. Then Goto KZ to get behind the Holos. Then GoTo Spawn to finish.

Wave 9
Resources: 270
Difficulty: Easy

Upgrade Spawn Holo to Level 5. Upgrade Slowfields to Level 2 in KZ. Slow-Snipe-Grenade until they pass you. GoTo KZ to finish.

Wave 10
Resources: 300
Difficulty: Easy

No Upgrades. Snipe-Slow Tanks, Grenade Runners until all pass the Spawn. Then GoTo KZ to finish.

Checkpoint

Wave 11
Resources: 330
Difficulty: Medium

Upgrade Sniper to Level 5. Upgrade Gatlings to Level 4.
Slow-Snipe-Grenade until past Spawn. GoTo KZ to thin. Then GoTo Spawn to finish.

Wave 12
Resources: 360
Difficulty: Easy

Upgrade KZ Holos to Level 3. Snipe-Slow-Assault until past Spawn, Then GoTo KZ to finish.

Wave 13
Resources: 390
Difficulty: Very Easy

Upgrade Freeze to Level 3. Slow-Snipe-Assault. GoTo Ramp to finish.

Checkpoint

Wave 14
Resources: 420
Difficulty: Easy

Upgrade Sniper to Level 6. Build/Upgrade more Slowfields in the KZ. Snipe-Slow-Grenade. GoTo KZ to finish.

Wave 15
Resources: 450
Difficulty: Very Easy

Upgrade Spawn Holo to Level 6. Upgrade a KZ Holo to Level 4. Snipe-Slow. GoTo KZ to finish.

Wave 16
Resources: 480
Difficulty: Very Easy

Upgrade Assault to Level 5. Upgrade a KZ Holo to Level 4. Slow-Grenade Runners. Snipe Chargers. until all pass the Spawn. GoTo KZ to finish.

Checkpoint

Wave 17
Resources: 510
Difficulty: Easy

Upgrade Slowfields in the KZ. Slow-Snipe-Grenade. GoTo KZ to finish.

Wave 18
Resources: 540
Difficulty: Very Easy

Upgrade Gatlings behind Holos to Level 5. Upgrade more Slowfields. Slow-Snipe. GoTo KZ to finish.

Wave 19
Resources: 570
Difficulty: Very Easy

No Upgrades. Slow-Snipe. GoTo KZ to finish.

Checkpoint

Wave 20
Resources: 600
Difficulty: Medium-Hard

Upgrade Gatlings behind Holos to Level 6. Upgrade two Holos in front to Level 5. Upgrade Slowfields.
This is honestly the hardest wave in the map. There are not very many enemies, but they have lots of health. A bunch of Walkers and one Big Walker. Focus on the Big Walker as much as possible. It might take the whole Maze to kill him. Snipe-Assault-Slow.

Bridge
Weapon and Tower Selection

Important : You will need to be a very good shot with the Sniper, capable to hitting Gliders and missing as few weakspots as possible.

Wave 1
Resources: 120
Difficulty: Easy

Upgrade Assault and Sniper to Level 2. Build a little of the Maze.
Walkers. Slow-Snipe-Assault.

Checkpoint

Wave 2
Resources: 60
Difficulty: Easy

Build more of the Maze and two Level 1 Holos near the entrance. For most of the Map, you will be standing on top of the blocks at the front, or behind the Holos. Use the Televator if you are "outside" and need to get back behind the Holos quickly or need to follow enemies around the Maze.
Tanks. Stand on the Blocks facing the Spawns. From the vantage, Snipe and Slow till they get to the Maze, then finish them off.


Wave 3
Resources: 90
Difficulty: Medium

Build the third Holo, and two Level 1 Gatlings near the front. Finish the Maze with another Televator in the back.
Walkers. Killing this wave will take almost the entire Maze. Kill as many as you can with the Sniper before they reach the Maze, using Slow where you can. Then Slow-Grenade-Snipe until they are gone.

Wave 4
Resources: 120
Difficulty: Easy

Upgrade the Sniper to Level 3. Upgrade a Holo to Level 2.
There is a spot where you have a brief window to shoot the backs of Hoverers coming up the spiral walkway. This video will show this.
Since Hoverers are usually the Lume that appears first from Spawn points outside of Tanks and Spores, I generally hang out outside the front of the maze to shoot their backs as they are passing me, and then Teleport back in to finish them off.


Checkpoint

Wave 5
Resources: 150
Difficulty: Easy

Upgrade Assault to Level 3. Build 5 Level 1 Gatlings around the front Holos. Build two of them on the front wall so you can slip between them and the Holos.
Chargers. Snipe some from the vantage point, then Snipe-Slow-Assault.

Wave 6
Resources: 180
Difficulty: Easy

Build 6 Level 1 Anti-Air towers. 3 in front, 3 in back.
Spores. As long as you don't miss your Sniper shots, this is a breeze.

Wave 7
Resources: 210
Difficulty: Easy

Upgrade Sniper to Level 4.
Walkers and Big Walkers. Snipe-Slow till the Maze, then Slow-Snipe-Grenade.

Checkpoint

Wave 8
Resources: 240
Difficulty: Medium

Tanks and Runners. Snipe Tanks until the Runners hit the Maze, then Grenade them, then switch back to the Tanks.

Wave 9
Resources: 270
Difficulty: Medium

Upgrade Assault to Level 4 and Freeze to Level 2.
1 Soaker. It comes from the Left if you are facing the Spawn Points. Snipe till it comes in range, then Slow and Assault until it gets closer to the Maze. Then Teleport behind the Holos, and Assault-Snipe-Slow.

Wave 10
Resources: 300
Difficulty: Medium

Upgrade Sniper to Level 5.
Walkers and Hoverers. Goto the spot to Snipe Hoverers. 1 shot per Hoverer. Kill as many as you can until they pass you, then Teleport back to Slow-Grenade-Snipe until the Walkers are gone, then finish the Hoverers.

Checkpoint

Wave 11
Resources: 330
Difficulty: Very Easy

Runners. Slow-Grenade. Try to not let the Assault overheat.

Wave 12
Resources: 360
Difficulty: Medium

Upgrade Sniper to Level 6. Upgrade an Anti-Air in the front.
Gliders. Sniper. You have to be accurate with your shots. May need to reload the check-point a time or two, but it is doable.


Wave 13
Resources: 390
Difficulty: Easy

Place some Slowfields and Gatlings near the front. Upgrade Holos to Level 3/4.
Soakers and Hoverers. Shoot Hoverers from the Spot. Should be able to kill all of them from that side. Teleport back and Snipe-Slow-Assault.

Checkpoint

Wave 14
Resources: 420
Difficulty: Easy

Upgrade Assault to Level 5.
Chargers and Big Walkers. Snipe the Big Walkers until the Chargers reach the maze. Then Slow-Snipe-Assault.

Wave 15
Resources: 450
Difficulty: Easy-Medium

Upgrade All Anti-Air to Level 2.
Spores and Walkers. Snipe the Spores until the Walkers reach the Maze. Slow-Snipe-Grenade. Then switch back to the Spores.

Wave 16
Resources: 480
Difficulty: Very Easy

Upgrade Freeze to Level 3. Upgrade two Gatlings to Level 2.
Tanks and Runners. Same as Wave 8.

Checkpoint

Wave 17
Resources: 510
Difficulty: Medium

Upgrade Assault to Level 6.
Tanks and Soakers. Snipe the Tanks until the Soakers hit the Maze. Then Slow-Assault-Snipe.

Wave 18
Resources: 540
Difficulty: Easy

Upgrade Gatlings to Level 2. Build a few Slowfields.
Walkers and Hoverers. Same as Wave 10.

Wave 19
Resources: 570
Difficulty: Easy-Medium

Upgrade all Anti-Air to Level 3. Upgrade two in front to Level 4.
Spores and Gliders. Focus on Spores until Gliders appear, then Snipe Gliders. Then finish the Spores off.

Checkpoint

Wave 20
Resources: 600
Difficulty: Easy

Upgrade Holos to Level 4.
Tanks and Big Walkers. Snipe-Slow-Assault.

Wave 21
Resources: 630
Difficulty: Easy-Medium

Upgrade/Build Slowfields to Level 1-2. Upgrade/Build Gatlings to Level 2-3.
Chargers and Soakers. Snipe-Slow-Assault.

Wave 22
Resources: 660
Difficulty: Very Easy

Runners and Walkers. Slow-Grenade-Snipe.

Checkpoint

Wave 23
Resources: 690
Difficulty: Medium

Upgrade all Holos to Level 5. Upgrade all Anti-Air to Level 4.
Spores and Hoverers. Snipe Spores until Hoverers reach the Maze and switch to them. Then finish off the Spores.

Wave 24
Resources: 720
Difficulty: Easy-Medium

Upgrade all Gatlings to Level 3. Upgrade all Slowfields to Level 2.
Big Walkers and Chargers. Same as Wave 14.

Wave 25
Resources: 750
Difficulty: Easy

Upgrade two Anti-Air to Level 5. Upgrade two Gatlings to Level 4. Build a Slowfield.
Soaker and Spores. Focus on the Spores till the Soaker reaches the Maze. Kill the Soaker, then finish off the Spores.
Arc
Weapon and Tower Selection
Notes : Holo(s) at the front of the Maze will be where you will stay for the most part. Moving/Jumping back and forth between them. Holo1 in front, Holo2 in back. After the first 2 waves anyway. From Holo 1, Snipe/Slow the Lumes as they come down the Ramp.
You don't need any televators here. Use the platform tele to get where you need to go. You can also use it to fire from, if needed.

Wave 1
Resources: 120
Difficulty: Medium-Hard

Upgrade Assault to level 2. Build most of the Maze.
Walkers. You will need to run backwards in front of the wave. Assault/Grenade-Snipe-Slow.

Checkpoint

Wave 2
Resources: 60
Difficulty: Medium-Hard

Finish the Maze. Build Holo1 and 4 Level 1 Gatlings.
Runners. You will need to run backwards in front of the wave. Grenade-Slow.

Wave 3
Resources: 90
Difficulty: Easy-Medium

Upgrade Sniper to Level 2. Upgrade Holo1 to Level 2 and Build Holo2. Build a Gatling.
Bobble Heads. Gotta be accurate with the Sniper. Snipe-Slow.

Wave 4
Resources: 120
Difficulty: Easy

Fill most of the front of the Maze with Gatlings. Build 2 Accelerators. Build another Holo.
Chargers. Snipe-Slow-Assault till they pass Holo1, then move to Holo2 by slipping between the Gatlings. Continue until all are dead.

Checkpoint

Wave 5
Resources: 150
Difficulty: Easy

Upgrade the Sniper to Level 3. Upgrade Holo1 to Level 3.
Tanks. Snipe-Slow-Assault till all pass, then move to Holo2, then back to Holo1 to finish.

Wave 6
Resources: 180
Difficulty: Easy

Build 4 Level 1 Anti-Air in the spots in the Wave 7 picture. Upgrade one in the middle to Level 2. Build two Scatters near the Core.
Spores. Snipe on the tele platform then move to Snipe from behind the Holo if needed.

Wave 7
Resources: 210
Difficulty: Easy-Medium

Build Level 1 Accelerators in the twist behind Holo2. Upgrade a few Gatlings to Level 2.
Hoverers and Walkers. Snipe Walkers on the Ramp until they reach you. Then Slow-Snipe Hoverers-Grenade Walkers. Jump to Holo2 to continue, then back to Holo1 to finish.

Checkpoint

Wave 8
Resources: 240
Difficulty: Easy

Upgrade Sniper to Level 4.
Tanks and Soakers. Snipe Tanks till Soakers get closer, then Slow-Assault Soakers-Snipe Tanks. Switch to popping Soakers when they get big enough.

Wave 9
Resources: 270
Difficulty: Very Easy

Upgrade Assault to Level 4. Upgrade Freeze to Level 2.
Blockers. Slow-Assault-Snipe.

Wave 10
Resources: 300
Difficulty: Medium

Upgrade the Rest of the Gatlings to Level 2. Level 1 Slowfields around the outside of the Gatlings.
Bobble Heads and Walkers. Snipe the Bobble Heads until the Walkers reach the Maze, then focus on them. Grenade-Snipe-Slow. Then finish off the Bobble Heads.

Checkpoint

Wave 11
Resources: 330
Difficulty: Very Easy

Runners. Slow-Grenade.

Wave 12
Resources: 360
Difficulty: Easy-Medium


Upgrade Sniper to Level 5. Upgrade the other three Anti-Air to Level 2. Build/Upgrade more Scatters in the back near the core.
Dodgers. Snipe to assist.

Wave 13
Resources: 390
Difficulty: Easy

Upgrade All four Accel to Level 2-3.
Hoverers and Chargers. Snipe-Slow-Assault switching between Holo1-2.

Checkpoint

Wave 14
Resources: 420
Difficulty: Easy-Medium

Upgrade Assault to Level 5.
Soakers and Blockers. Assault is your best friend. Keep the Blockers pinned while puffing the Soakers. Then finish them off.

Wave 15
Resources: 450
Difficulty: Easy

Upgrade Holo1 to Level 5, Holo 2 to Level 4.
Big Walkers. Snipe-Slow-Assault.

Wave 16
Resources: 480
Difficulty: Easy

Build Level 1 Slowfields in front of the Gatlings.
Tanks and Runners. Snipe Tanks until the Runners get close, then Slow-Grenade Runners-Snipe Tanks.

Checkpoint

Wave 17
Resources: 510
Difficulty: Medium-Hard

Upgrade Sniper to Level 6.
Soakers and Chargers. At Holo1, Snipe Chargers-Assault Soakers-Slow. At Holo2, Snipe-Assault-Slow. The Soakers have a lot of health in this one, focus on puffing them up as much as possible from behind the Holos.

Wave 18
Resources: 540
Difficulty: Hard

Upgrade all four Anti-Air to Level 3. Upgrade Scatters to Level 2.
Gliders and Spores. Snipe to Assist. Stand on the Tele Platform. Focus on Gliders until gone. Only Snipe Spores once, the Scatters will finish them off.

Wave 19
Resources: 570
Difficulty: Easy

Fill front of Maze with Slowfields where you don't need to stand.
Walkers and Big Walkers. Snipe-Grenade-Slow.

Checkpoint

Wave 20
Resources: 600
Difficulty: Easy

Blockers and Runners. Grenade Runners/Assault-Snipe Blockers/Slow

Wave 21
Resources: 630
Difficulty: Easy

Upgrade Assault to Level 6.
Soakers and Bobble Heads. Snipe as many Bobble Heads before they reach the Maze. Puff-Pop Soakers, then finish Bobble Heads.

Wave 22
Resources: 660
Difficulty: Medium

Upgrade all Anti-Air to Level 4. Upgrade/Build Scatters near the Core.
Hoverers and Spores. Stand behind Holo2. Focus on Spores 80%. Snipe-Slow a few Hoverers. Once Spores are mostly gone, finish Hoverers.

Checkpoint

Wave 23
Resources: 690
Difficulty: Easy

Upgrade all four Accel to Level 4.
Tanks and Chargers. Snipe Tanks on the Ramp, then Snipe-Assault-Slow.

Wave 24
Resources: 720
Difficulty: Easy

Upgrade/Build a few Scatters to Level 2-3 near the Core.
Dodgers and Gliders. Snipe to assist. Focus on Gliders until gone, then finish Dodgers.

Wave 25
Resources: 750
Difficulty: Easy

Upgrade all Gatlings to Level 3. Upgrade Freeze to Level 4.
Walkers and Runners. Slow-Snipe-Grenade.

Checkpoint

Wave 26
Resources: 780
Difficulty: Easy

Upgrade Holo1&2 to Level 6.
Soakers and Big Walkers. Snipe the Big Walkers until the Soakers get in range, then puff Soakers-Snipe Big Walkers-Slow. Snipe Soakers around Holo2.

Wave 27
Resources: 810
Difficulty: Easy

Upgrade two Accel to Level 5.
Hoverers and Bobble Heads. Focus on Bobble Heads until the Hoverers hit the Maze, then start Sniping their backs. Then finish Bobble Heads.

Wave 28
Resources: 840
Difficulty: Very Easy

Upgrade other two Accel to Level 5.
Tanks and Hoverers. Snipe-Slow.

Checkpoint

Wave 29
Resources: 870
Difficulty: Easy

Upgrade Slowfields to Level 2.
Bobble Heads and Blockers. The Bobbles take a sniper shot and a shot or two from the Assault. Pin the Blockers as much as possible.

Wave 30
Resources: 900
Difficulty: Easy

Upgrade Scatters to Level 3 near the Core.
Big Walkers and Dodgers. Focus on Big Walkers until Dodgers appear, then Snipe until mostly gone, then finish off Big Walkers.
Glade
Weapon and Tower Selection
Notes : The Holo in the Left Maze will be where you will stay for the most part. Shooting into the waves/spawn points on the Left, then moving 'behind' it to shoot into the Right Maze and finish off the Left waves. Only on the first two waves, and other waves with Runners, will you need to teleport to the Right to help finish the wave off.
You will have to shoot the Bobbles yourself, just one snipe from behind the Holo.

Wave 1
Resources: 200
Difficulty: Medium

Upgrade Assault to level 2. Build both the Left and Right Maze. Build the Level 1 Holo on the Left, and two Level 1 Gatlings on the Right.
Walkers. Snipe, then Slow-Assault/Grenade-Snipe.

Checkpoint

Wave 2
Resources: 60
Difficulty: Medium

Runners. Slow-Grenade.

Wave 3
Resources: 90
Difficulty: Easy

Upgrade Sniper to Level 3.
Big Walkers. Snipe-Slow-Assault.

Wave 4
Resources: 120
Difficulty: Medium

Upgrade the Assault to Level 3.
Chargers. Snipe-Slow-Assault, then help with Right, then finish Left.

Checkpoint

Wave 5
Resources: 150
Difficulty: Easy

Upgrade the Holo to Level 3. Build two Accelerators on the first two U-turns on the Right. Upgrade the first to Level 2.
Tanks. Slow-Snipe-Assault.

Wave 6
Resources: 180
Difficulty: Easy

Build two Level 2 Anti-Air at the front of the Right. Build a Level 1 Scatter on the Right.
Spores. Kill off the Left side yourself. Right is fine.

Wave 7
Resources: 210
Difficulty: Medium

Upgrade the Sniper to Level 4. Build an Accelerator.
Hoverers and Walkers. Video shows strategy.

Checkpoint

Wave 8
Resources: 240
Difficulty: Easy

Upgrade the 5 Gatlings on the Right to Level 2. Upgrade Accels to Level 2.
Tanks and Soakers. Focus on Tanks on the Left, hitting the Soaker with the extra. Assault-Slow the Soaker until it turns the bend. Then pop the Right Soaker, then pop the Left one.

Wave 9
Resources: 270
Difficulty: Easy

Upgrade Assault to Level 4. Build Level 1 Slowfields on the Right entrance.
Blockers and Runners. Blockers take two Snipes. Finish the 4 on the left, Slow-Grenade the Runners. Then finish Right.

Wave 10
Resources: 300
Difficulty: Easy

Upgrade the Holo to Level 4. Build Level 1 Gatlings, Scatters, and Slowfields in the image locations.
Bobble Heads and Walkers. Take out the Bobbles, Slow-Snipe-Grenade the Walkers, finish off the Bobbles. Then finish Right.

Checkpoint

Wave 11
Resources: 330
Difficulty: Easy

Runners. Slow-Grenade. Teleport to Right to finish.

Wave 12
Resources: 360
Difficulty: Easy-Medium

Upgrade Sniper to Level 5. Upgrade the two Anti-Air on the Right to Level 3. Upgrade three Scatter on the Right to Level 2.
Dodgers. Take care of the Left yourself, Right is fine. Slow and steady.

Wave 13
Resources: 390
Difficulty: Medium

Upgrade the Assault to Level 5.
Walkers and Chargers. Snipe-Slow until closer, then Grenade-Slow till they round the bend. Then help Right until gone and finish Left.

Checkpoint

Wave 14
Resources: 420
Difficulty: Easy

Build Level 1 Gatlings and a Level 2 Accel in the spots in the image. Build Level 1 Slowfields in Left entrance.
Soakers and Blockers. The Right is fine. Snipe all Blockers, two shots each. Then kill the Soaker.

Wave 15
Resources: 450
Difficulty: Easy

Upgrade the Holo to Level 5. Upgrade the Accel next to the Scatters to Level 3.
Big Walkers. Snipe-Slow-Assault Left, then help Right.

Wave 16
Resources: 480
Difficulty: Easy

Upgrade the Sniper to Level 6. Upgrade four Gatlings on the Right to Level 2.
Tanks and Runners. Snipe the Tanks until the Runners are in range, then Slow-Grenade. Then finish Tanks. Then help Right.

Checkpoint

Wave 17
Resources: 510
Difficulty: Easy

Upgrade the other three Accel on the Right to Level 3. Build four Level 1 Scatter in the back half of the Left.
Soakers and Chargers. Snipe-Slow-Assault. Right is fine.

Wave 18
Resources: 540
Difficulty: Easy-Medium

Upgrade Right Anti-Air to Level 4. Build two Level 2 Anti-Air in Left front.
Dodgers and Spores. Snipe. Slow and Steady. Right is fine.

Wave 19
Resources: 570
Difficulty: Easy-Medium

Upgrade the Holo to Level 6. Upgrade the rest of the Gatlings on the Right to Level 2. Build more Slowfields around Gatlings, Accel and in front of the Holo.
Walkers and Big Walkers. Snipe the Big Walkers, then Slow-Grenade-Snipe. Help Right, then finish Left.

Checkpoint

Wave 20
Resources: 600
Difficulty: Easy

Fill the rest of the Right side maze with Level 1 Slowfields.
Blockers and Runners. Snipe-Slow-Grenade/Assault.

Wave 21
Resources: 630
Difficulty: Easy

Build three Level 2 Scatters in the front-middle of the Left side. Upgrade Freeze to Level 3.
Soakers and Bobble Heads. Kill Left Bobbles, and spray the Soaker. Then kill Right Bobbles and finish Soakers.

Wave 22
Resources: 660
Difficulty: Easy-Medium

Upgrade one Right Anti-Air to Level 5. Upgrade the four Scatters on the Right to Level 3. Upgrade Scatters on the Left to Level 2.
Hoverers and Spores. Focus on Spores until Hoverers get in range, then Slow-Snipe. Refocus on Spores until Hoverers come around. Right is fine.

Checkpoint

Wave 23
Resources: 690
Difficulty: Easy

Upgrade first six Gatlings on Right to Level 3.
Tanks and Chargers. Snipe-Slow-Assault. Help Right.

Wave 24
Resources: 720
Difficulty: Easy-Medium

Upgrade other front Anti-Air on Right to Level 5. Build two Level 2 Anti-Air on Right. Upgrade two Anti-Air on Left to Level 3.
Dodgers and Spores. Snipe. Right is fine.

Wave 25
Resources: 750
Difficulty: Easy-Medium

Upgrade all Right Gatlings to Level 3 and six to Level 4.
Walkers and Runners. Slow-Grenade-Snipe. Help Right.

Checkpoint

Wave 26
Resources: 780
Difficulty: Easy

Upgrade all Right Accel to Level 4. Upgrade Left Scatters to Level 3.
Soakers and Big Walkers. Snipe-Slow-Assault. Right is fine.

Wave 27
Resources: 810
Difficulty: Easy

Upgrade two Right Accel to Level 5. Build a Level 3 Accel on the lower Left U-curve.
Hoverers and Bobble Heads. Slow-Snipe Left until they round the bend. Then Snipe Right Bobbles.

Wave 28
Resources: 840
Difficulty: Easy

Upgrade the Left Accel to Level 5, and a Right Accel to Level 5.
Tanks and Hoverers. Slow-Snipe-Assault.

Checkpoint

Wave 29
Resources: 870
Difficulty: Easy

Upgrade Slowfields on Right and Left.
Bobble Heads and Blockers. Slow-Snipe. Help with Right Bobbles.

Wave 30
Resources: 900
Difficulty: Easy

Upgrade all Right Scatters to Level 4, and some Left to Level 3.
Big Walkers and Dodgers. Focus more on Big Walkers. Right is fine.
Complex
Weapon and Tower Selection
Guns: Assault, Sniper, Freeze
Towers: Holo, Accelerators, Scatter Lasers, and whatever else as filler.

Notes:
1. For most of the Waves, you will be firing through the Holo at an angle. If you stand directly "behind" it facing the spawn point, there are some mobs that will hit you as they pass behind you. It is better to stand to the left of the Holo facing the spawn point. It will also allow you to change targets more easily.
2. This map values quantity over quality. Your Accelerators are going to be level 2-3, and Scatters level 1-2.
3. Don't bother upgrading Freeze.
4. Unless you are up against Runners, don't bother using Assault grenades.

Fun fact : The song that plays during the Waves is called Meat Grinder. Very apt.

Wave 1
Resources: 120
Difficulty: Easy



Upgrade Assault to Level 2. Build a Block with the Holo. Build the center Accel, and a Scatter.
Big Walkers and Walkers. Snipe-Slow-Assault.


Checkpoint

Wave 2
Resources: 60
Difficulty: Easy-Medium


Upgrade Sniper to Level 2. Build another Scatter.
Runners and Chargers. Slow-Grenade the Runners as best you can, make sure none escape. Slow-Assault-Snipe the Chargers.

Wave 3
Resources: 90
Difficulty: Easy


Upgrade the Holo to Level 3. Build another Accel in the inner block.
Hoverers and Tanks. Snipe-Slow.

Wave 4
Resources: 120
Difficulty: Medium


Upgrade the Sniper to Level 3.
This wave requires keeping the Blockers pinned as much as possible with the Assault/Sniper, and hitting the Bobbles with the Sniper. The Blockers are the weak point here, they will get through the maze quickly if they are not pinned. You can one shot the Bobbles through the Holo.

Checkpoint

Wave 5
Resources: 150
Difficulty: Medium-Hard


Upgrade the Assault to Level 3. Upgrade the Accels to Level 2.
Soakers and Walkers. The Soakers here and in a later wave require the most attention. Try your best to pour on the damage with the Assault, alternating back to the Walkers to reduce their health. Slow-Assault-Snipe. Might have to jump down to the final turn to finish off the Soakers.

Wave 6
Resources: 180
Difficulty: Easy-Medium


Build a set of five(5) towers in the top corner, alternating between Accel and Scatter. Upgrade one of the Scatters to Level 2.
Big Walkers and Chargers. Slow-Snipe-Assault.

Wave 7
Resources: 210
Difficulty: Easy


Upgrade the Sniper to Level 4. Upgrade a Scatter to Level 2.
Tanks and Runners. Slow-Grenade the Runners, Slow-Snipe the Tanks.

Checkpoint

Wave 8
Resources: 240
Difficulty: Easy-Medium


Upgrade all the towers in the upper corner to Level 2.
Hoverers and Blockers. Slow-Snipe-Assault.

Wave 9
Resources: 270
Difficulty: Medium-Hard


Upgrade the Assault to Level 4.
Bobbles and Soakers. Slow-Assault the Soakers as much as possible, then pop with Sniper. The Bobbles take one Sniper shot and a little bit of Assault fire.

Wave 10
Resources: 300
Difficulty: Medium


Upgrade the Assault to Level 5.
Walkers and Runners. Slow-Assault/Grenade-Snipe. It is possible Runners will get through, might have a few left over on the final loop.

Checkpoint

Wave 11
Resources: 330
Difficulty: Medium


Upgrade the Holo to Level 4. Upgrade three Accels to Level 3.
Big Walkers and Chargers. Snipe-Slow-Assault. Careful to not let any Chargers escape.

Wave 12
Resources: 360
Difficulty: Medium


View the image. Build fifteen(15) towers, alternating Scatter and Accel. Upgrade one to Level 2.
Hoverers and Bobbles. Snipe the Bobbles, and Slow-Snipe-Assault the Hoverers.


Wave 13
Resources: 390
Difficulty: Easy-Medium


Upgrade the Sniper to Level 5.
Tanks and Blockers. Slow-Snipe-Assault.

Checkpoint

Wave 14
Resources: 420
Difficulty: Medium


Upgrade the Holo to Level 5. Upgrade Towers to Level 2.
Soakers and Walkers. Like wave 5. Slow-Assault-Snipe. Watch for any Walkers or Soakers on the final stretch.


Wave 15
Resources: 450
Difficulty: Medium-Hard


Upgrade the Central Accel to Level 4. Upgrade/Build Towers to Level 1-2.
1 Big Walker and Walkers. Focus a lot on the Big Guy, Snipe his weakspot as much as possible and Slow him down. Alternating Assault-Snipe the Walkers to reduce their health. Assault-Snipe-Slow.

Facility
Weapon and Tower Selection
NOTES: As usual, most of your time will be spent behind the Holos. You might have to teleport around a little bit to thin out waves, but hopefully not much.

Wave 1
Resources: 120
Difficulty: Easy

Build some of the Maze, two Scatters and a Holo.
Walkers. Mow 'em down. You got this.

Checkpoint

Wave 2
Resources : 60
Difficulty: Very Easy

Build some more of the Maze, the other Holo, and an Accelerator.
Chargers. Use the Sniper on their weakspot to one-shot them.

Wave 3
Resources : 90
Difficulty: Medium

Build a bit more Maze and an Anti-Air. Upgrade the Sniper to Level 2.
Spores and Tanks. This wave could be a bit easier if you reworked the first 2 waves to get your Sniper to Level 3 or built another Anti-Air. Starting the wave, one-shot as many Spores as possible, while taking care of the first few Tanks of the wave. Then focus entirely on Spores, some may have gone over the wall, teleport back to the Core to finish them. Then finish off the Tanks that will have made it to the Holos.

Wave 4
Resources : 120
Difficulty: Easy

Build a few more Blocks and 3 Scatters in the Middle Section. Upgrade Assault to Level 2.
Runners and Walkers. Try not to let any Runners escape.

Checkpoint

Wave 5
Resources : 150
Difficulty: Easy-Medium

Build 2 Scatters near the Core. Upgrade Sniper to Level 3.
Runners and Hoverers. Just watch out for the runners, you got this. Probably will have to chase after a few of the first ones.

Wave 6
Resources : 180
Difficulty: Very Easy

Build 2-3 Anti-Air and 1-2 Violators. Upgrade a Holo to Level 2.
Spores and Gliders. Snipe 'em dead.

Wave 7
Resources : 210
Difficulty: Easy

Build 5-6 Accels on good 'turn' corners, and a Scatter. Upgrade Assault to Level 3.
Walkers and Tanks. Slow-Snipe-Assault.

Checkpoint

Wave 8
Resources : 240
Difficulty: Very Easy

Upgrade Sniper to Level 4. Upgrade a Holo to Level 3.
Blockers and Chargers. Snipe/Assault the Blockers to pin them, and kill 'em dead. Then finish off the Chargers.

Wave 9
Resources : 270
Difficulty: Easy

Build Slowfields around your Holos and other places.
Big Walkers and Hoverers. Slow-Snipe-Assault.

Wave 10
Resources : 300
Difficulty: Easy

Upgrade one Holo to Level 4 and the other to Level 2. Upgrade Assault to Level 4.
Walkers and a Soaker. Slow-Snipe-Assault. Take out the first section, might use Grenade on the Walkers. Then focus on puffing up and popping the Soaker as it comes to your Holo, then finish off the rest of the wave.

Checkpoint

Wave 11
Resources : 330
Difficulty: Easy-Medium

Build 2 Anti-Air on the Lower platform. Build 4 Scatter on the Lower platform. Upgrade 3 Anti-Air to Level 2. Build 3 Scatter on the Back Platform.
Dodgers x 2. Snipe 'em dead. Some will make it to the Back Platform, but you and your towers should have them.

Wave 12
Resources : 360
Difficulty: Easy

Upgrade 6 Scatter on the Middle and Upper Platforms to Level 2. Upgrade the two Violators to Level 2.
Gliders and Spores. Snipe-Snipe-Snipe.

Wave 13
Resources : 390
Difficulty: Easy

Upgrade Assault to Level 5.
Runners and Walkers. Slow-Snipe-Assault/Grenade.

Checkpoint

Wave 14
Resources : 420
Difficulty: Easy

Upgrade Sniper to Level 5.
Tanks and Bobble Heads. Snipe-Slow. Focus on the Bobbles, then finish the Tanks.

Wave 15
Resources : 450
Difficulty: Very Easy

Upgrade 7 Accels to Level 2. Upgrade Holo to Level 5. Build two Slowfields near Holos.
Chargers and Blockers. Focus on the Blockers first, then finish the Chargers.

Wave 16
Resources : 480
Difficulty: Easy

Build 4 Anti-Air and Upgrade two to Level 2. Then use the rest to Build and Upgrade Scatter to Level 2.
Walkers and Spores. Focus on first set of Walkers until dead, then switch to Spores, then finish off the rest of the Walkers.

Checkpoint

Wave 17
Resources : 510
Difficulty: Easy

Build and Upgrade SlowFields to Level 2 on the Upper Platform.
Soakers and Runners. Slow-Assault-Snipe Soakers. Slow-Grenade Runners.

Wave 18
Resources : 540
Difficulty: Very Easy

Build/Upgrade Scatters to Level 2-3 on Upper Platform. Upgrade 1 Anti-Air to Level 2.
Dodgers and Blockers. Snipe 'em dead.

Wave 19
Resources : 570
Difficulty: Easy

Upgrade Holo to Level 6.
Walkers and Chargers. Slow-Snipe-Assault.

Checkpoint

Wave 20
Resources : 600
Difficulty: Easy

Upgrade Sniper to Level 6.
A Big Walker and Tanks. Slow-Snipe-Assault. Big guy should fall on the Upper platform, pump 'em with lead.

Wave 21
Resources : 630
Difficulty: Very Easy

Build/Upgrade Slowfields to Level 2 on the Middle Platform.
Big Walkers and Runners. Slow-Snipe-Grenade.

Wave 22
Resources : 660
Difficulty: Easy-Medium

Upgrade 7 Accels to Level 3. Upgrade 2 Scatters to Level 2.
Hoverers and Chargers. Slow-Snipe-Assault, Focus on Hoverers.

Checkpoint

Wave 23
Resources : 690
Difficulty: Easy-Medium

Build/Upgrade Slowfields on Upper Platform to Level 1-2.
Hoverers and Soakers. Slow-Snipe-Assault.

Wave 24
Resources : 720
Difficulty: Very Easy

Upgrade the other Holo to Level 5.
Blockers and Bobbles. Snipe-Slow.

Wave 25
Resources : 750
Difficulty: Very Easy

Upgrade Holo to Level 6.
Tanks and Bobbles. Snipe-Slow.

Checkpoint

Wave 26
Resources : 780
Difficulty: Medium

Upgrade 10 Anti-Air to Level 3. Upgrade 2 Violator to Level 3. Upgrade 3 Scatter to Level 3, and 1 to Level 2.
Spores and Dodgers. Snipe-Snipe. Some will make it to the back.

Wave 27
Resources : 810
Difficulty: Easy-Medium

Upgrade Assault to Level 6.
Blockers and Walkers. Slow-Snipe-Assault.

Wave 28
Resources : 840
Difficulty: Easy-Medium

Upgrade Scatters on the upper platform to Level 3. Upgrade Slowfields to Level 2.
Soakers and Runners. Slow-Snipe-Assault/Grenade

Checkpoint

Wave 29
Resources : 870
Difficulty: Easy-Medium

Upgrade Slowfields to Level 3 around the Holos.
Walkers x 2. Slow-Snipe-Grenade.

Wave 30
Resources : 900
Difficulty: Medium-Hard

Upgrade 4 Anti-Air to Level 4. Build Scatters on the Back Platform.
A Big Walker, Spores, Dodgers. The final showdown. Focus entirely on Air enemies, snipe as many as you can. Some will make it to the back platform, one-two got close for me. Once they are all dead, the big guy should be around your Holos. Slow-snipe him as much as possible, so your Accels can target him. Sweet Victory.
Aftermath
Weapon and Tower Selection

NOTES: A few levels of this map require you to start at the spawn points.
After all enemies pass the Holos, you can teleport back to the second section of the maze to stay in front of the wave, to run backwards and finish them off. Most Enemies shouldn't make it past the second section of the Maze. Waves 15 and 22 are the Hardest.
Air Lumes come from the south.

Wave 1
Resources: 120
Difficulty: Medium

Build some of the Maze, and two Scatters. Upgrade Assault to Level 2.
Walkers and Runners. Slow-Snipe-Grenade/Assault. Gotta go backwards.

Checkpoint

Wave 2
Resources : 60
Difficulty: Easy-Medium

Build 2 Scatters and an Accel.
Chargers and Walkers. Slow-Snipe-Assault. Gotta go backwards.

Wave 3
Resources : 90
Difficulty: Medium

Upgrade Sniper to Level 2. Build more of Maze.
Blockers and Runners. Runners come first, Slow-Grenade them up while keeping the Blockers Pinned, then finish off the Blockers. Gotta go backwards.

Wave 4
Resources : 120
Difficulty: Easy

Build 3 Anti-Air, 2 Holos, Blocks, and Teleporters.
Tanks and Spores. Focus on Tanks. Slow-Snipe-Assault. Start from the Spawn point. Then finish Spores.

Checkpoint

Wave 5
Resources : 150
Difficulty: Easy

Upgrade Assault to Level 3. Build 2 Accels. Build a few more blocks.
A Big Walker and a Soaker. Slow-Snipe-Assault.

Wave 6
Resources : 180
Difficulty: Medium

Upgrade Sniper to Level 3. Build 3 Slowfields in front of the Holos. Upgrade a Holo to Level 2.
Walkers and Tanks. Stand on your blocks and aim at the south spawn, Slow-Snipe the Tanks, then switch to Slow-Assault/Grenade-Snipe when they reach the Holos. You'll then have to follow and finish off the rest.

Wave 7
Resources : 210
Difficulty: Easy-Medium

Build 2 Accels, and 3 Scatters.
Hoverers and Blockers. Keep those Blockers pinned, then finish off the Hoverers.

Checkpoint

Wave 8
Resources : 240
Difficulty: Very Easy

Build 1 Anti-Air and Upgrade all 4 to Level 2. Build Scatters with the rest.
Dodgers and Gliders. Snipe.

Wave 9
Resources : 270
Difficulty: Medium

Upgrade Assault to Level 4. Build a few more slowfields.
Walkers x 2. Slow-Grenade-Snipe till they all pass the Holos. A few will make it to the back.

Wave 10
Resources : 300
Difficulty: Easy

Upgrade Sniper to Level 4. Upgrade 2 Accels to Level 2 and Build 1.
Blockers and Tanks. Slow-Snipe-Assault.

Checkpoint

Wave 11
Resources : 330
Difficulty: Easy

Upgrade Holo to Level 4. Upgrade an Accel to Level 2. Fill the front section with SlowFields.
Hoverers and Bobbles. Focus on the Bobbles first, then finish off the Hoverers.

Wave 12
Resources : 360
Difficulty: Very Easy

Upgrade Holo to Level 5. Upgrade 2 Anti-Air to Level 3.
Gliders and Bobbles. Focus on the Bobbles, your towers have the Gliders.

Wave 13
Resources : 390
Difficulty: Easy

Build more Scatters and an Accel to fill the front two sections with Towers. Then use the rest to build SlowFields.
Soakers and Runners. Slow-Snipe-Assault/Grenade.

Checkpoint

Wave 14
Resources : 420
Difficulty: Easy

Upgrade 4 Accels to Level 2. Fill the rest of the second section with Slowfields.
Big Walkers and Chargers. Slow-Snipe-Assault.

Wave 15
Resources : 450
Difficulty: Hard

Upgrade Scatters in the front two sections to Level 2.
Hoverers and Walkers. Slow-Snipe-Grenade until they all pass the Holos. Some of them will make it to the back section. Just pick them off/run backwards and they won't make it to the Core. You got this. I replayed this one a few times, but I always ended up picking off stragglers in the Back.

Wave 16
Resources : 480
Difficulty: Easy-Medium

Upgrade 2 Anti-Air to Level 3. Upgrade the rest of the Scatters in the front two sections to Level 2.
Spores and Dodgers. Snipe 'em dead.

Checkpoint

Wave 17
Resources : 510
Difficulty: Easy

Upgrade an Accel to Level 3. Upgrade the Sniper to Level 5.
Big Walkers and Bobbles. Slow-Snipe.

Wave 18
Resources : 540
Difficulty: Easy-Medium

Upgrade Assault to Level 5. Upgrade 2 Accels to Level 3.
Walkers and Blockers. Slow-Snipe-Assault/Grenade. A walker or two might make to the back section.

Wave 19
Resources : 570
Difficulty: Very Easy

Upgrade a Holo to Level 6 and one to Level 2. Upgrade SlowFields around the Holos to Level 2.
Chargers and Tanks. Slow-Snipe.

Checkpoint

Wave 20
Resources : 600
Difficulty: Easy

Upgrade 3 Anti-Air to Level 4.
Spores x 2. Snipe-Snipe.

Wave 21
Resources : 630
Difficulty: Very Easy

Nothing.
Runners x 2. Slow-Grenade. Gibs, Gibs Everywhere!

Wave 22
Resources : 660
Difficulty: Hard

Upgrade Sniper to Level 6. Upgrade 4 Accels to Level 3. Upgrade a few Slowfields around the Holos.
Hoverers and Walkers. Ugh, this one again. Start at the North Spawn and Slow-Snipe 2-3 Hoverers before they reach the maze. Then Teleport to the Holos to Slow-Snipe-Grenade. Goal is to reduce health. Then as before, Teleport to the second section to Slow-Grenade. Then to the back section to finish them off with Slow-Grenade-Snipe.

Checkpoint

Wave 23
Resources : 690
Difficulty: Easy-Medium

Upgrade Scatters in the Second section to Level 3.
Soakers and Blockers. Slow-Snipe-Assault.

Wave 24
Resources : 720
Difficulty: Easy

Upgrade an Anti-Air to Level 5, and one to Level 4. 2 Scatter to Level 3.
Spores and Dodgers. Try to Focus on the Dodgers.

Wave 25
Resources : 750
Difficulty: Easy

Upgrade 4 Accel to Level 4.
A Big Walker and Blockers. Focus on the Blockers, then finish the big guy.

Checkpoint

Wave 26
Resources : 780
Difficulty: Easy

Upgrade Accels to Level 4-5.
Tanks and Hoverers. Snipe-Slow.

Wave 27
Resources : 810
Difficulty: Easy

Upgrade 2 Accel to Level 5.
A Big Walker and Blockers. Same as wave 25.

Wave 28
Resources : 840
Difficulty: Easy

Upgrade 2 Anti-Air to Level 5.
Spores and Dodgers. Snipe-Snipe.

Checkpoint

Wave 29
Resources : 870
Difficulty: Very Easy

Sell Off Anti-Air Towers. Upgrade Assault to Level 6. Upgrade Slowfields to Level 2-3.
Chargers and Runners. Slow-Snipe-Grenade.

Wave 30
Resources : 900
Difficulty: Easy

Upgrade Scatters to Level 3.
A Big Walker and Walkers. Slow-Snipe-Grenade. Knock 'em dead. You got this!
Aftershock
Weapon and Tower Selection

NOTES: The first few waves you will need to run backwards through the Maze. You'll fall through the floor sometimes, just teleport back up and keep going.
A lot of waves, you'll be behind the Double Holos to get closer to lob Grenades and aim at the Spawn.
Then you will spend the rest of the time behind the Main Holo near the Bottom of the Map.
Most waves shouldn't make it past the bottom of the ' U ' near the Main Holo. Easy to Medium up until that point.

Wave 1
Resources: 120
Difficulty: Easy

Build the Maze, Teleporters, an Accel and a Scatter.
Runners and Chargers. Start at the Spawn Point, Slow-Grenade as many of the Runners as you can, then Snipe-Assault the Chargers. Make sure none of the Runners get away.

Checkpoint

Wave 2
Resources : 60
Difficulty: Easy-Medium

Build 3 Scatters.
Blockers and Runners. Start at the Spawn. Gotta run backwards.

Wave 3
Resources : 90
Difficulty: Easy-Medium

Build 2 Accels. Upgrade Sniper to Level 2.
Walkers and Hoverers. Slow-Snipe-Grenade. Start at the spawn to get 'em in the back, then will need to run backwards.

Wave 4
Resources : 120
Difficulty: Very Easy

Upgrade the Sniper to Level 3. Build 2 Holos.
Big Walkers and Bobbles. Hang out behind those new Holos. Slow-Snipe. 1 shot Bobbles, 3 shot Big Guys.

Checkpoint

Wave 5
Resources : 150
Difficulty: Easy-Medium

Upgrade Assault to Level 3.
Tanks and Walkers. Hang out behind the double Holos. Slow-Snipe-Assault, then teleport back to the main Holo to finish off the wave.

Wave 6
Resources : 180
Difficulty: Medium

Build 4 Anti-Air and Upgrade 1 to Level 2. Build 1 Scatter.
Spores and Dodgers. Snipe 'em dead.

Wave 7
Resources : 210
Difficulty: Easy

Upgrade 3 Accels to Level 2. Upgrade Main Holo to Level 2. Build 4 Slowfields at front of Maze.
Tanks and a Big Walker. Slow-Snipe.

Checkpoint

Wave 8
Resources : 240
Difficulty: Medium

Build 2 Scatters and Upgrade 5 to Level 2.
Soakers and Blockers. Hang out behind the double Holos, Slow-Assault-Snipe. Then run backwards to puff and pop the Soakers.

Wave 9
Resources : 270
Difficulty: Easy-Medium

Upgrade Main Holo to Level 3. Build Slowfields in front Section.
Walkers and Bobbles. Slow-Snipe-Assault.

Wave 10
Resources : 300
Difficulty: Very Easy

Upgrade 3 Scatters to Level 3 in the front. Upgrade 1 Anti-Air to Level 2. Build 1 Scatter.
Gliders and Hoverers. Focus only the Hoverers. Hangout at the Spawn. Slow-Snipe.

Checkpoint

Wave 11
Resources : 330
Difficulty: Easy

Upgrade Main Holo to Level 4. Upgrade 2 Accels in front to Level 3.
Tanks and Chargers. Slow-Snipe from Main.

Wave 12
Resources : 360
Difficulty: Very Easy

Upgrade Anti-Air to Level 2-3. Upgrade an Accel to Level 3.
Spores and Hoverers. Same as wave 10.

Wave 13
Resources : 390
Difficulty: Medium

Upgrade Assault and Sniper to Level 4. Build and Upgrade a Scatter.
Walkers and Blockers. Slow-Snipe-Assault from Main.

Checkpoint

Wave 14
Resources : 420
Difficulty: Easy

Upgrade 2 Accels to Level 4. Upgrade 2 Scatters to Level 2. Upgrade 1 of the Double Holos.
A Big Walker and Runners. Hang out behind the Doubles. Slow-Snipe the Big guy until he runs by, then Slow-Grenade the Runners until dead.

Wave 15
Resources : 450
Difficulty: Easy

Upgrade the Sniper to Level 5.
Tanks and Blockers. Snipe-Slow-Assault. Hang out behind Main.

Wave 16
Resources : 480
Difficulty: Very Easy

Upgrade Assault to Level 5. Upgrade 2 Scatters to level 2 and 3.
Gliders and Runners. Hang out behind the Doubles, Slow-Grenade.

Checkpoint

Wave 17
Resources : 510
Difficulty: Hard

Upgrade the Main Holo to Level 5. Upgrade the Accel next to Main to Level 4. Build Slowfields in the ' U '.
Soakers and Walkers. Hang out behind the Doubles. Slow-Snipe-Assault until they reach you, then Teleport behind the Main to finish off most of the wave. Then Teleport to the Top to finish off any stragglers.

Wave 18
Resources : 540
Difficulty: Medium

Upgrade Slowfields in the Front section to Level 2.
Tanks and Walkers. Slow-Snipe-Assault. Doubles till they reach ya, then back to Main to finish.

Wave 19
Resources : 570
Difficulty: Easy

Upgrade Anti-Air to Level 3-4. Upgrade 2 Scatters to Level 3.
Spores x 2. Hang out behind Main and Snipe.

Checkpoint

Wave 20
Resources : 600
Difficulty: Very Easy

Upgrade an Accel in the front to Level 5. Upgrade a Double Holo to Level 3. Upgrade 3 Slowfields in the front.
Hoverers and Bobbles. Start at the Doubles and Focus on Sniping the Bobbles. Slow the Hoverers.

Wave 21
Resources : 630
Difficulty: Very Easy

Upgrade 2 Scatters to Level 3, and 3 in the Front to Level 4.
A Big Walker and Chargers. Slow-Snipe at the Doubles.

Wave 22
Resources : 660
Difficulty: Easy

Upgrade Double Holos to Level 4. Upgrade Slowfields in the Front.
A Soaker and Blockers. Start at the Doubles, then teleport back to Main. Slow-Snipe-Assault.

Checkpoint

Wave 23
Resources : 690
Difficulty: Medium

Upgrade Scatters to Level 4.
Hoverers and Walkers. Start behind the Doubles and Slow the Hoverers. Then Slow-Snipe the Walkers to thin them out. When they reach you, move back to Main, and Slow-Snipe till they reach the ' U '. Then slow-Grenade the last of the Walkers, then finish the Hoverers.

Wave 24
Resources : 720
Difficulty: Easy-Medium

Upgrade Scatters to Level 4. Upgrade the Main Holo to Level 6.
Chargers and Runners. Start at the Doubles, then teleport back to Main after they pass you. Slow-Snipe the Chargers and Slow-Grenade the Runners.

Wave 25
Resources : 750
Difficulty: Easy

Sell all of the Slowfields and Accelerators, sell the Double Holos.
Upgrade all 4 Anti-Air to Level 5. Build and Upgrade another Anti-Air to Level 5. Build/Upgrade Scatter with the Rest.
Spores and Dodgers. Snipe 'em dead. Sweet Victory!
Cavern
Weapon and Tower Selection

NOTES: Soakers and Hoverers are going to be your worst enemies here, Soakers especially.
You will be doing most of the work yourself on this map, a lot of waves can be killed at the spawn point or soon after.
I will be referring to the Spawn point platform as the Spawn or platform 1, where you will be behind the Holos.
Very Easy is when they all die on the Spawn, Easy on second or third platform. Medium is when they make it to the Original Televator/fourth platform or the fifth platform. Hard is when they make to the Core/sixth platform.
After you are done shooting through the Holos you will teleport up to the platform 3 to shoot down at platform 2. If they pass you there, retreat back to the Original Televator/fourth platform, and then back to the fifth. Most Waves will die on the first Three platforms. Usually only Soakers and Hoverers will make it to the Core platform.
Wave 13 was the Hardest for me. Might be able to re-work some of the earlier waves to upgrade the 2nd platform towers a bit more, might make it easier, I am not sure. Though Assault and Sniper should be Level 6 by Wave 18, and the Accels being higher Level is a must as well.

Wave 1
Resources: 160
Difficulty: Easy

Upgrade Sniper and Assault to Level 2. Build a Level 1 and Level 2 Holo at the Spawn. Build 2 Televators.
Tanks and Walkers. Tanks come first, take 4 shots each, Slow-Snipe. Then come the Walkers, you can kill most of them with the Assault from behind the Holo till they all pass you, then teleport up to the Third Platform and finish off the rest.

Checkpoint

Wave 2
Resources : 100
Difficulty: Easy

Build a few more blocks and a Televator on the fourth platform. Build a Level 2 Gatling on the Third platform. Build 2 Level 1 Accels on the Second platform.
Soakers and Runners. Slow-Assault each Soaker as evenly as possible. Then Grenade as many Runners as you can. Then head up to the Third platform to finish off the rest.

Wave 3
Resources : 150
Difficulty: Very Easy-Easy

Upgrade a Holo to Level 3. Upgrade Sniper to Level 3.
Chargers x 2. Slow-Snipe-Assault. Most can be killed by the Holos, finish the rest by the Accels.


Wave 4
Resources : 200
Difficulty: Easy

Upgrade the Assault to Level 3. Add SlowFields near the Holos.
Bobbles and Walkers. Bobbles only take one shot, you can finish them before the Walkers show up, then Slow-Snipe-Assault the Walkers.

Checkpoint

Wave 5
Resources : 250
Difficulty: Very Easy-Easy

Upgrade Sniper to Level 4. Build more Slowfields on the Spawn platform.
Tanks and Hoverers. Slow-Snipe. Tanks 4 shots. Hoverers 2 shots.


Wave 6
Resources : 300
Difficulty: Very Easy-Easy

Build/Upgrade Gatlings to Level 2 on Platform 2. Build Slowfields on platform 2 around the Accels.
Chargers and Blockers. Slow-Snipe-Assault.

Wave 7
Resources : 350
Difficulty: Easy-Medium

Upgrade the 2 Accels on the Second Platform to Level 2. Build more Slowfields on the Second Platform. Upgrade the Gatlings on Platform 2 to Level 3. Build 2 Violators on the Third Platform.
Big Walkers and Walkers. You can kill the first 2-3 Big Walkers with 4 weakpoint shots, then Slow-Snipe-Grenade until they all pass you. Tele to platform 3 and Slow-Grenade-Snipe. Should be able to finish them off before they make it to platform 4, or shortly thereafter.

Checkpoint

Wave 8
Resources : 400
Difficulty: Easy

Upgrade Sniper to Level 5.
Big Walkers and Hoverers. Slow-Snipe. Should be able to kill most by the Holos. You can fire through the Holo to the 2nd or 3rd Platforms as well. Focus on the Hoverers more.
The primary fire of the Slow Gun, when fired at a good angle from behind the Holos, can attach to Enemies coming around the bend of the Accels on platform 2.

Wave 9
Resources : 450
Difficulty: Easy

Upgrade Assault to Level 4. Upgrade Slowfields around Holos to Level 2.
Runners x 2. Blow 'em to bits.

Wave 10
Resources : 500
Difficulty: Very-Easy-Easy

Upgrade Assault to Level 5. Upgrade Holos to Level 3 and 4.
Blockers and Walkers. Slow-Snipe-Grenade.

Checkpoint

Wave 11
Resources : 550
Difficulty: Very Easy-Easy

Upgrade Slowfields around Holos to Level 3. Upgrade Holo to Level 4.
Runners and Chargers. Slow-Grenade the Runners, Slow-Snipe-Assault the Chargers.

Wave 12
Resources : 600
Difficulty: Very-Easy-Easy

Upgrade Holo to Level 6. Upgrade the 2 Violators on Platform 3 to Level 2.
Tanks and Big Walkers. Slow-Snipe-Assault.

Wave 13
Resources : 650
Difficulty: Hard

Upgrade Accels to Level 3. Upgrade Gatlings on platform 2 to Level 4-5.
Soakers and Walkers. A Soaker Wave. Puff up each Soaker as much as possible from behind the Holos. Slow-Assault. Then Slow-Snipe-Grenade the Walkers until they all pass you. Tele to 3 and Slow-Assault-Snipe. From here, run backwards in front of the wave. Some Walkers and 1-2 Soakers will make to platform 4-5 try to finish off the Walkers then the Soakers. Assault 20-25%-Snipe-Slow. Only 1 Soaker should make it to Platform 6/Core platform. You got this. Hardest wave on the Map done.

Checkpoint

Wave 14
Resources : 700
Difficulty: Easy

Upgrade the 2 Accels on Platform 2 to Level 4. Upgrade Slowfields on platform 2 to Level 2.
Hoverers and Bobbles. You can stay behind the Holos, Slow-Snipe. Bobbles take 1-2 shots behind Holos. Hoverers take 5-6 shots behind Holos.

Wave 15
Resources : 750
Difficulty: Very Easy-Easy

Build Slowfields on Platform 3, except for the panel right beside the Televator and in front of the purple teleporter, upgrade any on platform 2 to Level 2. Build/Upgrade a Scatter on Platform 3 to Level 3. Upgrade Gatling on platform 3 to Level 4.
Bobbles and Chargers. 1 Snipe-Assault the Bobbles, Slow-Snipe-Assault the Chargers.

Wave 16
Resources : 800
Difficulty: Easy

Upgrade Assault to Level 6.
Blockers and Walkers. Slow-Snipe-Assault/Grenade.

Checkpoint

Wave 17
Resources : 850
Difficulty: Very Easy

Upgrade Sniper to Level 6.
Tanks and Runners. 4 Snipe and a little Assault Tanks, Slow-Grenade Runners.

Wave 18
Resources : 900
Difficulty: Medium

Upgrade the two Accels on Platform 2 to Level 5. Upgrade Slowfields around them to Level 3.
Soakers and Hoverers. Until all three Soakers hit the first purple teleporter, divide your time between them only, Slow-Assault. Then Switch to the Hoverers, Slow-Snipe, try to get as many as you can. Then try to kill off as many as you can hit from the Holos before they reach the 4th Platform. Run backwards and finish them off from there.


Wave 19
Resources : 950
Difficulty: Easy

Upgrade the other 3 Gatlings on Platform 2 to Level 5. Upgrade Slowfields on Platform 2 to Level 3.
Blockers and Walkers. Slow-Snipe-Grenade/Assault.

Checkpoint

Wave 20
Resources : 1000
Difficulty: Easy

Upgrade an Accel to Level 6. Upgrade a Violator to Level 4. Upgrade Slowfields.
Big Walkers and Chargers. Slow-Snipe-Assault. Easy-peasey. Victory!
Slums
Weapon and Tower Selection


NOTES: Like in Cavern, this is a short Maze Map where you don't have a lot of time to kill off Enemies, so Soakers are your main problem here.

For several waves, you will have to run backwards in front of it, especially the first one, otherwise they will get through the maze too quickly. You are going to fall off the map, just teleport back up and keep going. Its also disorienting going through the Teleporters, good luck.
Also, the teleporters count as solid, so you won't be able to shoot through them like a Holo and hit enemies on the other side.

One of the more complicated Mazes, damn teleporters. The Maze will go from the Spawn point platform to what I will call Platform 1 (above the catwalk), then from there back to the Spawn (behind your Holos, you can Jump across the gap), then to Platform 2 (towards the bottom of the Map), then back to platform 1, then to the Core platform, then back to Platform 2, then back down to the Core platform for the final tiny stretch. Hate it, but Necessary for the Soakers.

There is a little platform next to Platform 2, god this Map is a mess to try and explain and break down over text, it has five open blocks and a Jump Pad. I will call that the Anti-Air platform, because that is where we are going to put those.

This Map deals in Doubles. So each wave is going to be a single type of Lume, just double the usual amount, except for the last wave.

Easy is if they die at the Spawn, or before Platform 2. Medium is if they make it to Platform 2, to the first part of the Core platform. Hard is if they make it to the second part of the Core platform.

Wave 1
Resources: 160
Difficulty: Hard

Build the Maze, Televators and two Scatters. Upgrade Assault to Level 2.
Walkers x 2. Run backwards, Slow-Grenade, Grenade is required here, there are 80 of them. Good luck.


Checkpoint

Wave 2
Resources : 100
Difficulty: Easy-Medium

Upgrade Sniper to Level 2. Build a Holo. Build 2 Accels, one at the spawn, and one on Platform 1.
Hoverers x 2. Try to hit each one once with the Sniper from behind the Holo and Slow when you can. Then the Accels and Scatters will finish them off.

Wave 3
Resources : 150
Difficulty: Easy-Medium

Build the other Holo and 7 Scatters on platforms 1 and 2.
Blockers x 2. Slow-Assault. Keep them pinned with Assault. Tele to Anti-Air platform (i know they are not built yet) to finish.

Wave 4
Resources : 200
Difficulty: Easy

Upgrade Sniper to Level 3. Upgrade a Holo to Level 2. Build 4 Accels.
Chargers x 2. Slow-Snipe-Assault. You can stay behind the Holos.

Checkpoint

Wave 5
Resources : 250
Difficulty: Easy-Medium

Build 4 Anti-Air and Upgrade 3 of them to Level 2.
Dodgers x 2. Snipe-Snipe-Snipe. Stand on the Anti-Air platform (there, we've built them). They come from the right side of the map.

Wave 6
Resources : 300
Difficulty: Medium

Upgrade Assault to Level 4.
Runners x 2. Gotta run backwards. Slow-Grenade.

Wave 7
Resources : 350
Difficulty: Easy

Nothing.
Bobbles x 2. Slow-Snipe. You will have to take care of these yourself. 2 shots from behind the Holos. You got this.

Checkpoint

Wave 8
Resources : 400
Difficulty: Hardest

Upgrade Assault to Level 5. Upgrade all Accels to Level 2 and 1 to Level 3. Build a Scatter.
Soakers x 2. Probably the hardest wave. Hate these things. Will need to run backwards in front of them to keep them Slowed. Assault 20-25% - Slow - Snipe. You might have to try a few times. I killed the last one right before the Core on my first try. Deep breaths. You can do this. The recording is my third try cause i effed up the second.


Wave 9
Resources : 450
Difficulty: Easy

Build/Upgrade Scatters to Level 2.
Gliders x 2. Snipe 'em dead.

Wave 10
Resources : 500
Difficulty: Medium-Hard

Upgrade Sniper to Level 4. Upgrade 3 Accels to Level 3. Build an Accel and Scatters with the rest.
Big Walkers x 2. Slow-Snipe-Assault. Hang out behind the Holos until they all pass you twice, then head up to the Anti-Air platform to finish them off on platform 2.

Checkpoint

Wave 11
Resources : 550
Difficulty: Easy-Medium

Upgrade Sniper to Level 5. Upgrade Holos to Level 3.
Tanks x 2. Slow-Snipe. 4 shots and Slow each one from behind the Holos. Only 2-3 should make it to the second platform.

Wave 12
Resources : 600
Difficulty: Easy-Medium

Upgrade all 4 Anti-Air to Level 3. Upgrade 2 Scatters to Level 3.
Spores x 2. Snipe 'em Dead

Wave 13
Resources : 650
Difficulty: Very Easy

Upgrade Spawn Accels to Level 3 and 4. Build Level 2 Slowfields at the Spawn. Upgrade/Build whatever with the rest.
A Big Walker and a Glider. Focus on the Big Guy first, Slow-Snipe. He should be dead before the first teleporter lol. Then head up to take a few shots at the Glider if you want. Then yay, you are done! Victory!
Yogscave/Below
Weapon and Tower Selection
I will be referring to the Spawn point on the center-left as Point 1, and the one off-right as Point 2.
Holo1 is the one closest to Point 1, Holo2 is where you will be standing behind, firing into Point 1.
There are only two Teleport points. The default I will refer to as Tele1 and the one near the Core as Tele2. In most waves, you will go to Tele2 to finish off the stragglers after they pass you at Holo2.

Wave 1
Resources: 100
Difficulty: Medium-Hard

Upgrade Assault to level 2. Build the blocks and 2 Level 1 Scatters.
Focus completely on the Walkers. The Scatters should take care of the Gliders.

Checkpoint

Wave 2
Resources : 100
Difficulty: Medium

Build two level 1 Gatlings on the U-Turn next to Point 2, another Level 1 and a Level 2 somewhere. Slow-Assault the Soakers, stopping to Slow-Grenade the Runners when they appear, then switch back to Sniping the Soakers.

Wave 3
Resources : 150
Difficulty: Easy

Finish most of the maze, Build 2 level 1 Anti-Air right next to Point 2. Scatters near Tele2.
You can take a few shots at the Dodgers, but the Towers should take care of them. Focus on Runners.

Wave 4
Resources : 200
Difficulty: Easy

Upgrade the Sniper to Level 3, and create the base Holos. Slow-Snipe-Assault until all of the Chargers are past Holo2, then GoTo Tele2.

Checkpoint

Wave 5
Resources : 250
Difficulty: Very Easy

Upgrade Assault to Level 3 and Freeze to level 2. Upgrade one Anti-Air near Point 2, Build two Scatter near the Core.
Focus on Soakers, towers will take care of the Dodgers. Slow-Assault while around the Holos, GoTo Tele2 to pop.

Wave 6
Resources : 300
Difficulty: Medium

Build 2 Level 3 Accelerators, Accel 1&2, at the spots in the picture. Build a Level 2 Gatling next to Holo2.
Move to the side of Holo2, between the Gatling and Holo2, so you can shoot the backs of the Hoverers. Switch to Grenading the Runners when they appear. After the second wave of Runners goes by you, GoTo Tele2.

Wave 7
Resources : 350
Difficulty: Medium

Upgrade the Holos to Level 3, Upgrade Assault to Level 4, Build/Upgrade Gatlings.
Ignore the Hoverers except to Slow, focus on Blockers. When all of the Blockers have passed the Holos, GoTo Tele2 to finish them, then focus on the Hoverers.

Checkpoint

Wave 8
Resources : 400
Difficulty: Very Easy

Upgrade Sniper to Level 4, Upgrade other Anti-Air near Point 2 to Level 2, Upgrade Holo2 to Level 4, Build one scatter near the Core, and Upgrade another.
Focus entirely on the Tanks. Towers can take care of the Gliders, and after the Tanks are down, you can help finish them off.

Wave 9
Resources : 450
Difficulty: Easy

Upgrade Sniper to Level 5, Build one Scatter and Upgrade another.
Kill off the Bobble Heads from Point 1 with your Sniper. 3 of them. Fire the remaining shot off. When the single Big Walker comes around the corner, Slow and use all 4 shots on him. Then kill off the other Bobble Heads. GoTo Tele2 to finish.

Wave 10
Resources : 500
Difficulty: Stupid Easy

Upgrade one Anti-Air to level 4 and the other to level 3. Upgrade two Scatters near the core to Level 2. The Anti-Air towers can deal with this wave entirely.

Checkpoint

Wave 11
Resources : 550
Difficulty: Easy

Upgrade Assault to Level 5 and Freeze to Level 3. Build 3 Level 1 Slowfields in front of Holo2.
Just like Wave 9 with more Big Walkers.

Wave 12
Resources : 600
Difficulty: Very Easy

Upgrade 3 Scatters near to core to Level 3. Upgrade the 3 Slowfields to Level 2. Just like Wave 8.

Wave 13
Resources : 650
Difficulty: Easy

Upgrade Assault to Level 6. Upgrade Gatlings on the U-turn. Snipe-Slow-Assault the Blockers until the Walkers show up, then its Snipe-Slow-Grenade.

Checkpoint

Wave 14
Resources : 700
Difficulty: Medium

Upgrade Accel2 to Level 4 and Accel1 to level 5. Upgrade/Build Gatlings.
Focus on using the Slow-Assault to Balloon the Soakers, using snipe on Hoverers as you can. GoTo Tele2 to pop Soakers and spray the backs of the Hoverers with the Assault.

Wave 15
Resources : 750
Difficulty: Easy

Fill the Maze with Slowfields, Level 1. Snipe Dodgers, then switch to Slow-Grenade Runners. Towers should take care of the rest of the Dodgers.

Wave 16
Resources : 800
Difficulty: Easy

Upgrade Sniper to Level 6. Like wave 4.

Checkpoint

Wave 17
Resources : 850
Difficulty: Easy

Upgrade Freeze to Level 4. Second Anti-Air to Level 4. Upgrade as many Scatters as possible to Level 3. Like Wave 15.

Wave 18
Resources : 900
Difficulty: Easy

Upgrade Holos to Level 5, and Build/Upgrade as many Gatlings to Level 3 as possible. Slow-Assault-Snipe. Grenade the Walkers.

Wave 19
Resources : 950
Difficulty: Easy

Upgrade Holo2 to Level 6. Upgrade Slowfields and Gatlings around Holo2. Slow-Assault-Snipe. Grenade the Walkers.

Checkpoint

Wave 20
Resources : 1000
Difficulty: Easy

Accel1 to Level 6 and Accel2 to Level 5. One Gatling to Level 3. Focus on the Tanks and Big Walkers with the Sniper, Grenade the Runners as much as possible.

Wave 21
Resources : 1050
Difficulty: Stupid Easy

Upgrade both Anti-Air to Level 5. Snipe the Bobbles.

Wave 22
Resources : 1100
Difficulty: Easy

Upgrade Accel2 to Level 6. Build/Upgrade a handful of Level 3 Scatters. Focus on Hoverers.

Checkpoint

Wave 23
Resources : 1150
Difficulty: Easy

Upgrade Holo1 to Level 6, Upgrade Slowfields in front of Holo2.
Slow-Snipe-Assault. Focus more on Tanks.

Wave 24
Resources : 1200
Difficulty: Easy

Upgrade Slowfields in Maze to Level 2.
Focus on Blockers. Slow-Snipe-Assault.

Wave 25
Resources : 1250
Difficulty: Easy

Upgrade Slowfields in Maze. Like Wave 18.

Checkpoint

Wave 26
Resources : 1300
Difficulty: Easy

Upgrade one Anti-Air to Level 6. 3 Scatters to Level 4. Focus on Hoverers.

Wave 27
Resources : 1350
Difficulty: Easy

No more Air Lumes. Sell Anti-Air towers. Upgrade Slowfields in Maze.
Focus on Grenading the Runners. Then Snipe-Slow-Assault Chargers. GoTo Tele1 to finish.

Wave 28
Resources : 1400
Difficulty: Easy

Same as Wave 27.

Checkpoint

Wave 29
Resources : 1450
Difficulty: Medium

Slow-Grenade-Snipe.

Wave 30
Resources : 1500
Difficulty: Hard

Sell off all Scatter Level 3. Sell off all front Gatlings. Rework maze to increase travel. Build Slowfields Level 3 and Holos Level 2 and 6 around the front of the Maze. Build another Accelerator near the core just in case.
Get into the rhythm: Snipe him, Slow him, use Assault until he Spits and shoot the Bomb with Assault, then repeat. After he passes the Holos, GoTo Tele2 to finish him. He should be dead around Accel1-2.

Christmas
Weapon and Tower Selection


NOTES: This Map is both fun and frustrating. When I was first trying out different strategies for this map, I was slowly going mad every time a Hoverer, Charger, Blocker, or Runner slipped past me. Those are the worst enemies here.

Like Complex, you can't change the Maze, just build around it.

You can pick either spawn point, and build the Holo in the middle. For this guide though, I am going to pick the North Spawn point as the one I am going to shoot into. The other will be the South. You will finish off the North, then the South wave.

Once you build the Holo, you can move around it in a circle to shoot in any direction.

Air Lumes come from over the top of the Spawn caves.

Wave 1
Resources: 160
Difficulty: Easy

Upgrade Assault to Level 3.
Chargers x 2. Mow them down with the Assault. They die very easily.


Checkpoint


Wave 2
Resources : 100
Difficulty: Easy-Medium

Build 1 Accel and 5 Gatlings near the South Spawn. Upgrade a Gatling to Level 2.
Walkers and Runners. Start at the North and run backwards. Slow-Grenade. Then finish off the ones from the South.


Wave 3
Resources : 150
Difficulty: Easy

Build 4 Anti-Air at the entrances of the Spawns. Upgrade Sniper to Level 2.
Spores and Gliders. Snipe 'em dead.


Wave 4
Resources : 200
Difficulty: Easy-Medium

Build and Upgrade the Holo at the North Spawn to Level 2. Upgrade the Accel to Level 3. Upgrade Gatlings to Level 2.
Walkers and Tanks. Slow-Snipe-Assault as many from the North as possible, then finish off the South.

Checkpoint


Wave 5
Resources : 250
Difficulty: Easy-Medium

Build 4 Level 2 Gatlings near the North Spawn. Upgrade 2 Gatlings at the South to Level 3.
A Soaker and Walkers. Slow-Assault-Snipe the Soaker, then pop him. Then finish off the Walkers.


Wave 6
Resources : 300
Difficulty: Very Easy

Upgrade 2 Anti-Air, one at each Spawn, to Level 2. Upgrade the Holo to Level 3.
Spores and Gliders. Your Towers can kill them all.


Wave 7
Resources : 350
Difficulty: Medium-Hard

Upgrade Assault to Level 4. Upgrade 2 Gatlings at the South to Level 3. Build some slow fields along the South's path.
Walkers and Runners. Slow-Grenade-Snipe. Finish off the North quickly, then finish the South. I had one Runner almost slip past me. Might take a try or two.


Checkpoint


Wave 8
Resources : 400
Difficulty: Easy

Upgrade Sniper to Level 4. Upgrade Holo to Level 4.
Tanks and Bobbles. You will have to kill most of this wave yourself. Just use the Holo and Slow-Snipe, not bad.


Wave 9
Resources : 450
Difficulty: Medium

Fill the South Area with Slowfields. Upgrade the Accel to Level 4. Upgrade Gatlings to Level 3.
Chargers and Blockers. Slow-Assault-Snipe. Kill off as many of the North as you can, 2-3 Blockers will escape from the South, then finish the North.


Wave 10
Resources : 500
Difficulty: Easy

Upgrade the other 2 Anti-Air to Level 2.
Walkers and Spores. Your towers have the Spores, don't worry about them. Finish off the North, then finish off the South Walkers. Slow-Assault-Snipe.


Checkpoint


Wave 11
Resources : 550
Difficulty: Hard-Very Hard

Ugh, god. I must have replayed this one wave what, almost a dozen times? So many different configurations. Finally got down a good strategy. Even took a video too lol. The main issue with this wave is not the Soakers, those are fine really. It's the Runners. If even one escapes, gotta start over.
Upgrade the Gatlings by the South Spawn to Level 4 and 3 to Level 5. Build 2 Level 2 Gatlings near the North.
Soakers and Runners. Slow-Assault the Soaker for a short time and then hit him with 4 shots from the Sniper then let him go. Then Slow-Grenade as many Runners as you can, then let the rest of the North wave go. Head over to where the south wave is coming and finish off the rest of the Runners, Slow-Grenade-Snipe. It might take you a few tries.


Wave 12
Resources : 600
Difficulty: Easy-Medium

Upgrade the Sniper to Level 5. Upgrade another South Gatling to Level 5.
Walkers and Chargers. Slow-Snipe-Grenade the Walkers until they hit the North Gatlings. Then try to Snipe as many chargers as you can. The Gatlings will finish them.

Wave 13
Resources : 650
Difficulty: Medium

Upgrade the Accel to Level 5. Upgrade the Holo to Level 5. Build Slowfields by the North Gatlings, anywhere that is not around the Holo.
A Big Walker and Tanks. Slow-Snipe-Assault. The Accel will finish the big guy off if you haven't gotten him by then.


Checkpoint


Wave 14
Resources : 700
Difficulty: Medium

Upgrade the Accel to Level 6.
Chargers and Hoverers. Slow-Snipe. Kill as many as you can of the North until what remains of the South reaches you. Should only be 4-5 left. finish them off.


Wave 15
Resources : 750
Difficulty: Easy-Medium

Upgrade the Assault to Level 5. Upgrade the Holo to Level 6.
Soakers and Hoverers. Slow-Assault-Snipe. Only 2-3 of the North should make it to the Accel, and only 2-4 of the South should make it to you.


Wave 16
Resources : 800
Difficulty: Very Easy

Upgrade Sniper to Level 6.
Tanks and Bobbles. Snipe 'em dead.


Checkpoint


Wave 17
Resources : 850
Difficulty: Easy

Upgrade all Anti-Air to Level 3.
Spores and Dodgers. Snipe 'em dead.


Wave 18
Resources : 900
Difficulty: Medium-Hard

Upgrade all Slowfields to Level 2 at the South. Upgrade 2 Gatlings to Level 6.
Blockers and Walkers. Slow-Snipe-Assault/Grenade. Some will reach you at the South, watch out for blockers getting through. I had to repeat this one once.


Wave 19
Resources : 950
Difficulty: Hard

Upgrade Assault to Level 6. This is required, i was struggling to kill all of them with multiple tries until I upgraded the Assault all the way.
Ugh, this is a repeat of wave 11. Do the same thing. Spend some time on the Soaker and Grenade as many North Runners as you can. Then head over to the South incoming batch and work on them, Slow them and Grenade them up.


Checkpoint


Wave 20
Resources : 1000
Difficulty: Very Easy

Upgrade all Anti-Air to Level 4. Then Upgrade Gatlings.
A Big Walker, Spores, and Dodgers. The Big Guy comes from the South, the Accel has him. Finish off whatever stragglers are left of the air wave and then done. Victory!

Corporation
Weapon and Tower Selection


Notes: Bottom of the map is Bottom Maze, top is Top Maze, simple. The Holo near the teleporter is the primary Holo. Gonna be near the primary Holo most of the time.
On the final wave of the Map, no enemies spawn in the bottom half. So everything can be sold if needed.
Easy - Most/All enemies die around/near the spawn points.
Medium - Some make it halfway through the maze/past the Holos.
Hard - Some make it out of the mazes toward the core.

Wave 1
Resources: 160
Difficulty: Medium

Upgrade Assault and Sniper to Level 2. Build the Bottom Maze and 1 Scatter.
Spitters. Take out the top half, then the bottom. Slow-Snipe-Assault.

Checkpoint

Wave 2
Resources : 100
Difficulty: Easy

Upgrade Assault to Level 3.
Walkers. Assault. Feather the gun to delay the Overheat and you can take out the entire wave with just Assault. Top half first, then bottom half.

Wave 3
Resources : 150
Difficulty: Medium-Hard

Build the Top Maze. Put two blocks in the bottom Maze. Build 4 Level 1 Scatters, 2 top and 2 bottom and 1 Accel in the Bottom Maze.
1 Soaker and Blockers. Slow-Assault the Soaker until the Blockers appear. Then Assault-Snipe and kill as many of the Top Blockers as you can, then teleport back to finish off the Bottom Blockers coming out of the Maze. Bottom half done, finish off the Soaker and leftover Blockers coming out of the Top Maze.

Wave 4
Resources : 200
Difficulty: Medium-Hard

Upgrade Sniper to Level 3. Build 2 Accels and 1 Scatter in the Bottom Maze. Build the two Holos in the top Maze and Upgrade the one closest to the teleporter to Level 2.
Walkers and Tanks. Assault-Slow the Walkers and Snipe-Slow the Tanks until all of the Top wave passes the second Holo, then switch to the Bottom half and finish them off, then finish off the Top half.

Checkpoint

Wave 5
Resources : 250
Difficulty: Very Easy

Upgrade 2 Bottom Accels to Level 2 and build 1 Scatter. Build 2 Level 2 Anti-Air.
1 Spitter and Spores. The Spitter can be killed with 3 shots from the Sniper behind the Holo. The Spores can be killed entirely by the towers.

Wave 6
Resources : 300
Difficulty: Very Easy

Upgrade Sniper to Level 4. Upgrade primary Holo to Level 3, and the secondary to Level 2. Upgrade the 3rd Accel in the Bottom Maze to Level 2.
6 Tanks. Snipe-Slow the top half until gone, then finish the bottom half the same.

Wave 7
Resources : 350
Difficulty: Easy

Upgrade the Holos to Level 4. Upgrade an Accel to Level 3.
Hoverers. Hang out at the spawn point and Snipe them until the top half starts passing the first Holo, then Snipe them from behind there.

Checkpoint

Wave 8
Resources : 400
Difficulty: Hard

Upgrade the other 2 Accels in the Bottom Maze to Level 3. Build 2 Accels in the Top Maze one at Level 2 and one at Level 3. Build some more Scatters in the Bottom Maze and 1 in the top.
Spitters and Soakers. I feel like the last set of waves was to put you off guard for these. Focus on the Spitters and watch out for their spit. Snipe-Assault-Slow them and take some Assault to the Soakers when you can. Only 3-4 Spitters should make it to the back section.

Wave 9
Resources : 450
Difficulty: Hard

Upgrade Assault to Level 4. Build 3 Level 1 Slowfields in the Top section near the Holos. Upgrade 5 Scatters in the Bottom Maze to Level 2.
Walkers and Runners. Snipe the first several Walkers from the top section until the Runners get closer, then Slow-Grenade. You should kill most of the top. Then, while standing behind the Holo still, lob 1-2 Grenades into the Bottom section to kill off some Runners. If you don't, you will have a hard time finishing them before they hit the Core. Only a few should make it past the Maze.

Wave 10
Resources : 500
Difficulty: Very Easy

Upgrade Sniper to Level 5.
1 Tank and Blockers. Snipe the Tank and then Snipe-Assault the Blockers.

Checkpoint

Wave 11
Resources : 550
Difficulty: Very Easy

Nothing. Bobbles. Snipe 'em dead.

Wave 12
Resources : 600
Difficulty: Very Easy

Nothing. Spores and Gliders. Snipe 'em dead.

Wave 13
Resources : 650
Difficulty: Medium-Hard

This one took me a few tries, made it better. Runners kept getting past me. Build/Upgrade Scatters in the Bottom Maze to Level 3. Build a few in the Top Maze, and a few slowfields.
Soakers and Runners. Start slowing the Runners right away and then Grenade them when they get close. Then Slow-Snipe-Assault the Soakers. Only a Soaker or two should make to the back, and can be shot from behind the Holo.

Checkpoint

Wave 14
Resources : 700
Difficulty: Easy

Upgrade primary Holo to Level 5. Upgrade Accels in Bottom Maze to Level 4. Build some slowfields in the Bottom Maze.
Big Walkers and Walkers. They are really spaced out here, so Sniper is your friend. Slow-Snipe-Assault.

Wave 15
Resources : 750
Difficulty: Easy-Medium

Upgrade Assault to Level 5, Upgrade Scatters in the Top Maze to Level 2. Build some slowfields in the Bottom Maze.
Hoverers and Runners. Slow-Snipe the Hoverers and Slow Grenade the Runners. A few might make it to the back.

Wave 16
Resources : 800
Difficulty: Easy

Upgrade Sniper to Level 6. Spitters and Dodgers. Snipe 'em dead.

Checkpoint

Wave 17
Resources : 850
Difficulty: Easy

Upgrade primary Holo to Level 6. Upgrade the 2 Accels in the Top Maze to Level 4.
Big Walkers. Snipe 'em dead.

Wave 18
Resources : 900
Difficulty: Easy

Nothing.
Chargers and Bobbles. Snipe 'em dead.

Wave 19
Resources : 950
Difficulty: Easy

Upgrade Anti-Air to Level 4.
Spores. Snipe 'em dead.

Checkpoint

Wave 20
Resources : 1000
Difficulty: Easy-Medium

lol I started with almost 2400 resources to work with. If you need/want more, sell everything in the Bottom Maze. Upgrade the Accels in the Top Maze to Level 5. Build Gatlings in the Top Maze. Upgrade them as much as possible. Build Slowfields in the long strip.
A Big Walker and Runners. Focus on the Big guy. Slow-Snipe. Let him pass you. Then Slow-Grenade the Runners. Victory!
Invasion
Weapon and Tower Selection


Notes: Before building the Holo, pick a side to run backwards in front of. Switch off between sides when they cross paths, so one doesn't get too far ahead.
After building the Holo, switch off between sides to keep them manageable.
Grenade is necessary in some of the later Walker waves.
Easy - Finish off the wave before they hit the back of the Map.
Medium - Some make it back to the Gatlings.
Hard - Some make it near the Core.

I actually did make a full set of videos for this entire map, from checkpoint to checkpoint. If anyone actually needs/wants them, just let me know, and I will upload them and post the links here.

I had such a hard time with this map, trying to come up with a good configuration. Then I would hit wave 11 and just get smoked every single time, it was awful.

Wave 1
Resources: 160
Difficulty: Easy

Build 4 Gatlings, upgrade 3 of them to level 2. Upgrade Assault to Level 2
Walkers. Assault/Grenade-Snipe-Slow.

Checkpoint

Wave 2
Resources : 100
Difficulty: Medium

Upgrade Assault to Level 3.
Spitters and Walkers. Focus on the Spitters first. Assault is most effective here with Slow.

Wave 3
Resources : 150
Difficulty: Medium-Hard

Upgrade Sniper to Level 3.
Spitters and Hoverers. Slow-Snipe-Assault. Finish off the spitters first, so you can run behind the Hoverers and finish them off.

Wave 4
Resources : 200
Difficulty: Medium

Upgrade Sniper to Level 4.
Big Walkers. Slow-Snipe-Assault.

Checkpoint

Wave 5
Resources : 250
Difficulty: Medium

Upgrade Assault to Level 4. Upgrade Gatling to Level 2, build Holo to Level 2.
Walkers and Bobbles. Assault the first few Walkers until the Bobbles appear, then Snipe the Bobbles, then finish off the Walkers with Slow-Assault-Snipe.

Wave 6
Resources : 300
Difficulty: Easy

Upgrade Holo to Level 4.
Tanks. Slow-Snipe.

Wave 7
Resources : 350
Difficulty: Easy

Upgrade Sniper to Level 5. Upgrade 3 Gatlings to Level 3.
Soakers and Blockers. Snipe the Blockers and finish them off first, use Assault to help. Then finish off the Soakers with the Sniper.

Checkpoint

Wave 8
Resources : 400
Difficulty: Medium-Hard

Upgrade Assault to Level 5.
Spitters and Walkers. Slow-Grenade the merge point in front of the Holo as much as possible. Then focus on finishing off the Spitters with the Sniper. Then finish off the Walkers with Slow-Snipe-Assault.

Wave 9
Resources : 450
Difficulty: Very Easy

Nothing.
Spitters and Bobbles. Snipe the Bobbles first, then finish the Spitters.

Wave 10
Resources : 500
Difficulty: Medium

Upgrade Sniper to Level 6. Upgrade Holo to Level 5.
Big Walkers and Walkers. Grenade the Walkers as much as possible before they get too far away, then Snipe and finish off the Big Walkers. Then finish off the rest of the Walkers with more Snipe-Grenade.

Checkpoint

Wave 11
Resources : 550
Difficulty: Medium

Upgrade Holo to level 6. Build a few Level 1 Slowfields around the Gatlings.
Hoverers. Slow-Snipe. Trade off sides and kill as many as possible before they turn around. Then hop on out there and finish them off with Slow-Snipe.

Wave 12
Resources : 600
Difficulty: Very Easy

Upgrade Slowfields to Level 2, 4th Gatling to Level 3.
Tanks and Bobbles. Snipe 'em dead.

Wave 13
Resources : 650
Difficulty: Easy

Upgrade 2 Gatlings to Level 4, and 2 to Level 5.
A Big Walker and 5 Walkers. Slow-Snipe the big guy until he's down, then finish off the 5 walkers with Snipe.

Checkpoint

Wave 14
Resources : 700
Difficulty: Easy

Upgrade 2 Gatlings to Level 5, and 1 Gatling to Level 6. Build/Upgrade Slowfields.
Soakers and Bobbles. Snipe the Bobbles, then finish off the Soakers.

Wave 15
Resources : 750
Difficulty: Easy

Upgrade 2 Gatling to Level 6, Upgrade 2 Slowfields to Level 2.
Big Walkers, Bobbles, and Hoverers. Focus on the Bobbles first, then the Hoverers, then the Big Walkers. Snipe 'em dead.
Chasm
Weapon and Tower Selection


Notes: Soakers are your worst enemy here. Had to restart the level many times.

The first couple of waves will require you to run backwards.

You will be mainly acting as support in later waves.
In Soaker waves, your goal is two things:
1. Damage/Kill as many non-Soaker enemies as possible with the Sniper from behind the Holo.
2. After everything passes the Holo, teleport near the Accel circle and focus on slowing and popping the Soakers, and finishing other enemies so the Accelerator can focus on the Soakers.

Easy - Most/all die at the front/near the Holo.
Medium - Some make it to the Accel circle.
Hard - Some make it past the Accel circle and around the loop to the Core.

Wave 1
Resources: 160
Difficulty: Medium

Upgrade Assault to Level 2 and Sniper to Level 2. Build a part of the Gatling Zone in the front, some blocks for the path, and the televator near the Accel circle.
Big Walkers and Walkers. Run backwards and Assault-Slow-Snipe.

Checkpoint

Wave 2
Resources : 100
Difficulty: Easy

Upgrade Sniper to Level 3.
Tanks and Chargers. Snipe-Slow the Tanks, then kill the Chargers.

Wave 3
Resources : 150
Difficulty: Easy-Medium

Build the rest of the blocks, see pic. Build Accel and Upgrade it to level 2. Build 2 Gatlings in their Zone, and upgrade 1 of them to Level 2. Build the Holo and Upgrade it to Level 2.
Blockers and Hoverers. Divide your attention between both enemy types, they are spaced out. Slow-Snipe Hoverers and Snipe-Assault Blockers. Then tele to Accel to finish them off.

Wave 4
Resources : 200
Difficulty: Very Easy

Upgrade Sniper to Level 4. Bobbles. Snipe 'em dead.

Checkpoint

Wave 5
Resources : 250
Difficulty: Medium-Hard

Upgrade Gatlings in their Zone to Level 2-3. Build three Level 1 Gatlings in the final curve.
Soakers and Walkers. Slow-Assault each Soaker as much as possible from behind the Holo. Slow-Snipe the Walkers, try to hit their weakpoint to one shot them, then head back to finish.

Wave 6
Resources : 300
Difficulty: Easy-Medium

Upgrade the Accel to Level 4. Upgrade one Gatling in the Zone to Level 3. Build two more Gatling in the final curve.
A Big Walker and Chargers. Slow-Snipe the big guy, the Accel will finish him off. Then Assault-Snipe the Chargers until gone.

Wave 7
Resources : 350
Difficulty: Medium

Upgrade Accel to Level 5.
Hoverers and Tanks. Slow-Snipe the Tanks until they pass. The Hoverers come out in one big clump, so just try to Slow-Snipe them. Then head back to help the Accel/Slow-Snipe the rest.

Checkpoint

Wave 8
Resources : 400
Difficulty: Easy-Medium

Upgrade Gatlings in the Zone to Level 3-4.
Blockers and Walkers. Snipe-Slow-Assault.

Wave 9
Resources : 450
Difficulty: Medium-Hard

Upgrade Gatlings in the Zone to Level 4-5.
Soakers and Walkers. Snipe-Slow the Walkers until everything passes. Then head back to help finish off the Walkers and Slow the Soakers. When it is only Soakers left, pop them.


Wave 10
Resources : 500
Difficulty: Medium-Hard

Upgrade Holo to Level 3 and Sniper to Level 5.
Big Walkers and Walkers. It dumped the Big Walkers in a clump, just Slow-Snipe as much as you can, then slow-Snipe the Walkers. When the Clump reaches the Accel, teleport back to help Slow-Snipe and finish them off.

Checkpoint

Wave 11
Resources : 550
Difficulty: Easy-Medium

Upgrade the Holo to Level 4. Build Slowfields around the Accel Circle and in the front of the Maze and the Gatling Zone.
Big Walkers and Tanks. Slow-Snipe until they pass, then tele back to finish.

Wave 12
Resources : 600
Difficulty: Easy-Medium

Upgrade 3 Gatlings in the Zone to Level 5.
A Big Walker and Bobbles. Focus on the Bobbles. Slow-Snipe. Then tele back to Slow the big guy until the Accel kills him.

Wave 13
Resources : 650
Difficulty: Medium

Upgrade Holo to Level 6. Upgrade a Gatling to Level 5. Build more slowfields around the Gatling Zone.
Tanks and Soakers. Same as before, focus on Tanks, Slow-Snipe until gone. Then tele back to finish the Soakers. Slow-Snipe.

Checkpoint

Wave 14
Resources : 700
Difficulty: Easy-Medium

Upgrade 2 Gatlings in the Zone to Level 6. Upgrade three Gatlings in the final curve to Level 2.
Soakers and Walkers. Same strat as before. Focus on the Walkers Slow-Snipe, then once they all pass you, head back to help finish off.

Wave 15
Resources : 750
Difficulty: Easy-Medium

Upgrade the Accel to Level 6.
A Big Walker and Walkers. Slow-Snipe the big guy until he passes you, then Slow-Snipe the rest.

Wave 16
Resources : 800
Difficulty: Medium

Upgrade Sniper to Level 6.
Hoverers and Walkers. Focus more on the Walkers, slow-snipe. Then head back to finish the Hoverers.

Checkpoint

Wave 17
Resources : 850
Difficulty: Hard-Very Hard

Upgrade two Gatlings in the Zone to Level 6. Build and Upgrade a Gatling to Level 5 next to the Accel/in front of the teleporter. Build a Gatling next to that one.
Soakers and Big Walkers.
Ok. so, I redid this wave probably... 15 or more times? Trying different configurations and strats. And at first, it was a toss up whether I would kill everything or not. But I discovered the main thing that made a difference. More than anything, what mattered was how many Big Walkers I could damage/kill from behind the Holo. Like, holy crap, every shot counts. My goal is usually to make it easy as possible on the player, but this one sucks.
Focus entirely on the big Walkers, try to land as many weakpoint hits as possible. Then tele back and keep those Soakers slowed while finishing off the big guys. Then work on popping the Soakers. You will have one or two that make it to the final curve. Just Slow-Snipe and Assault if needed. Might need an emergency freeze like I did in the video. Might have to re-try this wave a few times. I got better the more I redid the wave. Good Luck.


Wave 18
Resources : 900
Difficulty: Medium

Upgrade all the slowfields around the Accel to Level 2. Upgrade the Gatlings in the final curve to Level 3, and the one in front of the teleporter to Level 3.
A Big Walker and Hoverers. Slow-Snipe until the big guy passes you, then Slow-Snipe Hoverers until they pass you. Then tele back to finish.

Wave 19
Resources : 950
Difficulty: Hard

Upgrade the first 6 slowfields leading away from the Spawn Point to Level 2.
Upgrade the Assault to Level 5.
Bobbles and Blockers. Slow-Snipe-Assault the Bobbles until they pass, then go keep the Blockers pinned around the Accel until dead, then finish the Bobbles.

Checkpoint

Wave 20
Resources : 1000
Difficulty: Medium

Upgrade Gatlings.
Big Walkers and Walkers. Slow-Snipe. Same strat as before. Victory!
Whirlpool
Weapon and Tower Selection


Notes:
I am going to do my best to describe where to place towers, but you will need to look at the pictures for specifics. I am going to refer to things based on the overhead views cardinal directions. For example, the East Spawn is the one that takes the longest route around the Maze. The Holos will be in the North-East.
The first two waves will require you to run backwards through the Maze, starting from the North Spawn. Starting from wave 3, you will stand behind the Holos until the wave passes you. Then you will teleport where needed to provide support.

Easy - All die before or at the Holos.
Medium - Some make it into the inner parts of the Maze.
Hard - Some make it to the final two platforms before the Core.

Wave 1
Resources: 160
Difficulty: Medium-Hard

Build the Maze. Build two Level 1 Gatlings along the North wall.
Walkers. Start at the North, and run backwards. Grenade-Snipe-Slow. Don't let the Assault overheat, just 1-2 grenades and switch.

Checkpoint

Wave 2
Resources : 100
Difficulty: Medium-Hard

Upgrade Sniper to Level 2. Build 2 Accels in the south-inner maze like the picture. Build another Gatling along side the others.
Big Walkers and Spitters. Start at the North and run backwards, Slow-Snipe-Assault.

Wave 3
Resources : 150
Difficulty: Medium-Hard

Upgrade Assault to Level 2. Build 3 Holos on the north-east curve, like in the pic. Build 5 Level 1 Gatlings around the outer rim in the north-east area. Build 1 Accel in the north-west inner area.
Blockers. Assault/Grenade-Snipe-Slow. Keep them pinned as much as possible.

Wave 4
Resources : 200
Difficulty: Easy-Medium

Upgrade Sniper to Level 3. Build 6 Gatlings in the group of blocks near the Holos. See pic. Upgrade 1 Accel to Level 2.
Tanks and Walkers. Focus on the Tanks mainly. Take out the North Tank and Slow-Assault Walkers until you see the next Tank. Slow-Snipe until dead, and repeat.

Checkpoint

Wave 5
Resources : 250
Difficulty: Easy

Upgrade 2 Accels to Level 2. Build 3 Accels in the inner ring. Use the rest to build Gatlings around the outer ring.
Big Walkers. Slow-Snipe. Target ones with more health.

Wave 6
Resources : 300
Difficulty: Medium

Upgrade Assault to Level 3. Upgrade 2 Accels to Level 2. Fill the outer ring with Gatlings.
Chargers. Slow-Grenade-Snipe.

Wave 7
Resources : 350
Difficulty: Medium-Hard

Upgrade the north and south Holos to Level 3. Upgrade 1 Accel to Level 2 and 1 to Level 3. Build three Accels in the inner ring. Build 3 Accels on the Core platform.
Big Walkers and Walkers. Slow-Snipe-Grenade. Focus on the Big Walkers. Don't forget Grenades, helps kill Walkers so the Accels focus on the big guys.

Checkpoint

Wave 8
Resources : 400
Difficulty: Medium

Upgrade Sniper to Level 4. Upgrade an Accel to Level 3. Upgrade the 3rd Holo to Level 3. Build 3 slowfields near the Holos.
Tanks. Slow-Snipe.

Wave 9
Resources : 450
Difficulty: Medium

Upgrade Assault to Level 4. Upgrade Gatlings to Level 2.
Chargers and Runners. Runner focused. Slow-Grenade. Try to get 3 Grenades before overheat.

Wave 10
Resources : 500
Difficulty: Easy-Medium

Build Slowfields around the Holos. Upgrade Gatlings to Level 2.
Spitters and Walkers. Spitter focused. Slow-Snipe. If you can, try to Assault the Spitters attacks.

Checkpoint

Wave 11
Resources : 550
Difficulty: Easy-Medium

Upgrade 2 Accels to Level 3. Upgrade Sniper to Level 5.
Hoverers. Slow-Snipe.

Wave 12
Resources : 600
Difficulty: Easy-Medium

Upgrade Holos to Level 4. Upgrade 2 Accels to Level 4.
Hoverers and Bobbles. Bobble focused. Slow-Snipe.

Wave 13
Resources : 650
Difficulty: Easy-Medium

Upgrade Assault to Level 5. Upgrade the rest of the Gatlings to Level 2. Build more slowfields in the Maze.
Runners and Walkers. Slow-Grenade Runners. Snipe Walkers. Similar to wave 9.

Checkpoint

Wave 14
Resources : 700
Difficulty: Easy

Build slowfields, but save 50 resources.
4 Soakers. Slow-Assault the north one, then Snipe him. Same with the West. Then just pop the south and east ones.

Wave 15
Resources : 750
Difficulty: Easy

Upgrade Sniper to Level 6.
Tanks. Slow-Snipe.

Wave 16
Resources : 800
Difficulty: Medium

Upgrade Assault to Level 6.
Soakers and Spitters. Spitter focused. Slow-Snipe-Assault. Similar to wave 10.

Checkpoint

Wave 17
Resources : 850
Difficulty: Easy-Medium

Build more slowfields. Upgrade Accels on the main platform to Level 2-4.
Blockers and Walkers. Snipe-Grenade-Slow. Focus on keeping the Blockers pinned.

Wave 18
Resources : 900
Difficulty: Medium

Upgrade 1 Accel to Level 5. Upgrade Holos to Level 5.
Tanks and Bobbles. Take out Bobbles, then tanks. Snipe-Slow.

Wave 19
Resources : 950
Difficulty: Easy-Medium

Upgrade Slowfields around the Holos to Level 3.
Soakers and Runners. Runner focused. Slow-Grenade. Then Snipe Soakers.

Checkpoint

Wave 20
Resources : 1000
Difficulty: Hard

Upgrade 4 Slowfields around the North Holo to Level 4. Upgrade the North Holo to Level 6. Build an Accel and Upgrade one to Level 2 on the final platform.
Hardest wave.
Blockers, Chargers, Tanks.
Focus on blockers as much as possible. Goal to deal as much damage as possible while everything is clustered on those slowfields. Slow-Grenade-Snipe.
Keep your eye on the overview, teleport to the Core Platform to finish off the Blockers that make it through. A few tanks will make it through, just Slow-Snipe, you got this. Victory!


21 Comments
Shadowlicious 10 Apr @ 8:57am 
Still helping out in 2025! I had the game put down for a decade because I didn't think I'd be able to beat it, but now finished every map first try. Skipped Christmas because there's no achievement for it. Only lost lives on Aftermath and Invasion. Yogscave was the most tortuous map though but only because of the horrible voice lines. Thank you! :good shot:
Valentine Gaming 25 Nov, 2024 @ 8:27am 
Chasm wave 17
while it's still kinda hard, I've found a way to make it a bit easier, in the gatling area there's a free spot for one tower, instead of upgrading holo to lvl 6 on wave 13, I've built a lvl 4 accel in that area, it helped a lot.
Valentine Gaming 25 Nov, 2024 @ 6:30am 
Corporation wave 15
again, not enough resources for that many slowfields. It's not critical, but still a little annoying.
Valentine Gaming 25 Nov, 2024 @ 5:24am 
Slums wave 9
There is not enough resources to upgrade all existing scatters to lvl2 like in the picture, I followed the guide perfectly
Fox Machina 23 Nov, 2024 @ 9:46pm 
on glade you only mention the first two gatlin turrets, then on the picture for wave 5, you have 5, which arent mentioned till you tell to upgrade them in wave 8.
Doomball 23 Nov, 2024 @ 10:14am 
This guide is an absolute Godsend. Thank you so much for suffering so the rest of us don't have to! :steamthumbsup:
Valentine Gaming 8 Nov, 2024 @ 3:50am 
Glade wave 18
Right IS NOT fine
AVBG 20 May, 2024 @ 5:04am 
Good guide. Some notes. 1. I tried assault+freezer, as you suggest, but returned to tesla+REX. Much more comfortable. 2. Whirlpool. You wrote "medium", "medium-hard", "hard"... When I was going through this map, I first thought that I had mistakenly chosen the difficulty "easy" - the monsters died so quickly. And only the 20th wave is really difficult and requires considerable skill from shooting. I used other weapons and, to maximize REX, I left holo at level 5 and didn't even all the slowfields was raised to level 2. But I put 3 pairs of accels of 2+3 levels and 1 level 3 on the final platforms. Result: 100%.
Skywings14  [author] 12 Jan, 2023 @ 10:31pm 
Yeah, Invasion is super hard. Literally insane lol. I was trying sooo many different configurations and just getting smoked in places. Especially wave 11 with the Hoverers, just couldn't kill them fast enough. Until I realized the sniper needed to be Level 6, and you needed a Holo, which meant a minimalist approach with towers. From there, it was figuring out what worked best.
Skywings14  [author] 12 Jan, 2023 @ 10:26pm 
You're welcome! Sorry, I keep meaning to put up the pictures for that one, and finish this up. Been a bit busy playing other games to be honest lol.