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Guide · Tower Defence

Tower Defence: how to play, and how to win

Tower Defence is a free strategy game that runs in your browser on a phone, tablet or computer. Enemies march along a road towards your city; you build towers beside the road to stop them. This guide covers everything in the game: the towers and their upgrades, every enemy, the eleven countries and their maps, research, the ways to play, and tips for winning with three stars.

Play Tower Defence free Tower Defence: towers firing at a column of enemies marching along a winding road towards a city.

The basics

Each level is a map with a road, a city at its end and a number of build slots, marked with a +, beside the road. Enemies come in waves. Every enemy that reaches the city costs lives, and the level is lost when the city has none left. Survive every wave and the level is won.

Your towers aim and shoot by themselves. The game is about where you build, what you build, and when you upgrade.

Towers and upgrades

There are six kinds of tower. Each can be upgraded twice: once to a stronger version, and then into one of two specialisations, so every tower ends up one of two quite different things. Prices are in gold.

Arrow Tower

50 gold

Fast shots at one enemy. Cheap, quick to fire and good against flyers.

  • Longbow (60): hits harder, from further.
  • Sniper (120): huge range, heavy hits.
  • Repeater (120): a stream of arrows.

Cannon

100 gold

Slow shells that hit a whole group. Cannons cannot hit flyers.

  • Heavy Cannon (90): bigger shells, wider blast.
  • Mortar (170): long range, huge blast.
  • Flak Cannon (170): rapid blasts, and it hits flyers.

Frost Tower

70 gold

Slows a group of enemies, so that your other towers get more shots at them.

  • Deep Frost (70): colder, and wider.
  • Blizzard (140): slows everything nearby.
  • Ice Lance (140): nearly freezes one enemy.

Mage Tower

120 gold

Magic bolts that ignore armour: the answer to Brutes and Ironclads.

  • Sorcerer (110): stronger bolts.
  • Archmage (190): devastating single bolts.
  • Storm Mage (190): piercing blasts hit a group.

Tesla Coil

90 gold

Lightning that jumps from one enemy to the next. Offered from the Frozen North on.

  • Arc Tower (80): longer chains, harder strikes.
  • Storm Spire (160): lightning through a whole crowd.
  • Thunderer (160): huge bolts that jump twice.

Alchemist

90 gold

Flasks of acid that splash a group and eat away their armour for a few seconds, so every other tower hits harder. Cannot hit flyers. Offered from the Desert on.

  • Alembic Tower (85): stronger acid, wider splash.
  • Dissolver (160): strips nearly all armour.
  • Naphtha Tower (160): burning acid sets crowds alight.

Early levels offer only some of the towers: the first has Arrow Towers and Cannons, and Frost and Mage Towers follow on the next two. Tap a tower to see its upgrades, or to sell it. Selling returns 70% of what the tower cost, and everything spent on it since the current wave began, so a tower built by mistake can be taken back in full.

Aiming

Every tower shoots at the enemy in range that is nearest the city, unless you aim it otherwise. Select a tower and the Aim button above the panel says how it is aimed; tap it to choose the next way: first (nearest the city), last (furthest from the city), strongest (the most health left), weakest (the least health left) or closest (nearest the tower). A tower keeps its aim when it is upgraded, and a new tower starts aimed the way you last aimed one of its kind in that level.

Enemies

New enemies arrive as you travel further. Before each wave, the panel shows what is coming and what clearing it pays, with a warning when an enemy has a special ability.

Grunt
The common foot soldier. Nothing special, but they come in numbers.
Runner
Twice as fast as a Grunt, with little health. Fast-firing towers and frost catch them.
Brute
Slow and heavily armoured: armour takes a fixed amount off every hit, so many small hits do little. Cannons and mages deal with it. Costs the city two lives.
Flyer
Flies, so cannons and mortars cannot touch it. Arrows, mages, frost, Tesla Coils and the Flak Cannon can.
Healer
Heals the enemies around it. Kill it first, or its group takes far longer to bring down.
Swarmling
Tiny and quick, in large numbers. Blasts and lightning clear them.
Ironclad
A bigger, slower Brute with even more armour. Costs the city three lives.
Wyvern
A tougher flyer.
Shaman
A stronger healer that reaches further and heals more often.
Broodmother
Lightly armoured; when she falls, four Swarmlings burst out.
Warden
Halves the damage of magic: let arrows, cannons and lightning deal with it.
Burrower
Every few seconds it dives underground for a moment and walks on where nothing can hit it, then comes up again.
Phoenix
A flyer that turns to ashes when it falls, and rises again two seconds later with half its health. Kill it twice.
Leaper
A giant toad that crawls along, then every few seconds bounds far down the road in one leap, past towers that were waiting for it. Frost slows its crawl but not its leap.
Skeleton
Quick, frail bones, raised from the ground by a Necromancer. Blasts and lightning clear them.
Necromancer
A hooded sorcerer who raises two Skeletons behind it every few seconds, four times over. Strike it down first, and it raises no more: aim towers at the strongest, or drop a Meteor on it.
Aegis Knight
A soldier behind a tall shield, whose sea-blue aura gives every enemy near it three more armour. Magic goes straight through, and an Alchemist's acid eats the extra armour away.
Stone Golem
A lumbering heap of boulders. No single hit takes more than 30 off it, so big hits are wasted on it: arrows, Tesla Coils and other quick shots wear it down best.
Jungle Troll
A hunched, mossy brute that grows back a twenty-fifth of its health every second, unless it is burning or under an Alchemist's acid. Keep fire or acid on it, and focus your towers so that it falls before it heals.
Warlord
The boss, from Warlord's Gate on: enormous health and armour, and no Sentinel can hold it up. It costs the city ten lives if it gets through, and pays five credits when it falls.
Behemoth
The boss at the end of every level from Ash Valley (level 27) on: a horned beast, tougher than the Warlord, that no Sentinel can hold up. Each time it loses a quarter of its health it roars, and the towers near it stop firing for two and a half seconds. Spread your towers along the road so that one roar cannot silence them all. It costs the city ten lives if it gets through, and pays six credits when it falls.

The Sentinel

From level 11, you can tap your castle to hire a Sentinel for 70 gold: a soldier who guards the road and holds up to four enemies while your towers shoot them. Tap the road to choose where it stands; by default it guards the stretch your towers cover best. A fallen Sentinel comes back after a few seconds. On a map with two roads you can hire one for each.

The Sentinel upgrades to a Veteran (110 gold, tougher, holds five), and then into a Shield-bearer (180, holds a whole crowd at bay) or a Lancer (180, hits hard, holds three).

Captain Bram, the hero

Once you have won the first country (level 5), Captain Bram joins you: a knight in a blue and gold tabard with a red plume, free in every level from then on, endless games and Heroic and Iron included. He is not in the daily and weekly challenges, which stay the same for everyone.

He starts each game at the city gate. Tap him, or his button in the top bar, then tap a point on the road: he walks there and holds up to three enemies while your towers shoot them, and grows back his health while nothing touches him. If he falls, he is up again at the gate 15 seconds later, and the number on his button counts down until then.

His Shield Bash (the shield button beside his) hurts every walking enemy around him and stuns it for a second and a half; a Warlord only takes the blow, and flyers are out of his reach. It is ready again after 25 seconds.

Every game he plays in gives him experience: 10 for each wave held out and 50 more for a win, up to 300 a game. He goes from level 1 to level 10, a little tougher and harder-hitting each time: from 600 health and 30 damage a blow at level 1 to 1500 and 75 at level 10. The end of a game tells you when he reaches a new level.

Powers

From level 4 you can call a Meteor down on the map during a wave: tap its button in the top bar, then tap where it should fall. A moment later it lands and takes over a third of the health of every enemy in its blast, though far less of a Warlord. It is ready again after 30 seconds of play; the number on its button counts down until then.

From level 6 there is also the Frost Nova: it freezes every enemy in a wider circle solid for two and a half seconds, all but the Warlord, and is ready again after 40 seconds. Powers are the same for everyone, in the challenges and the hall of fame too. The last items of Tactics research make them stronger.

The eleven countries

The game has 55 levels in eleven countries, five levels each, and each country brings something new.

The Meadows
levels 1–5
Where it starts: Grunts and Runners, then Brutes, Flyers and Healers, and the first Warlord at Warlord's Gate.
The Autumn Hills
levels 6–10
Swarmlings, Ironclads and Wyverns, and longer levels. Research starts to matter here.
The Highlands
levels 11–15
The Sentinel joins you, and so does the Shaman. Crystals glow here and there: a tower in their light fires a quarter faster. From level 13, fallen rocks block some slots: you can clear them for 30 to 50 gold.
The Frozen North
levels 16–20
The Broodmother, the Tesla Coil (from level 17) and the Warden. Enemies cross frozen lakes 50% faster, and from level 18 towers on rocky high ground reach a fifth further. The Winter Throne has a second road.
The Desert
levels 21–25
Burrowers, and quicksand that slows enemies to 60% of their speed: a natural place to concentrate your fire. The Alchemist joins you from level 22.
The Fire Mountains
levels 26–30
The Phoenix, and from level 27 the Behemoth. Towers cannot aim into drifting smoke, and from level 27 towers built beside a glowing forge hit a quarter harder.
The Marshes
levels 31–35
The Leaper, and roads that fork: the road splits in two round an island and joins again, and the enemies of a wave take each way in turn. Towers on the island can cover both. On levels 32 to 34, the tide floods shallows on the road for eight seconds in every twenty, and enemies wade through them at half speed.
The Shadowlands
levels 36–40
The Necromancer, and the gloom: every tower reaches less far, except in the warm light around a brazier, so the slots near one are worth the most.
The Storm Coast
levels 41–45
The Aegis Knight, and the tide: every 20 seconds the sea comes in over the shallows the road runs through, and for eight seconds enemies wade through them at half speed. Towers that reach the shallows get the most shots.
The Crystal Caves
levels 46–50
The Stone Golem, and crystals: a tower built in a crystal's cool glow fires a quarter faster, so the slots near one are the place for your quickest towers.
The Jungle
levels 51–55
The Jungle Troll, and the monsoon: every 25 seconds the rain pours down for nine, and while it does every tower reaches a fifth less far. Build where towers still cover the road in the rain.

Gold: spending and saving

Spending everything at once is not always best. The game rewards a little patience:

Research can raise all of these: more interest, a bigger carry-over, more gold per wave, cheaper towers and upgrades.

Credits and research

Credits are the currency you keep. Every level pays credits for the waves you survived, win or lose, with a bonus for a win; later levels pay more. A level you have already won pays less, so new levels are worth more than replaying old ones; the first win of a level pays about enough for one more item of research. Achievements, a daily reward and the challenges pay credits too. Your first win also brings a gift of 20 credits for your first research.

Credits buy research: lasting improvements, bought in order in four branches. You can open research from the level select, between two waves of a level, and after a defeat. Resetting it is free and returns every credit, so you can try another plan at any time (though not in the middle of a game).

Offence

22 items: more damage, range and fire rate for every tower or for one kind, wider blasts, colder frost and stronger acid. From Sharpened Tips (20 credits) to Aqua Regia (950).

Economy

20 items: more starting gold, wave rewards and interest, cheaper towers, better carry-over and more credits. From War Chest to Imperial Treasury.

Utility

20 items: more lives, slower enemies, weaker armour and healers, a stronger Sentinel, a 6x speed (Fast Forward) and Seismic Sensors, which let towers strike Burrowers underground.

Tactics

11 items with new abilities: lives back for a perfect wave, an extra hint, arrows and shells that pierce armour, mage fire that stops healing, frost that freezes solid, towers that grow stronger with every kill, and, last of all, a Meteor that comes back sooner and hits harder and a Frost Nova that reaches further and holds longer.

Difficulty and ways to play

Easy, Normal and Hard

You choose the difficulty each time you start a level. The enemies are the same on all three; what changes is your gold. Every level is measured for the gold a typical player needs to beat it. Normal gives you 10% more than that, Easy 20% more, but pays fewer credits and at most one star: useful when a level has you stuck. Hard opens on a level once you have won it on Normal: you get just the gold it needs, and it pays 50% more credits.

Endless

Win a level and you can play it endlessly: the waves keep coming, stronger each time round, until the city falls. How long can you hold out?

Heroic and Iron

Win a level on Normal (or Hard) and two challenges more open on it, played on Normal's gold with your research: Heroic, where the city has a single life, so one enemy through loses the level; and Iron, where only one kind of tower may stand at a time, so choose well, as not every tower can hit every enemy. Each earns its own star on the level the first time you win it, and pays like a first win; a heart and a little tower beside the level's stars show which you have won, and four achievements count them. A try left part-way through is kept: start it again from the level to continue. Research and hints are closed during them, and they do not go to the hall of fame.

Daily and weekly challenges

Once you have won level 3, a new daily challenge waits every day: one level with a twist, such as tough enemies, swift enemies, half the gold, no upgrades, only two kinds of tower, or a quarter of the lives. Everyone plays it with the same research, so it is a fair contest. The weekly challenge runs from Monday to Sunday with two twists at once, and pays twice as many credits per wave.

Hall of fame

Sign in with Google and choose a name and a country to join the hall of fame: lists for the most stars on Easy, Normal and Hard, the longest endless game, and the daily and weekly challenges, for the whole world or one country. Every score is checked on our server by replaying the game before it counts.

The Overall list ranks all three difficulties together. Each level counts once, by its best result: a star on Easy is worth 1 point, on Normal 2 and on Hard 3. So a level won with three stars on Hard is worth 9, and winning it on the other difficulties as well adds nothing more.

Achievements, records and the daily reward

39 achievements, such as winning every level of a country, pay credits when earned. Coming back on consecutive days pays a daily reward that grows from 10 to 40 credits over a week. In Halloween week and Christmas week, the first level you win each day (on any difficulty, or in Heroic or Iron) earns that day's pumpkin or present and 20 credits, and three of them earn the season's achievement; the maps are dressed for the season too. Beside the achievements, Records counts up your games, waves survived, enemies and Warlords defeated, towers built (and your favourite) and powers called.

New things, and the encyclopedia

The first time a level brings something new (a tower, a power, an enemy, a kind of ground such as ice or smoke, or a structure such as a forge), the game pauses on a card that shows it and says what it does. Every card you have seen stays in the Encyclopedia on the level select: towers with their upgrades, powers, enemies and terrain, and a question mark, with the level it comes on, for what you have not met yet.

Hints

Stuck between two waves? A hint looks one wave ahead and tells you what to build. Each game allows three hints (four with the Scouts research), at 10 credits each; where the game shows ads, you can also watch one instead. A hint costs a star in the hall of fame (or two waves in an endless game), but nothing in your own progress.

Tips for three stars

Controls

On a phone or tablet, tap a + slot to build, tap a tower to upgrade or sell it, pinch the map to zoom in and drag to look around. On a computer, use the mouse, and the keyboard if you like:

Space
Start the next wave, or pause and resume during one.
+ −
Faster or slower.
N
Call the next wave early.
T
Aim the selected tower the next way.
1 2
Call the Meteor or the Frost Nova; then click where it should strike.
H
Pick Captain Bram; then click the road where he should go.
B
Captain Bram's Shield Bash.
Esc
Open or close the menu.

The browser's Back button works too: in a level it opens the menu, and pressed again it saves the game and returns to the level select.

Questions and answers

Is Tower Defence free?

Yes. It is free to play, with ads in the browser version. There is nothing to buy.

Do I need to download anything?

No. It plays in any modern browser on a phone, tablet or computer. If you like, you can install it as an app: on Android and in Chrome on a computer, choose "Install app" on the level select; on an iPhone or iPad, use Safari's "Add to Home Screen". Once installed, it starts even without a connection.

Is my progress saved?

Yes, on your device, from the first level, without an account. A level you leave part-way through can be continued later. Sign in with Google to keep your progress in an account and carry it to your other devices.

Which languages does it speak?

41, from English, Chinese, Hindi and Spanish to Turkish, Swahili and Vietnamese. It starts in your browser's language when it has it, and you can change it on the level select.

Something is wrong, or I have an idea

Write to support@brookmoon.com.

Ready? The first level shows you around.

The towers, enemies and maps are painted for the game. Prefer a clean look? Switch the pictures of the ground off in the pause menu under Background.

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