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.
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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.
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.
Fast shots at one enemy. Cheap, quick to fire and good against flyers.
Slow shells that hit a whole group. Cannons cannot hit flyers.
Slows a group of enemies, so that your other towers get more shots at them.
Magic bolts that ignore armour: the answer to Brutes and Ironclads.
Lightning that jumps from one enemy to the next. Offered from the Frozen North on.
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.
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.
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.
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.
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).
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.
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 game has 55 levels in eleven countries, five levels each, and each country brings something new.
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 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).
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).
20 items: more starting gold, wave rewards and interest, cheaper towers, better carry-over and more credits. From War Chest to Imperial Treasury.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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:
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.
Yes. It is free to play, with ads in the browser version. There is nothing to buy.
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.
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.
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.
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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