Deepwing: Defense
πŸ’Ž 20
βš™οΈ 0
🌊 0

πŸŽ‰ The crystals are safe!

⏸️ Paused

The robots are waiting.

πŸ› οΈ Making the level…

πŸ›‘οΈ Keep the crystals

Robots come out of the mine's mouth and walk to your crystal store. Each one that gets there takes a crystal (big ones take more) and goes back down. Keep at least one crystal until the last wave and you win. More crystals kept means more stars.

πŸ”¨ Build

Towers go on the squares drawn on the ground. Tap a square, then tap a tower at the bottom: it is built there. Towers cost cogs βš™οΈ, and every robot you pop drops more. Built the wrong one? ↩️ gives every cog back until the next wave comes. Tap a tower to make it stronger, or to sell it for some cogs back.

πŸ—ΊοΈ Ways and mazes

On some moons the robots follow a way. On open ground the line on the ground shows where the robots will walk: they walk round your towers, so build walls with 🧱 crates and towers to make their walk long. After a crate, tap the next square for another. A square marked with a red cross would close the robots' last way, so it cannot be built on.

πŸ€– The robots

Buzzers are quick. Grubbers are tough. Swarms come in threes. A Shieldback is armoured in front. A Stinger makes a tower sneeze. A Mine-layer's mine switches a tower off: tap the mine πŸ’£ to clear it. A Mender mends robots. Bouncers fly over everything. Armour makes lasers weak, and zappers half as strong: use presses and fizz tanks.

🎯 One kind is not enough

Each tower has a job. A seeker hits hard and far, but only one robot at a time, so a crowd gets past it: put a fizz tank or a press near it. Lasers are quick but weak on armour. Of the towers, only lasers and zappers hit robots that fly. The glow shows a good mix. The pictures on each tower in the tray say what it is good βœ… and weak ❌ against, and the guide below says more.

πŸš€ Your ship

Your Deepwing ship shoots robots near it. Tap πŸš€, then tap where it should fly.

♾️ Levels without end

The first fifteen levels are set 1. After them come new sets of fifteen, without end, each on another Deepwing mine, getting harder as they go. Every level is checked to be winnable before you play it, so the first time a new level opens it may take a moment to make.

🌊 Waves

▢️ sends the first wave when you are ready. Between waves you can send the next one early for bonus cogs. The Γ—1 button opens the speeds: Γ—2, Γ—5 and Γ—10 make everything go 2, 5 or 10 times as fast.

βš”οΈ Tower Wars

You and the computer each keep a store of 100 crystals. πŸ“€ sends robots into their lane; theirs come into yours. A robot with a green + raises your income, paid every 10 s; πŸ’₯ robots raise nothing but hit hard. ⬆️ Tier makes your robots tougher and dearer. Automatic robots come into both lanes and grow. πŸ’Ž buys 5 crystals back. πŸ‘€ shows their lane (and their cogs and income in the counts). The first store emptied loses.

How to win

Each time, the first row that fits:

Ideas worth knowing

  • A robot with a green + pays for itself in about 10 payments, then keeps paying. If your next tier is further away than that, sending first gets you there sooner.
  • Each tier makes your robots twice as tough but your towers only 1.3 times as strong. Towers levelled past 3 make up the difference.
  • A πŸ’₯ robot adds no income, and if they pop it they get double its price. Send them when you are ahead, or at a lane with few towers.
  • The automatic robots follow the lower player's tier. Staying low keeps them weak, but they get tougher every minute while they sit on the Core Mind.
  • ⏱️ From minute 40 it is overtime: the automatic robots get 1.2 times tougher every minute and come twice as often, and no πŸ’Ž come back by themselves. The stronger base lasts longer.
  • ↔️ A wider lane has more room for a long maze, so robots walk further. Pick it under the lanes.

πŸ”Š Sound

πŸ”Š at the top turns it off, and it stays off in every other game here too.

πŸ“– Tower guide