Fort Defence — guidebook
Build towers beside the road and protect the fort through eight waves.
Enemies follow the marked path; your towers attack automatically. You
choose positions, tower types and upgrades, then send each wave when you
are ready.
Set up a defence
Choose Riverbend, Switchback or Spiral from the Map selector. Each has
eight fixed building sites marked A–H, a road entrance and a fort at its
end. You start with 170 gold and 15 fort lives.
Select a site on the map or use the Site selector below it. Choose Arrow,
Cannon or Frost to spend gold and build. An occupied site holds just one
tower. There is no selling, refunding or moving an existing tower in this
edition, so check the position before spending.
Press Send wave when ready. The next wave does not start automatically.
You can keep building and upgrading during a wave, or pause to think
without enemies advancing.
Tower choices and costs
Every tower begins at level 1 and can be upgraded twice. Upgrade prices
are additional spending, not the total value of the tower.
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Arrow: build 55 gold; level 2 costs 45 more; level 3
costs 70 more. Fast single-target fire.
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Cannon: build 90; upgrades cost 70 and 110. Slower
shots damage groups around the target.
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Frost: build 70; upgrades cost 55 and 85. Deals damage
and slows its target.
The selected tower's information panel shows its exact damage, shots
per second and range, plus splash radius or slow strength when relevant. A
circle on the map shows the selected tower's range.
Towers choose the enemy furthest along the road within range, rather than
the closest enemy by straight-line distance. Frost slows last 1.5 seconds.
Multiple slows do not add together; the strongest active slow takes
priority. A tower can cover more than one section of a bending road if
both lie within its range.
Gold and fort lives
Kills earn gold: a basic enemy pays 5, a runner 4 and a brute 15. An enemy
that escapes to the fort gives no gold. Basics and runners cost one fort
life on escape; a brute costs three.
When all enemies in a wave have either been defeated or escaped and the
fort still has lives, you receive a completion bonus of 20 + 5 × the wave
number. Wave 1 therefore pays 25 bonus gold; wave 8 pays 60. The bonus
does not require a leak-free wave.
For example, building an Arrow and a Frost costs 125 of your 170 starting
gold, leaving 45. That can fund the Arrow's first upgrade, or you can
save it for later. This is an affordable opening, not a guaranteed winning
layout on every map.
The eight waves
The first waves contain basic enemies. Runners appear from wave 3 and
brutes from wave 5. Waves become larger and enemies tougher as the match
progresses. The wave button shows how many queued or active enemies
remain.
After a wave resolves, use the quiet interval to inspect coverage and
spend your earnings before sending the next. Resolve wave 8 with at least
one life remaining to win. At zero lives the fort falls and the match
ends. Losing some lives earlier does not prevent a later victory.
Controls, pause and replacement
Tap or click a site, then a tower button or Upgrade. Every action also has
a normal keyboard-accessible control below the map: use Tab, the
selectors, Enter and Space. The Site selector helps when map markers are
small on a phone.
Pause freezes enemies, tower fire and the match clock. You may still
select sites, build and upgrade while paused. Resume continues. You cannot
send a wave while paused.
Switching tabs, losing window focus or removing the game from its page
pauses it. Resume explicitly when you return. New game and map changes ask
before replacing a match once you have built or started a wave. That
confirmation pauses the match; if you keep playing, use Resume when ready.
A defence playbook
Look for bends where one tower can reach enemies more than once. Spread
coverage thoughtfully; a tower far from the road may fire too rarely even
if it looks central on the map.
Mix roles. Arrow supplies steady damage, Frost buys time and Cannon
rewards clustered enemies. Upgrading an effective site may help more than
adding another weakly placed tower. Watch runners for gaps in coverage and
brutes for insufficient damage.
Keep a little gold available if you want to react during a wave. Pause is
part of the intended strategy, so use it to compare prices, ranges and the
road ahead. The three maps require different placements; replaying with a
revised layout is part of learning.
Results, replay and saves
The end banner says whether the fort survived. Your remaining lives and
wave count stay visible. New game restarts the selected map, or choose a
different map for another attempt.
Matches are not saved. Reloading starts fresh. This edition has no sound,
online opponents, account or leaderboard. Opening this guidebook in
another tab keeps the original page open but may pause the match.
Install, offline and troubleshooting
Load the complete standalone game online once. Use Install or your
browser's Install app/Add to Home Screen action where available. On
iPhone/iPad Safari, use Share then Add to Home Screen. Installation is
optional; the browser game and guidebook work offline after the complete
first online load. When embedded, installation belongs to the host site.
The guidebook opens separately and can be printed or saved as PDF through
the browser. Physical-phone performance and installation have not been
verified on a device.
If a build button is unavailable, check that the selected site is empty
and you can afford it. If Upgrade is unavailable, check that there is a
tower, it is below level 3 and you have enough gold. If Send wave is
unavailable, finish the active wave or resume. After clearing browser
data, load the page online again to restore offline files.