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After constant internal wars between the heroes, the Netherworld became overfilled with ghosts of the heroes. Fed up with the lack of space, the Monsters call upon Lord Magma to try and defeat the Heroes, once and for all. When that plan backfired and Lord Magma then lay dormant, Grimm commands Monsters to seek out the Sunstones, required to summon Lord Magma to defeat the Heroes once and for all. In this level, you control a deadknight, commanded by Grimm to seek out a soulstone, also teaching the player the basic controls of a unit in the process.
Units[]
In this level, your castle starts with 10000 HP. You also control a deadknight, which uses the same upgrades you have on your deadknight.
In addition, 3s after the level starts, T3 Gargoyles and Trolls, T2 Skully Archers, Impys, and Liches, spawns, cycling through lanes, starting with the bottom lane on the first and after every 50 spawns. These units are not controllable and are affected by the stats of your Knights, Elves, and Dwarves.
0.7s after the level starts in hard and legendary, a wave identical to the one listed above, spawns, cycling through lanes, starting with the bottom lane on the first and after every 50 spawns.
Important Unit | |
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Spawns in the middle lane after 1s | |
Scales with upgrades | |
x1 | |
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Enemies[]
In this level you face tier 2 knightys, elves, dwarves, and unicorns, tier 1 elves, and a faun, along with a tier 3 knighty, elf, and a dwarf. The tier 3 knighty must be killed to win.
0.7s after the level starts in hard and legendary, tier 2 knightys, elfys, dwarfys, and unicorns, with 1 big tier 1 elfy per 50 spawns, infinitely spawn, cycling through lanes, starting from the bottom lane on the first and after every 50 spawns.
Simultaneously, 1 tier 3 knighty spawns in the bottom lane, followed by a tier 3 dwarfy in the middle lane, and followed by a tier 3 elfy in the top lane. Enemies from this wave only attack when provoked and the tier 3 knighty must be killed to win.
17s after the level starts, a faun spawns a distance of 750 from the left side of the level on the bottom lane, positioned around the far right of the skull.
3s after the faun is killed, tier 2 knightys, elfys, dwarfys, and unicorns, with 1 big tier 1 elfy per 50 spawns, infinitely spawn, cycling through lanes, starting from the bottom lane on the first and after every 50 spawns.
Simultaneously, 1 tier 3 knighty spawns in the bottom lane, followed by a tier 3 dwarfy in the middle lane, and followed by a tier 3 elfy in the top lane. Enemies from this wave only attack when provoked and the tier 3 knighty must be killed to win.
Hazards[]
Two skulls spawn on this level. Skulls have 10 hp that scales with difficulty modifiers and deal no damage.
The first skull spawns a distance of 380 from the start of the level in the bottom lane.
The second skull spawns a distance of 400 from the start of the level in the middle lane.
Dialogue[]
Trivia[]
- Enemy and allied waves spawn twice in Hard and Legendary, once without killing the faun, and once after killing the faun. This is not the case for Hero difficulty.
- This level takes place in Magma Mountain, meaning that the modifiers used are taken from Magma Mountain's difficulty modifiers, rather than Monster Kingdom's.
- The random large tier 1 elfy is supposed to be tier 2, but a typo prevented that code from making the elfy tier 2.