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Once the Monsters get close to Castle Frostburn, the Impys, angry that the Dwarves still mine in the Imps' mines, decide to fight the Monsters. In this level, you must defend your castle until a tier 3 impy arrives, which must be killed.
Enemies[]
In this level you face tier 1, and 2 impys, along with a tier 3 impy. The tier 3 impy must be killed to win.
26s after the level starts, a wave of 25 tier 1 impys, spawns in random lanes.
221s after the level starts, a wave of 3 tier 2 impys, followed by 1 tier 3 impy, spawns, cycling through lanes, starting from the bottom lane. The impys scale with your impy's upgrades, and the tier 3 impy must be killed to win.
Difficulty Changes[]
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Dialogue[]
Trivia[]
- This level, and 4-6, used to have the enemy units, scale with the upgrades you did to your own units. Due to the lethality of an upgraded medusa or impy, this was patched in 1.1.1 by creating a separate unit that is identical to the original unit.
- In version 1.1.1, a soulstone was added to the reward of this level, probably because Liv Games realized that the amount of soulstones people could earn, was too small compared to the number of monsters that need upgrades, and because tier 4 units were to be added soon. Before that update, this level, and the rest of Frostburn in general, mirrored Legendary Wars's Frostburn in terms of the amount of premium rewards earned.
- The difficulty modifiers were probably designed with the original impy strength in mind, which is why they become weaker on Hard and Legendary, and also why the impys are now a non-threat, that can even be defeated by tier 1 base stat skullys. The wave modifiers setting enemy health to 50% or 30% doesn't make it any better for the imps.