After playing Robo Defense for over one year, I welcomed the added features in Myth Defense. The main strategies pertain to both games. You want your strongest towers to be in flight paths and the enemy ground troups to pass by strong towers at least twice. Also, place most of the slowing towers in the flight path.
Make sure you understand how to enhance the power of the towers with runes. I played a couple weeks before I understood how to do it. I used a variety of runes, but if I played from start again, I’d probably only use the Damage, Royal, and Frost runes. Right now, I only use Royal and Frost (Slowing) Runes.
The Flash Tower is very important. I create one early (around wave 100) only about 3-4 squares from the entry point(s) and surround it with very powerful towers. Right now, I create 5 Flash Towers—one every 3-4 rows—directly in the flight path. I’d rather have two Flash Towers than one Ruby Tower. Late in the game, I’ll create additional Flash Towers not in the flight path.
Don’t advance too fast in regards to level. You get more points for finishing Level 10 with 30 lives, than Level 15 with 10 lives. I know you get less runes, but the Level 10 game can often be played much faster so in the long run, you can also earn more runes at the easier level.
I fought battles to build my strength, and then campaigned at levels it was easy to win. As soon as a campaign became difficult, I switched over to Battles. However, there were some difficult campaign scenes that I just completed and didn’t concern myself with points. I have now finished the campaign.
Use Elfin Lightning as a last resort. They are the only obstacles that effect flying enemy. Since they don’t work all the time, when I add Elfin Lightning near the end of the game, I add three in a line. Now, I rarely use the Elfin obstacles, but there was a time I needed them.
Use mines as the next to last resort. They are expensive to kill a single enemy. But in mid-game use as many mines as it takes to kill the enemy.
Use traps sparingly as well especially when they only last 4-5 troops. It’s better to spend 100 on a tower that lasts the whole game, than 100 on traps that disappear after a little use. I try to use all obstacles near the exit point. However, at level 31-33, I use one or two traps early in the game to slow enemies while I gain strength. And for the last wave be prepared to build 10-25 traps to slow the final rush—even if you need to sell a ruby tower somewhere.
I have two sections where I use fire, and one section (6 towers) where I use electricity. These sections are not in the flight path.
Have fun. I have a ranking just over 100. I'm DrTom.
Make sure you understand how to enhance the power of the towers with runes. I played a couple weeks before I understood how to do it. I used a variety of runes, but if I played from start again, I’d probably only use the Damage, Royal, and Frost runes. Right now, I only use Royal and Frost (Slowing) Runes.
The Flash Tower is very important. I create one early (around wave 100) only about 3-4 squares from the entry point(s) and surround it with very powerful towers. Right now, I create 5 Flash Towers—one every 3-4 rows—directly in the flight path. I’d rather have two Flash Towers than one Ruby Tower. Late in the game, I’ll create additional Flash Towers not in the flight path.
Don’t advance too fast in regards to level. You get more points for finishing Level 10 with 30 lives, than Level 15 with 10 lives. I know you get less runes, but the Level 10 game can often be played much faster so in the long run, you can also earn more runes at the easier level.
I fought battles to build my strength, and then campaigned at levels it was easy to win. As soon as a campaign became difficult, I switched over to Battles. However, there were some difficult campaign scenes that I just completed and didn’t concern myself with points. I have now finished the campaign.
Use Elfin Lightning as a last resort. They are the only obstacles that effect flying enemy. Since they don’t work all the time, when I add Elfin Lightning near the end of the game, I add three in a line. Now, I rarely use the Elfin obstacles, but there was a time I needed them.
Use mines as the next to last resort. They are expensive to kill a single enemy. But in mid-game use as many mines as it takes to kill the enemy.
Use traps sparingly as well especially when they only last 4-5 troops. It’s better to spend 100 on a tower that lasts the whole game, than 100 on traps that disappear after a little use. I try to use all obstacles near the exit point. However, at level 31-33, I use one or two traps early in the game to slow enemies while I gain strength. And for the last wave be prepared to build 10-25 traps to slow the final rush—even if you need to sell a ruby tower somewhere.
I have two sections where I use fire, and one section (6 towers) where I use electricity. These sections are not in the flight path.
Have fun. I have a ranking just over 100. I'm DrTom.