The Labyrinth

Overview

 * The map starts with 200 resources & 3 bases and the reward after each wave is 200 resources & 2 bases
 * There are no time limits before any waves, like in 3 other maps in the game (Introduction, The Depths & The end)
 * It is one of the four maps in the game, that have two cores to defend, the other ones being Cliff lodge, Abandoned lab & Power relay
 * The map has healing tiles (small green shroom-like formations on some places of the map), that heal lumes who stay on them for 3000 health per second.
 * The map has 10 yellow plant mines (links in Youtube & Steam: [1 ], [2 ])

Wave 1

 * 9 x Walker Pup
 * 2 x Walker

Wave 2

 * 2 x Bobble Head
 * 4 x Snorker

Wave 3

 * 2 x Walker Warrior
 * 4 x Spitfly

Wave 4

 * 3 x Screamer
 * 1 x Rhino
 * 1 x Armoured Heavy

Wave 5

 * 2 x Hoverer
 * 6 x Snorker
 * 3 x Walker

Wave 6

 * 2 x Soaker
 * 6 x Spitfly

Wave 7

 * 1 x Walker Patriarch
 * 25 x Walker Pup

Notes & tactics

 * This is one of the easier maps to win with higher dificulty, even with 5 Feats of Strength, since there are not many enemies, and only 7 waves. However, it shouldn't be totally underestimated, especially wave 5 - if the player loses concentration, this can easily lead to him getting fainted into Snorkers' explosions and the Hoverers can knck them into dangerous direction. This and the 7th wave are potentially the most dangerous waves.
 * Given the tall obstacles, towers have short lines of sight. High-range towers such as Violators, Rockets & Anti-air tower can find some good utility of the high reach. About short/medium ranged towers there is mainly just one area (like a 4x4 square), where a few towers can find better utility in grouping together.
 * It is good to maximize the maze length, although some bases can be also put in the aforementioned 4x4 area for a synergic tower action in a killzone.
 * Sweet is a very good choice in this map. She is a generally good character, thanks to her + 24% damage through burning and has good survivability with her high jump & good air control.
 * TSYGAN can be an OK choice, since she can escape danger in the tight spaces and do some job with the extra damage.
 * Skye is also an option, although there aren't many tough enemies to benefit from prolonged hits. The boss is better off being killed by mines (yellow and/or AR).
 * SiMo is an option, although weakspot spots aren't very reliable in this map, but is good vs Hoverers. Should evade kiting and risky moves, since he has the lowest survivability around enemies among all the characters.
 * Haigen can do some job in the restricted spaces, although he isn't very good vs Hoverers, so he should be careful in wave 5. The map has just one Rhino, so with some little care Haigen can easily utilize his stuff for the win.
 * Since the map is generally easy, it is mostly fine to play without core perks. Enemies are likely to die way before the cores, from weapon damage with some assistance from the towers.
 * Drone Launcher can do some job against Hoverer and the final boss Walker Patriarch, although many weapons can kill the Hoverers faster and the boss can be easily lured into AR mines. This weapon can target enemies, seeking them through walls.
 * REX and Voltaic Hand Cannon can help vs groups of enemies, partically when they run in random directions, e.g. in the last wave vs the 25 Walker Pups.
 * Weapon perks are mostly a great choice, e.g. Tactical Juxtaposition can make the Drone Launcher and many other weapons stronger.
 * Upper Class = +50% damage when standing high. There are many many platforms to stand on, e.g. you can stand near the center of the map to minimize the distance your projectiles have to travel. If you can't reach a satisfactory height, you can always pick Skye Autumn for her double jump, but Sweet Autumn has nice legs -- I mean, nice jump height -- herself.
 * Steady Aim = +50% damage boost when standing still and can come in handy if standing on the same platform for long or the whole time.
 * Tower boosting perks are not very needed in campaign mode, since the most of the damage is likely to be dealt with weapons.
 * Slowing/distracting perks such as Slowing presence can give some help, partially related to survivability in the short spaces and corners, although the maze is long and enemies are unlikely to reach either core.
 * in wave 2 it is good to set towers with targetting system to least health, so they don't waste their shots on the Bobble Heads, but this wave can be easily done even by a tanking tactic - the Snorkers will kill themselves into the player and weapons to be used only for the bobbles, since there is enough time to regenerate back health. Ofc, this would need a bit stepping back to regenerate after the first two Snorkers.
 * in waves 3 & 6 the Anti-Air Tower can do great job. In solo play of Campaign mode in wave 3 even a lvl 2 one can kill all Spitflies, if the tower is close to the spawn point.
 * The yellow plant mines in the map & AR mines can do excellent job vs the boss.
 * There are a few points & zones, where dropped mines & slow fields can no longer be picked up again, these being mainly close to the enemy spawn point and in the lower grounds (where they sometimes fall invisible).

Video playthroughs with links, towers, modes & results

 * [link ] - with AR & Rupture mines & Anti-air; 5 Feats of Strength; undamaged cores
 * [link ] - with AR mines (2 dispensers) & Focus; 5 Feats of Strength; 3880 & 4000 core healths remaining
 * [link ] - with Anti-air, 2x Focus & AR mines; 5 Feats of Strength; 3070 & 4000 core healths remaining

Vids before 28 Sep 2015 (for these it is wise to check update(patch) notes in [link1 ], [link2 ], [link3], etc):


 * [link ] - with 2 Focus towers; 5 Feats of Strength; undamaged cores