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Overview

 * This is the first map from Brightholme and the first one to include Jumpers among the enemies.
 * The map has some explosive cylinders, that stun & damage nearby lumes if they explode.

Waves

 * The game starts with 500 resources and 350 are given after each wave, for a total of 3650
 * The bases given are 8 at the start and 6 after each wave, for a total of 62
 * Before waves 3 & 6 there are time limits, 1 minute each

Wave 1
Starting Resources
 * 500 Resources
 * 8 Tower Bases

Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 2
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 3 (1:00 Time Limit)
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 4
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 5
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 6 (1:00 Time Limit)
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 7
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 8
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 9
Enemies
 * 350 Resources
 * 6 Tower Bases

Wave 10
Enemies

Trivia

 * The map has some Easter eggs (link in Youtube: [1 ])


 * It is possible, although extremely rare, that a Jumper would stay immobile instead of jumping in the path to the core. While reasons aren't completely clear, explosive weapons & modes can lead to a push effect that to happen to hold them like if they are stunned.

Notes & tactics

 * Screamer Matriarchs are capable of attacking("sniping") the core from a big distance, even a bit above the level of the core if they have a clean sight to it. This can be countered by forcing them to pass away from dangerous range, putting bases that to obscure their sight to it, or killing them before they reach this specific upper-attack range to the core.
 * In core-oriented builds Hoverers might happen to rotate into an angle when they reach the core, in which the Focus and other damage towers might not be able to hit their backs, so killing them faster, careful positioning of the Focus or adding another Focus/other damage tower in certain position can save the player from some trouble in such scenarios.
 * It is good to put the damage towers in chosen field(s) between the lower spawn point and the core in order to damage enemies from both spawn points with them.
 * Among the most efficient towers in this map is the ACP, since it can deal easily with many low-health crowds at ease and lategame it is also good vs medium & high-health enemies if properly boosted with support towers (+/- tower-perks) & overcharged. Range spire can buff this and other damage towers well, although overcharging the spire is usually not much needed, since the paths aren't very wide.
 * Both Hoverers and Jumpers can easily lead the player to falling and therefore getting fainted. Jumpers push players in their path and multiple ones of them can be risky to stay around.
 * Jumpers can be countered by dual-base walls or putting towers with normal or big height in their jumping paths

Video playthroughs with links, towers, modes & results

 * [link ] - with ACP, 2 Drone towers, Range spire & Slow fields; 5 Feats of strength; undamaged core
 * [link ] - with 3 ACPs, 2 Lightnings, 2 Mind control spires & Amp; 5 Feats of strength; undamaged core
 * [link ] - with Ar mines (2 dispensers), Slow fields (3 dispensers), Range spire & Amp; 5 Feats of strength; undamaged core