Laser Bridge

Overview
Laser Bridge is the last map of the Coastline, and a revised version of the map in the prequel under the same name. It features an unique airborne boss Fiskeplaske at the last wave that will slowly fly straight to the core. Both tower bases and resources are abundant, but the lumes also approarch in unprecedentedly great number.

As counteractions, many conscripts have gathered around the Core, providing extra firepower and baits against enemies that your defense can't fully handle, and powerful laser launchers are constructed at sides of the bridge that turn them into ashes if necessary.

=Lasers= There are four triggerable laser launchers at the sides, two horizontally covering the 2nd row and the 7th row, one diagonally facing southen east at the 3rd row on the left and one southen west at the 3rd row on the right.

By shooting at the green panel, one can trigger the laser that deals massive penetrating damage for 3 seconds, after which, the laser can only be triggered again after the wave ends. The laser can damage any enemy, including those with infinite-armor, like Bobble Heads and Hoverers.

Laser is a crucial part during playthrough, especially in a 5 feats run, if used wisely, it can handle a third of enemies.

General Strategies
The constructible space is a straightforward 13x9 matrix and no more. Since there are odd numbers of rows and columns, you can effectively build a labyrinth without leaving any unuseful grids.

Towers
 * 1) ACP: Will be vital against the tremendous amount of lumes. Make it just enough for Walker Pups and Snorkers.
 * 2) Drone: Provide damage to Hoverers, Bobble Heads, and even Fiskeplaske.
 * 3) Anti-Air: The best method against Spitflies an Healers, making Wave 7 much easier. Can occasionally damage Fiskeplaske if placed properly, but you shouldn't count on this.
 * 4) Range Spire: Boost the three towers above, mainly, ACP and Drone.

Weapons
 * 1) Gatling Laser: With Tactical Juxaposition, its secondary attack can output 4000+ damage (more if playing as Skye with her ability), enough to instant-kill Walker Pups and Snorkers. And two hits can take out Walkers.
 * 2) Drone Launcher: For any heavier enemy, including Fiskeplaske.

Perks
 * 1) Tactical Juxtaposition: Exceptional for the two aforementioned weapons.
 * 2) Corpse Explosion: Make Gatling Laser much more dreadful to hordes. Killing weak enemies can also hurt the greater ones among them a lot.
 * 3) Reinforcements: Considering the number of the weak enemies, it's easy to make a kill and generate a conscript, who provides time for you to deal with Walker Warriors and Hoverers.

Wave 1
Starting Resources


 * 500 Resources
 * 15 Tower Bases

 Enemies 

Reward


 * 400 Resources
 * 9 Tower Bases

Strategy
Tower Player
 * Make a horizontal passage way covered by a laser beam. You don't actually need to place a tower for now.
 * Fire several drones at random enemies to drain their health first, before killing them with Gatling Laser's second shot. Utilize Reinforcements wisely to stuck Walkers the most you can. If several walkers passed the passageway, trigger the laser so you're free deal with them. The rest will be left injured and can be taken out in one GL's second shot.

Wave 2
 Enemies 

Reward


 * 400 Resources
 * 9 Tower Bases

Strategy
Tower Player
 * Preliminarily build a 3x3 tower base square and deploy the ACP at the middle, this square will also be for all the other towers. Maximize it before adding a Range Spire nearby, so it can cover a range of 5x5 outside of the square.
 * There is no difficulty taking out the Walker Pups, imagine you as a moving ACP and kill as more of them as possible with each shot. Remember to trigger Lasers to hurt the others.

Wave 3 (1:00 Limit)
 Enemies 

Reward


 * 400 Resources
 * 6 Tower Bases

Strategy
Tower Player
 * Make a route so enemies have to traverse around the entire square. Deploy a rank 3 Anti-Air, so you won't have to deal with Healers.
 * Priorise Heavies with your Drone Launcher and GL's first shot against Bobble Heads. It's difficult to kill all Bobble Heads alone before they reach the core, so definitely use Lasers on them.

Wave 4
 Enemies 

Reward


 * 400 Resources
 * 6 Tower Bases

Strategy
Tower Player
 * Overcharge the ACP. After this wave, all you need to do is just to extend the rest of the maze.
 * Be noticed that it can be a tough wave where some Screamers and Warriors can reach the Core and deal severe damage to it. Rhinos frequently gather themselves at a corner, use GL's second shot against them here so none of them or any weaker one can get through your square.

Wave 5
 Enemies 

Reward


 * 400 Resources
 * 3 Tower Bases

Strategy
Tower Player
 * Add a Drone tower and invest all resources into it to ease your work killing Hoverers.
 * Another possibly tough wave, use GL's second shot against everyone but Hoverers, which you should fire drones at firstly. After taking out Mutators, run back to focus on the surviving Hoverers with GL's first shot and drones. Call lasers meanwhile to kill most of screamers. Soakers may eventually reach the Core but you can terminate them with drones in a very short time.

Wave 6 (1:00 Limit)
 Enemies 

Reward


 * 400 Resources
 * 3 Tower Bases

Strategy
Tower Player
 * Overcharge the Drone.
 * An easier wave, Walkers and Brood Mothers are no threat and Screamer Matriarchs can be lured easily.

Wave 7
 Enemies 

Reward


 * 400 Resources
 * 2 Tower Bases

Strategy
Tower Player
 * Add another rank 3 Anti-Air.
 * With two AAs, you won't even need to do anything in this wave, but it never hurts to hunt some Mutators yourself.

Wave 8
 Enemies 

Reward


 * 400 Resources
 * 0 Tower Bases

Strategy
Tower Player
 * Overcharge the Drone
 * Take out Warriors and Bobble Heads first, Heavies can be dealt later and Walkers are weak after passing the killbox.

Wave 9
 Enemies 

Reward


 * 400 Resources
 * 0 Tower Bases

Strategy
Tower Player
 * Overcharge the Drone.
 * Most of enemies are gathered in this very wave, but it's not actually difficult. Use Lasers and take most of lumes out ASAP before Mutators boost them.

Wave 10
 Enemies 

Strategy
Tower
 * The boss approarch first and the other enemies only start getting out after it's on one third of its way.
 * Overcharge the Drone. Thankfully, none of the towers will get distracted by the boss, because the case would be different if you're using some other towers as firepower provider, such as Focuses, as they'll likely spend their futile fire on the boss all along, leaving the work of cleaning the rest much harder.
 * AA can be sold, despite it can hurt the boss occasionally if placed wisely.

Player
 * Stand aside the map (on the slopes) and priorize the boss even when the the other enemies appear. Always spam drones when they're ready, and actively seek its weakspot and hit it with GL's first shot. Remember that merely Drones from your weapons and the tower cannot ensure its demise before reaching and damaging the Core, you have to use GL on it more or less. Meanwhile, GL's second shot and Lasers should be used occasionly to halt the other enemies.
 * Shortly after destroying the boss, there can be several Warriors and Screamer Matriarchs that reached the Core, make sure you have at least 1,000 core health at that moment as an endurance.