

In the Heroic Challenge and Iron Challenge modes of Emberspike Depths, Vez'nan's staff and the Hammer of Ages are scattered around the area, the Hammer of Ages seen in the top left-hand corner near the crystals, and Vez'nan's staff seen near the west cliff.After the end credits, the corrupted Tear of Elynie is picked up by a monster with green hands and suction cups at the fingertips, saying 'Mine!' in the Futurama alien script.YOU SHALL NOT PASS! Defeat the Dark Lord and save the realm. The darkness, for me, is where I shine!.You're not afraid of the dark, are you?.Shadows betray you because they belong to me!.This is going to be legen (wait for it) dary!.I'm not afraid of the dark, the dark is afraid of ME.Even though Knights Barracks work nearly as well without costing as much, you would want Assassin's Guilds so as to hold the Shreds of Darkness for as long as possible, since the high damage of Shade Elementals would burn through the health of Knights and even Knights Templar rather quickly. Not only they are useful in resisting the previous 15 waves, they can keep Shreds of Darkness and Shade Elementals busy. Pre-build a few Assassin's Guilds to guard the sideward paths.Any hero with less than 250-300 HP is susceptible to 1 shot kills from both Lord Malagar and Umbra, so it's ill advised to use them in this stage.Umbra shoots rays from his eyes and the listed damage 100-150 only accounts for a single ray.Soldiers will be safe if placed off this U-shaped path. Every 40 seconds, Lord Malagar targets a group of 2 and more in an area around the crystal.Take note when your hero is low on health to retreat safely - continuous combat with Umbra seems to increase the chance of the hero being targeted by the lightning. This will allow him/her to deal a bit more damage to the boss. Take advantage of this and send your melee hero to Umbra. Melee heroes can hurt Umbra, and the boss cannot fight back except with the occasional lightning bolt used both to destroy towers and harm units, which is not enough to kill a durable melee hero like Alric or Grawl.Because of this, it is viable to fill all empty tower spaces with a basic Archer Tower to potentially save your more expensive towers. The tower that Umbra destroys is completely random.Barrage, Critical Mass, Wasp Missile and Death Rider are the only upgrades recommended. Save your gold: buy very limited upgrades and only those capable of directly hurting Umbra or needed to save you from being overwhelmed by Shade Elementals. You want your money to turn into DPS in the most efficient way possible.

For each tower that Umbra blows up, build an Archmage or Crossbow Fort to replace it.If it doesn't, sell a few unimportant towers after Umbra reforms the first time you need 1000-2000 gold rebuild the towers Umbra will destroy. The gold you save up during wave 15 should reach 1000 or more. You should be fine with the current setup, having survived 14 waves earlier. Before wave 15 starts, stop buying towers and upgrades unless they directly affect Umbra.

Umbra must be defeated four times to be fully killed. His attacks appear as blue lightning shooting out of his eyes. Umbra will also start destroying towers from the first reform. Umbra's health when reformed depends on how many Shreds of Darkness remain when he reforms. Umbra does not move towards the exits (he summons Shade Elementals for this purpose), instead only teleporting between the main path and the plateau, where he is invulnerable to all attacks, including ones with unlimited range.Īfter his health is depleted, Umbra splits into ten Shreds of Darkness, which will move toward the plateau in an attempt to reform Umbra. After wave 15, Umbra is freed, kills Lord Malagar and attacks the player. Neither Umbra nor Lord Malagar can be attacked in this state.
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Umbra is not made of shadows, shadows are made of Umbra.Īt the beginning of the stage, Umbra is encased in a huge crystal on a high plateau, with Lord Malagar attempting to free him.
