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Cliff Lodge
Map Name
Cliff Lodge
Region Stage Number
Rocky Fields << 2 - 3 >>
Waves
10
Starting Resources Resources per Wave Total Resources
400 325 3325
Tower Bases in Field Starting Tower Bases Total Tower Bases
0 16 88

Overview[ | ]

  • The map starts with 400 Resources & 16 bases.
  • There are three time limits - before waves 3, 6 & 9, 1:40 minutes each.
  • After each wave, 325 Resources are given.
  • The bases given after waves 1 & 2 are 12, after waves 3 & 4 - 10, after 5 & 6 - 8, after 7 to 9 - 4, for a total of 88.
  • The map has 4 fighting Explorer conscripts, ready to help vs the lumes - 2 on the left side & 2 on right.
  • It is one of the four maps in the game, that have two cores to defend, the other ones being Abandoned Lab, The Labyrinth & Power Relay.
  • The map has 4 scattered level 1 AR mines (links in Youtube & Steam: [1], [2]), since one yellow mine has been removed from the game.


Enemies[ | ]

Wave 1[ | ]

West Side:


Wave 2[ | ]

East Side:


Wave 3 (1:40 Time Limit)[ | ]

West Side:

East Side:


Wave 4[ | ]

West Side:

East Side:


Wave 5[ | ]

West Side:

East Side:


Wave 6 (1:40 Time Limit)[ | ]

West Side:

East Side:


Wave 7[ | ]

West Side:

East Side:


Wave 8[ | ]

West Side:

East Side:


Wave 9 (1:40 Time Limit)[ | ]

West Side:

East Side:


Wave 10[ | ]

West Side:

East Side:


Trivia[ | ]

  • The map has the secret code DJ53454H, written on one of the computers in the secret room. It is related to the Elysian Archives, more specifically this one.
    • The original site with the archives has been shut down.
  • The map has some Easter eggs (link to Youtube: [1])


Notes & tactics[ | ]

  • Sweet can do decent job in this map, since is effective vs crowds and Soakers, although, in generall, all characters are potent.
  • The Drone Launcher and the Voltaic Hand Cannon are good for this map, since they have good range and target-seeking fire modes.
  • It is good to to force enemies to walk along the river, since this way it is easier to concentrate fire vs them and random towers to damage both sides.
  • Focus is good vs the Hoverers, Armoured Heavies and Walker Warriors. In defensive builds some can be built close to the cores.
  • Friendship Lasers are cheap and reliable against smaller enemies. Some of these can be put, e.g., on the East side.
  • Violators can find good use, e.g. they can cover both the West and East sides, having range for the enemies along the river. They can also give some help vs the boss.
  • The Anti-air tower has some purpose in the right side. Even a lvl 2 tower can be great vs the Spitflies in the 9th wave, also preventing the players from getting distracted.
  • Rapid fire towers such as Gatling & Scatter lasers can be very good vs the weak lumes and the Soakers. Rapid fire weapons also are effective.
  • Perks that improve weapon damage can help, e.g. Tactical Juxtaposition, Hollowpoint rounds. Heavy weapon action on one side while leaving the other mainly to the towers is one good way of dealing with this map.
  • Upper Class can be utilized if the player sticks to the high place, on the glass roof of the cabin(room) at the beginning. The player can stand on top the viewing platform in the middle of the map via getting on a railing on the side, then jumping on top of the glass.
  • Reinforcements can hold aggressive lumes in position.
  • Core guardian can be helpful if sticking to one of the two cores.
  • In wave 1 it is good to build 45 degree walls to maximize walking distance.
  • In the 10th (last) wave it is good to focus on the West Side and kill the Hoverer and 1-2 Soakers and then to go East, or until the Walker Patriarch spawns, then can run and kill him with weapons, or can also use AR mines in the possible paths where he may walk, or where the path goes into area with no towers. It is also easily possible to lure him by going close to the spawn point a bit before he spawns, with the mines between him & the player, this mainly just needs active weapon fire & close proximity to the spawn point & the boss, with slow stepping backwards, to not provoke a smash hit for no reason. The boss spawns ~19-20 seconds after the 2nd Soaker appears visible. After the boss is dead, it is fine to finish off the remaining enemies on the East Side.


Video playthroughs with links, towers, modes & results[ | ]


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



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