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Comm Tower
Map Name
Comm Tower
Region Stage Number
Rocky Fields << 2 - 2 >>
Waves
10
Starting Resources Resources per Wave Total Resources
400 300 3100
Tower Bases in Field Starting Tower Bases Total Tower Bases
0 12 58

Overview[ | ]

  • There are two time limits, before waves 4 & 8, 1 minute each.
  • After each wave, the player is given 300 resources.
  • After waves 1 to 3 eight bases are given, after waves 4 to 6 - six, after 7 & 8 - two, and after wave 9 no new bases are given.
  • There are two buttons, that can trigger timed explosives, that can deal up to 7500 damage to affected lumes. They require manual detonation by interacting with them with the Use key (F-key by default). They explode after a few seconds in a small area. These reset themselves after each wave. However, the triggering player may also be damaged (even killed by them) if too close to the explosion. (link in Steam: [1]).
  • There are five scattered level 1 AR mines (links in Youtube & Steam: [1], [2]).


Enemies[ | ]

Wave 1[ | ]

North East
8 x Walker
12 x Runner


Wave 2[ | ]

North East
3 x Hoverer
8 x Walker


Wave 3[ | ]

North East
10 x Walker
10 x Screamer


Wave 4 (1:00 Time Limit)[ | ]

North East
3 x Armoured Heavy
120 x Walker Pup


Wave 5[ | ]

North East
3 x Walker Warrior
10 x Screamer
20 x Snorker


Wave 6[ | ]

North East
4 x Hoverer
5 x Walker Warrior


Wave 7[ | ]

North East
3 x Soaker
10 x Screamer


Wave 8 (1:00 Time Limit)[ | ]

North East
5 x Armoured Heavy
80 x Snorker


Wave 9[ | ]

North East
12 x Rhino
13 x Walker


Wave 10[ | ]

North East
4 x Soaker
10 x Rhino
10 x Spitfly


Trivia[ | ]

  • The map has the secret code JF58FTR5 in the secret room with the AR-mines. 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[ | ]

  • The usual and pretty effective practise is to lock the top part of the map to force all enemies to exit from the right side. It is also good to seal off the 2-grid gap to the East of the Core in the early waves. Of course, the reverse can also be done - to seal the other exit with 2 or 3 bases, though this is more likely to lead to some more sweating vs the Spitflies in the last wave if there is no Anti-air
  • All characters can find good use in this relatively easy map. Sweet can be a good choice, effective vs crowds, Soakers & easily keeping being alive around Rhinos & Hoverers. While Haigen appears a risky pick in random maps, in this map there are no waves that have both Hoverers & Rhinos, so he can utilize his capabilities at a moderate safety.
  • The Drone Launcher and the Voltaic Hand Cannon can find some good use in the hands of Sweet or Skye.
  • The Ballista & Gatling laser can do good job vs crowds with the secondary fire, while also keeping being capable vs single targets with the primary one. Particularly good in the hands of Haigen, while also a fine choice for other characters.
  • Focus can find good use in this map, due to the opportunity to utilize its range, mainly vs the Hoverer, Armoured Heavy, Walker Warrior & Screamer matriarch.
  • Friendship lasers can be effective in many of the waves. They are cheap and reliable against smaller enemies, while also capable vs the average & heavier ones when upgraded.
  • Range Spire can help for a better coverage. The Amp, while mostly being of a secondary importance, can also help later to improve damage of groups of towers.
  • Violators can find good use of the range.
  • Anti-Air can do great job in wave 10. One such in level 3, with or without a Range spire, close to the larger point where it has sight to the flies, can easily take down all Spitflies quickly after their spawn, even if they happen to head to the other side of the rocks, where, if ignored, they could possibly escape & surprisingly reach the core (this is valid if the top part is locked and the towers are in the right side, but also is effective in the reverse type of build, with the same positioning of the AA +/- Range spire). This is a non-must tower, though, since the flies can be kited to come to the larger spawn-side if there is one to attract their attention there and the player can potentially create a strong group of towers, able to slay the ground lumes without assistance, while dealing with the flies via weapons, regardless of where they decide to go, though this requires some more map awareness and a proper execution maze for the Rhinos and Soakers.
  • AoE towers (e.g. ACP, Rockets) are effective vs the crowds of small enemies (Runners, Walker pups & Snorkers).
  • Upper Class can help, since the player can climb on high position and deal high damage to enemies from afar.
  • Reinforcements can help a bit with holding the aggressive lumes in position.
  • The map can be done with no damage to the core relatively easy even in the highest difficulties, so there is low to no need of core perks, depending also on the player's experience. Anyway, Unstable Core can help a bit, mainly vs the potentially escaping small lumes, although they usually can easily be killed with rapid-fire or area-of-effect towers & weapons.
  • Thor module can help with the extra damage dealt when towers kill an enemy. Effective mainly on low-range towers like the ACP & Lightning, vs the weaker enemies & the crowds.
  • If doing the map with 5 Feats of strength, it is good to be at least lvl 40, since then the main weapon can be changed for something more comfortable.


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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