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Jellyfish Cove
Map Name
Jellyfish Cove
Region Stage Number
Coastline << 5 - 3 >>
Waves
10
Starting Resources Resources per Wave Total Resources
500 500 5000
Tower Bases in Field Starting Tower Bases Total Tower Bases
0 15 96

Overview[ | ]

  • The Jellyfish Cove is the third map located at the Coastline
  • It features large harmless jellyfish bubbles which players can bounce high on, especially the one at the middle. Three couples of bacterial strains colored in purple, green, and red can be found as obstacles, they're connected to their spore "buttons" under the same color attached to the giant bubble at the center, they can be triggered by bouncing on the "buttons", after that they collide with each other and create a massive explosion that causes various negative effects on lumes, depending on their color. Once they explode, they require a certain amount of time to fully grow back and be able to do it again:
    • Purple: The one at southern west. Stuns all lumes nearby for 7 seconds. Grows back 30 seconds after being exploded
    • Green: The one at the nortern west. Infects all lumes nearby with direct perpetual poison (9000 damage) Grows back 20 seconds after being exploded.
    • Red/Orange: The one at southern east. Sets all lumes nearby on fire for a period (37500 damage over 10 seconds). This trap will deal its damage spread over all affected targets, one target takes the full amount, 10 targets will each take about 3750 each and thus the DoT effect will only last one second. Grows back 45 seconds after being exploded.
  • Stepping into lakes around the map at which rate the water line reaches beyond the player's head is instant death.
  • Starting resources are 500, after each wave the reward is 500 for a total of 5000 at the very end.
  • Starting tower bases are 15 and after each wave the reward is 9 for a total of 96 bases at the very end.
  • The time limits are two, before waves 3 & 6, 1 minute each.
  • This map has 4 mines - 3 orange ones behind the player at left at spawn, and one forward, left from the far-forward waters. In the past the other 5 yellow plant mines have been removed from the game. Links to the mines in Youtube & Steam: [1] & [2]. The orange ones are technically level 2 AR mines (9500 damage per mine), while the yellow plant - a level 1 AR mine (7500 dmg).


Enemies[ | ]

Wave 1[ | ]

West Center East
- - 2 x Soaker
- - 28 x Snorker


Wave 2[ | ]

West Center East
6 x Walker 5 x Screamer 2 x Armoured Heavy


Wave 3 (1:00 Time Limit)[ | ]

West Center East
8 x Walker 6 x Spitfly 12 x Walker
4 x Mutator


Wave 4[ | ]

West Center East
4 x Hoverer 4 x Screamer Matriarch 3 x Walker Warrior
4 x Mutator 4 x Healer 5 x Healer


Wave 5[ | ]

West Center East
3 x Soaker 26 x Screamer 3 x Armoured Heavy


Wave 6 (1:00 Time Limit)[ | ]

West Center East
16 x Spitfly 4x Mutator 40 x Runner
30 x Brood Mother


Wave 7[ | ]

West Center East
8 x Screamer 10 x Screamer 6 x Screamer
8 x Walker 10 x Walker 8 x Walker
4 x Mutator 4 x Mutator 5 x Mutator


Wave 8[ | ]

West Center East
10 x Screamer 20 x Screamer 7 x Healer
10 x Walker 8 x Walker 20 x Walker
3 x Soaker 2 x Walker Warrior 2 x Armoured Heavy


Wave 9[ | ]

West Center East
2 x Hoverer 2 x Screamer Matriarch 2 x Walker Warrior
6 x Mutator 6 x Mutator 6 x Mutator


Wave 10[ | ]

West Center East
60 x Brood Mother 1 x Walker Patriarch 20 x Rhino
6 x Healer 4 x Healer 7 x Healer


Trivia[ | ]

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


Notes & tactics[ | ]

  • Similarly to the other maps in Coastline, the Mutators are among the top targets. It is good to build the damage towers close to the West/East spawn point or close to the Orange, Purple or Green "jellyfish" bubbles in order to kill the Mutators, Healers and other enemies faster. Core-oriented perks & builds tend to be less effective than usually, because enemies might mutate a lot before they reach the core. This can be particularly sharper in this map due to the Hoverers, especially if the Focus or other towers cannot target their backs when they move in a specific position around the core.
  • One Anti-air tower can be enough to easily take down all flying enemies, but, depending on the position, it might need assistance from a Range spire, even from an overcharged one in order to reach the Spitflies (and the Healers at the 10th wave if needed). Random scenarios might require two or three to be taken.
  • Weapons that have area-of-effect fire modes are good for this map (e.g. Rex, Plasma rifle, Battle rifle, ETK-tesla prototype), since they are strong vs crowds and many of them are acapable of destroying Mutator balls with the area-of-effect at ease.
  • If being close to Hoverers, it is good to be careful if there are deep waters in proximity, since then there is a bigger risk the player to be thrown into them, getting fainted
  • The boss can be easily executed via AR mines. Putting them close to his spawn point in a specific position, or simply luring him into them via minor kiting there can result in a quick death for the boss.


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



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