SSOVEREIGNLAST LIGHT
OPERATION IRONWOOD
⚑ 0LEVEL◈ 850COINS⌬ 0RESEARCH TOKENS♥ 1000CORE HP
THE FRONTIER

Hold the light.
Take the territory.

● PREPARATION
SUPPLY ROADWATERYOUR VISIONUNEXPLORED
Select a defense below to begin building.
Destroy all four rival bases.Drag / scroll to pan · Ctrl + scroll to zoom
WORDS HAVE CONSEQUENCES

The diplomatic table

One action per surviving nation between waves. Their allies and rivals are listening.

RESEARCH & DEVELOPMENT

A stronger frontier

Clearing a level grants 15 research tokens. A surviving Research Lab doubles the award to 30; multiple labs do not stack. Research every advanced design individually from its starting branch tower.

Commander's field guide

  1. Establish a perimeter. Open Construction at the bottom and select any starting design: Watchtower, Machine gun, Flamethrower, Frost spire, or Signal beacon. Place it on a lit, empty tile. Enable Build a zone to drag a rectangle and confirm multiple placements together. The preview skips invalid ground and limits the order to your available coins. All four roads converge just outside your core's defensive radius.
  2. Control the pressure. Launch a wave when ready. During waves 1–4, enemy soldiers advance without firing on your towers. At the start of wave 5 the rival nations declare war and begin attacking defenses normally. Pause, build, and upgrade during combat. Offend nations for a harsher fight but lower coin drops; appease them to reduce pressure and restore ordinary income. “Your Mother... !” immediately sets its target to maximum hostility and can be used only once.
  3. Develop your defenses. Nearby kills grant XP to every tower in range. Fixed towers spend XP only on maximum HP and buy range extensions with coins. Repair-capable towers can also buy four healing levels, reaching 5× their base repair speed. Recon squads have unlimited power, range, and fire-rate levels through either currency; auto-training spends XP on their lowest skill. Clearing a level grants 15 research tokens, or 30 if a Research Lab survives. Construction shows available designs and a Technology tree card with the remaining unresearched tower count. Global shielding research reduces incoming damage by 10% per level; coverage adds 0.4 tiles of range per level to all defenses. Research each advanced tower individually. Fortress Towers triple the HP of towers and recon squads inside their gold field. Overlaps multiply: two fields give 9× HP and three give 27×.
  4. Specialize recon squads. Each squad manually commits to one arsenal path. Ballistic scouts progress from sniper rifles to anti-tank launchers. Research Toxic Fog, Ring of Fire, Curse Obelisk, or Tesla Coil to unlock poison gas weapons, flamethrowers, summoning curses, or Tesla-coil rifles for an unspecialized squad. Auto-training never chooses a weapon path.
  5. Recover battlefield salvage. Hostility reduces each nation’s coin drops: −50 pays half and −100 pays nothing. Salvage Stations add 20% of the ordinary value to nearby kills, so maximum-hostility enemies still pay 20% inside their field.
  6. Explore and advance. Demolish a tower to recover 80% of its total coin investment and deploy a three-person squad. Select Move squad, then any tile to scout it. Squads start at 20% of basic tower damage and never convert into towers.
  7. Exploit flame and toxins. Flame hits every enemy it touches and may ignite them. Burn deals twice poison's base DPS but makes victims 50% faster. Poison deals steady, stacking damage without changing speed. Each foot soldier can trigger a road barb once without consuming it; armored units always crush and consume contacted barbs. Venom darts poison at 65%, and toxic fog checks exposed units at 45% each second. Acid deals 1.5 times poison DPS, makes victims 25% faster, and destroys armor.
  8. Break their armor. Gray armor bars show remaining protection. Royal plate halves ordinary damage and blocks barb poison; sealed armor takes full damage but also blocks barb poison. Other nations field reactive, composite, warded, or mesh protection with different toxin, fire, and corrosion behavior. Armored units consume barbs even when their armor blocks the poison. Acid affects every armor family and can strip it before HP reaches zero.
  9. Match your weapon to the road. Ring of fire damages its entire radius. Lasers pierce along a straight beam. Cannon and flak shells explode on impact, damaging nearby enemies even beyond the firing radius. Frost Spires reduce targets to 5% speed for three seconds. Flame cones, chain lightning, frost fields, dark pulses, and curses have distinct effects.
  10. Choose the high ground. Height 1 and 2 grant bonus range. Cannons and bolt catapults require high ground; flame weapons require lowland. Roads cannot hold towers.
  11. Clear the forward garrisons. Each nation initially launches troops from a small 180 HP garrison along its road. Scout it and bring towers into firing range. Clearing it earns 100 coins and pushes future launches back to the capital with 5× troops at 5× launch rate for that nation. Garrison attacks cause a one-time −15 relations change; they do not trigger total war.
  12. End the siege. Towers automatically shoot visible enemy bases in range during combat. The first hit locks that nation to −100 and triggers maximum mobilization. Wave-15 boss tanks deploy eight faction foot soldiers once they reach half health. Destroy every base to win. Losing your core ends the campaign.

Space: pause · Esc: cancel order · B: basic tower · D: diplomacy · T: research · Drag, wheel, trackpad, or arrow keys: pan · Shift + wheel: pan sideways · Ctrl/⌘ + wheel or +/− buttons: zoom. Touch: drag with one finger to pan, pinch with two fingers to zoom, and tap to place. Use Cancel order to exit construction or movement. Click the right-side tabs or bottom Construction tab to open panels; click the map or a minimize arrow to tuck them away.