Defense Grid: The Awakening: Difference between revisions

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- Do your best to setup "kill zones" where you can have upgraded towers efficiently clustered around a Temporal and Command towers. Try to make it so that enemies pass by these towers twice.
- Do your best to setup "kill zones" where you can have upgraded towers efficiently clustered around a Temporal and Command towers. Try to make it so that enemies pass by these towers twice.


- Press "backspace" to auto-load a checkpoint. This is very handy when experimenting with using the least amount of money possible to stop cores from being picked up.
- Press "backspace" to auto-load a checkpoint. This is very handy when experimenting with using the least amount of money possible to stop cores from being picked up. You can go to a checkpoint before that by hitting backspace more than once (useful if it checkpoints at a bad moment).


- While it is technically possible to build a maze with two exits and then rotate which end is closed and open (to force enemies to travel back and forth) it is unnecessary in this game and difficult to do.
- While it is technically possible to build a maze with two exits and then rotate which end is closed and open (to force enemies to travel back and forth) it is unnecessary in this game and difficult to do.
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- Area of effect towers quickly lose their usefulness after a few waves if you don't upgrade them.
- Area of effect towers quickly lose their usefulness after a few waves if you don't upgrade them.


- Missile towers are very effective against air. Usually only one level 1 per "air alien" symbol is plenty. Spread them out if possible to avoid wasted shots.
- Missile towers are very effective against air. Usually only one level 1 per "air alien" symbol is plenty. Spread them out if possible to avoid wasted shots. Gun and cannon towers can also be used against air units.


- Don't use Tesla towers; gun towers have a better DPS.
- Don't use Tesla towers; gun towers have a better DPS.


[[Category:Games]]
[[Category:Games]]
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