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Power Relay
Map Name
Power Relay
Region Stage Number
Brightholme << 6 - 3 >>
Waves
10
Starting Resources Resources per Wave Total Resources
500 350 3650
Tower Bases in Field Starting Tower Bases Total Tower Bases
0 20 105

General information

  • There are time limits before waves 3 & 6, 1 minute each
  • The map starts with 500 resources for the player(s). After each wave the resource reward is 350.
  • The bases given are:
    • 20 at the start & after wave 1
    • 15 after waves 2 & 3
    • 10 after waves 4 & 5
    • 5 after waves 6 to 8
    • none after wave 9
  • This is one of the four maps in the game, that have two cores to defend, the other ones being Cliff lodge, Abandoned lab & The labyrinth
  • In Power relay there are 6 fighting explorers, that will aid the player vs the lumes
  • There are 7 traps, where passing lumes will take high damage if the trap is ready (recharged) - 3 on the ground and 4 on the mini-ffortifications.
  • The map has 5 mines - 2 level 1 AR mines & 3 orange mines (links in Youtube & Steam: [1], [2]). The orange mines are technically level 2 AR mines (9500 damage per mine)


Enemies

Wave 1

North East
20 x Runner
5 x Infected Explorer


Wave 2

North East
12 x Infected Explorer


Wave 3 (1:00 Time Limit)

North East
6 x Jumper 6 x Walker Explorer
10 x Brood Mother 6 x Screamer


Wave 4

North East
3 x Bobble Head 9 x Jumper


Wave 5

North East
3 x Soaker 5 x Jumper
7 x Infected Explorer 8 x Walker
4 x Hoverer 1 x Bobble Head


Wave 6 (1:00 Time Limit)

North East
7 x Screamer Matriarch 2 x Walker Warrior
10 x Walker 8 x Infected Explorer
3 x Armoured Heavy


Wave 7

North East
15 x Snorker 12 x Infected Explorer
12 x Infected Explorer 6 x Jumper


Wave 8

North East
8 x Screamer Matriarch 7 x Hoverer
12 x Jumper 60 x Runner


Wave 9

North East
10 x Rhino 3 x Armoured Heavy
24 x Brood Mother 13 x Infected Explorer
5 x Bobble Head 3 x Hoverer


Wave 10

North East
8 x Jumper 16 x Walker Warrior
20 x Rhino 20 x Infected Explorer
27 x Walker 8 x Jumper


Notes, tips & strategies

  • Out of all maps with Jumpers, here they tend to make the most possible trouble. While putting towers on bases can also stop them, creating dual-base walls in parts of the maze is resommended, especially on high difficulties.
  • It is good to utilize the traps via building the maze in a way, that forces enemies to pass through them
  • The ACP and the Lightnings are good towers for this map


Video playthroughs with links, towers, modes & results



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