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Roadworks
Map Name
Roadworks
Region Stage Number
Giant Trees << 3 - 3 >>
Waves
10
Starting Resources Resources per Wave Total Resources
400 200 2200
Tower Bases in Field Starting Tower Bases Total Tower Bases
0 14 77

Overview[ | ]

  • Roadworks is the 3rd map of Giant Trees.
  • It starts with 400 resources & 14 bases
  • Every wave gives 200 resources.
  • Every wave gives 7 tower bases, except the final one.
  • Before waves 4 & 8 there are time limits, 1 minute each.
  • There are healing tiles (small green shroom-like formations on the peripherial paths), that heal lumes who pass on them, for 4000 health per second.
  • There are a total of 5 hidden Orange mines - 3 hidden at the back of the map through a tunnel between the lume spawns and in a direct path to the core, and 2 of them on the opposite end of the map (links in Youtube & Steam: [1], [2]). Each of them deals the same damage as a level 2 AR-mine (9500 in the center of explosion)


Enemies[ | ]

Wave 1[ | ]


Wave 2[ | ]


Wave 3[ | ]


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


Wave 5[ | ]


Wave 6[ | ]


Wave 7[ | ]


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


Wave 9[ | ]


Wave 10[ | ]


Trivia[ | ]

  • The map has the secret code 546DKKD4 in the secret place with the minigame. 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[ | ]

  • Skye & Sweet are good choices for this map
  • As with most maps, weapons that deal good single damage and good area damage work well for this map, since both the small & the big lumes need attention. The Shotgun, Plasma rifle & Gatling laser all can do well
  • The Drone launcher is potent in the hands of Skye for stacking damage. It is useful in big maps like this to seek the further targets.
  • Voltaic Hand Cannon - good for enemy-seeking across a large distance, and in case enemies get close to you, you can line them up along the ramps to penetrate all of them at once.
  • There are 2 bosses in this level and powerful towers & weapons can help dealing with them. AR or Rupture mines (gathered in one place), placed on the paths of the bosses can deal high damage to them, even kill them both, although this is a preferrable tactic vs the Patriarch, since the other boss is relatively easy
  • Violators have good range and capability in this map
  • Lightnings are good for the maze.
  • The Focus can be great vs many of the enemies in this level
  • Before the 7th wave (the 1st boss) it is wise to put a lvl 1 Anti-Air for the wave after the boss due to the scarce resources & limited time to prepare for the Spitflies and the other enemies. A level 3 one is enough to kill all flies in wave 8.
  • It's important to stay alive because towers cannot reach the lumes attacking the core in this level. Core perks cannot damage Hoverers & Bobble Heads
  • Weapon damage perks such as Tactical juxtaposition & Core Guardian can be helpful. With the Core guardian perk the player can stick to the core while still dealing good damage from afar.
  • Reinforcements can help to distract and delay the enemies.
  • Closing off the shortest routes, that are closest to the core (the two middle ones and the other closer side) is a good way to make a long route for lumes and give you the more time to deal with them or wait for later spawns to arrive at your towers.
  • In builds, that force enemies from the lower maze to walk the right peripherial path (the 2nd one on right), the Screamer Matriarchs can become an extreme threat, since the core then at a certain point is in their attack range, and is is too difficult to kill them with towers or weapons or to kite them before they reach a dangerous range from the core
  • The Walker Patriarch is likely to take the shortest route to the core, destroying tower bases in the path. Stacking up tower bases where the boss spawns will slow it down, since it will need to destroy more. In a few builds and player positions, however, it is possible that the boss will decide to take the longer route, although this is an extremely rare occasion. This can be very comfortable if the player uses AR or Rupture mines. Kiting the boss is optional, depending on the build, but can also be very risky, since the second hit of the boss can easily knock the player out of bounds.
  • There are a few spots in this map where you can go through the floor so it's important to watch your step. In the path to the two orange mines, that are on the lower end of the map, it is easy to fall down through a small hole (crack) and even lose the mines if having picked them


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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