Pagras

:"While your men celebrate your victory over the goblinoid and orcish troops, a messenger bears bad news.
:The township of Pagras is under siege by an overwhelmingly superior force.
:This is clearly an attack on the kingdom: war is upon us!"
Pagras is the third level in the game comprised of eleven waves. The player starts with twelve Strategic Points to build on. The map features two entry points to the east and north-east.
==Campaign==
===Set-Up===
* Gold 300
* Strategic Point ×12
* Sheep ×7
===Wave Composition===
KRstage03-1.jpg
Wave	Enemies(Northeast) 	Enemies(East) 	Income
1 	Goblin x24 	 	72
2 	Goblin x5Orc x5 	 	60
3 	Wulf x6 	Wulf x6 	60
4 	Goblin x20 	Goblin x20 	120
5 	Wulf x10 	Goblin x25 	125
6 	Orc x5 	Orc x5 	90
7 	Orc x9Shaman x2 	Goblin x20 	161
8 	Orc x12Shaman x2 	Goblin x25 	203
9 	Goblin x30 	Orc x6Shaman x2Goblin x15Wulf x10	259
10 	Goblin x20Shaman x2Ogre x1 	 	130
11 	Goblin x10Orc x8Shaman x2Ogre x1	Goblin x10Orc x8Shaman x2Ogre x1 	344
Strategy
=== Upgrades and Hero ===
* Damage upgrades may be useful to help take down the Ogres. Use barracks to slow them down!
=== General ===
* Waves are quite numerous. Either cover the path well or use well assisted Artillery.
* Shamans make enemies much tougher and are best taken down early. Use Reinforcements to separate them from other enemies and let your towers focus.
=== Towers ===
* The path joint is a good place to put Artillery and Barracks.
* Mages are almost useless against Shamans. Archers are the best against them, due to high firing rate. 
* Towers between the paths are able to attack both paths, but can be easily overwhelmed. Fast towers are generally better there, such as archers. 
==Heroic Challenge==
===Set-Up===
* Gold 310
* Strategic Point ×12
* Sheep ×7
**Restriction: Heroes are not allowed.
**Restriction: Upgrades above Level 2 are not allowed.
===Wave Composition===
KRstage03-2.jpg
Wave	Enemies(Northeast) 	Enemies(East) 	Income
1 	Wulf x5 	Wulf x5 	50
2 	Goblin x25Orc x2Shaman x1 	Goblin x25Orc x2Shaman x1 	206
3 	Goblin x18Orc x8Shaman x2 	Goblin x18Orc x8Shaman x2 	292
4 	Orc x3Shaman x2Ogre x1 	Orc x3Shaman x2Ogre x1 	194
5 	Goblin x30Orc x4Shaman x2Ogre x2	Goblin x30Orc x4Shaman x2Ogre x2	492
6 	Ogre x5 	Shaman x15 	400
Strategy
=== Upgrades and Hero ===
* You will need a lot of firepower. Upgrade towers damage and Rain of Fire.
* Upgrading Barracks and Reinforcements may be useful.
=== General ===
* Scorched Earth instantly kills Goblins.
* There are just too many Ogres in waves 5 and 6. Mage is the best to deal with ogres, but use soldiers to slow them down! Also, use archers as there are Shamans approaching!
=== Towers ===
* It's difficult to build enough sheer firepower to beat all the Ogres in waves 5 and 6. Try building several Barracks for assistance.
* Make the most of your towers, you will need them attacking as much as they can.
==Iron Challenge==
===Set-Up===
* Gold 500
* Strategic Point ×12
* Sheep ×7
**Restriction: Heroes are not allowed
**Restriction: Upgrades past level 2 are not allowed.
**Restriction: only.
===Wave Composition===
KRstage03-3.jpg
Wave	Enemies(Northeast) 	Enemies(East) 	Income
1 	Goblin x80Shaman x6Ogre x2	Orc x45Ogre x2	905
Strategy
=== Upgrades and Hero ===
* Archer, Barracks and Mage upgrades are recommended.
* If being overwhelmed by the numbers, consider Rain of Fire Scorched Earth.
=== General ===
* Consider selling the towers that are no longer useful to handle the Ogres. Mages are the best to deal with Ogres. 
=== Towers ===
* The two paths have different types of enemies. Make use of that!
* Building towers between the paths may not be ideal because you can't control the enemies focus. It's advised to build towers and hold off enemies before they can pass and made a rotation toward southeast. 
== Events ==
New EnemyWave 7	Shaman
 	Tribal healers resistant to magic attacks.
* High magic resistance
* Can heal allies
* Average speed
Magic Resistant Enemies	Magic Resistant Enemies	
250px|link=Some enemies enjoy different levels of magic resistance that protects them against magical attacks. Magic resistant enemies take less damage from Wizards	
250px|link=Some enemies enjoy different levels of magic resistance that protects them against magical attacks. Magic resistant enemies take less damage from Wizards	
New EnemyWave 8	Ogres
 	Big, ugly and tough humanoids, they'll obliterate everything in their path.
* Very high health
* Very slow speed
* Costs 3 lives
Category:Kingdom Rush
Category:Levels