The Dark Tower

: "Our troops gather around the dread wizard Vez'nan’s tower. It is time for a reckoning... time for the final fray. This is the ultimate battle for our kingdom's safety. Every step has brought us to this moment, and there is no turning back.
: Now it's time to show our mettle!"
The Dark Tower is the twelfth stage in Kingdom Rush, and the final one in the main campaign. Beating it unlocks Sarelgaz's Lair, Ruins of Acaroth, Rotten Forest, Hushwood, Glacial Heights, Rotwick and Pit of Fire.
Upon completion, the end credits will play.
==Campaign==
===Set-Up===
* Gold 1300
* Strategic Point x13
* Graveyard
* Vez'nan
===Wave Composition===
KRstage12-1.jpg
Wave	Enemies(Northwest) 	Enemies(Northeast) 	Number ofTowers Disabled	Income	Income with Skeletons on Casual/Normal/Veteran Difficulty
1 	Demon Hound x2Demon Spawn x4 	Necromancer x1Bandit x6Brigand x6 	0 	318 	360/360/392
2 	Demon Imp x1Gargoyle x5 	Demon Imp x1Gargoyle x5 	0 	170 	170/170/170
3 	Demon Lord x1Demon Spawn x10 	 	0 	260 	290/290/370
4 	 	Dark Knight x6Shadow Archer x4 	0 	214 	234/266/266
5 	Bandit x16Marauder x2Brigand x4 	Bandit x16Marauder x2Brigand x4 	0 	536 	928/928/928
6 	Bandit x6Brigand x3Dark Knight x2Shadow Archer x3	Bandit x6Brigand x3Dark Knight x2Shadow Archer x3	0 	382 	438/470/470
7 	Rocket Rider x6 	Rocket Rider x6 	0 	360 	360/360/360
8 	Worg x6Necromancer x3 	Worg x6Necromancer x3 	0 	444 	504/504/504
9 	Spider Matriarch x8Giant Spiders x25 	Spider Matriarch x8Giant Spiders x25 	2 	620 	620/620/620
10 	Demon Lord x1Demon Hound x3Demon Spawn x5 	Dark Slayer x1Dark Knight x3Shadow Archer x5 	3 	490 	536/560/600
11 	Demon Imp x8 	Demon Imp x8 	4 	400 	400/400/400
12 	Magma Elemental x2 	Magma Elemental x2 	5 	400 	400/400/400
13 	Demon Lord x2Demon Hound x6Demon Spawn x12 	Dark Slayer x2Dark Knight x6Shadow Archer x12 	6 	1052 	1152/1200/1296
14 	Demon Spawn x24 	Dark Knight x8Shadow Archer x6Necromancer x2 	7 	876 	972/1036/1228
15 	Demon Lord x4Demon Spawn x8Magma Elemental x3 	Dark Slayer x4Dark Knight x4Magma Elemental x3 	8 	1500 	1664/1696/1760
Vez'nan will start to disable some of your towers starting at Wave 9 at an interval of 16 seconds. The number listed is based on the maximum number of strategic points being used.
After the final wave, Vez'nan will step down from his tower to attack personally. This is not counted as a wave.
====Summoning Circles====
Vez'nan will summon enemies out from the circle at an interval of 10 seconds, starting from Wave 6. He will do this up to 3 times per wave.
At Wave 6, Vez'nan will start summoning Demons from one of the three Summoning Circles (never the one closest to the exit). Summoned Demons will grant players gold for killing them, and will be reanimated at the Graveyard.
At Wave 8, Vez'nan will start summoning Demons from the top two Summoning Circles.
At Wave 12, Vez'nan will start to utilize the bottommost Summoning Circle.
On Wave 14, Vez'nan will utilize ALL three Summoning Circles.
Circle	Enemies 	Income
Top 	Demon Spawn x6	120
Top 	Demon Hound x3	75
Center	Demon Spawn x3	60
Center	Demon Hound x2	50
Bottom	Demon Spawn x3	60
Strategy
===General===
* The left side mainly spawns magic-resistant demons while the right side mainly spawns heavily armored Dark Knights, Marauders, and Brigands alongside magic-resistance Shadow Archers
** This level is very hostile to allied units so be very careful with how you try to stall the enemies
** Demon Lords can protect other demons so be vigilant to kill them fast
* When wave 15 ends, Vez'nan exits the tower on the left side
* When Vez'nan disables towers, you can tap on them to stop them from being disabled
** It's not always possible to stop all towers from being disabled, so be vigilant to only prevent the most important towers from being disabled
* The map combines all the wave's enemies in the horizontal area just above the bottom path
* The massive hordes of enemies from the waves can create large groups of skeletons and skeleton knights especially if the humanoid enemies are killed all at once such as with the Rain of Fire
** Necromancers & Matriarchs are both spawning enemies that can easily overwhelm your defenses if not dealt with quickly (Matriarchs summon Spiderlings and Necromancers summon Skeletons)
** Additionally. the summoning circles, especially the one on the bottom, can overwhelm your defenses with demons if you're bottom is not really
*** Always have allied units such as barracks, your hero, or Reinforcements ready for any enemies that could leak at the end
** The best way to deal with the massive hordes of enemies is using area damage
* Never forget the flying enemies as they can fly through your defenses if you overfocus on artillery
===Upgrades and Hero===
* Both of Malik Hammerfury's skills (Hammer Smash & Earthquake) deal area damage
** Additionally, Earthquake can stun affected enemies for 2 seconds
* Gerald Lightseeker's Courage buffs allies near him with defense, making them more durable against the demons' explosions and the enemies' strong attacks
* Hacksaw's Tiiimber can instakill the Lava Elementals and Dark Slayer
* Thor's Mjolnir & Thunderclap deal True area damage with Thunderclap able to stun enemies
* Fully upgraded Reinforcements can deal with flying enemies using spears
* Fully upgraded Rain of Fire can be easily used to eliminate massive groups of enemies because of the fast cooldown
* Fully upgraded artillery faces no reduction in splash damage of chain damage
===Towers===
* Tesla x104's high-damage, chaining main attack can easily kill groups of tough enemies especially if Supercharge is upgraded
** Overcharge is good at dealing with groups of weak enemies such as spiderlings from Matriarchs or Skeletons from the graveyard & necromancers
** Artillery ignores 50% of armor
** Tesla's main attack as well as its overcharge can hit flying enemies, making it a great choice for killing them
* The poison from Rangers Hideout's Poison Arrows ignores armor, giving killing power against armored enemies
** Wrath of the Forest is great for killing groups of skeletons
* Sorcerer Mage's main attack can halve enemies' armor, making it a great combo with Rangers & Tesla
* Arcane Wizard's Teleport can prevent enemies from leaking & the Death Ray can instakill tough enemies such as Lave Elementals & Dark Slayers
==Heroic Challenge==
===Set-Up===
* Gold 1600
* Strategic Point x13
* Graveyard
**Restriction: Heroes are allowed.
**Restriction: Upgrades fully allowed.
===Wave Composition===
KRstage12-2.jpg
Wave	Enemies(Northwest) 	Enemies(Northeast) 	Income	Income with Skeletons on Casual/Normal/Veteran Difficulty
1 	Wulf x12Gargoyle x14 	Wulf x12Gargoyle x14 	456 	456/456/456
2 	Wulf x12Demon Imp x14Gargoyle x18Worg x3 	Wulf x12Demon Imp x10Gargoyle x16Worg x3 	1200 	1200/1200/1200
3 	Demon Hound x4Demon Spawn x16Demon Lord x1 	Worg x8Dark Knight x16Dark Slayer x1 	1076 	1160/1288/1416
4 	Wulf x30Marauder x12Shadow Archer x4Bandit x7 	Wulf x30Marauder x12Shadow Archer x4Bandit x7 	1500 	1810/1810/1810
5 	Worg x12Shadow Archer x60Dark Slayer x2Dark Knight x24	Worg x12Shadow Archer x60Dark Slayer x2Dark Knight x24	3808 	3832/4216/4248
6 	Demon Spawn x36Demon Hound x8Demon Lord x3 	Necromancer x4Magma Elemental x8 	2100 	2322/2322/2610
Strategy
===General===
===Upgrades and Hero===
===Towers===
There are differences in the waves in some flash versions:
Wave	Enemies(Northwest) 	Enemies(Northeast) 	Income	Income with Skeletons on Casual/Normal/Veteran Difficulty
4 	Wulf x30Ogre x9Shaman x8Goblin x23 	Wulf x30Ogre x9Shaman x8Goblin x23 	1498 	1802/1802/1802
5 	Worg x12Troll Champion x20Troll Chieftain x2Troll x24	Worg x12Troll Champion x20Troll Chieftain x2Troll x24	3768 	4304/4304/4688
==Iron Challenge==
===Set-Up===
* Gold 2800
* Strategic Point x13
* Graveyard
**Restriction: Heroes are allowed.
**Restriction: Upgrades fully allowed.
**Restriction: only.
===Wave Composition===
KRstage12-3.jpg
Wave	Enemies(Northwest) 	Enemies(Northeast) 	Income	Income with Skeletons on Casual/Normal/Veteran Difficulty
1 	Demon Spawn x74Demon Lord x11Gargoyle x14Demon Imp x5Demon Hound x8Magma Elemental x5	Marauder x4Brigand x29Necromancer x4Dark Slayer x8Dark Knight x10Shadow Archer x12Worg x10Magma Elemental x5	5790 	6410/6490/7082
On flash, wave composition is a little different.
===Flash===
Wave	Enemies(Northwest) 	Enemies(Northeast) 	Income	Income with Skeletons on Casual/Normal/Veteran Difficulty
1 	Demon Spawn x67Shaman x14Demon Lord x11Gargoyle x14Demon Imp x5Demon Hound x8Magma Elemental x5	Marauder x4Brigand x29Necromancer x4Dark Slayer x8Dark Knight x10Shadow Archer x12Worg x10Magma Elemental x5	5790 	6424/6504/7040
Strategy
===General===
===Upgrades and Hero===
===Towers===
==Related Achievements==
 THIS IS THE END!
Defeat Vez'nan.
==Trivia==
*The Dark Tower itself is probably a reference to Barad-dûr, the Dark Tower of Sauron in Mordor in The Lord of the Rings.
*In the Heroic and Iron Challenges, there is a 'For Sale' sign in Vez'nan's tower.
The Dark Tower for sale.PNG|Vez'nan's Tower for sale.
Kingdom Rush Victory.PNG|The Dark Tower, completed
Category:Kingdom Rush
Category:Levels