Below Arc

0 | 14 | 70

## Overview

* **Below Ar**c is the first map of the **Arc Islands** and the first one to include Spore pods & Spore keepers as a part of the enemies
* It's like a thinner and longer version of Construction Site, but the air enemies approarch from the north, while the left & right sides spawn only ground lumes.
* There are time limits before waves 3 & 6, 1 minute each
* The map has two Simo units, close to the core. They are the same as the ones from the Roboticist perk. If killed, they respawn at the next building phase.
* The resources given are 350 in the beginning and 300 after each wave.
* The bases given are 14 in the beginning & after wave 1, and after each consecutive wave, the reward drops down by 2 bases, for a total of 70 after wave 7.

## Waves

### Wave 1

**Starting Resources**

* 350 Resources
* 14 Tower Bases

**Enemies**

**Rewards**

* 300 Resources
* 14 Tower Bases

### Wave 2

**Enemies**

**Rewards**

* 300 Resources
* 12 Tower Bases

### Wave 3 (1:00 Time limit)

**Enemies**

**Rewards**

* 300 Resources
* 10 Tower Bases

### Wave 4

**Enemies**

**Rewards**

* 300 Resources
* 8 Tower Bases

### Wave 5

**Enemies**

**Rewards**

* 300 Resources
* 6 Tower Bases

### Wave 6 (1:00 Time Limit)

**Enemies**

**Rewards**

* 300 Resources
* 4 Tower Bases

### Wave 7

**Enemies**

**Rewards**

* 300 Resources
* 2 Tower Bases

### Wave 8

**Enemies**

**Rewards**

* 300 Resources

### Wave 9

**Enemies**

**Rewards**

* 300 Resources

## Notes & tactics

* Due to the limited width, there is no much variety in placing the tower bases. Enemies from two sides should be tracked to the opposite direction to the core, and eventually gather into a middle tunnel toward the core. Since the tunnel is always two-grid wide, players should add left-and-right twists to significantly slow enemies like Rhinos.
* Besides Snorkers and Jumpers, all ground enemies in this map are slow, which is an useful advantage to utilize.
* Spore Keepers frequently appear and are not easy to be defeated in a short time, which makes them highly capable of getting even to the core. However, they're actually the least threat to the core, since they can attack it only by launching homing spores at a really low rate. You can keep them from damaging the core via using weapons to deflect their projectiles, in doing so you have a lot of time to kill them, yet of course, you need to ensure that they are the *only* remaining threat on the field before all. Most weapons (except the Drone launcher) can deal with the spores, with an accent on the rapid-fire and accurate ones.

* **Towers**
	+ Anti-Air is great vs the air enemies. While random towers like Violators, Rockets and combining Focus with Range spire can do at least a partial substitution, the efficiency and superiority of the Anti-air is unmatched by any alternative. A single one is generally enough, although then it is good to also use weapons vs the air enemies, or to boost the single Anti-air with a Range spire.
	+ Burst-towers like Lightnings & Violators are potent in this map, since they don't rely much on how long will the enemy be in the range, but quickly draw damage and don't suffer much from the space restrictions.
	+ ACP - being one of the best towers in the game, it still remains capable vs the ground enemies that tend to come in crowds, like Snorkers, Rhinos and Heavy Pups. However, utilizing it with its range is tricky, due to the tight space.
	+ Slow Field Dispenser - effective method to enhance your killbox, since there is limited space for it.
	+ The Focus is mostly effective against heavier enemies. However, this tower has trouble with tracking enemies for long without a method to slow them, due to the tight space.
	+ Orbital Strike Relays are effective against Heavy Pups, Spore Keepers and Infected Explorers, since they are all slow and easy to kite, while also often forming mini-crowds. It's good to have its range cover the core as well.
* **Weapons**
	+ It is good to have at least one weapon/fire mode with **area-of effect**, that can help vs crowds, and one, **capable vs single enemies**. The long tunnels make it easy to hit weakspots with accurate weapons, e.g. Sniper & Plasma rifles.
	+ Gatling Laser, Plasma Rifle, Voltaic hand cannon & Battle rifle are some samples of weapons that are good vs multiple and single enemies at the same time.
	+ Sniper Rifle is a generally good choice for its long range accuracy. Can be used well if firing from long distance, like even from the core.
	+ Drone Launcher. Good against Spore Keepers, Armoured heavies, Soakers & Hoverers. However, it cannot do anything vs the balls of the Spore keepers & Mutators and cannot quickly deal its damage.

* **Perks**
	+ Core Guardian, Long Range Superiority & Steady Aim are good with accurate weapons and the Drone Launcher.
	+ Reinforcements - since most enemies are aggressive, this effectively makes them pause frequently and suffer more damage from towers & weapons.
	+ Tactical Juxtaposition is effective for the Drone Launcher, Plasma rifle, Voltaic hand cannon and many other weapons
* Wave strategies
	+ Wave 1 - Bobble heads are top targets
	+ Wave 2 - Spore Pods are just three, so Anti-Air is still not very needed. Focus(es), Lightnings and Violators are effective in this wave.
	+ Wave 3 - Hoverers are top targets. Since they traverse the opposite direction to the core, it's easy to kill all of them with weapons. Of course, the other enemies are also important and shouldn't be forgotten. Anti-air is needed.
	+ Wave 4 - Mutators are top targets. With some concentration and/or tricks, there might not be any mutations. They can also be forced to go into the core (they can **not** attack it), while the Walker warriors are forced to go the other way.
	+ Wave 5 - Jumpers can be delayed pretty well via using dual-walls and/or towers, that to stop them in their paths. Gatling Laser and Plasma rifle's secondary attacks are effective vs them and they are also vulnerable from the weakspot.
	+ Wave 6 - being mostly an easy wave, here all ground enemies are highly vulnerable to the ACP. This tower can be buffed pretty well by Range spire & Slow fields around it.
	+ Wave 7 - some towers, effective vs the Spore keepers are Orbital Strike Relays, Focus, Lightnings & Violators. Another Anti-Air can also aid vs the many Spore Pods, although it isn't a must, since weapons can also do good job.
	+ Wave 8 - Mutators are top targets. The procedure can be same as the one from wave 4
	+ Wave 9 - mostly an easy wave. The Drone Launcher, Plasma rifle and many rapid-fire weapons and towers can do good for the faster dealing with the wave.
	+ Wave 10 - the Mutators & Jumpers are top targets and bursty towers and weapon action can deal greatly with them. The rest of the enemies is overall not more difficult than in any other wave.

## Video playthroughs with links, towers, modes & results

* [link] - with 13 Violators & Anti-air; 5 Feats of strength; undamaged core
* [link] - with 3 Friendship lasers, Anti-air, Orbital strike relay & 2 Mind control spires; 5 Feats of strength; undamaged core
* [link] - with 6 Lightnings & Anti-air; 5 Feats of strength; undamaged core