recursal/Fanatic-Fandom huggingface dataset:
AMLN Wiki

## Welcome to the AMLN

Welcome to the wiki.

This wiki is brought to you by AMLN who aims to review as many anime, manga, light novels, visual novel as possible and get users all excited and wanting to know more about the OTAKU community!!

## Anime List

* Winter Anime
* Spring Anime
* Summer Anime
* Fall Anime

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Liste des Jeux

Le jeu de Loup Garou n'est pas un concept neuf ! Des jeux d'ambiance à base de Trahison, et de votes, il en existe un tas :

* Loups-Garous de Thiercelieux
* Mafia
* The Resistance
* Secret Hitler
* One Night Ultimate Werewolf
* Werewolf: The Apocalypse
* Salem 1692
* Dark Moon
* The Werewolves of Millers Hollow
* Avalon
* Loups-Garous de Crénin
* Jinrou

L'un deux, Mafia, est même celui qui a inspiré les Loups-Garous de Thiercelieux.
Inquisiteur

*Cet article a été inventé par la communauté.*
Camp: Villageois

Gagne: En groupe

Pouvoir: Envoyé de l'Eglise et chargé d'une tâche sacrée, il a promis de tuer tous les hérétiques ! Une nuit sur deux, il sort accomplir son devoir et peut désigner une personne et lui faire son procès. Si elle est impure, elle sera brûlée en place publique le matin suivant. Si l'Inquisiteur doit mourir dans la nuit, sa victime échappera au bûcher. Il peut désigner et brûler la Sorcière, la Voyante, la Gitane sans filtre, l'Arnacoeur, le Maudit (Diable), l'Illusioniste, la Liche, les loups-garous, etc, mais ne saura pas quel rôle il désigne. S'il désigne le Salvateur ou le Saint (Dieu), l'église jugera son geste comme un abus de pouvoir et lui enlèvera toutes prérogatives et il agira donc comme un simple villageois. Sa victime ne peut pas être sauvée par les rôles dont la protection opère la nuit : la Sorcière, le Salvateur, le Berger, etc.

Notes: Personnage inventé par la communauté
Illusionniste

**Camp:** Indépendant

**Gagne:** Seul

**Pouvoir:** Chaque nuit, il pointe du doigt une personne. Elle fait alors partie de l'illusion (si la voyante essaie de voir un joueur de l'illusion, elle verra le rôle "illusionniste"). A n'importe quel moment de la partie, il peut faire un signe au meneur et ainsi tuer tous les joueurs de l'illusion. Il ne peut pas être tué par les loups garous.

**Notes:** Personnage inventé par la communauté
Sope Aluko

**Sope Aluko** (born July 5, 1975) is a Nigerian-born British American actress. She portrayed Dr. Rosie Collins in *Venom.*

## Trivia

* Sope Aluko also portrayed Shaman in the Marvel Cinematic Universe production *Black Panther*.

## External Links

* Sope Aluko on Wikipedia
* Sope Aluko on IMDb
* Sope Aluko on Twitter
* Sope Aluko on Instagram
* Sope Aluko on Facebook
Loup-Garou Voyant

## Loup Voyant

### Pouvoir

Le loup voyant (ou Loup garou voyant) peut, chaque nuit, découvrir la carte du joueur de son choix, avec ses compères loups, ce qui peut les aider à choisir leur victime

## Informations

Son but est d'éliminer les villageois. Chaque nuit, il peut sélectionner un joueur pour découvrir son rôle. S'il est le dernier loup en jeu ou s'il abandonne volontairement son pouvoir, il devient un Loup-Garou ordinaire.

Ce rôle est un véritable avantage pour les autres loups, qui pourront donc choisir leur victime plus rapidement. Le loup voyant se réveille en même temps que tous les autres loups, il a une apparence animale. Il peut utiliser son pouvoir chaque nuit, mais il ne peut pas faire de victimes comme les autres Loup-garou, sauf s'il renonce à son rôle ou est le dernier loup en jeu.
Level DQ11

## Description

Daily Quest 11 is a Daily Quest Map which starts at the left side of the map. The enemies travel in a loop until it reaches a green teleport which will move them to the mirrored side and loop around until it reaches the base.

In addition, the map also has a Z-Core which it generates XP by itself and accumulating enough XP grants 1 upgrade point which provides permanent increase to a stat for the entire game.

Because this map belongs to a Daily Quest, all abilities and research are disabled to provide a fair competition for the leaderboards.

To finish the Daily Quest, the player needs to beat at least 25 waves to get the daily quest rewards.

## Base Properties

Starting Money - 250

Starting Health - 10

Max tower experience level = 100

Max tower upgrade level = 10

Abilities and Research are disabled.

### Miners available

SCL1-R x1

 V2-CTR x1

Mining speed = 110%

### Modifiers available

ATTACK SPEED x1

POWER x1

DAMAGE x0 (10% damage)

### Tower available

Basic

Sniper

Cannon

Venom

Minigun

Anti-air (+25% range)

Flamethrower (+110% damage)
Laser

## Z-Core

Passive XP at max upgrade level: 1/s

XP needed to level up 170 + Core Level \* 10

Core will generate 1 EXP per second. If a wave is called early, the amount gained is double for the remaining time left before next wave would have starts.

When the core levels up, it gives 1 Upgrade point in which the player can choose what to upgrade. The upgrades will remain for the rest of the game. Players cannot choose the upgrade if the previous upgrade is not learned. This can be shown whether the upgrade is highlighted purple or not.

## Trivia

* Despite the DAMAGE modifier is given 10% damage boost, the player cannot build any DAMAGE modifiers at all because it is restricted in this daily quest.
Daily Quests

Daily quests are special maps available over the course of one day. Players have one day to complete the quest to get valuable prizes. The quest changes to a new one at midnight GMT.

Daily quests have several features:

* Researches and Trophies are not considered, so that all players play in the same conditions
* Bases on Daily Quest maps have special effects which can significantly change the usual conditions of the game. It is recommended to view the effects of the Base before starting to play
* Daily quests may allow players to play with towers / miners / modifiers / other features that newer players have not yet discovered. There will be no tutorials, as the daily quests are designed only to test the knowledge and skills of players

## Daily leader boards

Each game on the daily map is submitted to the daily leader board, which is reset every day. At the end of the day, top players will get additional special rewards for their rank (1st, 2nd, 3rd, top 3%, 10%, 30%), including Skill Points, which cannot be earned by any other means.

1st: 15,000  Green Papers, 3x Lucky Shot Token, 3x Purple Chest, 5x Skill points

2nd: 10,000  Green Papers, 2x Lucky Shot Token, 1x Purple Chest, 4x Skill points

3rd: 7,500  Green Papers, 2x Lucky Shot Token, 2x Green Chest, 3x Skill points

Top 3%: 5,000  Green Papers, 1x Lucky Shot Token, 1x Green Chest, 2x Skill points

Top 10%: 2,500  Green Papers, 1x Lucky Shot Token, 1x Skill point

Top 30%: 1,000  Green Papers

Player must be updated to the last version of the game, be signed in and have an Internet connection to participate in the daily leader board. All submitted replays are validated by the server, and it may take some time after the end of the day for the server to assign rewards to the winners. Player rewards will then be delivered in the main menu the next time the player enters the game with an internet connection.

In the case where no Internet connection is available, Daily Quests will still be available, but not synchronized with other players, and without participation in the leader board for special rewards like Skill points.

### Skill points

The top 10% of players on the daily leader boards for each day will earn Skill Points. The top 3 players with largest amount of total Skill Points earned are always shown in the Daily Quest menu. These points may be required for upcoming features such as submitting custom maps to the Community and/or other future multiplayer features.
Le hacker

Le hacker est neutre. Si le village vote pour lui lors du vote du village, la nuit suivant sa mort, il désignera un joueur qui avait voté pour lui. Durant la nuit, le hacker choisis un joueur, lui prend son rôle et le tue par la suite. Le maitre du jeu annonce alors que le joueur désigné s'est fait hacker.
Level DQ7

## Description

Daily Quest 7 is a Daily Quest Map which starts at the top of the map. The enemies travel South toward a cluster of 5 platforms at the center of the map then through a deep orange gate to the north east side of the map. From there, they meander past several platforms back to the center and pass through an amber gate to the west side of the map. Then the enemies traverse a winding path to a teal gate leading back to the center. Finally, they beeline south for the base.

Because this map belongs to a Daily Quest, all abilities and research are disabled to provide a fair competition for the leaderboards.

To finish the Daily Quest, the player needs to beat at least 25 waves to get the daily quest rewards.

## Base Properties

Starting Money - 300

Starting Health - 20

Max tower experience level = 100

Max tower upgrade level = 10

LOIC is the only ability.

### Miners available

SCL1-R x3

Mining speed = 110%?

### Modifiers available

BALANCE x12

SEARCH x5

ATTACK SPEED x5

DAMAGE x5

BOUNTY x5

EXPERIENCE x5 (70)

MINING SPEED x5 (100%)

POWER x5

### Tower available

Basic

Sniper

Cannon

Freezing

Venom

Splash

Blast

Multishot

Minigun

Antiair

Tesla

Missile

Flamethrower

Laser
Dan Black

Son of a rich man and his elf mistress. His real mom has died, and his stepmom hates him. Had his ears cut off to alienate him from his elf heritage. Has gone through physical abuse by the hands of his stepmother. His father is always working and does not really care. Sure the ear thing caused some friction, but his stepmother is from a rich house that his father can't afford to get a bad relationship with (he values money over the health of his son). His mother, the mysterious elf, was a daughter of Aey before he became a blood elf. So Dan Black is the grand child of Aey.

He had a necklace given to him by his mother which connects him to Aey, which is sought after by those who seek the lord of magic himself. He lost it, and Akana was lucky enough to come across it. Nibori took it from her when he captured it. Ella is not yet aware and seeks Dan for his connection with Aey and moreso the necklace that proves his heritage.

## Personality

Dan has a timid personality, but he can be quite sassy when he feels safe. He is quick to trust strangers, and is quite naive. He has shown some rash decision making when he was walking around alone at night close to Ateïmber after he ran away from his home. He didn't seem to have any plans for after he'd ran away. He has a great fear for his stepmother, and mentioning her will make him panic.

## Motivations

Dan just wants to be safe, free and happy. He also wishes to know more about his mother, who is isn't told much about. The only thing he has to go on is the necklace, He really likes Camille and Matt, and wishes he could have them as a mother/older brother.
Trophies

Trophies can be earned by completing a particular wave milestone on certain levels, or for four other specific achievements (details below). They grant various permanent bonuses. Unless a bonus listed for the trophy specifies the name of a tower or ability **in parentheses**, then that bonus will apply globally, regardless of the trophy name/shape. Trophy bonuses are considered research for the purposes of the base effect "disables research", and will therefore be temporarily nullified in such maps.

The wave milestone trophies are shown as a white question mark in the wave milestone list before they are obtained, and as a small image of the trophy afterwards.

The first four trophies in the list are:

1. "That's the story" - awarded for defeating the last boss on level 5.8
2. "Dev" - awarded for unlocking dev mode. Since cloud saves are disabled with dev mode enabled, it is impossible to keep this trophy on a normal save file.
3. "Millionaire" - awarded for surpassing a score of 1 million on any story level or custom map
4. "Master" - awarded for completing all story mode quests up to level 5.8

## Trivia

* The effect granted by "Modifier: ATTACK SPEED" trophy used to be "Level energy restore time -120s". It has been replaced by the current effect with the removal of level energy in version 1.7.13 of the game.
Camp des Loups Garous

### **Description:**

Les loups garous sont l'ensemble des joueurs qui gagnent en ayant tué tous les villageois et qui se réveillent la nuit pour voter contre eux pendant une partie. Il ne faut pas les confondre avec le loup garou, qui lui, est un personnage à part entière.

### **Rôles dans ce camp:**

* Chien-loup
* Enfant Sauvage
* Grand méchant loup
* Infect père des Loups
* Loup Bavard
* Loup Bleu
* Loup Garou
Windstorm (Ability)

**Windstorm** is the 4th unlockable ability. It pushes back enemies within 4 tiles radius for a few seconds. Additionally, Windstorm can delay the next wave by double of the ability's duration.

Trophy "MODIFIER: MINING SPEED" increases the radius of Windstorm by 1 (5 total).

## General characteristics

Refill cost based on the amount the player has:

## Strategy

Costing 3 energy per use, Windstorm should not be used recklessly. While it does not deal damage by itself or provide a damage increase effect like Blizzard, delaying the next wave provides some valuable time for towers to kill the remaining enemies before more appear. In bonus levels, this ability can slightly extend the duration of the game, allowing miners to collect more resources and generate more score. When used near a portal, Windstorm can stack enemies together, greatly benefiting AoE towers such as Cannon, Missile or Flamethrower.
Broot (Boss)

Broot is the first boss appearing in the main campaign. It is not clear what it is supposed to resemble.

Broot has a large amount of health and moves at a low speed of 0.4 t/s. When its health drops below 25%, it goes into a rage for 8 seconds, during which time it moves 30% slower (0.28 t/s), becomes invincible and heals for 50% of the damage taken.
Broot deals 100 points of damage to the base, which usually ends the game immediately.

## Strategy

Broot is the easiest boss to deal with. It is a single-unit enemy, which makes single target towers, such as Sniper and Minigun, particularly effective against it. The rage period does not make dealing with the boss noticeably more difficult, but can cement the player's defeat if the boss gets too close to the base. Broot is immune to effects of Freezing and Blizzard, but can be knocked back by Blast and Windstorm. Like other bosses, it takes 90% less damage from abilities. Ball lightning's damage is further reduced by another 90%, resulting in a pathetic 1% of its normal damage output.

## Advinas Dialogue

### 1.8

Before defeating Broot:

**Advinas**: On this level, you'll meet the first boss.

**Advinas**: It is slow, heavy and simple, but don't think it'll be easy to deal with him, so be prepared.

**Advinas**: Destroy it and I'll report to Ensor mainframe about your success. That will get you access to the next stage of levels and towers.

Advinas: I was analyzing your progress and I can say that there's a high chance of success. Can't wait to see what will be opened for us next!

Wave 37:

**Ensor Inc.:** Few waves left until the boss! Prepare your defence: we need to make it past

After defeating Broot:

**Advinas**: Finally! A new step in my existence - lots of new opportunities. I've been waiting for it for so long!

**Advinas**: Ensor framework has given us access to the new stage of levels, but it requires a lot of Green Papers.

**Advinas**: ...and seems like I found something even more interesting. Let's proceed to the next stage so I can tell you more.

### 5.8

Before defeating Broot:

**Advinas**: Do you remember the bosses with whom we had to fight earlier? Today we will have the opportunity to see them again.

**Advinas**: Broot will appear in a few waves!

After defeating Broot:

**Advinas**: Okay, it was just warming up, further down Stakey.
Jet (Enemy)

**Jet** is an enemy type found in *Infinitode 2*, being the second flying-type enemy alongside the Heli, as well as exchanging some of its health pool for faster overall movement speed.

## Strategy

If a player's defense is having troubles with a wave of Helis, a wave of Jets may be even more deadly. With less health compared to the Heli, Jets race down the track immune to all the towers that a flying enemy is typically exempt from. As seen in its design, it is fundamentally a hybrid of Fast and Helis, presenting the most difficult aspects of both.

To counteract the strengths however, there are several key weaknesses to Jets. For an increase of resistance towards Missile, Minigun and removal of the damage bonus from Antiair, Jets are subjected to two towers which gain an extra 50% damage: Tesla and Laser. Both present high damage, large areas of effect and good usage outside of combating flying enemies exclusively.

Unfortunately, due to how far into the game Tesla unlocks compared to when Jets are introduced, Antiair is truly the only way to counter the Jets. While it does not deal huge amounts of damage, Antiair is the only tower capable of slowing down Jets with its burn effect.
Nuke (Ability)

Large explosion which damages every enemy

**Nuke** is the 11th and last unlockable ability, along with Overload. It deals instant explosion damage to all enemies present on the map. Enemies killed by it drop only 80% of coins.

Trophy "MODIFIER: POWER" increases coins dropped by enemies killed by Nuke by 5% (85% total).

## General characteristics

Cost of a charge, based on the amount the player has:

## Strategy

Having the highest energy cost out of all abilities, Nuke should be used sparingly. It is best used in conjunction with Blast, Freezing, Blizzard and Windstorm to kill as many enemies as possible at once. It works best in the later waves, when towers can no longer keep up with increasing health of enemies. While its total damage is lower than Firestorm's, Nuke delivers it instantly, preventing Healers from nullifying it.
Firestorm (Ability)

**Firestorm** is 6th unlockable ability. It burns all enemies present on the map for a few seconds. Does not affect Healer. Enemies killed by it drop only 80% of coins.

Trophy "MODIFIER: BOUNTY" increases coins dropped by enemies killed by Firestorm by 5% (85% total).

## General characteristics

Refill cost based on the amount the player has:

\*Endless mode only

## Strategy

Costing 1 less energy and dealing more total damage, Firestorm does well as a cheaper version of Nuke. However, it falls short when Healers appear, as they are immune to burning and can nullify the damage over time with their healing auras. Firestorm has the most use in later waves, when waves become too strong to be cleared with towers alone. Since its burn effect partially nullifies the slowing effect of Freezing, it is recommended to use Blast and Crusher alongside it.
Infinitode 2 Wiki

## Welcome to Infinitode 2 Wiki!

> "Every game in this Tower Defense strategy game (TD) is endless - stand against infinite number of enemy waves for as long as you can!"
>
>

Infinitode 2 - Tower Defense game made by Vadym Sakhno (therainycat).

This wiki covers the gameplay and strategical aspects of the game known as *Infinitode 2*, a tower defense game that can go on indefinitely! Here you can find information about:

Enemies - will try to destroy your base.

Towers - can prevent enemies from reaching your base.

If you want to join the community on Discord, click on this link: https://discord.gg/b7nfHUcsr4

Use this wiki as a great source of information to aid your gameplay experience!

If you are an experienced player and wish to fully optimize your gameplay, check out the Compendium - the greatest source of advanced knowledge, gathered by the best of Infinitode 2 players!

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.
Icy (Enemy)

**Icy** is an enemy type in *Infinitode 2*, having a unique shield mechanic to resist against general damage as well as gain immunity to some crowd control effects.

Upon reaching the base, it has a 50% chance to deal 1 point of damage to it.

## Strategy

The role of Icy is an odd one, comparable to that of the Strong, where it can be seen as a high HP threat that often comes in greater density than the Strong enemies do, on top of different tower effectiveness. It accomplishes this bulk by using shields, which is equivalent of 25% the Icy's health pool.

The shield itself has very interesting qualities, where it reduces damage from direct hits by 80%, absorbing a large proportion of the damage by attacks from towers like Basic, Sniper, Multishot and other "bullet"-type attacks. It also makes Icy immune to most movement-impairing effects, which includes freezing, stun and blizzard. After enough damage is sustained, the shield is knocked down, which allows bullet towers to deal normal damage to Icy. The enemy also becomes vulnerable to crowd control, but Freezing tower will only apply 50% of its freezing percent. Flamethrower's Cold fire and Napalm are unhindered.

Area-of-Effect towers on the other hand are punished far less severely than those with pellets and bullets, damaging both the shield and Icy's health pool at once. This makes Cannon, Missile and Flamethrower towers very suitable candidates for taking out a large wave of Icy, as well as having a provided 50% damage bonus overall. Icy also takes 50% more damage from all burn effects, including Fireball (initial explosion not affected) and Firestorm abilities, as well as Flamethrower's burn and Minigun's Hot bullets.
Level 3.5

## Description

Level 3.5 is the fifth level of stage three. The portal will spawn Regular, Strong, Fast, Jet, and Armored enemies. This level is of a medium size, at 7 tiles long and 11 tiles wide. From portal to base, enemies walk a twisting route of 35 road tiles. The left-most and right-most halves have identical tile placements, but are flipped upside down.

There are a total of 20 platform tiles that the player can use to build modifiers and towers. Enemies travel in a winding pattern from portal to base.

Stars are earned after waves 30, 45, and 60. The Multishot Trophy  is earned after defeating wave 91.
Villageois-Villageois

*Cet article est une ébauche. Vous pouvez aider Wiki Loup-Garou en le développant.*

## Informations

Le villageois-villageois est un villageois.

Il n’a aucun pouvoir mais sa carte est un simple villageois des 2 cotés.

Tous les joueurs connaissent donc son identité. Il possède en revanche un vote journalier, comme tout autre joueur, et fait également partie du camp du village.

Son but est d'éliminer tous les garous avec le village.
Light (Enemy)

**Light** is the last enemy type found in *Infinitode 2*, being highly adaptive to any damage type it is faced with, being able to grant itself damage reduction towards a single tower type that has damaged it.

When a Light takes damage, it gets immunity to that type of damage for 6 seconds, then restores its ability in 4 seconds, where it then can receive a new immunity. Immunity reduces damage of the specified type it receives by 75%, the type of immunity is indicated by an icon on the enemy.

## Strategy

Fighting a Light requires a player to recognize the benefits of mixing and installing multiple tower types into their defense, as its main gimmick is to develop an intense resistance for itself towards a single tower type at a time. Combining multiple tower types is advised as a result, as having a large ensemble of a single tower type can lead to wide-scale loss of damage output, on top the various resistances and vulnerabilities Lights already possess. Damage from a Sniper for example with be reduced to 25% due to natural resistances, where the extra 75% resistance will kick in and decrease all further Sniper shots by a staggering 93.75%.

The ability to adapt can also be exploited to a degree, with towers such as Basic being able to provoke the ability and allow other stronger towers to attack for roughly four seconds before the resistance can reallocate. Tesla is a great example, as its high attack speed and ability to hit multiple enemies works well at triggering resistance against lightning damage, which is exclusive to Tesla. Venom also has its benefits, as its direct damage is not as important as is its damage over time, which means it can both provoke the resistance for other towers, as well as dealing its typical damage over time unabated.

*Varying damage types Light can receive immunity to. Click to enlarge.*

## Trivia

* Light was the final added standard enemy type. It was added in the 1.5.0 version of the game.
	+ Before it was officially introduced, Light would appear in Custom Map portals, and could only be spawned by Constructor, although it didn't have any abilities at the time.
Level 3.2

## Description

Level 3.2 is the second level of stage three. This level is of a medium size. From portal to base, there are a total of 38 road tiles. There are a pair of purple teleporters, which connect the two separated set of roads on the map. There are a total of 14 platform tiles that the player can use to build modifiers and towers. The players are able to place all seven bounty modifiers in this map. The map has a symmetrical design, excluding the tile modifiers and resource tile placements.

There are no platform tiles adjacent to any of resource tiles, meaning that the player is unable to place mining speed modifiers to increase the speed of the miners. This, along with the low densities of these resource tiles make the map a less-than-ideal map for farming resources. No platforms next to ressources also means that the player is not able to use Gauss (Tower) on this map.

## Dialogue

ADVINAS: You will love the new tower called Blast.
ADVINAS: It was specially designed to stun the nearest enemies and give extra time for other towers to deal with them.
ADVINAS: Not so good in damage but can easily defeat the new Armored enemies.
ADVINAS: By the way, beware of these new enemies! They have an Armor aura which protects the nearest enemies and gives them 50% immunity to all damage.
ADVINAS: Armored enemies are weak by themselves but very effective if moving in a crowd.
Level 1.1

## Description

Level 1.1 has a straight road with a tiny drop. It is recommended to put a powerful tower in the middle.

## Dialogue

Ensor Inc.: Congratulations on completing your training!
Ensor Inc.: From now you will solve real problems.
Ensor Inc.: Your task is simple - try to reach the highest wave using the methods Advinas told you about.
Ensor Inc.: Don't forget about quests if you want to gain additional Green Papers. Good luck!

## Specialities

### Effects

* +10 Starting Coins (Quest 11)
* +10 Starting Coins (Quest 14)

## Trivia

* 1.1 is the first non-tutorial story level a player has access too.
* 1.1 has the biggest level leaderboard with over 120K players (as of v1.8.4).
Fighter (Enemy)

**Fighter** is an enemy type found in *Infinitode 2*, where upon destruction divides into 3 small copies of itself, with each having 50% health of the original Fighter.

Upon reaching the base in one piece, it deals 2 points of damage to it. Its smaller copies have a 50% chance to deal 1 damage each.

## Strategy

As the second-last type currently found in the story levels of *Infinitode 2*, Fighters can very quickly overwhelm a defence that is not well-prepared for a high density of enemies, as each Fighter can hold three new enemies in its wake, albeit each with half the health of the original and unable to divide further.

With its gimmick in mind, the most effective towers would be those with AOE (area-of-effect), as one with this could damage three separate targets at once and increase output threefold as a result. However, every common area-of-effect tower suffers from a damage penalty of some sorts, with Splash, Flamethrower and Laser as the few exceptions to this rule, which makes their performance more balanced given their penalties are made up by sheer density of targets.

Sniper is also granted a damage boost, which seems odd given how poorly it deals against hoards of enemies. With the bonus however, it could be used to start popping Fighters so their children *(what????)* can be released and dealt with more easily by fellow supporting towers.

Using Flamethrower (Tower) is way more effective as it is a rapid fire tower.

## Trivia

* Fighters are the second rarest non-boss enemy type found in the levels of *Infinitode 2*, being included in a total of only six levels
	+ Light is the rarest enemy, since it is only found in three levels.
* In the first *Infinitode* game, there was an enemy called 'Boss' which used the same shape as the Fighter.
* The Nuke ability used to kill Fighters along with their children prior to version 1.8.0 of the game.
Constructor (Boss)

Moves at a speed of 0.65 t/s, becomes invulnerable and creates enemies each 5 seconds on first half of its path. Also creates groups of enemies while becoming invulnerable when its HP drops below 75%, 50% and 25%.

Constructor can always create Regular, Fast, and Strong enemies, and will additionally spawn any other types that are spawnable in the current level's portal(s).

Constructor deals 100 points of damage to the base, which usually ends the game immediately.

## Strategy

Constructor is one of the hardest bosses to deal with, due to its invulnerability frames and immunity to crowd control effects. It is critical to eliminate this boss as quickly as possible, since Constructor will spawn more enemies, the longer it stays alive. Sniper is a great choice against Constructor, being a dedicated single target tower. If the map is small enough, Minigun can deal far greater damage. Like other bosses, it takes 90% less damage from abilities. Ball lightning's damage is further reduced by another 90%, resulting in a pathetic 1% of its normal damage output. Using abilities against Constructor is generally ill-advised, as they cannot outlast or skip the invulnerability frames.

## Bugs

* Due to the randomness of enemies spawned by Constructor, the levels featuring this boss used to suffer synchronization issues, causing the score visible on the leaderboards to differ from the score gained by the player.
Level 3.3

## Description

Level 3.3 is the third level of stage three. The portal will spawn Regular, Armored, Strong, and Jet enemies. This level is of a medium size, at 15 tiles long and 9 tiles wide. From portal to base, the shortest path, available to Regular and Jet, has a total of 33 road tiles. A barrier prevents Strong and Armored enemies from taking this path, adding 11 tiles to their journey.
There are a total of 16 platform tiles that the player can use to build modifiers and towers. Enemies travel in a sinusoidal pattern from portal to base.

Stars are earned after waves 29, 44, and 58. The search trophy  is earned after wave 87.

Six tiles have modifiers to them. Bonus coin (130%) is nearest the portal, and suited well for the first-built tower. The next tier of platforms includes Bonus experience (200%) at the junction beside the barrier, and Rotation speed (300%). At the fourth line of platforms, Damage 130% and Projectile speed 300% are available. Finally, Upgrade discount (94%) is nearest the base.
Fast (Enemy)

**Fast** is a common enemy type found in *Infinitode 2*, playing as a quick variant of the typical enemy, traveling roughly 25% faster than the normal movement speed of an enemy.

## Strategy

As the designated "speedy" enemy alongside Jet, Fasts can be a large pest for pushing past defenses built around slow but heavy damage, rushing through the map to the player's base at the end of the track.

To compensate for its speed, Fasts are often quite vulnerable to area-of-effect towers (having only a middling health pool, and suffering against the several high damage bonuses those AOE towers benefit from). Multishot is especially effective, gaining a 50% damage bonus on top of its already great ability to target and land shots at Fasts. Freezing and Blast also have their uses in counteracting the speed of a Fast, even when Blast has its direct damage reduced, it can still assist other towers with Fast cleanup. Freezing tower is especially useful against Fast, being able to greatly reduce its speed and increase the damage taken. Venom towers' poison effect can further slow Fast enemies by 5% for each effect, capping at 75%.

It is important not to play too heavily into countering enemies such as the Strong, as Fasts have their greatest resistances to the towers which do very well against Strong enemies. Sniper and Tesla do just 25% damage to Fast, while Missile does not damage it at all. Being quite expensive in their own rights, spending too many coins on such towers can lead to the player's loss to Fasts.
Heli (Enemy)

**Heli** is an enemy type found in *Infinitode 2*, posing as an enemy that flies through the air and can only be damaged or targeted by a select few towers in the player's arsenal.

## Strategy

A wave of Helis can be one of the most difficult threats to encounter in the game, due to the enemy's general gimmick of requiring specialized towers to be purchased or with selected abilities which enable attacking air enemies.

The primary counter to flying enemies such as the Heli is the Antiair tower, which has benefits of the highest single target damage against Helis and cheap cost. While it takes up space without contributing to the fight in any other wave type, it inflicts burn effect, which deals additional damage and slows down Helis by 40%.

Freezing, Splash, Minigun, Tesla and Laser can also target and/or damage Helis, but are all quite costly. Regardless, they trade off cost for a more active role in general gameplay, as well as having better potential damage or even area of effect. Multishot and Missile also have Abilities which enable them to target and damage Helis, which can be considered if few other options to fighting Helis are not introduced.

This still leaves a large proportion of towers unable to deal with Helis, and fewer still that can do so competently without damage penalties to consider. As such, comprising a defense with at least one Tesla or Minigun can easily take out early waves of Helis, even when not upgraded and placed effectively.

## Advinas Dialogue

### 2.2

**Advinas**: On this level you'll meet flying [Heli] enemies: they can't be hit with towers you own so far.

**Advinas**: To deal with them, use your new Antiair tower, but remember that it can't reach other types of enemies.

**Advinas** Flying enemies usually don't appear in the first waves, so you'll have some time to build defense against other enemy types

**Advinas**: Also remember that you can use the Portal's menu to see when particular types of enemies will appear.

## Trivia

* Antiair is the only tower that the Heli enemy is weak to.
Level 6.2

## Description

The road is shaped like the USB "Trident" symbol, additionally with 3 platforms connected with a resource tile to the right.

## Strategy

Only put Gauss on the right side platforms, other towers will not function.

## Tiles

### Gems

* Blue
	+ Triangular (50,000 HP) unlock platform (17:8)
	+ Square (300,000 HP) unlock Rotation III platform (18:6)
	+ Pentagon (1,000,000 Hp) unlock Range V platform (14:6)
	+ Light pentagon (3,000,000 HP) unlock Damage III platform (8:5) and Speed III platform (10:4)
* Yellow
	+ Triangular (50,000 HP) give 300 coins
	+ Square (300,000 HP) give 600 coins
	+ Pentagon (1,000,000 HP) give 1000 coins
* Purple
	+ Pentagon (500,000 HP) unlock ZETA-core (30:7)
* Pink red
	+ Triangular (50,000 HP) unlock resource tile (25:6)
	+ Square (300,000 HP) unlock resource tile (25:8)
	+ Pentagon (1,000,000 HP) unlock resource tile (27:7)
* Green
	+ Triangular (50,000 HP) unlock platform (12:8)
	+ Square (300,000 HP) unlock Power III platform (16:6)
	+ Pentagon (1,000,000 HP) unlock Discount V (21:8)
	+ Light pentagon (3,000,000 HP) unlock Range III platform (5:9) and Power III platform (7:10)
* Black
	+ Pentagon (300,000 HP) unleash 180% portal with fighter and bosses, and boss tile (Hard), with additional 1000 coins
	+ Square (15,000,000 HP) unlock Coins +120/s (5:12)

## Trivia

* This is the only level to go over 24 width limit in normal mode
Bullet wall (Ability)

**Bullet wall** is the 8th unlockable ability. It creates a vertical row of bullets travelling from left to right. Amount of bullets spawned depends on the density research and height of each map. Enemies killed by it drop 150% of coins.

Trophy "MODIFIER: EXPERIENCE" increases coins dropped by enemies killed by Bullet wall by 10% (160% total).

## General characteristics

Refill cost based on the amount the player has:

\*Endless mode only

## Strategy

Bullet wall is an inexpensive ability, but also unreliable. The projectiles do not penetrate or seek out targets automatically, meaning that many bullets miss entirely and those that hit often waste a lot of their damage on weak enemies. However, on very vertical maps like 5.1, Bullet wall can grant much more coins from killed enemies than Thunder can. Since the bullets behave like normal projectiles, they can be affected by Magnet, which boosts their damage and makes more of them hit. While it may sound like a good strategy against bosses, the x0.1 ability damage multiplier stacks, making the combo deal measly 1% of its normal damage to bosses. Using both of these abilities also costs 4 energy points, making this combo fairly expensive.
Blizzard (Ability)

**Blizzard** is the 2nd unlockable ability. It completely stops all enemies (except for Icy with its shield up) present on the map and applies the freezing effect on newly spawned enemies for its duration. Affected enemies take 150% of normal damage.

Trophy "MODIFIER: DAMAGE" increases damage taken by affected enemies by 5% (155% total).

## General characteristics

Refill cost based on the amount the player has:

## Strategy

Blizzard is a fairly cheap ability. While not dealing damage by itself, it can help with clearing waves by making the enemies take more damage and preventing them from leaving the area with the most towers. Increasing damage taken by enemies helps build more MDPS, which boosts the damage of other abilites. Both blizzard and freezing effects can be spread and prolonged by Venom's ultimate. Blizzard has no effect on bosses and thus should never be used against them.
Level 5.4

## Description

Level 5.4 is shaped like a spiraling eyes. Enemies will spawn on the right side of the spiral and moves away from the right spiral and then will move to the left side of the spiral.

The player will automatically unlock Flamethrower Tower upon unlocking this level.

This level is one of the best map to farm for Infiar as well as a decent amount of Tensor and Matrix for early game mining.
Level 3.4

## Description

Level 3.4 is the fourth level of stage three. The portal will spawn Regular, Fast, Jet, and Armored enemies. This level is of a medium size, at 9 tiles long and 10 tiles wide. From portal to base, enemies walk a convoluted route of 34 road tiles. Barriers are placed throughout the level, and each barrier is impenetrable to all enemies. At the center of the level, there is a teal teleporter, which will switch enemies from the left half of the level to the right. Level 3.4 is nearly symmetrical.

There are a total of 20 platform tiles that the player can use to build modifiers and towers. Enemies travel in a winding pattern from portal to base.

Stars are earned after waves 33, 49, and 67. The Matrix Miner trophy  is earned after wave 126.

Ten tiles have modifiers to them. At the very centre of the level are two Rotation speed V tiles, granting 300% bonuses. At the left wall below the portal are Damage III (150%) and Range III (130%). The right wall has Attack speed III (150%) and Range III (130%). There are two Power multiplier V (125%) tiles placed symmetrically in the road tiles at bottom-left and top-right. The top row of platforms contains a Bonus coins IV (140%), and the bottom row of tiles has Bonus experience IV (170%).
Boss Tile

Boss Tiles are special tiles that can be used in maps to change how bosses spawn

## Functions

### No bosses

Bosses no longer spawns, can be obtained multiple times

Effects: Score gained -50%, Mining speed -25%, Loot rarity -10%

Obtaining: Enemy loot, Chests and tile packets, Lucky shot

### Rare

Boss spawn a lot less frequently

Effects: Score gained -25%, Mining speed -10%

Obtaining: Lucky shot

Wave configuration:

### Marathon

1/5
Only one type of boss can spawn

Effects: Score gained -25%, Mining speed -10%, Loot rarity -10%

Obtaining: Lucky shot

Wave configuration:

### Hard

Boss spawn more frequently

Effects: Score gained +10%, Loot rarity +10%

Obtaining: Lucky shot

Wave configuration:

### Custom

boss

Effects: N/A

Obtaining: Not obtainable
Healer (Enemy)

**Healer** is an enemy type found in *Infinitode 2*, acting as a support-style enemy which assists other enemies travel along the map by gradually healing nearby allies.

## Strategy

True to its name, Healers have an aura of regeneration, similar to the shielding aura found on Armored. When a damaged enemy is present inside this radius, they will regain up to 5% of their max health per second (limited to 5% of the Healer's max health). This makes longer maps problematic, as an unguarded long stretch can see a group of enemies assisted by a few Healers heal off any damage they had taken in previous defensive sections. Healers are also unable to heal themselves or other Healers.

For itself, Healers have several key resistances and vulnerabilities, which help to weed themselves out of a crowd and punish low damage, area of effect towers. Minigun is granted a good 50% increased damage, allowing it to focus fire and quickly obliterate one Healer at a time. Laser also shares this 50% damage bonus, dealing increased damage to the Healer itself as well as dealing with nearby enemies caught in its line of fire.

In contrast to the benefiting towers, Splash, Blast, and Multishot all suffer from damage penalties, with Multishot suffering the most with a full 75% damage reduction towards Healers themselves. Worse still is the Healer's complete immunity to Flamethrower, whose damage over time and spread damage to surrounding enemies is most easily countered by a Healer's healing aura, effectively reducing a Flamethrower's work on a group of enemies. Healer's immunity to Flamethrower also translates to immunity to all burn damage, which includes Fireball (initial explosion still deals damage) and Firestorm abilities, as well as Minigun's Hot bullets.
Level selection screen

### **When you choose a level, you'll see a window like this one displayed:**

1 - The number of stars earned per level. Stars are given for defeating the waves or completing quests; in the case of waves, the required number of them is written on the star.

2 - Your personal records of defeated waves and score.

3 - The ratio of resources in the tiles of the Sources at the selected level. The colour of the segment indicates the type of resource, while the black part of the segment pertains to how much less than full 100% density the Sources have.

4 - The factor your obtained profile XP is multiplied with. Will decrease when playing the same map repeatedly to encourage playing different maps.

5 - Wave Milestones. Reached milestones will be coloured. The prize for completing a milestone are displayed below the wave number.

5a - Maximum defeated wave shown in progress bar.

6 - Types of enemies that can appear from Portals on this level.

7 - Waves button appearing on the right side can be pressed to see a dialog display of the enemy types/densities for the first 100 waves.

8 - Prestige. Pressing this button will show you your quest completion progress across all story levels and allow you to reset after reaching at least 25% completion.

9 - List of quests. Each item in the list contains the condition of the goal, the icons of awards for its finish, the current and required number of points in accordance with the condition. There are two types of quests - those that need to be completed in one game and those that can be completed by accumulating progress over multiple games. Completed quests are displayed on a green background, and you can click on the prize icons for details.

9a - Allows you to skip a quest for accelerators. You will not receive the rewards for it and you daily task quest cannot be skipped.

10 - Leaderboard. In this menu you can see the top 200 scores and wave records for this level and your own score and position.

## Trivia

* Energy level used to be a feature in the game, but has been removed since update 1.7.13
Fireball (Ability)

**Fireball** is the 1st unlockable ability. It deals explosion damage in a 4 tiles radius and applies the burn effect for 10s. Healer can take damage from the initial explosion, but is immune to the burn effect.

Trophy "MODIFIER: DAMAGE" increases coins dropped by enemies killed by Fireball by 5% (105% total).

## General characteristics

Normal

Refill cost based on amount the player has:

## Strategy

Fireball can be used to quickly wipe out a small group of enemies. Due to how explosions work, it struggles against dense groups, often dealing no damage at all to some enemies. If combined with Venom's ultimate ability, Fireball's burn effect can spread to enemies farther away and potentially wipe out all of them.
Level 0.3

## Description

Tutorial #3

Small map with half arch road and 2 platforms far from roads.
This level teach new players about tower abilities, tiles with bonuses, selling, and game speed.

There is also an achievement you can get here by selling the Sniper that's on the e

experience pl.e sold

## Dialogue

ADVINAS: This next level is not very convenient - Platforms are too far from the road and Basic towers will not be able to reach enemies.
ADVINAS: Sniper tower is well suited for destroying enemies at long range. Build a Sniper tower on the Platform.
ADVINAS: Sniper tower deal a lot of damage, but it has low rotation speed and attack speed.
ADVINAS: When changing a target, the Sniper needs som time to aim, so frequent changing of targets can make this tower extremely inefficient.
ADVINAS: Towers gain Experience for killing Enemies and dealing damage.
ADVINAS: Some Platforms can give bonuses to Towers placed on top of them.
ADVINAS: Check out this new Platform with Experience bonus.
ADVINAS: This Platform will greatly increase the amount of gained Experience, it's a good idea to use it as soon as possible.
ADVINAS: There's not enough Coins for new Towers, but you can Sell the existing Sniper tower to get back some of the Coins spent on it.
ADVINAS: Towers gain new abilities that significantly increase their effectiveness at the 4th, 7th and 10th levels.
ADVINAS: Your Sniper tower has reached 4-th level and now you can select its first ability.

## Quests

Level selection menu:

Build Sniper tower
Select tower ability
Change game speed

Ingame:

Build Sniper tower
Defeat the first Wave
Turn on detailed mode to see all bonuses
Select the Platform with bonus
Sell existing Sniper tower
Build Sniper on the tile with bonus
Defeat the second Wave
Select Sniper's first ability
Switch game speed
Defeat remaining Waves

## Base Effects

No abilities
No research
Starting money
Game saves =disabled
Max towers experience level =4
Max towers upgrade level =1
Tower available: Basic =disabled
Tower available: Sniper