Laser Bridge

0 | 15 | 53

## Overview

* Laser Bridge is the last map of the Coastline, and a revised version of the map in the prequel under the same name. It features an unique airborne boss Fiskeplaske at the last wave, that will slowly fly straight to the core.
* As counteractions, many conscripts have gathered around the Core
* Lasers:
	+ There are four triggerable laser launchers at the sides, two horizontally covering the 2nd row and the 7th row, one diagonally facing southen east at the 3rd row on the left and one diagonal southern west at the 3rd row on the right.
	+ By shooting at the green panel, one can trigger the laser that deals penetrating damage - 5000 per second for 3 seconds *(up to 15k total per enemy)*, after which the laser can be triggered again after 30 seconds, in which time the panel is red. The laser can damage any **ground** enemy in its range, including those with infinite armour, like Bobble Heads and Hoverers.
* The map has 18 fighting Explorer conscripts, that will help vs the lumes.
* The game starts with 500 resources, and 400 are given each wave, for a total of 4100
* The bases given are:
	+ 15 in the beginning
	+ 9 after waves 1 & 2
	+ 6 after waves 3 & 4
	+ 3 after waves 5 & 6
	+ 2 after wave 7 for a total of 53
	+ none after waves 8 & 9
* Before waves 3 & 6 there are time limits, 1 minute each
* The map has 7 level 1 AR mines (links in Youtube & Steam: [1], [2])

## Trivia

The map has some Easter eggs (link in Youtube: [1])

## Notes & tactics

* Gatling Laser is effective with Tactical Juxaposition and other weapons perks. Its secondary attack has high damage, rather effective vs hordes like those with Walker Pups, Snorkers and Walkers.
* Plasma Rifle is a good weapon, that deals a great area damage with its secondary fire, while highly potent against the boss with the primary.
* The Drone Launcher is effective vs heavy, armoured and partially invulnerable enemies, including Fiskeplaske.
* The Shotgun is good against high-armoured enemies.
* Both tower bases and resources are abundant, but lumes also approarch in unprecedentedly great number.
* The ACP is a very effective tower in this level, being potentially able to even kill all ground enemies in the last wave if properly boosted (with Range spire, Slow fields, Amp, etc) and overcharged.
* The Anti-Air tower can quickly execute Healers. It is good to have two, mainly due to the Spitflies, or if using only one, to at least have it boosted by a Range spire and with some overcharge, although even then some kiting is likely needed. Since the boss is completely invulnerable to it, in the last wave the Anti-air tower(s) have to be removed.
* A Drone tower can do some damage to the boss *(deals 100 times its displayed dmg, e.g. a level 3 one means 130x100=13000 dmg)*. It is good to be placed directly below the boss, although a Range spire can help to reach it. It is good to be overcharged, although it is possible to hit it with 2+ Drone towers if they have some space between each other. This tower can also be built early to aid vs the Bobble Heads & Hoverers, also effective vs Soakers.
* An optional strategy is to use AR-Mine Dispenser to build up mines for the final wave. The Dispenser can produce enough mines, so that the player can execute incoming minor enemies by them, and more easily focus weapons vs the boss. Also the 7 environmental ones can help if ground lumes manage to escape the damage tower(s).
* Weapon perks tend to be effective, e.g. Against All Odds, Marksman and Hip Fire, depending also on the weapons and set.
* Corpse Explosion can be good with the Gatling Laser and other weapons. Killing weak enemies can also do some damage to the greater ones among them.
* Reinforcements: Considering the number of the enemies, it's easy to make a kill and generate a conscript, who provides time for you to deal with Walker Warriors, Hoverers and other aggressive & semi-aggressive lumes.
* Core-oriented builds & perks tend to be less effective than usually, partially due to the Mutators and the Hoverers. Resilient Core, Shocking revelation and the other two core perks can still give some help in the non-boss waves, but if the boss reaches the core in the 10th, neither of them can give any effective help, since the purpose of stuns is mainly related to stopping his movement, but stuns appear ineffective in stopping him to attack his targets.
* Lasers are a crucial part during playthrough, especially in a 5 feats run. If used wisely, it can deal great damage to enemies and even kill many of them.
* The conscripts can provide extra firepower and to serve as baits against enemies if they happen to escape the maze. Interestingly, they occasionally can damage even the boss, if they hit a weakspot (when it is facing them), but the boss will never target them, although it would damage or kill them if the projectiles hit close enough with the splash damage.
* The constructible space is a straightforward 13x9 matrix. Since there are odd numbers of rows and columns, you can effectively build a labyrinth without leaving any unuseful grids.
* Constructing a maze which allows the lasers to clear lumes is a very good strategy to beating this level.
* Final wave:
	+ The boss Fiskeplaske will appear first and the other enemies only start getting out after it's on 20-30% of its way. This boss can be remarkably confusing and new players might not realize quickly enough that he takes damage only from the shifting red zones ("weakspots") on him. Once every 10% of his health is lost, he changes the weakspot location.
	+ You need to keep moving when the boss shoots his particles (8 per attack), because the shots from the Fiskeplaske can take out a player very quickly.
	+ The weakspots' locations are completely random so there is no way to know which side it will be on. This makes fast movement and good aiming essential to beating this wave.
	+ The only damage towers that can do something significant vs the boss himself are the Drone and the Makeshift cannons. Drone tower(s) can damage him and Makeshift cannons can stun him, although they 'll not do any damage to him. Rupture mines appear too tricky, although in coop they still have some potential if used on a player's head, who jumps into the boss.

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

* [link] - with ACP, Slow fields, Range spire & 2x Anti-air; 5 Feats of strength; undamaged core
* [link] - with ACP, Drone tower, Range spire & Anti-air; 5 Feats of strength; undamaged core
* [link] - with 8 Scatter lasers, Amp & 2x Anti-air; 5 Feats of strength; undamaged core
* [link] - with 4 Lightnings, Slow fields, 6 Mind control spires & Anti-air; 5 Feats of strength; undamaged core
* [link] - with no towers; 5 Feats of strength; undamaged core
* [link] - with ACP, 7 Makeshift cannons, Range spire & Slow fields; 5 Feats of strength; 3350 core health remaining
* [link] - with 4x Focus, 2x Anti-air, Range spire & Amp; 5 Feats of strength; 1920 core health remaining

*Vids before 28 Sep 2015 (for these it is wise to check update(patch) notes in [link1], [link2], [link3], etc):*

*[link] - with ACP, 5 Makeshift cannons, Range spire & Anti-air; 5 Feats of strength; undamaged core*