The End

0 | 50 | 50

## Overview

* The End is the 4th level in **Swamp** and the final level of **Sanctum 2** prior to the DLCs. It's a level with a single, long wave.
* One player, the first to spawn in the map, will be given 50 tower bases to build a maze and each player will be given 6000 resources to build towers.
* The map has 5 yellow plant (jellyfish-like) mines, that can be picked (links to Youtube & Steam: [1], [2]). They deal the same damage as level 1 AR-mines (7500 dmg per mine in the center of explosion). *The one on the higher platform (above the other ones) cannot be picked.*

## Enemies

Most types of lumes fought in the base game, including bosses, will attempt to destroy the map's core.

Behind the lume spawn The Titan can be seen raising every now and then, he will make a loud noise and most times this signalises when a boss is about to appear.

List of enemies:

* Hoverer Queen - 2 (as a 1st boss, and along the final enemies as 4th, together with the second Patriarch; in her second appearance the Queen tends to progress a bit faster in the maze than the Patriarch)
* Walker Patriarch - 2 (as a 2nd boss and among the final enemies as 5th, along with the second Queen)
* Super Heavy - 2 (as a 3rd boss and as a very last enemy)
* Spitflies - 14 (8 before the 1st boss, around the Armored Heavies; 4 a bit after the 2nd boss; 2 with the 3rd boss; they tend to appear in pairs)
* Armoured Heavies - 6 (in the very beginning, along with the 8 Spitflies, stop spawning before the 1st boss)
* Screamer Matriarchs - 22 (appear during almost the whole game)
* Walker Warriors - 9 (appear after a while, spawning ~ when the first 8 Flies 've arrived, stop appearing be4 the 2nd Patriarch)
* Bobble Heads - 9 (start to appear with the last Armoured heavies, the last is a bit after the 3rd boss)
* Rhinos - 10 (start spawning a bit after the first Bobble Head, last one is between the 2nd and 3rd bosses)
* Walkers - 30 (start spawning along with the last Warriors, stop spawning with the last Soakers, tend to appear in minigroups of three)
* Hoverers - 6 (the first 3 are apparent a bit before the 2nd boss, the other 3 - a bit after he spawns)
* Brood Mothers - 44 (start to spawn a bit before the 2nd boss spawns, last ones are with the 4th & 5th bosses, tend to run in pairs)
* Soakers - 9 (they come a bit after the 3rd boss, stop spawning when the 4th & 5th bosses spawn)
* Snorkers - 18 (start to appear with the Soakers, they are likely to die or reach the core before the final boss' appearance)

*There are **no** Runners, Walker pups & regular Screamers.*

## Notes & tactics

* Although all characters can be utilized in some way, Skye and Simo appear to shine some more, while Haigen can be a bit risky pick, since there are Hoverers, Hoverer Queens, Rhinos and Super Heavies.
* Skye's stacking damage can be utilized in conjunction with Drone Launcher + Tactical Juxtaposition.
* The Drone Launcher can come in handy with its armour penetration.
* Sniper Rifle & Plasma rifle are good for taking out the Bobble Heads, Hoverers and for high DPS against the Walker Patriarch. The other two high-crit weapons, the Nailgun & Ballista are also potent.
* AMP Spire can find good purpose as a a single one, that to affect as many towers as possible.
* Focus tower(s) can find good utility vs the 6 bosses, the 9 Soakers and random other enemies.
* The ACP is an extremely good addition to the other tower(s), being able to perform even as an executor of Armoured Heavies and, if assisted properly, it becomes capable of draining the health of the Soakers and the Super Heavies to very low, although it hardly can execute them alone. Of course, to gain such a power of this tower, it would need high overcharge and proper assistance by towers such as Range spire, Slow Field Dispenser & Amp.
* Anti-Air - a single one lvl 3 is enough. It is good to be closer to the enemies or buffed by a Range spire, so that other towers won't be distracted by Spitflies.
* The Range spire can have an exceptional effect, being able to buff greatly many towers - high range of the wave-clearing ACP, of the boss-executing Focus, for the Anti-air to kill Spitflies from afar, to enlarge Slow fields and so on.
* It is good to cluster the towers around a single AMP and Range spire if you have them.
* **Perks**
	+ Tactical Juxtaposition - has a good improvement of DPS of Drone Launcher and many other weapons.
	+ Slowing Rounds: Slows down enemies by 20% and this can help to keep them in the Focus & other towers' zone, but also to make it easier to kill Bobble Heads and other enemies, dependent on critical hits, to slow bosses & not only.
	+ Long Range Superiority: More damage the farther you are from an enemy. Up to 50% more.
	+ Tinkerer - if the builder is using just 3 towers, this can have a great impact.
	+ Marksman - has a great action vs the potentially dangerous Bobble heads & Hoverers.

* It is advised to not place the towers on the forefront of the maze, but similarly not to place them right at the back. Too far forward and the Patriarchs and Super Heavies can easily destroy them, too far back and you might not be able to stop those bosses demolishing your maze, especially if not being able to kill quickly the faster-walking Bobble heads & Hoverers before the first Patriarch appears in the range of the Focus/other dmg tower alternative. Also when the 1st Super Heavy appears, if the killzone is too far, the boss-executing towers might target the faster Soakers instead and this to allow the boss to progress too close to the core.
* Bobble Heads & Hoverers tend to be very important enemies due to a specific reason - if relying on Focus tower(s) or specific dmg tower(s) to kill the bosses, it might target the invulnerable/semi-invulnerable lumes even though the Patriarch/other boss is on the field. It is extremely important to have the Focus/its alternative set to 'most health', but also to kill its target faster as it needs its target killed in order to refocus to the most-health boss. The situation with the other towers with targeting system is similar.
* The Walker Patriarchs and the Super Heavies can be distracted, but it is risky as it can also result in the maze being quickly demolished. Killing the enemies that distract the Focus tower tends to be a better practise if there are lots of dangerous enemies around or if being too close to the killzone. It seems that the first Patriarch 'd better be targeted with weapons **when** the Focus has locked onto him, but before that it seems wise to kill the enemies, who distract the Focus tower(s), especially if they are Bobble Heads or Hoverers.
* The Hoverer Queen can be potentially dangerous mainly due to two reasons, related to getting too close to her - she can stun all clustered towers around if provoked, while also being able to throw player(s) away into dangerous zone.
* Interestingly, the Focus and presumably other towers have a slight risk of mistargeting glitch - even though they are set to most health, it is possible that the Focus will still choose between the closest enemies instead even after they are killed by weapons quickly, though the tower has a clean, unobstructed sight to the Boss, which can even quickly result in a strange loss. While the reasons are not completely clear, it seems to happen more often if the player(s) are on the opposite side of the killzone and if the maze is overloaded with dual/triple/quadriple-walls instead of putting some minor or more distance between the bases. Rerolling the targetting system twice to choose "Most health" a 2nd time probably ensures that this issue will not occur.
* There are a few zones/points, where, if the player gets into/onto, he might get stuck and unable to move. These appear to be mainly on the sides, in/between the rocks, mainly on the right side, and this might need to either use an explosive weapon, or to suicide, which might not always be an option, especially if the Hardcore feat is enabled. That's why it is wise to reduce movement & jumping when in the rocky sides while in the fight.
* There are a few zones/points on the ground, where, if a slow field or a mine is dropped, it may no longer be possible to pick up again. That's why it is wise to drop these on the ground only if the player is sure in the definitive positioning.

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

* [link] - with ACP, Focus, Anti-air & Range spire; 5 Feats of Strength; undamaged core
* [link] - with 2x Focus, ACP & Range spire; 5 Feats of Strength; undamaged core
* [link] - with Slow fields, ACP, 3x Focus & Range spire; 5 Feats of Strength; undamaged core
* [link] - with 9x Focus & Amp; 5 Feats of Strength; 3950 core health remaining
* [link] - with 6x Focus, ACP, Amp & Range spire; 5 Feats of Strength; 3925 core health remaining
* [link] - with 11 Friendship lasers, Range spire & Amp; 5 Feats of Strength; 3250 core health remaining
* [link] - with Amp & 8x Focus; 5 Feats of Strength; 3200 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 5x Focus, Violator, AMP & ACP; 5 Feats of Strength; undamaged core*