World 2: Fjordgaard

Foul Forces of orcs, goblins and trolls have overrun your northern neighbor. Now that the goos are gone, beat back the frozen hordes.

to unlock finish World 1 Campaign level 20 with at least one Star.

**Maps:** W2 map pictures are found here.

## Campaign Progress Unlocks

There are 20 campaign levels in this world; this makes a maximum of 60 stars.

* Level 21 unlocks the Tournament
* Level 22 unlocks the Forge
* Level 27 unlocks W2 Endless mode
* Level 30 unlocks W2 Challenge mode (needs Obsidian and Mabyn to play)
* Level 31 unlocks Shattered Realms
* Level 39 unlocks Wheel of Prizes!
* Level 40 unlocks World 3 to be bought or opened, and unlocks Arcade and Realm Siege modes.

## Towers

For more detailed stats on the towers, upgrades, build cost, etc. please refer to this spreadsheet, or look at this Reddit post for simplified (but not 100% accurate) description.

### Axe Tower

 A Viking who excels at throwing axes with extreme accuracy. Good against ground or air units.

Enhancements:

* **Axe Totem** - 3x - Summons totems with sharp spinning axes.
* **Shout** - 1x - Axe thrower imbues towers with rage increasing their speed.

Upgrades:

* 4 stars - Increased Fire Rate - Dual wielding axes!
* 5 stars - Increased Range - Fly, axes, fly!
* 6 stars - Sharp Edge - Make it Bleed!

Anti-air?: attacks both air and ground (air priority). Axe Totem targets ground only, but affect air too.

*Tips. Nice cheap decent anti-air building for campaign, or blessed tower spots in RS when flyers are problem. Otherwise nearly useless. 1) **Axe Totem** - single upgrade is Ok-ish ground aoe dmg for campaign or RS blessed spots, but generally ignore this (tooooo low dmg). **2) Shout** - nice upgrade if it extends to few towers. Do not waste coins on it, if you only gonna buff 1 or 2 other towers. Note that mead halls don't really benefit from haste. 3) **No upgrade** - if you build it you always want to upgrade it, but both enhancements are situational.*

### Dragon's Lair

 A newly hatched dragon ready to burn your enemies. Strong area attack good versus swarms of ground troops.

Enhancements:

* **Dragon Babies** - 3x - Hatch baby dragons that rain fire down on the enemy.
* **Terrify** - 1x - Dragon unleashes a devastating roar that terrifies the enemy.

Upgrades:

* 4 stars - Burning Ground - It's a scorched earth policy!
* 5 stars - Increased Damage - Talk about strong breath!
* 6 stars - Increased Burn - We like our steaks well done!

Anti-air?: attacks ground only. Both enhancements air and ground.

*Tips. Both enhancements have situational use. 1) **Dragon Babies** are nice cheap little dmg, but only really worth in campaign and only if flyers are problem, but then just better use axe tower. 2) **Terrify** - basically always worth it.*

### Mead Hall

 The gathering place of viking warriors ready to defend their home. Strong warriors that halt incoming ground troops.

Enhancements:

* **Odin's Fury** - 3x - Viking warriors imbue their swords with magic fury for a powerful shock attack.
* **Dragon Mall** - 1x - Vikings reinforce their armour with dragon scales.

Upgrades:

* 4 stars - Ghost Viking - Even death can't stop them!
* 5 stars - Increased Respawn - Crush all you want, we'll make more!
* 6 stars - Last Gasp - Not a fan of knives?

Anti-air?: ground only.

*Tips. Great troop tower always worth building some. 1) **No upgrades** - usually not worth upgrading as coins are better spend elsewhere and upgrades are great to use as a way to ress troops. 2) **Odin's Fury** - great extra source of CC, but only situational (if you have enough coins). Never do more than first upgrade first upgrade adds CC, 2nd and 3rd only increase dmg by little. 3) **Dragon Mall** - NEVER DO THIS! not because it's bad, but because it's bugged since game launch, after troops die they ress without this, making it absolutely worst waste of coins.*

### Thor Tower

 A string to Thor, the lightning bringer! Strong lightning attack that penetrates armor and hits ground and air units.

Enhancements:

* **Judgement Bolt** - 3x - A lightning bolt strikes the farthest enemy.
* **North Wind** - 1x - Summons cold winds that slow the enemies march.

Upgrades:

* 4 stars - Chain Lightning - Sometimes lightning does strike twice!
* 5 stars - Increased Damage - It's a shocking amount of power!
* 6 stars - Chance of Shock - They won't know that hit'em!

Anti-air?: all effects both ground and air.

*Tips. By far best tower for all game modes. 1) **Judgment Bolt** - usually worth all 3 upgrades. 2) **North Wind** - always worth it.*

## Enemies

All enemies (including bosses) along with their stats, skills, damage, etc. are listed here in spreadsheet.

For enemy kill counts toward Achievements and Daily Missions visit W2 enemies HERE.

**tips and commentary:**

* Most disruptive campaign and RS enemy is Heretic. since their curse is on long CD try to have your melee heroes behind troops/summons so they take debuff instead. Or have fast engage like teleporters to force them melee first.
* Beware of Maniacs and Dire Wolfs, they move very fast and can often be problem when they rush through you chokepoint. Have troop tower or dragon tower with terrify to stop them/send them back. Or use heroes with summons or teleporters.
	+ When this is paired with Goblin Shaman's Haste Aura, enemies can be quite fast and quite deadly.
* Goblin Chieftants can be surprisingly deadly for a big guy, due to good HP, dmg and relatively fast attacks.
* Goblin archers will stop and constantly ranged attack first enemy they see. This can be quite deadly to your unaware melee heroes, especially from dmg-scaled enemies (like in tournaments, high diff. RS, or weekly missions).

## Strategies, tips, and commentary

* For Campaign and Legendary:
	+ Smoulder, Obsidian, Mabyn & Efrigid (while available at W1 already, this wasn't always case in past, and also due to their high cost all usually considered as W2 heroes). **Smoulder** - decent campaign hero. Just like most others, if not ranked is only worth for W1-3. But even if ranked-up still pretty much average hero, by no means bad, but there are better options, usually recommended to buy after Efrigid as a mean to unlock W1 Challenge. **Obsidian** - one of worst heroes in game SKIP SKIP SKIP, can be somewhat worth to buy to unlock W2 Challenge after you already have Mabyn, but generally not recommended to do so early. **Mabyn** - Best early-game starting rank hero. But due to very poor talents, and some outdated skills not scaling with rank properly, it is best to buy her, but do not rank-up. **Efrigid** - recommended by basically everyone as your first hero purchase, even though at base rank Mabyn is much better. It is better choice to buy Efrigid first and rush her awakening to Rank4 (where she becomes best campaign hero until Necro-Connie).
	+ Axe Tower: great cheap anti-air damage. Use mainly when needed anti-air dmg but should be your main damage tower anyway. One axe totem enhancement is usually worth, more are not due to increasing cost. Shout is situational.
	+ Mead Hall: probably best troop tower, use it where needed
	+ Dragon's Lair: just like W1 cannon low-ish dmg but aoe makes it great choice to build one or two at chokepoint where you can ensure enemies will group up (being tanked by hero/summons/troops). Baby dragons are nice cheap way to turn this "ground only" tower to also do dmg to flying units. Terrify is costly but generally worth it.
	+ Thor Tower: Best to prioritize few around chokepoints and upgrade with North Winds to slow enemy attack and movement speed. And with all Judgement Bolt upgrades for great dmg.
	+ Heroes: basically use any heroes you have they all should be ok, even the worst ones are nice in W1&2. It is in later worlds when some of them start to be really bad, or just noticeably weaker than others.
* Endless: endless maps are only hard once you unlock them, and gets really easy usually as soon as you get to next world (rank and level heroes bit more). If you struggle and just can't wait use Youtube.
* Challenge: due to need to spend 3k gems on otherwise trash hero Obsidian to open it (along with well spend 3k gems on Mabyn), it's generally best to postpone this challenge. After which point you will likely have so high level & rank heroes that this should pose very little challenge at all.
* Realm Siege: mainly just make good use of Blessed tower spots (avoid Mead Halls and Dragon Lair's on them, and prioritize Thor and Axe on them).
	+ Mead Hall is great troop tower and depending on you heroes is often worth upgrading once for Odin's Fury shock. And almost always worth building.
	+ Thor Tower should be your by far most used tower rush them on blessed spots for Judgement Bolts, and North Winds are worth on most of your towers.
	+ Axe Tower on blessed spots is great single target dmg worth building mainly against flying units, but axe totem is pretty nice ground aoe as well. On non-blessed tower spots it is absolutely not worth building at all. any other tower should be better.
	+ Dragon's Lair - due to dragon babies not gaining benefit of blessed tower spots and tower itself slow attack it is generally waste to build it on tower spots and use as damage. Only build this behind your chokepoints always with terrify to send 3 enemies that got through your chokepoint back. Without terrify it is useless tower not worth coins cost at all.
	+ For Heroes just use what you use normally, look at enemy section above and adjust based on that, Heretic's curse can really disrupt your melee or even badly positioned ranged heroes. And many fast moving enemies generally means slow moving melee heroes like Obsidian are bad (as they always are everywhere).
* Tournament: As usual with each wave difficulty goes up, until tower damage mostly doesn't matter anymore. So never waste coins on dmg only enhancements (like Axe Tower's Axe totem, or Dragon's Lair Babies).
	+ Thor Tower: always worth building at least 1-3, but often more. Generally priorize them around choke point and always upgrade for North Winds enhancement to not only slow enemy movement, but also by larger amount also their attack speed helping to protect your melee heroes/summons/troops.
	+ Mead Hall: always worth building to delay enemies, but more importantly to acts as target to both Yeti and Goblin Boss' ranged attacks. NEVER clump them together so they all don't die from single boss attack and usually don't put you heroes close to them either.
	+ Dragon's Lair: depending on your heroes, map, enemies, etc. can range all the way from utterly useless to absolutely mandatory. Due to Terrify only sending 3 targets at a time, pretty weak and mostly skippable if you have problem with larger groups of enemies rushing through choke points (at that point it's better to have many thor towers with north winds). But extremely good if enemies trickle in small amount (if ground enemies are problem Mead Hall> Dragon terrify, if flyers are problem Dragon terrify > Mead Hall). Either way always bad idea to build them at chokepoint and waste terrify when not needed, always build them near exits to send enemies back.
	+ Axe Tower: never ever useful in any situation. Except if you can use one tower with Shout to haste at least 5 (other than mead hall) towers.
	+ Heroes: just look at enemy section above for tips, to see what enemies can be problematic and what can be good response. But generally just follow current Meta Heroes. Due to often problematic flying enemies Smoulder is more worthwhile than usual and so is any great anti-air delay/dmg. Due to problematic boss' ranged attacks Caldera or Lancelot's shield, are also more worthwhile than usual, and so is stunning boss with Shamiko or slowing with Elara. As far as tower synergies, as usual they work best with lock down keep enemies under thor tower's North wind, due to its excellent slow melee heroes can often be worth playing more, as long as they are strong enough to survive. Never ever ever upgrade dragon tower for dragon babies especially if you play Yan (they can eat their haste instead of your heroes while doing absolutely no dmg with it anyway), but don't upgrade them even if no Yan. Heroes that can kill flying enemies one by one like Cyra works well with Dragon's lair's terrify and so does sending certain amount of enemies back like Mabyn's terrify, Yan's teleport, or locking returned enemies in place with Shamiko's sleep/or sending further back with her fear.

## Level-Specific Strategies and Tips

Can always just search on youtube for eg. "realm defense 30" and try to emulate what you see.

### Level 30

 Yeti Boss Level.

Boss will come with last wave, unless engaged in melee combat he will slowly move toward exit between using his ranged attack (snowball). To prevent unnecessary dmg taken, do not put your heroes and mead hall troops all into one spot, instead have everyone spread out a bit.

For Towers: Always have 5-7 Mead Halls (there are large groups of enemies that need to be stopped, and they also help to add targets for boss' ranged attack). Use few Thor towers with north wind to slow enemies, and Axe towers with axe totems (to have enough aoe dmg). Dragon's Lair is pretty much useless (too costly). Basically just follow normal campaign tower advice.

For Heroes: Due to too many enemies it's better to have some aoe. Best first hero to buy is Efrigid, Mabyn or Smoulder anyway, and they all pair well with Fee+ Lancelot to cover all bases.

### Level 40

 "Mammoth Rider" Goblin Boss Level

(Basically as previous boss) Boss will come with last wave, unless engaged in melee combat he will slowly move toward exit between using his ranged attack (bomb). To prevent unnecessary dmg taken, do not put your heroes and mead hall troops all into one spot, instead have everyone spread out a bit. To help with gold use Tappable (below entrance on right side there is roast on fire).

## Completion Rewards

Rewards per level for three stars completion in this realm. Each level experience is **divided** somewhat equally between your heroes. If you don't complete Normal level with 3 stars you will get half the experience, and second half once you do. If you don't complete Legendary on first try you will get half the experience, but second half is lost (as successful try after that won't award any experience). *Tip. Can watch an ad to double your Potion reward.*

Quest = gems awarded for quests. Legendary quests are awarded once all 5 corresponding maps are finished.

*Rewards were changed few times over the years and might change again in future.*