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Play Tower Defense

Build Zelpling towers to stop the shadow imps. Endless waves!

Shadow imps march the path to your base. Pick a Zelpling — Zip (balanced), Pip (long-range sniper), or Hum (splash) — then tap the grass to build a tower. Kills earn coins; spend them to build more or upgrade. Tap a tower to upgrade or sell, and call each wave when you’re ready. Survive as long as you can!

About Tower Defense & how to play

Build Zelpling towers along the path and stop the shadow imps before they reach your base — wave after endless wave.

Purple shadow imps march a winding path toward your base, and it's on you to stop them. Between waves you spend coins on Zelpling towers — Zip, Pip, and Hum, each with its own range, fire rate, and punch — that auto-fire at anything in reach. Kills pay coins, coins buy more towers and upgrades, and the waves never stop getting bigger. Let too many imps slip through and it's over.

Dodge hosts this one. Clear wave 20 to unlock the next world, each a different tangle — and crank the speed to 4× or flip on Auto to blitz through the early waves.

How to play Tower Defense

  1. Pick a Zelpling from the palette, then tap an open patch of grass to build a tower there.
  2. Towers fire on their own at any imp in range — kills earn you coins.
  3. Tap a tower to upgrade it (up to five levels) or sell it; a yellow ring means you can afford the upgrade.
  4. Tap Call Wave when you're ready, or turn on Auto to send them automatically.
  5. Stop every imp before it reaches the end. Clear wave 20 to unlock the next world.

Tips & strategy

  • Build at the bends. A tower on a corner covers more of the path, so imps stay in range longer.
  • Mix your Zelplings: Pip snipes tough imps from range, Hum splashes packed crowds, Zip is your steady all-rounder.
  • Upgrading a few towers usually beats scattering lots of level-1s — concentrated firepower melts the tanky late waves.
  • Watch your gold. A boss rolls in every fifth wave, so keep a little in reserve to reinforce before it arrives.
  • Don't blanket the whole map early. Spend on the chokepoints first, then expand as the coins roll in.

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