03 - Level 03 Day - Cursed Treasure 2 - Brilliant Run, Total Edition
This map is a big deal in my run, as I gain a facefull of xp by two achievements.
The "sharpshooter" achievement (5 kills with one meteor) imo can't be won before map 03. And the "go home" achievement (scare 100 creeps) even requires me to work on it for both the day and night version of this map.
See me stick to my skill goal (max infamy), although this match get's harder that way. :)
Winning this map is all about xp and mana distribution.
Since I'm hunting for "go home", I want as many dreadful crypts as possible as early as I can. At the same time I need to have strong towers on the plateau around the high ground, because I don't destroy the enemies town. The group around the high ground, let's call it the band, must be able to kill the town spawns basically alone. On top of that, I need to watch out for flyers, as they pass right of the band, and the temple located to the left in the band can't even shoot over to the flyers path.
My build is a working compromise between all those goals.
The mana is spent for the pool, then the mine, then a meteor on the second flyer wave (the one with knights and valkyries). I take one potion in the opening, not because I need to, but because I am to impatient to wait for the mana.
The first champion (the single blacksmith) gets feared in this video, but the towers would kill him without that too.
I mess up is this video, because it is very dangerous to spent mana for cut spells before the adventurer is killed. He enters directly after the second flyer wave, and sometimes gets through. If I would have waited with the two tree removal cuts and with one potion alone, I have enough mana just before he hits the gems to meteor him if neccessary.
By keeping the town alife I get more gold and xp than by destroying it, so I end up with enough cash for a lot of towers. But I don't have the mana to cut more room.
Leave all stasis scrolls for the final boss. You might use one on the adventurer in desperate situations. ;)
I suggest not to upgrade all towers boefore the last wave. Only crypts and the band get upgraded fully, for survival and achievement reasons. A tower on level 2 that could be upgraded to level 3 can be left in that state till the end, because it won't gain more xp, but might steal xp from other towers if upgraded.
The boss wave is tricky. It would be easiest to aim the meteor spells at the boss when his allies stand close to him, so I kill several targets while damaging him. But at the same time I want to gain fear points, so I let the allies pass through and delay my spellwork until I have to use it. I try to stasis the boss whenever he is not in fear. But I waste one scroll, because when uses his "final rush" ability, he stands around for a while, stunned, and there is no need to stasis on top of that.
I end up with a lot of skill points and 57/100 fear points for the go home achievement. On the night match for this map I should be able to cause more fear, because of the levels I gained on the first go. :)
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