LEVEL 1Emerald Serpent
Hold the route and protect the domain.
Home: jump straight back into your current mission and check today's action. To pick another level, open Campaign.
Hold the route and protect the domain.
Campaign: browse all 48 levels by chapter. Pick one to see its real map, difficulty and enemy brief, then deploy.
Practice, survive escalating pressure, or enter the veteran campaign.
Everything you prepare before a battle, in four parts.
Pick a preset: its eight towers (those you have unlocked) are the ones you can build in battle. Then pick one doctrine; it changes every tower a little.
Tap a piece you own to wear it; tap a worn piece to take it off. Your commander on Home changes with it. B/C pieces only add bonuses in campaign runs with "Gear bonus" on.
Spend Guardian Chips (earned by clearing levels) on permanent tower upgrades. Open the tree, pick a tower family, buy a node.
Use chips for looks, lottery tickets and the one-time starter pack. Nothing here makes towers stronger in ranked play.
On small screens, main actions stay visible. Extra actions live under More so the battlefield is not crowded.
A glowing tile only changes the tower built on it: range, fire rate, damage or build cost. Enemies on the road are not affected. Tap a tile to inspect it before spending gold.
A quick read of the early tower roles. Full stats remain in the in-game tower panel.
Each chapter medal tracks cleared missions and earned stars. Perfect all eight missions for gold.
Mastery grants bounded sidegrades, presentation rewards, and milestone chips.
Weekly medals remain in your archive when challenge rules rotate.
Enemy files are added after you encounter them in a completed run.
Original strategy notes for the systems used in Domain Guardian II.
A route callout tells you which entrance is active now. Build near shared bends first, then extend toward a lane only when its pressure becomes persistent.
Late chapters punish spending every coin before a wave. Reserve enough for one upgrade or repair so a route event cannot freeze your whole plan.
Five tagged enemies each do one job. Medic: heals the most injured nearby; burns and poison halve it. Guard: shields its neighbours; kill it and those shields collapse. Sapper: locks the nearest tower within 3 cells, then jams it; kill it during the lock to cancel. Fracture Core: splits into two scouts where it dies. Courier: its gold bounty shrinks the farther it runs. Set a long-range tower to Specialist targeting to pick them out of a crowd.
Five reactions are real. Brittle: physical hits on slowed enemies deal +20%. Conduct: shock hits on slowed enemies deal +20%. Ignite: a fire hit detonates poison, landing its remaining damage at once plus a bonus. Corrode: physical hits on poisoned enemies count only half their armor. Focus: a holy hit marks an enemy and the next arcane hit cashes the mark for +30%. Bosses get a smaller bonus. Slows also keep enemies under fire longer.
Floods, whiteouts, eruptions, and darkness are telegraphed. Spend during the quiet window and move attention before the hazard reaches its active phase.
Player help: how to play, modes, rewards
CHAPTER 1