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Keeper of the Grove 3
Description
Keeper of the Grove 3 changes what losing a wave means. The creeps walking your path are not trying to destroy anything; they are trying to pick up a gem and carry it off the map, which gives you a second chance the genre usually does not.
That second chance reshapes where towers belong. A thief that reaches the gems still has to walk all the way back, so towers covering the return route are doing real work, and a path that doubles back on itself is worth far more than a straight one of the same length.
Towers differ in what they are good against rather than in how much they hit for, and upgrading one properly usually beats building a fourth. Money is tight enough that the choice comes up every wave and rarely feels obvious. It does not arrive on its own either: coins drop onto the map and have to be picked up one at a time.
Spells sit on top as the answer to the wave you misread, and they recharge instead of running out. Saving one for a wave that never arrives is the mistake that costs a map, so spending them slightly early is the safer habit. The button in the top left corner also calls the next wave in early, and that nerve is paid for with a bonus.
Game Controls
Controls
- Click or tap a build spot to place a tower
- Select a placed tower to upgrade it
- Cover the return route, not only the approach
- Cast a spell when a wave is about to break through
- Pick up the coins that drop on the map; they do not collect themselves
- Call a wave in early if you want the bonus for it
- Stop the creeps before they leave the map with a gem
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