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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.
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.
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
- Stop the creeps before they leave the map with a gem
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