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Castle Guardian: Tower Defense
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Castle Guardian: Tower Defense

Build towers and defend the castle with Alp.

Strategy #Long Play Mobile friendly 7 languages

How to play

Bandits, golems and dragons march along the road to the castle. Tap twice on an empty tile next to the road and choose a tower from the menu: archer, cannon, ice, magic or trebuchet. Tap the hero Alp, then tap where he should go to hold the enemies back. Upgrade your towers and pick one of two specialisations after level 3. Spend your stars, medals and quiz points on permanent upgrades.

1Open and listenA short story scene and a guided first level.
2SolveEvery level adds a new rule; take a hint if you get stuck.
3Collect starsFinish with three stars and climb the leaderboard.
Castle Guardian: Tower Defense rules and tips

How to play Kale Muhafızı: a complete guide

Kale Muhafızı (Turkish for castle guardian) is a tower defense game. Bandits, wolves, golems and dragons march along the road towards your castle; you build towers on the empty squares beside the road, upgrade them and command the young guardian Alp on the battlefield. Every enemy that reaches the end of the road costs the castle lives. Stop the last wave before your lives run out and the map is yours. The game has a 27-map Campaign split into 9 chapters, 5 tower types, a Castle Book about real castles of Anatolia, 3 difficulty settings, an Endless Mode in every chapter where the waves never stop, and a Siege of the Week with a new rule every week.

Goal

Each map has a set number of waves (between 10 and 16). Enemies walk the road to the castle; an ordinary enemy that gets through costs 1 life, while big ones such as the Ogre, the Dragon and Karabash cost 5. Clear the final wave and the screen reads The castle stands!, and you collect your stars. If your lives drop to zero, The castle has fallen.

Building and upgrading towers

Tap an empty square off the road once: it is marked with a + and every buildable square lights up. Tap the same square again and the build menu opens next to it. On a touch screen the first tap on a tower previews it on the map with its range and the button turns into Build; the second tap builds it. With a mouse, hovering previews and clicking builds.

TowerCostWhat it doesSpecialisations
Archer Tower70Fast shots, hits flying enemies tooSharpshooter, Master Bowman
Cannon Tower120Area damage, cannot reach flyersMortar, Fireball
Ice Tower95Slows whatever it hitsIce Fortress, Blizzard
Magic Tower150Chain lightning that pierces armorStorm Tower, Dark Magic
Trebuchet140Hurls stones very far in a high arc, area damage; cannot reach flyers. Unlocks after Dragon PeakGreat Trebuchet, Fire Trebuchet

Tap a built tower to open its menu. Upgrade takes it up to level 3; after that you pick one of two specialisations and the tower becomes an Expert. The Target button changes who the tower aims at: First, Last, Strongest, Closest. Sell returns 70% of the gold you spent on the tower and asks for confirmation first.

Alp and your abilities

Alp is your hero on the map. Tap him (or the Hero button), then tap where he should go. Alp blocks enemies on the road and strikes them with his sword, giving your towers time to shoot. He gains experience from enemies that fall near him and can reach level 5, with more health and damage at each level. If he is badly wounded he returns to his starting spot 12 seconds later.

You also have two abilities. Arrow rain: press the button, then tap where the arrows should land; four volleys hit that area, usable every 22 seconds. Ice storm: freezes every enemy in place for 3.5 seconds, usable every 45 seconds.

Enemies

When a new enemy appears for the first time, a New enemy card opens, and the top of the screen shows who is coming in the next wave. Things to watch for:

  • The Wolf is very fast but weak; the Bat flies, ignores the road and cannot be hit by the Cannon Tower.
  • The Armored Soldier and the Stone Golem wear armor: arrows, cannonballs and Alp's sword do little. Magic and ice damage ignore armor.
  • The Slime splits into two small slimes when it dies. The Shaman heals those around it, so target it first.
  • The Ogre arrives every 5th wave and the flying Dragon every 10th. The bandit chief Karabash leads the last wave of Red Canyon and Dragon Peak, and returns at Uçhisar at the end of the campaign. These big enemies are only half affected by slowing and cannot be frozen by towers.
  • The Pirate arrives by boat, lands at the piers and joins the road halfway. The pirate captain Black Sail appears at the end of the Coast chapter and returns at Inner Castle on the Black Sea.
  • The Mounted Raider is very fast; an Ice Tower at the start of the road slows him down. The Rock Giant at the end of the East chapter wears very thick stone armor, so use magic on him.
  • 35% of arrows, cannonballs and trebuchet stones miss the Fog Ghost; magic always hits. The Shadow Soldier is armored and walks faster on night waves.
  • Black Sail and the Rock Giant cost 5 lives if they reach the castle. The Shadow Dragon at the end of Marmara flies and costs 10 lives. Towers cannot freeze these big enemies either.
  • In the Aegean, the Shield Bearer's magic shield blocks half of all magic damage; arrows and cannons work well on him. The Bronze Giant at the end of the chapter has a very strong magic shield (60% magic resistance), so hit him with cannons and trebuchets. He costs 5 lives if he reaches the castle.
  • In Central Anatolia, the Tunneler now and then dives underground for a moment; meanwhile he can't be hit and moves faster.
  • In the break before a wave with a Dragon or the Shadow Dragon, a warning appears and every tower shows whether it can hit flyers: a teal wing means yes, a red cross means no. The next-wave preview also shows chapter enemies and bosses.

Campaign, difficulty and stars

The Campaign has 9 chapters and 27 maps, three per chapter, with 10 to 16 waves per map. Chapters 4 to 9 are Alp's journey through the Castles of Anatolia: from Alanya to Van, from Sinop to Rumeli Fortress, and on to Bodrum and Uçhisar.

ChapterMapsFeature
ValleyGreen Valley, Mill Road, Forest GateFertile soil
DesertDesert Pass, Caravan Well, Red CanyonSandstorm
MountainsFrozen Lake, Snowy Pass, Dragon PeakIcy road
Coast (Alanya Castle)Coast Road, Shipyard, Red TowerLanding party
East (Van Fortress)Lakeshore, Rock Stairs, Rock of TushpaHigh rock
Black Sea (Sinop Castle)Misty Forest, Harbor Road, Inner CastleSea fog
Marmara (Rumeli Fortress)Bosphorus Shore, Fortress Gate, Rumeli FortressNight raid
Aegean (Bodrum Castle)Bodrum Harbor, Mausoleum Road, Bodrum CastleSea breeze
Central Anatolia (Uçhisar Castle)Fairy Chimneys, Underground City, UçhisarUnderground tunnels

Each map unlocks when you win the one before it. Before you start you choose the difficulty:

DifficultyLivesEnemy strengthTime between waves
Easy30Clearly weaker, extra gold28 s
Normal20Balanced22 s
Hard15Stronger18 s

Stars depend on the lives you have left when you win: keep at least 90% for 3 stars, at least half for 2, anything less for 1.

Upgrades, heroic challenges and chapter features

Upgrades: every star, every medal and every correct quiz answer is 1 point: 81 stars (3 per map), 27 medals and 18 questions, 126 points in all. Spend them on 8 permanent upgrades from the Upgrades button on the title and map screens: Archery, Cannon casting (cannon and trebuchet), Frost magic and Spellbook raise tower damage by 10% per level; there are also Treasury (25 more gold per map), Castle walls (2 more lives), Alp's training (health +20%, damage +15%) and Archer battalion (Arrow Rain 3 s sooner, 15% stronger). Each upgrade has 3 levels costing 1, 2 and 3 points; maxing all of them takes 48 points. Reset gives every point back for free. Hard is tuned to be played with upgrades.

Heroic challenges: once you beat a map, its challenge opens on the map card and is played on Normal: for example archer towers only, at most 4 towers, without Alp, without losing a life, or without abilities. Win it to earn a medal, which is also 1 upgrade point. The "without losing a life" challenges are close to impossible without upgrades. Every one of the 27 maps has a challenge, so there are 27 medals.

Chapter features: each chapter has its own rule:

  • Valley (Fertile soil): a tower built on one of the 3 glowing wheat squares hits 25% harder.
  • Desert (Sandstorm): now and then a storm rises; a warning comes three seconds early, then tower range drops for 6 seconds.
  • Mountains (Icy road): enemies speed up on the icy road, but frost tower slows are much stronger there.
  • Coast (Landing party): pirates row to the piers and join the road halfway; hold the piers with towers.
  • East (High rock): a tower built on one of the 3 grey rock tiles gets +25% range.
  • Black Sea (Sea fog): enemies on foggy stretches of road can only be targeted by towers within 2.5 tiles; build right next to the fog.
  • Marmara (Night raid): even-numbered waves come at night: archer, cannon and trebuchet lose 25% range, and Shadow Soldiers move 30% faster. Ice and Magic Towers are not affected.
  • Aegean (Sea breeze): every so often the breeze blows; for 8 seconds archers and trebuchets get +20% range and flyers slow down.
  • Central Anatolia (Underground tunnels): enemies in a tunnel can't be seen, and towers, Alp and abilities can't hit them; build at the tunnel mouths.

On your first game a short tutorial guides you step by step on Green Valley; you can skip it with "Skip tutorial".

Story, Castle Book and quiz

The hero of the campaign is the young guardian Alp. After every map you win, a short story scene plays. From chapter 4 on, Leyla, the scribe of Alanya Castle, joins the journey and tells the history of each castle the first time you enter its chapter. After the Shadow Dragon falls at Rumeli Fortress, news of a bronze giant takes Alp to Bodrum. On the fallen giant's chest is written "In the service of Karabash": the bandit chief who fled the Valley is back. His trail leads to Uçhisar, where the story ends with Karabash finally caught and three closing scenes.

The Castle Book opens from the title and map screens. It covers the 6 castles of the journey: Alanya Castle, Van Fortress, Sinop Castle, Rumeli Fortress, Bodrum Castle and Uçhisar Castle. Each castle has a picture drawn in code, verified facts and a source (the Turkish Ministry of Culture and Tourism); castles are added to the book as you unlock their chapters.

At the end of each of these six chapters, and any time from the book, you can play a 3-question Quiz. Every correct answer is 1 upgrade point and your best result counts, so trying again never costs points. The six castles have 18 questions in all.

Wave button, speed, Endless Mode and Siege of the Week

You start the first wave yourself with Start wave, so take your time placing towers. Later waves come on their own, but you don't have to wait: Call early brings the next wave right away and pays 2 gold for every second left on the timer. The game speed button switches between 1×, 2× and 3×.

If the castle falls, the end screen offers an optional Second chance: +5 lives: watch a short ad and you carry on from the same wave with 5 lives, while enemies close to the castle are pushed back. It works once per map. Endless Mode never runs out of waves; the aim is to hold on as long as you can. Every chapter has its own Endless Mode: it is played on the chapter's first map, unlocks once you win that map, and the chapter's feature applies there too. Your best wave is saved separately for each chapter.

Siege of the Week brings the same map and a special rule for everyone each week; it is played on Normal and your score goes to a weekly leaderboard. It unlocks once you finish the Valley chapter. The rules: Swift raid (enemies are 20% faster), Iron armor (every enemy has thicker armor), Great horde (30% more enemies per wave), Famine (less starting gold, 25% more loot), Last stand (only 5 lives, but 150 extra gold) and Dark cloud (an extra bat swarm every wave).

Tips

  • Spend your first gold on an Archer Tower where the road bends; a tower on a bend sees the road twice.
  • Have at least one Magic Tower ready before golems and armored soldiers arrive; arrows and cannons barely dent them.
  • Bat and dragon waves need towers that hit the air: Archer, Ice and Magic can, Cannon cannot.
  • Put an Ice Tower in front of a Cannon Tower; slowed enemies stay longer in the blast zone.
  • Send Alp to where the shamans pass; whatever he blocks, your towers finish quickly.
  • Save the Ice storm for when an Ogre or Karabash gets close to the castle; 3.5 seconds is usually enough.
  • If your towers are coping easily, call the wave early; the bonus gold speeds up your next upgrade.
  • Against Mounted Raiders, put an Ice Tower at the start of the road; once they are slowed, archers stop them easily.
  • Build Magic Towers for the Rock Giant and golems; stone armor shrugs off arrows and cannonballs. Magic never misses the Fog Ghost either.
  • In the East, don't leave the grey rock tiles empty; a tower there shoots 25% farther.
  • On the Black Sea, build right at the edge of the fog; a tower further away cannot see into it.
  • In Marmara, rely on Ice and Magic Towers during night waves. The Shadow Dragon flies, so prepare anti-air with Archer, Ice and Magic Towers in advance.
  • In the Aegean, use arrows and cannons against Shield Bearers and cannons and trebuchets against the Bronze Giant; their shields blunt magic.
  • When the sea breeze blows, build archers; for 8 seconds they shoot farther.
  • In Central Anatolia, build at the tunnel mouths and slow Tunnelers with an Ice Tower before they reach a tunnel.

Castles and guardians: Anatolia's tradition of defense

How were castles defended in Anatolia?

Anatolian castles were usually built on hills overlooking roads, passes and coasts. Archers on the towers along the walls met the enemy before it came close. The six castles in the game are real: Van Fortress, built on a rock by Lake Van under the Urartian King Sarduri I; Sinop Castle, whose inner castle was built in 1214; Alanya Castle, rebuilt in 1221 by the Seljuk Sultan Alaeddin Kayqubad I; Rumeli Fortress, built by Sultan Mehmed II in about four months in 1452; Bodrum Castle, built in the 15th century by the Knights of St. John partly with stones from the Mausoleum at Halicarnassus; and Uçhisar Castle, carved into a huge tuff rock in Cappadocia.

Sur
Defensive wall around a town or castle
Burç
Tower projecting from the wall
Mazgal
Narrow opening in a wall for shooting
Dizdar
Commander of a castle in the Ottoman Empire
Derbent
Ottoman system of villagers guarding mountain passes
Turkish archery
On UNESCO's Intangible Cultural Heritage list since 2019

Walls, towers and battlements

For thousands of years Anatolia sat at the crossroads of wars, migrations and trade routes, and it is full of castles as a result. Fortresses from the Hittite, Roman, Byzantine, Seljuk and Ottoman eras often rise one on top of another on the same hill. Turkish has its own words for their parts: the wall around a town or fortress is the sur, the towers projecting from it are burç, the narrow openings for shooting arrows are mazgal, and the ditch in front is the hendek. The crenellated stone towers at level 3 in the game are inspired by these structures.

In the Ottoman Empire the commander of a castle was called the dizdar, and the castle guards kept watch under him. Anadolu Hisarı and Rumeli Hisarı (the latter built in 1452), facing each other across the Bosphorus in Istanbul, are among the best-known examples.

Passes, caravans and safe roads

Castles protected roads as well as towns. Under the Seljuks, caravanserais were built along the trade routes so that caravans had somewhere to rest, find water and be safe. The Ottomans had the derbent system for mountain passes and dangerous roads: villagers living near a pass kept the road safe in return for being exempted from certain taxes.

Turkish archery

The bow was one of the most important weapons in defending a castle. Turkish archers were known for the short but powerful composite bow, made from layers of wood, horn and sinew glued together. The ground where archers trained in Ottoman Istanbul is still called Okmeydanı (the archery field), and a master archer was known as a kemankeş. Traditional Turkish archery was added to UNESCO's Representative List of the Intangible Cultural Heritage of Humanity in 2019.

The six real castles in the game

The last six chapters of the campaign take place at real castles. The facts used in the game appear in the Castle Book with their source (the Turkish Ministry of Culture and Tourism).

  • Alanya Castle: in 1221 the Seljuk Sultan Alaeddin Kayqubad I rebuilt the castle, and the city was called Alaiye after him. The octagonal Red Tower was built in 1226 and is about 33 metres high. The only surviving Seljuk shipyard in Türkiye is here too.
  • Van Fortress: built in the time of the Urartian King Sarduri I (about 840-825 BC), it was the citadel of Tushpa, the Urartian capital. The rock, about 1.8 km long on the east shore of Lake Van, bears Urartian cuneiform inscriptions and royal tombs cut into the rock. Lake Van is the largest lake in Türkiye.
  • Sinop Castle: its walls were repaired in Roman, Byzantine, Seljuk and Ottoman times. The Inner Castle was built in 1214 by the Seljuk Sultan Izzeddin Kaykaus I. From 1887 the buildings in the castle were used as a prison, known as the "Alcatraz of Anatolia"; today it is a museum. İnceburun, the northernmost point of Türkiye, is also in Sinop.
  • Rumeli Fortress (Rumeli Hisarı): Sultan Mehmed the Conqueror had it built in 1452, in about four months, one year before the conquest of Istanbul. Its three great towers bear the names of viziers: Halil Pasha, Saruca Pasha and Zaganos Pasha. Together with Anadolu Hisarı on the opposite shore, it controlled the ships passing through the Bosphorus; today it is a museum.
  • Bodrum Castle: The Knights of St. John (of Rhodes) built it in the 15th century on a rocky peninsula between two harbors. Stones from the Mausoleum at Halicarnassus, which had been destroyed by an earthquake and was one of the Seven Wonders of the Ancient World, were used to build it. Its towers are called the French, Italian, English, German and Spanish (Snake) towers. When Suleiman the Magnificent took Rhodes in 1522, the knights left Bodrum and the castle passed to the Ottomans. Today it houses the Bodrum Museum of Underwater Archaeology; one of its most famous finds is the Uluburun shipwreck.
  • Uçhisar Castle: It stands on one of the highest points of Cappadocia, carved into a huge tuff rock, with many rooms, tunnels and cellars inside. Cappadocia's soft tuff rock formed from volcanic ash erupted by Erciyes, Hasan Dağı and Göllü Dağ. Over a long time, wind and rain wore this rock away and revealed the fairy chimneys. Underground cities such as Derinkuyu and Kaymaklı are carved into the same soft rock. Göreme National Park and the Rock Sites of Cappadocia were added to the UNESCO World Heritage List in 1985.

Alp, Karabash and the game's story

Alp is an Old Turkic word meaning brave warrior or hero, and it lives on in historical names such as Alp Arslan. The young guardian in the game takes his name from it. Karabash (Karabaş, literally black head) is a common Turkish nickname.

The game's story is fiction: the castle of Green Valley, the bandit chief Karabash, the pirate Black Sail, the Rock Giant, the Shadow Dragon, the Bronze Giant and the scribe Leyla are all invented. The castles of the last six chapters, however, are real, and what the game says about them comes from verified sources. The idea behind it all is real too: walls, passes and caravan roads made up a system of defense that Anatolia lived with for centuries.

How Kale Muhafızı was made

Kale Muhafızı is a tower defense game: bandits, wolves, golems and dragons march along the road toward the castle, while the player lines the road with towers and leads the hero Alp. The first version had four tower types, three maps and an endless mode, and it was only in Turkish.

When the game moved to CetinsGame, every text was translated into seven languages, and the emoji icons, which look different on every device, were replaced with a consistent set of drawn icons. In player testing even the Easy setting felt hard, and tower levels were hard to tell apart on screen. So the towers, enemies and Alp were redrawn from scratch: each tower now has its own soldier on top, and its level can be read at a glance (wooden tower, stone base, battlemented tower with a banner). Easy also became noticeably gentler.

Building towers took the most work. A menu that popped up on every stray tap on an empty tile was tiring. Now the first tap marks the tile, the second opens the build menu next to it, and each tower is previewed with its range before it is placed. Selling a tower now asks for confirmation, so no tower gets sold by accident.

With 0.5.0 the game became a nine-map campaign: three chapters from the valley to the desert and on to the mountains, a short story scene after each map, and the bandit chief Karabash at the end. A player who loses the castle can choose to watch a rewarded ad for a second chance; the choice is always theirs.

All artwork and sound effects are generated in code. With every version, a bot that plays like a human runs through the maps from start to finish, while the balance of the Hard setting is still being measured with real players.

In version 0.6 player feedback made the game deeper: a step-by-step tutorial on the first map, a mehter march in the Hicaz makam generated in code with layered sound effects, permanent upgrades bought with stars and medals, a feature for every chapter (fertile soil, sandstorm, icy road) and a heroic challenge for every map. Difficulty was measured with two bots: one that builds on the best spot right away, and one that decides every few seconds like a person.

In version 0.7 the campaign began to grow into a journey through the Castles of Anatolia: the Coast chapter brought Alanya Castle, pirates, the fifth tower (the Trebuchet), the scribe Leyla, the Castle Book and the quiz. Version 1.0.0 completed the journey with Van Fortress in the East, Sinop Castle on the Black Sea and Rumeli Fortress in Marmara; the campaign grew to 7 chapters and 21 maps, and the story ends with the final battle against the Shadow Dragon. Every fact about the castles was checked against sources from the Turkish Ministry of Culture and Tourism and is shown with its source in the Castle Book; the quiz questions come from those facts.

Version 1.1 added the Siege of the Week, an Endless Mode in every chapter and music generated in code for each chapter, each in its own Turkish makam with its own instrument; a warning before flying bosses now shows which towers can hit them. Version 1.2 grew the campaign to 9 chapters and 27 maps: Bodrum Castle, the sea breeze, shield bearers and the Bronze Giant in the Aegean, and Uçhisar, underground tunnels and tunnelers in Central Anatolia. The story now ends with Karabash, who fled the Valley, finally caught at Uçhisar, and the two new castles were added to the Castle Book with their sources.

Frequently asked questions

How many maps does Kale Muhafızı have?

The Campaign has 27 maps in 9 chapters: three each in Valley, Desert, Mountains, Coast, East, Black Sea, Marmara, Aegean and Central Anatolia. Each map has between 10 and 16 waves. On top of that, every chapter has its own Endless Mode, and the Siege of the Week brings a new challenge every week.

Why won't the next map unlock?

Each map unlocks when you win the previous one; a single star is enough. A locked map shows a note telling you to beat the map before it. A chapter's Endless Mode unlocks once you win the first map of that chapter.

How do I get 3 stars?

Stars depend on the lives left at the end. Keep at least 90% of your lives for 3 stars, at least half for 2. A lost map gives no stars, and stars only go up, so a worse result never erases your record.

Why does my damage barely hurt golems?

The Stone Golem's armor soaks up most arrow, cannon and sword damage. Magic Tower and Ice Tower damage ignores armor, and the Dark Magic specialisation also melts the armor of whatever it hits. Golems appear from wave 7. The Rock Giant at the end of the East chapter has even thicker stone armor; build Magic Towers against him too.

Why doesn't the Cannon Tower shoot bats?

The Cannon Tower and its specialisations cannot reach flying enemies. For bats and dragons you need Archer, Ice or Magic Towers. The Air line in the tower menu tells you whether a tower can hit flyers. The Trebuchet cannot reach flyers either. The final enemy, the Shadow Dragon, flies, so anti-air is a must in Marmara.

What happens if Alp goes down?

The game doesn't end: Alp comes back at full health at his starting spot 12 seconds later, keeping all the levels he has earned. The timer on the Hero button shows how long is left.

How much do I get back when I sell a tower?

70% of all the gold you put into it, upgrades included. The Sell button asks for confirmation first; the game pauses while the question is open, and Cancel backs out.

What is Second chance?

An optional choice on the end screen when the castle falls. Watch a short ad and you continue from the same wave with 5 lives. It can be used once per map and is not available in Endless Mode.

Who is Karabash?

The game's fictional villain, the bandit chief. He is very tough and armored, and costs 5 lives if he reaches the castle. He appears in the last wave of Red Canyon and Dragon Peak, where a Dragon comes with him. At the end of the campaign he returns one last time at Uçhisar.

What are stars and medals for?

Every star, every medal and every correct quiz answer is 1 upgrade point. On the Upgrades screen you permanently strengthen tower damage, starting gold, castle lives, Alp and Arrow Rain. There are 81 stars, 27 medals and 18 questions (126 points); maxing every upgrade takes 48 points. Reset gives your points back for free.

What is a heroic challenge?

A special rule that opens on a map card after you beat that map for the first time (e.g. archer towers only, at most 4 towers, without Alp, without losing a life). Challenges are played on Normal and give a medal when won. They have no stars, no story scenes and no second chance. Each of the 27 maps has one.

What are the chapter features?

Each chapter has its own rule. Valley: a tower on a fertile wheat square hits 25% harder. Desert: a sandstorm lowers tower range for 6 seconds (with a 3-second warning). Mountains: enemies speed up on the icy road, but frost towers are stronger there. Coast: pirates land at the piers and join the road halfway. East: a tower on a grey rock tile gets +25% range. Black Sea: enemies in the fog can only be hit by towers within 2.5 tiles. Marmara: even-numbered waves come at night; archer, cannon and trebuchet lose 25% range, while Ice and Magic Towers are not affected. Aegean: when the sea breeze blows, archers and trebuchets get +20% range for 8 seconds and flyers slow down. Central Anatolia: enemies in a tunnel can't be seen or hit; build at the tunnel mouths.

What is the Trebuchet and how do I unlock it?

It is the fifth tower type and costs 140 gold. It hurls stones very far in a high arc and deals area damage, but cannot reach flyers. It unlocks after Dragon Peak (map 9); after level 3 it becomes a Great Trebuchet or a Fire Trebuchet. The Cannon casting upgrade strengthens it too.

What is the Castle Book?

A book about the 6 castles of the journey (Alanya Castle, Van Fortress, Sinop Castle, Rumeli Fortress, Bodrum Castle, Uçhisar Castle). Each castle has a picture drawn in code, verified facts and a source (the Turkish Ministry of Culture and Tourism). Open it with the button on the title and map screens; castles are added as you unlock their chapters.

Does the quiz give points?

Yes. At the end of the Coast, East, Black Sea, Marmara, Aegean and Central Anatolia chapters, and any time from the Castle Book, you can play a 3-question quiz. Every correct answer is 1 upgrade point; your best result counts, so trying again never costs points. There are 18 questions in all.

Who is the final enemy?

The final battle is at Uçhisar: Karabash, the bandit chief who escaped in the Valley, returns and costs 5 lives if he reaches the castle. Before that, at the end of Marmara, the Shadow Dragon arrives at Rumeli Fortress; it flies and costs 10 lives if it reaches the castle. Cannons and trebuchets cannot hit it, so prepare Archer, Ice and Magic Towers. Against the Bronze Giant at the end of the Aegean magic barely works; use cannons and trebuchets.

What is the "+100" gold button?

An optional choice that appears between waves: watch a short ad and you get 100 gold. It can be used once per map and is not available in heroic challenges.

How do I turn off the music?

In Settings, Music and Sound effects can be turned off separately. The music is generated in code, and each chapter has its own Turkish makam and instrument: a mehter march with zurna and drum in the Valley, ney in the Desert, kaval in the Mountains, bağlama in 9/8 on the Coast, drum and zurna (halay) in the East, kemençe with a 7/8 horon on the Black Sea, a Nihavend mehter in Marmara, a slow zeybek in 9/8 in the Aegean and kanun in Central Anatolia.

What is the Siege of the Week?

Every week everyone gets the same map with a special rule, for example 20% faster enemies, 30% more enemies or only 5 lives. It is played on Normal and your score goes to a weekly leaderboard. It unlocks once you finish the Valley chapter.

Is there an Endless Mode in every chapter?

Yes. Each chapter's Endless Mode is played on its first map and unlocks once you win that map. The chapter's feature (such as the sandstorm, the sea fog or the tunnels) applies in Endless Mode too, and your best wave is saved separately for each chapter.

Why can't I hit enemies in the tunnels?

In Central Anatolia some stretches of road run through underground tunnels. Enemies in a tunnel can't be seen, and towers, Alp and abilities can't hit them. Build at the tunnel mouths. Tunnelers also dive underground for a moment now and then, so slow them with an Ice Tower before they reach a tunnel.

Is Castle Guardian: Tower Defense free?

Yes. No download or account needed; it plays right in your browser. Watching an ad for a hint is always your choice.

Will I lose my progress?

Your progress is saved automatically on this device. Sign in and it moves to your account, so you can continue on any device.

Can I play on my phone?

Yes. The game opens full screen on phones; tap the X in the corner to exit. On iPhone use "Add to Home Screen" to play it like an app.

Can I play Castle Guardian: Tower Defense offline?

Yes. A game you have opened once is stored on your phone or computer and opens without internet. Leaderboards and cloud saves need a connection.

Which languages are available?

Turkish, English, Spanish, Portuguese, German, French and Russian.

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