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Bastille Master edited
<u>Playing Condition</u> - All players/heroes on this stage map will share a pool of lives. The map has only 1 crystal and is timed once combat begins. You will face the same number of ground and air lanes, and a new minibossthe Bastille Master on the final wave. The This map has the same enemy schedules on this map will produce enemies similar to for all lanes as found in a Chaos 7 expedition of the same this map. All normal minibosses may spawn. No mutators are applied to any lanes. <u>Victory Condition</u> - On Wave 5, the main crystal core still has health, all enemies are defeated before the timer reaches zero, and all heroes do not lose all lives. <div class="mw-collapsible mw-collapsed"><u>Playing Tips ('''WARNING - SPOILERS''')</u>:<div class="mw-collapsible-content"> Chaos seven enemies add [[Kobolts]] to schedules. These are flying units that spawn from ground lanes and follow those paths. They target towers, and will fly quickly forward once attacked, and explode on impact disabling everything in the explosion area for almost a half minute. It is recommended not to build any towers near spawn points. You can build a Weapon Manufacturer near the spawn point, as the Kobolt will dive to attack it, but will not disable it. Auras work very well to damage them as they are nor targeted or disabled. You can also put up high health towers or barricades between the spawn point and your towers to protect them. Mystic Obelisks work very well for this task. What makes this incursion unique is that you are given a pool of 4 lives that all heroes on the map share. A Life Counter is shown in the center of the screen at all times so that you know how many lives you have left. If any hero dies during combat phase, that number will be reduced by one, for each death. Deaths on build phase or after the map is complete do not subtract from this total. If the last hero on the map dies during combat and the life counter is set to zero, you will fail the incursion. You begin Wave 1 with only 1500 Defense Units, whereas on Expedition you start with 2400. All normal minibosses may spawn. 1 will spawn on Wave 2, 2 on Waves 3 and 4, and 3 will spawn on Wave 5. The minibosses on Waves 2-4 all come from the Southeast and Southwest spawn points, and then on Wave 5 those two locations spawn again as well as the North spawn point will also spawn an additional normal miniboss along with the Bastille Master. No minibosses will come from the Central Southeast and Central Southwest spawn points. When you begin Wave 1 you will have infinite building time. However, once you begin combat phase on Wave 1, a timer begins with 1300 seconds (a little over 21 min) on it. This timer continuously counts down from that point forward, and includes all of the following build and combat phases until the stage is over. This stage only has 1 crystal to defend in the center of the map, close to where you spawn, as opposed to the expedition version that has 4 crystals. This incursion also introduces a new miniboss, the Bastille Master. This is a unique miniboss to the game, and can spawn as a miniboss in other game modes. The Bastille Master appears as a NPC on the North end of the long bridge on Waves 1-4, and then on Wave 5 she disappears and then spawns from the North spawn point, usually along with another normal miniboss near the same time. What makes this miniboss unique is her ability to summon shield around her and any surrounding enemies that reflects all damage back to its source and instantly kill it. If one of your defenses attacks her while this shield is up, it will be lost. Same for your hero, if you attack any enemy with this shield active, you will lose a life. The shield is not affected by traps, auras or nodes though. The shield can still be activated while the Bastille Master is stunned. </div></div>