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Six realms. Thirty roads. One last light.
Build an evolving tower defense across thirty distinct 3D battlefields. Explore six shattered realms, combine six tower families and their specializations, command three spells, and restore the ancient beacons of Elyndra.
Choose a mission on the campaign atlas. Click or tap foundations to build towers, then send the next wave. Upgrade towers and choose their specializations, combine physical and magical attacks, and cast Meteor, Blizzard, or Mend to protect the gate. Earn up to three stars on each of thirty missions.
When the Aether Heart shattered, the world of Elyndra broke into floating realms. Their last roads now stand between the Quiet and the people keeping those islands alive. In Aetherward, you are the Warden who must reconnect them: thirty distinct missions take you from river kingdoms and drowned libraries to glass deserts, frozen citadels, volcanic foundries, and a wounded capital above the clouds.
An illustrated campaign atlas leads into battlefields you can view as 3D dioramas or illustrated 2D scenes. Each mission has its own roads, tower foundations, enemy waves, and story. Crossroads reward overlapping coverage, long bends give burning and slowing effects time to work, and several approaches force you to decide where your gold matters most.
Open the Field guide from the map or pause menu, or choose Study on a threat in the next-assault forecast. Compare tower ranks and both specializations, including costs, direct damage, attack intervals and support effects. Regular enemy profiles show base values; the forecast shows the upcoming assault’s statistics. Guardian entries explain warnings, fury and tactical responses. Spell pages describe their effects, and rune pages also list compatible towers.
Start with foundations that cover more than one stretch of road. Place slowing towers where several defenses can use the extra time. Physical damage works well against ordinary enemies; magical attacks help against armor. A healer can undo scattered damage, while a fast runner can escape a defense built only for heavy targets. Read the field guide and watch the next wave before spending your gold.
Some foundations carry a rune. Between waves, spend 50 gold to awaken a compatible tower there. Watchstone adds 0.9 range but lengthens attack recharge. Furnace increases direct and burn damage by 25% but cuts range by 0.65. Echo Well makes slowing and burning last 50% longer, with 20% less direct damage; only Frost and Ember towers can use it. Beacons cannot awaken. Selling a tower refunds 70% of its total investment, including the awakening cost.
The final mission in each realm brings a different guardian encounter. Their warnings give you time to respond, and each rewards a different defense:
Leave room in your plan for durable enemies as well as crowds. A Beacon only earns its place when other towers can benefit from its light.
Win missions to open the road forward and earn up to three stars according to the gate strength you preserve. Campaign progress stays on this device, so you can return to earlier roads and improve your defense. Each finished battle also has its own score. Restore all six beacons and discover what remains at the heart of Elyndra.
After restoring a beacon, select its realm on the world map to read what changed. Restoring all six completes the campaign; optional trials and mastery goals remain available to play or replay.
Each of the 30 campaign missions offers one optional mastery medal on its existing battlefield. Win while meeting its tactical goal: prevent every breach, stay within a spending limit, defeat enemies with one Meteor, defeat enemies while both slowed and burning, or deal damage with awakened towers of each required rune type. Medals grant no combat or score bonuses.
Follow the goal and your progress in the wave forecast or pause screen. Spending goals count all gold paid to build, upgrade and awaken towers, even after selling them. Restoring gate health does not erase an earlier breach.
Earned medals stay in your campaign record on this device. Replay a mission to pursue a missing medal; medals already earned remain yours. These medals are separate from the six beacon trial seals. Your first medal unlocks First mastery; earning a medal in all 30 different missions unlocks Master of Elyndra.
Defeating a realm’s guardian unlocks an optional trial at its restored beacon. Each trial returns to a familiar battlefield with a new defense problem, four or five waves, and that realm’s guardian at the end. A first victory earns one permanent seal. Trials do not add campaign stars, and replaying them does not award extra seals.
The repair swarm finishes every room it touches. Finished means gray. Three lights in a line burn it back.
Painted rooms, real locks, one way out.
Seat three modules, close a circuit, relight the corridor.
Read the ray before you tap it.