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Tropic Oasis is the third area in the campaign that levels take place in. Characterized by an isolated, tropical oasis, the types of enemies encountered start to become more specific. The hazard that characterizes this area is a lake, which causes units caught to slowly sink.

Enemies[]

The enemies encountered in this area are tier 1 knightys, elfys, fairies, dwarfys, mummies, unicorns, and golems, tier 2 knightys, elfys, mummies, dwarfys, and golems, and as bosses, a tier 2 necro, a tier 2 golem, a tier 3 unicorn, a catapult, and a tier 3 golem.

The Golem is a heavyweight melee enemy that slams down his fists twice for his normal attack, and his special will roll into enemies that will damage any units caught.

The Catapult is a siege unit that when the enemy controls, will continuously move to the right until it reaches your castle, at which point it will infinitely spam its special, rocks that destroy barricades, until your castle dies, as it will be invincible due to the special.

Hazard[]

Desertlake

The lake sinking a spider, and the skullfish stunning it

The hazard found on non-sidescrolling Tropic Oasis levels is a lake.

The lake will slowly sink all ground units at a rate of 2% per second until the unit has fully sunk, at which case, the unit will die.
On the top lane, the lake starts at a distance of 745 and extends to cover a distance of 225, sinking units for 0.5s as long as the unit is in that area.
On the middle lane, the lake starts at a distance of 655 and extends to cover a distance of 325, sinking units for 0.5s as long as the unit is in that area.
On the bottom lane, the lake starts at a distance of 705 and extends to cover a distance of 300, sinking units for 0.5s as long as the unit is in that area.

3-1 has more a potent lake, however.

In addition, 3-4 has skull fish that periodically appear in addition to the lake.

The skull fish will damage any units, including status immune units, caught in its area once for 50 damage, stunning them for as long as units are caught in its area, and an additional 0.5s after that. The skull fish last for 5s but begins with varying times for the different lanes.
On the top lane, the skull fish starts at a distance of 775 and extends to cover a distance of 60, only cycling 30s after the level starts, at which point, the fish will appear every 27s.
On the middle lane, the skull fish starts at a distance of 655 and extends to cover a distance of 60, only cycling 50s after the level starts, at which point, the fish will appear every 60s.
On the bottom lane, the skull fish starts at a distance of 765 and extends to cover a distance of 60, only cycling 10s after the level starts, at which point, the fish will appear every 60s.
On the top lane, the skull fish starts at a distance of 910 and extends to cover a distance of 60, only cycling 40s after the level starts, at which point, the fish will appear every 60s.
On the middle lane, the skull fish starts at a distance of 880 and extends to cover a distance of 60, only cycling 20s after the level starts, at which point, the fish will appear every 60s.
On the bottom lane, the skull fish starts at a distance of 950 and extends to cover a distance of 60, only cycling 60s after the level starts, at which point, the fish will appear every 60s.

Difficulty Changes[]

All levels, except sidescrolling, action, and arena levels, will have stronger enemies to face when you replay them on a higher difficulty. Below are the modifiers applied to enemy and automatically spawning units on a higher difficulty:

Levels[]

For more information, please click the links for each individual level.

Pushed in the Pit[]

Mummy Defense[]

The Golems[]

Gargoyles[]

Run Smokey Run[]

The Arena[]

Spike the Unicorn[]

Golem Canyon[]

Desert Warriors[]

The Golem King[]

All items (10)

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