This level proved to be a very easy one to accomplish indeed. I was only trying it out for an initial reconnaissance and get a feel for the map. I went in without an extra bonus card and had mistakenly selected Thunderstorm instead of Freeze.
However, despite all this I 3 starred it on my very first attempt. As I didn't expect to be successful, I did not capture all the photos that I normally would for preparing a strategy display.
These are the cards and their levels that I used;
- Towers - Slow(8), Poison(8), Lightning(8)
- Spells - Clarion Call(6), Healing Spring(6), Spider Mine(7), Flare(7), Thunderstorm(5)
Before the start place down the side Poison and Slow towers along with two lower side Lightning towers. Upgrade the Poison towers damage as much as possible with the remaining available mana.
Wave 1 - use main hero to take out/weaken advancing troops using hit and step back technique. It is useful to have him located on the raised area at the bottom at 6 o'clock position before starting the battle. I didn't as I was oblivious to what was to ensue. Also if you have access to Boots of Quantum Stride and Life Drinker, they will come in very handy for this map. While I had the Boots, I did not use the Life Drinker.
Wave 2 - Place down the middle Lightning tower to front of exit.
Wave 3 - Place the remaining Poison tower to top left, remaining Lightning tower to top right and a Slow tower in the top middle position.
Waves 4 - 7 - Keep upgrading the two side Poison towers and the bottom Lightning towers as necessary. Target the solitary Arach Infernal and the Royal Javelineer as early as possible. Upgrade the teleport ability at least once on the two side Slow towers as this will help with keeping the, again solitary, Plaguemonger under control.
Cast Clarion Call to protect your exit when enemies are close by. Ensure Flare is utilised timely along with Healing Spring to prolong the life of your Calrion Call. Move your main hero around the map in a proactive manner to take on the advancing enemy. Also remember that Thunderstorm is able to strike even the invisible enemies which is very helpful when you have a collection of invisibles close by your exit flag.
No revives were required for this play.
I have attached three photos which will help with visualising the play.