

Similar to Field V1, this field also has 5 summoning nodes and one summoning socket.

Place Beam on the gem in the Tower whenever it's available. Use scroll on your mouse to restrict the gem in your tower to striking monsters after they've passed the node on the upper left. Put a trap with a grade 3 poison gem in it and enhance that gem with Bolt when you get a chance. Build another wall shutting off the right hand path to the orb so the monsters have to go down and all approach the orb near the lower left node. Build walls on the right side to force monsters entering on the 2 lower right paths to go up and around near the upper right path.
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Put level 1 gems in those and upgrade them as well as you are able. You can fit 3 amplifiers without "blocking". About the point where your gem is grade 4 or 5, start adding amplifiers around it. Put a combined gem of grade 1 critical hit and grade 1 slowing and then upgraded it as you are able. Most of the tower will be in the path with the top right corner off the path.

You can beat this level by putting a tower just below and 2 1/2 spaces to the left of your orb. You must charge the nodes to 100% by having monsters frozen around them for a certain amount of time. This field is identical in appearance to Field K3, except that it takes place well before the time of the current gameplay, before the nodes and socket became ruined. There are 4 entry points for monsters to enter the field. This field consists of five ensnaring nodes and one ensnaring socket, along with your orb of presence.
