Kingdom Rush Wiki

This page contains a list of special Terrain in Kingdom Rush, Kingdom Rush: Frontiers, Kingdom Rush: Origins, Kingdom Rush: Vengeance and Kingdom Rush 5: Alliance.

Caves[]

The Cave system operates as an off-screen path for enemies to follow. They will leave the main path by entering one cave, vanish from the screen for a short period, before re-entering the screen at a point further along the path by exiting from a second cave.

MiniLevel 0007 Coldstep
MiniLevel 0008 Icewind
MiniLevel 0019 Glacial
Coldstep Mines Icewind Pass Glacial Heights
MiniLevel 0012 Underpass
MiniLevel 0003 Waterfalls
MiniLevel Endless Valors Rest
The Underpass Waterfalls Trail Valor's Rest
MiniLevel 014 Silveroak
MiniLevel030 LostPassage
MiniLevelHH003 LostEmpire
Silveroak Outpost Lost Passage The Lost Empire

Teleporter[]

Teleporters are the primary means of transportation in the levels set in the Elven First City in Kingdom Rush: Origins. They function very similar to Caves, in that they transport enemies from one point of the map to another. Enemies are moved almost instantaneously, instead of with a small delay as with Caves.

MiniLevel 0012 Ascent
MiniLevel 0013 Arcane
MiniLevel 0014 Retreat
The Ascent Arcane Quarters Mactans' Retreat
MiniLevel 0015 Shrine
Shrine of Elynie

Canopy[]

Canopies operate similar to Caves, operating as a cover for the path enemies move along hiding them and protecting them from damage. While beneath a canopy, enemies cannot be targeted by Towers, nor can units or Heroes gain access to the area.

MiniLevel 0017 Hushwood
MiniLevel 0004 Redwood
MiniLevel023 ReturnRott
Hushwood Redwood Stand Back To The Rotten Forest
MiniLevelHH003 LostEmpire
LevelPrev 005 RavagedOutskirts
LevelPrev 025 ColossalCore
The Lost Empire Ravaged Outskirts Colossal Core

Dust Trails[]

Trails covered by magic dust of various colors appear in four of the five Faery Grove levels in Kingdom Rush: Origins. Dust Trails function very similar to Canopies, where enemies enter them from one point on the path and follow a new path where they cannot be damaged before rejoining the existing path. Unlike Canopies, enemies in the Dust Trails can still be observed in the form of glowing orbs. Large enemies like Satyr Cutthroats and Bandersnatchs appear as larger orbs.

MiniLevel 0007 Rockhenge
MiniLevel 0008 Grimmsburg
MiniLevel 0010 Neverwonder
Rockhenge Grimmsburg Neverwonder
MiniLevel 0011 Unseelie
The Unseelie Court

Thermal Fissures[]

Thermal Fissures appear in the Burning Torment mini-campaign of Kingdom Rush.Parts of the path are cracked, and at random times throughout the battle, the cracks will widen and be heated by underground magma. The fissures do not affect enemies, but any troops or Heroes (with the exception of Ignus) walking or standing on it take 60 True Damage a second.

MiniLevel 0021 PitFire
MiniLevel 0022 Pandaemon
Pit of Fire Pandaemonium


Ice[]

Ice paths allow Troll Pathfinders to use their sleds, preventing the player's units from engaging in combat with them and increasing their movement speed.

MiniLevel 0019 Glacial
MiniLevel 0020 Hakraj
Glacial Heights Ha'Kraj Plateau

Sea[]

The Sea plays an important role in the three levels in Kingdom Rush: Frontiers in the Rising Tides mini-campaign which is set on the coast:

  • Cannot be crossed by walking heroes except Karkinos, however he cannot float and can only move through water, not linger on it. The Black Corsair, on the other hand, cannot leave water.
  • Rally points and reinforcements cannot be placed on water, but soldiers can walk across water to dry land that's in range of their barracks.
  • Alric's Sand Warriors and Cronan's Stampede cannot enter the sea.
  • Greenfins, Redspines, Blacksurges, Deviltides and Bluegales cannot use their abilities on water.
  • The Black Corsair can only place depth charges on water.
  • Deviltides' sharks cannot leave water, and must be left behind when the Deviltide reaches the shore.
  • Enemies crossing water cannot be blocked until they arrive on dry land.
  • Enemies slain on water sink and do not produce corpses for Necromancer Towers.
  • Rain of Fire can be targeted anywhere on the sea, even off the path (normally, it can only be targeted on the path). Meteors that land on water will also leave a different Scorched Earth effect; instead of setting the ground on fire, the water will appear to be steaming. However, this difference is purely aesthetic, the meteor damage and Scorched Earth function exactly the same.
MiniLevel 0016 Tortuga
MiniLevel 0017 StormAtoll
MiniLevel 0018 SunkenCit
Port Tortuga Storm Atoll The Sunken Citadel

Swamp[]

Similar to the Sea, Swamp water is found in two levels in Kingdom Rush 5: Alliance in the Ancient Hunger mini-campaign.

  • Cannot be crossed by walking heroes (including Warhead)
  • Rally points and reinforcements cannot be placed on water, but soldiers can walk across water to dry land that's in range of their barracks. Rocket Gunners in flight mode can only be placed over dry land.
  • Enemies completely submerge and cannot be damaged at all while in the swamp.
  • Enemies cannot use their abilities while submerged.
  • Enemies crossing water cannot be blocked until they arrive on dry land.
LevelPrev 021 TheSunkenRuins
LevelPrev 022 StarvingHollow
The Sunken Ruins Starving Hollow

Spiderweb[]

Some platforms in the Elven First City in Kingdom Rush: Origins are connected by makeshift bridges made of durable spider silk presumably woven by Mactans herself. Spiderwebs also cover some pits of the Forsaken Canyon in Kingdom Rush 5: Alliance. Spider enemies that walk over the webs receive a boost to their movement speed, while non-floating player units move slower. Mactans, Spider Goddess and Silk Daughters are able to place additional, albeit temporary Spiderwebs on the path. Spydyr and her Hunter's Call spiders also gain increased movement speed on the webs while other Alliance ground units move drastically slower on them.

MiniLevel 0014 Retreat
MiniLevel 0015 Shrine
LevelPrev 029 BreedingChamber
Mactans' Retreat Shrine of Elynie Breeding Chamber
LevelPrev 030 TheForgottenThrone
The Forgotten Throne

Rivers[]

Rocky and shallow intersections between the path and rivers play a major role in the Rise of the Dragon Mini-Campaign levels, in Kingdom Rush: Vengeance. Mogwai and Nian rely on these spots to trigger their abilities. These rocky shallows are spread out in such a way to make it tricky to place towers to properly counter the aforementioned enemies. The Dragon King can spit water anywhere on the path that has the same affect on enemies as if they were crossing a River.

MiniLevel026 AncientGate
MiniLevel027 CityofRivers
MiniLevel028 DragonsPower
Ancient Gate City of Rivers Dragon's Power

Fog[]

Appearing only in the Pirate Kings DLC of Kingdom Rush: Vengeance, Fog can appear on its own randomly during the level or created by Hanged Captains or Spectro. Fog increases the movement speed of the Risen Cutthroat and provides Spectro with an impenetrable shield blocking all damage.

MiniLevel040 SkullwreckBay
MiniLevel041 TreasureIsland
Skullwreck Bay Treasure Island