No single-lane defense
The expanded map punishes one-sided builds. Distribute towers so each approach lane has something in front of it.
SEQUEL · WAVES TOWER DEFENSE
The vault got bigger and the curse got meaner. More lanes, tougher waves, and the same rule: the treasure stays sealed until the very end.
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GAME OVERVIEW
Cursed Treasure 2 expands on the first game with a larger map, more wave variety, and defenses that need real coordination to keep up. The core rule is unchanged: the hoard is the objective and opening it early ends the run.
The larger map changes the maths. Threats can approach from further out, so a defense concentrated in one corner will eventually be outflanked. Spreading towers around the vault usually outperforms a dense cluster in one lane.
Later waves test endurance more than burst damage. A steady, well-placed defense that survives a long fight beats a spike of damage that runs out halfway through it.
HOW TO PLAY
The expanded map punishes one-sided builds. Distribute towers so each approach lane has something in front of it.
Let a low-cost outer ring absorb the first contact and put your damage dealers where they stay useful longest.
The final stretch is the hardest part. Holding some cash back for a last round of upgrades is usually the difference between a close loss and a win.
The final stretch is the hardest part. Holding some cash back for a last round of upgrades is usually the difference between a close loss and a win.
FAQ
The map is larger, waves are longer, and the pressure comes from more directions, so a wider defense is needed.
No. It ends the run immediately, which is the whole point of the temptation.
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