▶ Gate Guard.swf ↗

Gate Guard 성문 수비대

  • Tower defense
  • Strategy
  • Mobile friendly
  • Auto save

Defend the gate from the monster horde! A tower defense game with 10 towers, 50 stages and the Demon King himself at the end.

About the game

Gate Guard is a tower defense game where you build towers along the road to stop the monsters before they reach the gate. Chapter 1 runs from the Green Meadow through the Deep Forest Trail, the Frozen Snowfield and the Ashen Volcano to the Demon King's Road. Chapter 2 is the Demon King's counterattack across the kingdom, Chapter 3 takes you into the Demon King's castle, and Chapter 4 goes deep inside it — 50 stages in total. In the last wave of stage 50, the Demon King finally rises from his throne and marches on the gate himself. Every stage you protect also opens a challenge with special rules like Fog, Ban or Glass Gate — beat it to earn a medal.

Every stage has its own map and entrances. Later stages have several entrances, so the monsters split into branching roads and merge into one on the way. Between waves you can see how many monsters will come from each entrance, so place your towers around the merge points.

Each region — forest, swamp, desert, snow, cave, volcano, dungeon and the Demon King's castle — sends different monsters, so finding the right tower mix for each place is part of the fun. New towers arrive every 10 stages (Wind Tower at 11, Bell Tower at 21, the Spike Trap you build right on the path at 31, and the piercing Crystal Beam Tower at 41) and new monsters roughly every 5 stages to match the region: the healing Shaman (6), the cannon-resistant Sand Scorpion (13), the invisible Ghost (16), the Mushroom Soldier that splits in two (21), the Yeti that can't be slowed (24) the Turtle Shieldbearer that blocks attacks from the front (26), the Mole Digger that hides underground (33), the Skull Summoner that calls up skeletons (38) and the flying Baby Drake (45). Trees and rocks next to the road can be cleared with gold — making your own good spots is part of the strategy. Progress is saved automatically in your browser.

How to play

Build
Pick a tower from the bottom bar and tap an empty tile to preview its range. Tap the same tile again to build.
Upgrade · Sell
Tap a tower to upgrade or sell it, and to choose its target priority (first, strongest, closest).
Clear obstacles
Tap a tree or rock and pay gold to clear it, so you can build there.
Waves
The next wave comes 10 seconds after a wave ends. Start early to get bonus gold (seconds left × 2).
Challenge mode
Tap a stage you have protected on the map to open its 🏅 challenge. Each stage has one or two fixed special rules (shorter range, no Cannon or Sniper, only 5 lives and more) — beat it to earn a medal.
Keyboard (PC)
1–9, 0 pick a tower · Space start wave · U upgrade · X sell · P pause · F speed · M sound · Esc cancel

Guide

Archer Tower (50G)
Cheap, fast single shots. Deals 1.5x damage to flying bats, but is weak against armored golems and the boss.
Cannon Tower (90G)
Splash damage where the shot lands — great against wolf packs. Cannot hit flying monsters.
Frost Tower (70G)
Slows every monster around the hit point. Works best in front of your other attack towers. Yetis cannot be slowed.
Lightning Tower (120G)
Lightning that jumps between monsters and ignores armor. Strong against groups and golems.
Sniper Tower (150G)
One powerful shot from very far away. Great for picking off the boss and healing shamans.
Poison Tower (100G)
Spreads poison where it hits, damaging nearby monsters over time and ignoring armor. Hits flying monsters too.
Wind Tower (90G, from stage 11)
A gust that pushes every monster around the hit point back along the road. It hits bats too; heavy golems, yetis and bosses move only half as far. Put it before a Sniper Tower or a merge point to buy one more shot.
Bell Tower (130G, from stage 21)
Cannot attack, but makes nearby towers attack 20–40% faster. Build it between several towers.
Spike Trap (60G, from stage 31)
The only tower you build right on the path. Stabs every ground monster that steps on it and slows them for a moment. Cannot stop flying monsters.
Crystal Beam Tower (140G, from stage 41)
Fires a beam that pierces everything in a straight line — rows of monsters, flyers and even Turtle Shieldbearers.

Tips

  • Shamans heal the monsters around them. Take them out first with a Sniper Tower and the wave gets much easier.
  • Waves 5 and 10 bring the Ogre Chief with armor 13. Prepare a hard-hitting Sniper Tower and armor-ignoring Lightning and Poison Towers in advance.
  • On stages with branching roads, group your splash towers around the point where the roads merge.
  • If you have spare time, start waves early to collect bonus gold.
  • When invisible, Ghosts can only be hit by Frost and Lightning Towers. From stage 16, have one of them ready.
  • Turtle Shieldbearers block attacks from the front. Put towers behind the corners of the road, or use Poison and Lightning.
  • Sand Scorpions take only half damage from cannon blasts. Mix in Archer and Sniper Towers in the desert.
  • Mushroom Soldiers split into two little mushrooms when defeated. Clean them up with splash damage.
  • Yetis cannot be slowed by frost and speed up below half HP. Finish them quickly with Sniper and Poison Towers.
  • Mole Diggers burrow underground every few seconds and pop up farther along. Keep some towers near the end of the road.
  • Skull Summoners keep calling up little skeletons. Take them out first with a Sniper Tower.
  • Baby Drakes fly and have high armor. Use Poison, Lightning and Crystal Beam Towers.
  • The Demon King in stage 50 calls skeletons and speeds up when hurt. If he reaches the gate it is over, so max out your towers before the last wave.

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