To defeat the campaign and DLC bosses in Kingdom Rush Vengeance TD+ and unlock every cinematic ending, build dedicated magic choke points to pierce heavy armor, manage boss invulnerability phases, and complete the final stage of each campaign map on any difficulty setting.

Base Campaign Bosses and the Linirea Ending

The primary campaign ends across three major boss threats: the dwarven leader Bolgur, the mechanical Juggernaut, and the final duel against King Denas and Sir Gerald Lightseeker at Castle Denas.

Dwarven and mechanical bosses carry heavy physical armor. Standard archers and basic barracks cannot pierce these defenses before units reach the exit. Deploy high-tier magic damage—such as the Infernal Mage or Specters Mausoleum—and anchor the lane with Dark Knights to hold bosses inside your primary kill zones.

During the Castle Denas showdown, King Denas introduces map-wide disruption mechanics:

  • Catapult Barrages: Periodic strikes damage defending units across active lanes.
  • Guard Shields: Denas casts invulnerability shields over his elite retinue, requiring you to stall them until the buff expires.
  • Tower Lockouts: Denas temporarily disables active towers. Stagger your tower upgrades across multiple plots rather than concentrating all gold into a single structure, ensuring your defense maintains consistent damage when one tower is locked down.

Defeating King Denas concludes the main campaign and triggers the Linirea Conquered cinematic, showing Vez'nan claiming the throne and consulting an arcane viewing sphere.

Sub-Campaign Bosses: Anurians and Jokull

The post-campaign regional stages introduce aquatic displacement and widespread freezing mechanics that neutralize static defenses.

Anurian High Priest

Located in the Anurian wetlands, this fight tests your ability to handle enemy summons and crowd control:

  • Tongue-Grab Attacks: The High Priest pulls defenders out of formation, instantly breaking your frontline choke points.
  • Swarm Summons: Amphibious raiders push simultaneously in high volumes.
  • Counter Strategy: Place Bone Flingers to generate constant skeleton fodder that absorbs single-target enemy spells. Position your primary ranged burst towers outside water hazard zones to prevent them from being disrupted.

Jokull the Frost Wyrm

The northern tundra campaign culminates in a battle against Jokull, who manipulates the battlefield from the air:

  • Freezing Runs: Jokull makes low-altitude strafing passes that encase towers in ice, disabling them until you tap or click them repeatedly to thaw them out.
  • Landing Windows: Focus high single-target damage, particularly the Blazing Gem, along the central curve where Jokull lands to roar and summon frost drakes.
  • Hero Placement: Station high-mobility heroes such as Eiskalt or Murglun outside the central freezing lane so they can clear ground adds without being caught in Jokull's breath attack.

Clearing the final stages of the Anurian and Winter regions unlocks regional victory scenes showing Vez'nan's banners flying over the conquered wetlands and frozen peaks.

Hammerhold DLC Boss Encounters

The Hammerhold desert campaign introduces dual-lane pushes that combine armored ground targets with explosive saboteurs and the return of Malik Hammerfury.

Encounter ElementBoss Hazard / AbilityRecommended Counter Strategy
Sand Golems & WormsSubmerge under the sand to bypass ground artilleryDeploy high-frequency magic towers and slow debuffs
Malik HammerfuryMelee shockwaves, ground slams, high physical armorUse Blazing Gem ramp-up beams stalled by Dark Knight shields
Desert SappersPlant explosive charges that permanently disable tower plotsEliminate immediately with hero burst skills before they reach plots

Malik Hammerfury deals heavy area-of-effect melee damage that quickly wipes grouped soldiers. Do not cluster barracks together. Instead, stagger individual rally points along his route to delay his movement step by step. This keeps him immobilized inside the focused ramp-up beam of a Blazing Gem or sustained volleys from a Specters Mausoleum.

Managing Boss Phase Transitions

Late-game bosses feature phased health thresholds where they become temporarily immune to direct attacks, retreat into the background, or summon elite reinforcement waves.

  1. Shift Focus to Exits: As soon as a boss gains an invulnerability shield or leaves the active path, redirect your hero and targeted powers toward the lane exits. Phase adds typically have high movement speed and will sprint past your defenses while the boss is invulnerable.
  2. Conserve Cooldowns: Hold map-clearing abilities, such as Vez'nan's Soul Impact, specifically for these intermission waves rather than using them directly on a shielded boss.
  3. Re-engage: Once the boss lands or drops their shield, focus all single-target abilities back onto the main target to push through the damage window before the next hazard cycle starts.

How to Unlock All Story Endings

Every cinematic ending in Kingdom Rush Vengeance TD+ unlocks by completing the final stage of its respective campaign on any difficulty mode: Casual, Normal, Veteran, or Impossible.

  • Linirea Conquered: Clear Castle Denas in the base campaign.
  • Sub-Aquatic Dominion: Clear the Anurian Plaza in the wetlands campaign.
  • The Northern Throne: Defeat Jokull in the northern tundra campaign.
  • Hammerhold Fall & Post-Credits Stinger: Defeat Malik Hammerfury at the final gate of Hammerhold.

The Hammerhold conclusion bridges the story into Kingdom Rush 5: Alliance. Following Malik's defeat, a post-credits cinematic reveals Vez'nan's dark crystal detecting a cosmic threat—a massive planetary eye known as the Overseer—descending toward the realm, revealing the motive behind Vez'nan's conquest.

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Michael Smith

Michael Smith

Michael covers live-service games, events, reward systems, and efficient daily routines, turning frequent updates into clear actions for players.