To beat Into the Mountains on Veteran difficulty with a three-star rating in Kingdom Rush Vengeance TD+, anchor your defense around the central intersection where the entry lanes converge. Build a stalling core using blocking units and artillery, prioritize magic damage towers to melt heavily armored dwarven forces, and use Beresad’s aerial mobility to intercept stray enemies and backline gunners.
| Tactical Element | Setup | Strategic Purpose |
|---|---|---|
| Difficulty Target | Veteran (3 Stars) | Prevent all enemy leaks to preserve life total |
| Selected Hero | Beresad | Flying area-of-effect damage and mobile lane coverage |
| Stalling Units | Barracks and Reinforcements | Cluster enemies at intersections under tower fire |
| Core Damage | Magic Towers and Artillery | Shred armored dwarven infantry and clear swarms |
Early-Game Tower Placement
Your starting gold is limited, so avoid building towers near the map edge where enemies spawn. Instead, concentrate your early investments at the primary central intersection where enemy paths funnel together before heading toward the exit.
- Place a blocking tower at the intersection: Build a barracks or stalling tower at the convergence point to force dwarven footmen to halt under incoming fire.
- Add complementary damage towers: Build one magic tower to bypass dwarven armor, and add an artillery tower to damage tightly grouped infantry.
- Deploy reinforcements on cooldown: Drop summoned reinforcements slightly in front of your permanent blockers to absorb incoming damage and maintain the stall.
Hero Positioning and Beresad Management
Because Beresad flies, ground melee attacks cannot damage him. His flight speed allows him to reinforce either lane whenever a surge threatens your defenses.
- Hover over the primary choke point: Keep Beresad positioned over the main intersection during normal waves so his basic breath attack softens incoming waves before they reach your ground troops.
- Intercept ranged units: Dwarven gunners can whittle down your frontline blockers from a distance. Fly Beresad directly over these backline ranged units to eliminate them quickly.
- Target ability bursts carefully: Save Beresad’s ultimate ability for dense clusters of armored footmen or dangerous high-tier units rather than isolated stragglers. Wait until your blockers group at least three enemies together before triggering the skill.
- Clean up leaks immediately: If a high-health unit breaks through your frontline, pull Beresad back toward the exit path to finish the enemy off before it leaves the stage.
Mid-Game and Late-Wave Adjustments
As the stage progresses, incoming waves introduce heavier armor, long-range support units, and mechanical automatons. Concentrate your gold on upgrading existing central towers rather than buying low-tier towers on peripheral plots.
Countering Armored Infantry and Heavy Mechs
Standard physical attacks deal minimal damage to armored dwarven footmen and mechanical units. Upgrade your central magic towers to higher tiers to cut through their defensive ratings. Keep these magic towers positioned directly within range of your blockers so heavy units cannot walk through during spell cooldowns.
Managing Cooldowns and Rally Points
- Stagger ability usage: Avoid activating global stage spells at the same time as Beresad's high-damage abilities. Use your global spell to weaken the opening wave, then activate Beresad's burst when the secondary heavy wave meets your blockers.
- Adjust rally flags backward: If incoming area-of-effect damage wipes out your frontline soldiers, pull your barracks rally points slightly back along the path. Shifting the fight deeper into your defense gives your rear artillery and magic towers extra time to eliminate approaching targets.
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Player Comments
107 players commented on this guide.
I wish I had read this before upgrading the wrong thing.
Nice guide. I am checking the other Kingdom Rush Vengeance TD+ articles next.
This helped me understand strategy much better.
The explanation is clear, especially for beginners.