Play free tower defense with a fully disclosed 12-step route to exactly 1,000 points by placing one Bolt at row 1 column 2, one Cannon at row 3 column 2, and buying a single Bolt upgrade, then pressing Advance twelve times for five kills and zero leaks. The game runs entirely in the browser, so there is no download, account, or install — you open the page, follow the published setup, and the deterministic simulation finishes the run on a fixed 5-by-7 rail. Because the eleven-cell enemy route, five enemy spawn steps, tower statistics, costs, rewards, and targeting order are all disclosed up front, the published route is independently replayable on desktop, touch devices, and keyboard-only navigation. This makes the experience a transparent logic puzzle rather than a randomized wave survival game, which is the clearest difference between the published Tower Defense Game route and the broader free tower defense market. Restart fully restores the same map and economy, so the same twelve advances produce the same 1,000-point outcome every time you replay, and the on-screen event log records each spawn, hit, defeat, reward, move, and leak for audit.

free tower defense
Free Tower Defense: A Deterministic 12-Step Win

What the published route actually defends

The rail map is a fixed five-by-seven grid. Of those thirty-five cells, eleven form the enemy route in a single ordered path that never changes, and eight disjoint cells permit tower construction. The remaining cells are neither rail nor buildable. You start with 125 coins, and the eleven-cell route has no shortcuts, branches, or alternative entries — every enemy follows the same ordered cells, one step per Advance, until it either dies, leaks off the final cell, or the run freezes.

Five enemies enter on fixed advance numbers with authored health values. Targeting favors the living enemy furthest along the rail; ties are broken by the lower spawn order. Towers fire in build order, so the first tower you placed always shoots before the second within the same advance. This is the entire targeting rule, and it is what lets a small deterministic build beat a fixed wave without any randomness. The per-advance sequence is also fixed: the scheduled enemy enters first, towers fire next in build order, defeated enemies are removed and credited their disclosed reward, then every survivor moves one cell forward and any enemy past the final cell is counted as a leak.

Towers, costs, and the disclosed economy

Two tower types and one upgrade tier are available. The published run uses one Bolt and one Cannon, then applies the Bolt's single upgrade.

TowerCost (coins)Base rangeBase damageUpgrade costUpgraded rangeUpgraded damage
Bolt30222534
Cannon45142527

The starting 125 coins cover the Bolt (30), the Cannon (45), and the Bolt's single upgrade (25) for a total of 100 coins spent, leaving 25 coins before the first Advance resolves any combat (125 − 30 − 45 − 25 = 25). You cannot place towers on the rail, outside the eight build cells, or on an occupied cell. An unaffordable build or upgrade leaves the entire state unchanged — no partial purchase, no refund prompt. This atomicity matters: if you place a tower first and then cannot afford the upgrade you intended, the run keeps the tower and the unspent coins, and you adjust the next move rather than lose progress. The same rule protects you from accidental misclicks because no partial action ever silently succeeds.

How to score exactly 1,000 in twelve advances

The published route is fully reproducible on a fresh start. Follow these steps in order.

  1. Select the Bolt and build it at row 1, column 2.
  2. Select the Cannon and build it at row 3, column 2.
  3. Reselect the Bolt and buy its single 25-coin upgrade.
  4. Press Advance twelve times without building anything else.
  5. Read the visible event log: five kills, zero leaks, exactly 1,000 points.

The per-advance sequence resolves spawn, build-order attacks, rewards, survivor movement, and leaks in that exact order. The first tower you placed always shoots before the second within the same advance because towers fire in build order. Defeated enemies are removed and credited their disclosed reward immediately, before any survivor moves. The first leak you allow is recoverable, but the second leak freezes the run, which is why the disclosed setup never lets even one enemy slip past the rail.

Why the empty-board run deadlocks

For a reproducible failure check, restart the run with no towers and press Advance twelve times. The first leaked enemy will not end the run by itself, but the second leaked enemy freezes the simulation in a terminal deadlock state. This makes the leak rule easy to verify: any successful strategy must hold leaks at zero across all five enemies, because one stray survivor through the rail gives a single-step buffer that the fixed wave will consume on a later advance.

An independent combat oracle owns separate literal copies of the eleven-cell route, the five-enemy wave schedule, the tower statistics, the costs, the rewards, the attack priority, and the movement sequence. Tests compare those fixed constants, replay every winning and losing advance, verify the first-step Scout result, require the exact 1,000-point score, and exercise illegal cells, duplicate construction, insufficient funds, empty upgrades, maximum upgrades, and terminal freezing. The same checks pass whether you play with pointer, touch, or keyboard, so the deterministic claim is not dependent on your input method.

Controls, visibility, and reproducibility

The interface shows the full rail, the eight build cells, the selected tower type, your coin balance, wave progress, kill and leak totals, and the current tower statistics. Pointer and touch users select a type, choose a build cell, select an existing tower, upgrade it, and advance the simulation. Keyboard users move a board cursor with the Arrow keys, press B or C to choose Bolt or Cannon, Enter or Space to build, U to upgrade the selected cell, and N to advance.

Nothing is uploaded and all gameplay runs in the browser, so the same twelve-step route works the same on desktop, on touch devices, and on keyboard-only navigation. If you want another deterministic browser challenge with the same auditable, replayable feel, the Lights Out board follows a similar pattern of fixed fixtures and a published optimal route that you can verify by replay.

This is a self-contained entertainment puzzle rather than a model of real weapons, engineering, military performance, finance, or probability. The fixed fixtures exist only to create a transparent logic challenge, which is why every wave, tower attack, and reward is disclosed in advance and never randomized. The visible event log records each spawn, hit, defeat, reward, move, and leak so the deterministic resolution can be followed without guessing.