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Welcome to the CreepTD Manual!

The manual will provide you with all the information you need to get started and to improve your gaming skills. This is the first place to go if you have any questions.

The manual will also show you how to play the game, what types of creeps exist and what their special abilities are as well as introduce you to the different and unique tower types used to defend your lives against incoming creeps.

1. Getting started

CreepTD is in fact "the mother of all TD games". So, if you played another tower defense game before, most of the following documentation may sound familar to you to some extend. However, if you never played a tower defense game before, never played the tower wars subgenre that requires you also to send creeps or just played rather simplistic ones, these are the basics:

CreepTD basically is about finding the best compromise between attacking your opponents by sending creeps and defending your lives against incoming creeps by building defense structures (towers). At the beginning you get 200 credits, 20 lives to defend and an income per round of 200 credits. If a creep manages to pass through your game board completely, you will lose a life.

Sending creeps will cost some credits but will increase the income you receive with a new round. One round lasts 15 seconds and when a round is finished your credits will be increased by your current income. With this in mind, the best strategy is based on building as few towers as required and sending as much creeps as possible.

When defending, the rule is to place your towers at strategic locations, e.g. where they are able to hit incoming creeps as often as possible to deal maximum damage. On the other hand you have to select the right tower types for the right purposes, decide whether to build additional towers or to upgrade existing ones and later on adjust your towers' strategy settings to deliver best results.

When attacking you gain an advantage by good timing and selecting the most dangerous creep types depending on your oponents' defense setting. Sometimes it may be the right decision to send a wave of smaller creeps and another time there will be a big creep required to put your opponents under pressure.

2. Game modes

The game features a set of entirely different game modes suitable for 1-4 players. You can play a SP game against the AI, coop MP games together with your mates or a set of unique competetive MP modes against other players or teams.

All vs. All   MP 2-4

Creeps are sent to every opponent. If a creep passes through a player's game board completely, it appears again at the beginning of the same player's game board. The last surviving player is the winner. If you are looking for a fair competitive multiplayer mode, this is the mode to play.

Send to random   MP 3-4

Similar to "All vs. All", but the player receiving a sent or transfered creep is randomly chosen. If you gain an advantage depends on which player is randomly choosen for each creep. The winner is the last surviving player.

2vs2   MP 4

Players 1 and 2 (top) play against players 3 and 4 (bottom). Creeps are sent to both opponents and if a creep passes through one's game board completely, it will be transfared to the team mate's game board. Winners are both team mates of the last surviving team.

2vs2 Coop   MP 4

Similar to 2vs2 but both team mates share a common game board and have to combine their powers to win. Both team mates may build towers anywhere at their common board but each of them will control its own towers only. Winners are both team mates of the last surviving team.

Survivor   SP MP 2-4

In survivor mode, creeps are sent by the AI that is therefore using a set of random strategies. Players are not able to send creeps but receive credits for each creep killed. There are no winners in Survivor mode but the last survivor will gain the most points and skill. Additionally every player's maximum reached level will be saved to the highscores.

Survivor Coop   MP 2-4

Survivor Coop mode is similar to Survivor mode with the exception that all players play on a common game board. Players are not able to send creeps on their own but receive credits for each creep killed. Every player controls only self-built towers. There are no winners in Survivor-Coop mode, it's all about the level you reach through team play.

Sandbox   MP MP 2-4

Try out advanced tactics or just have some fun playing Sandbox. In Sandbox mode there are no winners and no losers, you even cannot die. It's just about trying out new things.

3. Creeps

Use the following creeps to attack your opponents. When sending a creep, your credits will be decreased by the creep's price and your income raises by the creep's income generation value which is 7-10% of its price depending on its strength. Weaker creeps create more relative income while stronger creeps create lesser. When killing a creep, your credits are increased by the creep's bounty.

Mercury

Price Bounty Income
50 $ 5 $ +5 $
Health points Speed
300 70
Specials
none

The weakest creep in the game. However, don't underestimate them in the beginning.

Mako

Price Bounty Income
100 $ 10 $ +10 $
Health points Speed
700 65
Specials
none

The second creep in the game armored more than twice as much as a Mercury.

Fast Nova

Price Bounty Income
250 $ 25 $ +25 $
Health points Speed
1.400 80
Specials
none

Because of its speed the Fast Nova has a good chance to slip through the early defence.

Large Manta

Price Bounty Income
500 $ 50 $ +50 $
Health points Speed
3.500 50
Specials
none

A medium armored creep that is difficult to kill at the beginning of a game. It's armored more than 10 times as a Mercury.

Demeter

Price Bounty Income
1.000 $ 90 $ +90 $
Health points Speed
6.000 60
Specials
Regenerates

Because of their special ability, Demeters are a good choice against widespread defence.

Ray

Price Bounty Income
2.000 $ 180 $ +180 $
Health points Speed
14.000 65
Specials
EMP immunity

Rays cannot be slowed by EMP Emitters. Because of this, the first incoming Rays are a real challenge.

Speedy Raider

Price Bounty Income
4.000 $ 360 $ +360 $
Health points Speed
30.000 90
Specials
Fast

Being both very fast and medium armored makes Speedy Raiders an excellent weapon.

Big Toucan

Price Bounty Income
8.000 $ 720 $ +720 $
Health points Speed
80.000 60
Specials
Tough

Compared to previous creeps Big Toucans are very tought but slow. Later on Toucans are often used to generate income.

Vulture

Price Bounty Income
15.000 $ 1.200 $ +1.200 $
Health points Speed
120.000 70
Specials
Regenerates

Similar to Demeters, beating a Vulture is tricky because it is able to regenerate its health over time.

Shark

Price Bounty Income
25.000 $ 2.000 $ +2.000 $
Health points Speed
250.000 75
Specials
EMP immunity

Sharks are fast as well as immune to EMP Emitters. A quite challenging combination to cope with.

Racing Mamba

Price Bounty Income
40.000 $ 3.200 $ +3.200 $
Health points Speed
500.000 100
Specials
Fast

Pretty good armor, outstanding speed. Racing Mambas are not to be underestimated.

Huge Titan

Price Bounty Income
60.000 $ 4.800 $ +4.800 $
Health points Speed
1.200.000 65
Specials
Tough

This is your assignment: How to kill a creep that is this heavy?

Zeus

Price Bounty Income
100.000 $ 7.000 $ +7.000 $
Health points Speed
1.400.000 65
Specials
Regenerates

Next one: Find out what will happen when combining heavy armor with health regeneration.

Phoenix

Price Bounty Income
200.000 $ 14.000 $ +14.000 $
Health points Speed
2.500.000 80
Specials
EMP immunity

Ok, this one is hard: Not affected by EMP Emitters and really tought.

Express Raptor

Price Bounty Income
400.000 $ 28.000 $ +28.000 $
Health points Speed
6.000.000 140
Specials
Very fast

You see it, then it's gone. Express Raptors are a real nightmare.

Mothership

Price Bounty Income
1.250.000 $ 105.000 $ +87.500 $
Health points Speed
15.000.000 70
Specials
Launches Creeps

They warned me not to tell you, but I... arrgr aaarhr... they are... com
TRANSMISSION ABORTED_

4. Towers

In CreepTD there are six unique kinds of towers and every single one is suitable for different purposes. The following tower types are available:


4.1 Tower types


Gun Turret (Basic)

Gun Turrets are cheap to build and upgrade. When upgraded, Gun Turrets deal more damage in a wider range. Gun Turrets can also be built to kill a creep that has managed to slip through the early defense - and sold again when the job is done.

Level 1

Price Range Cooldown
50 $ 35 0.26s
Direct Damage Splash radius
25 none
Slow rate Default strategy
none Closest
Specials
Cheap upgrade
Level 2

Price Range Cooldown
100 $ 45 0.26s
Direct Damage Splash radius
50 none
Slow rate Default strategy
none Closest
Specials
Cheap upgrade
Level 3

Price Range Cooldown
150 $ 55 0.26s
Direct Damage Splash radius
75 none
Slow rate Default strategy
none Closest
Specials
Cheap upgrade
Level 4

Price Range Cooldown
200 $ 65 0.26s
Direct Damage Splash radius
100 none
Slow rate Default strategy
none Closest
Specials
none

EMP Emitter (Slow)

To support your defense setting, you should build EMP Emitters here and there. EMP Emitters will slow down the targets they attack so that other towers are able to hit incoming creeps more often. Additionally EMP Emitters deal a little damage and will splash-slow multiple targets when upgraded to the maximum level.

Level 1

Price Range Cooldown
100 $ 35 0.3s
Direct Damage Splash radius
25 none
Slow rate Default strategy
30% (0.8s) Fastest
Specials
Slows target
Level 2

Price Range Cooldown
200 $ 45 0.32s
Direct Damage Splash radius
50 none
Slow rate Default strategy
35% (0.8s) Fastest
Specials
Slows target
Level 3

Price Range Cooldown
400 $ 50 0.34s
Direct Damage Splash radius
75 none
Slow rate Default strategy
45% (1s) Fastest
Specials
Slows target
Level 4

Price Range Cooldown
3.000 $ 55 0.36s
Direct Damage Splash radius
100 25 (30% Dmg.)
Slow rate Default strategy
50% (1s) Fastest
Specials
Splash-slows targets

Cannon Tower (Splash)

The Cannon Tower's splash damage affects multiple creeps in the target area, so if you notice a bunch of creeps swarming through the map, this is the tower to build. The damage dealt by Cannon Towers and their range can be increased by upgrading.

Level 1

Price Range Cooldown
250 $ 40 0.3s
Direct Damage Splash radius
50 35 (30% Dmg.)
Slow rate Default strategy
none Closest
Specials
Deals splash damage
Level 2

Price Range Cooldown
750 $ 45 0.24s
Direct Damage Splash radius
200 35 (30% Dmg.)
Slow rate Default strategy
none Closest
Specials
Deals splash damage
Level 3

Price Range Cooldown
3.000 $ 50 0.2s
Direct Damage Splash radius
500 35 (40% Dmg.)
Slow rate Default strategy
none Closest
Specials
Deals splash damage
Level 4

Price Range Cooldown
7.500 $ 55 0.2s
Direct Damage Splash radius
1.150 35 (50% Dmg.)
Slow rate Default strategy
none Closest
Specials
Deals splash damage

Missile Silo (Rocket)

Missile Silos will launch homing missiles at creeps that get into their range. A missile that once has been launched will follow the creep, even if the creep is no longer in the silo's range. If the targeted creep is killed by another tower, the missile will search for another target in range to head towards. Missiles cause splash damage to a large area on impact. Range, splash radius and damage dealt by Missle Silos can be increased by upgrading.

Level 1

Price Range Cooldown
1.000 $ 50 1.5s
Direct Damage Splash radius
1.000 25 (30% Dmg.)
Slow rate Default strategy
none Strongest
Specials
Launches homing missiles
Level 2

Price Range Cooldown
3.000 $ 60 1.5s
Direct Damage Splash radius
3.000 25 (30% Dmg.)
Slow rate Default strategy
none Strongest
Specials
Launches homing missiles
Level 3

Price Range Cooldown
7.500 $ 70 1.3s
Direct Damage Splash radius
7.500 30 (40% Dmg.)
Slow rate Default strategy
none Strongest
Specials
Launches homing missiles
Level 4

Price Range Cooldown
15.000 $ 80 1.2s
Direct Damage Splash radius
16.500 35 (50% Dmg.)
Slow rate Default strategy
none Strongest
Specials
Launches homing missiles

Tesla Tower (Speed)

As soon as you need a tower that deals heavy damage with a short cooldown, the Tesla Tower is the one to build. When upgraded, the Tesla Tower's damage and range will be increased and the cooldown time becomes even shorter.

Level 1

Price Range Cooldown
1.000 $ 50 0.18s
Direct Damage Splash radius
225 none
Slow rate Default strategy
none Strongest
Specials
Fast attack speed
Level 2

Price Range Cooldown
3.000 $ 55 0.14s
Direct Damage Splash radius
550 none
Slow rate Default strategy
none Strongest
Specials
Very fast attack speed
Level 3

Price Range Cooldown
7.500 $ 60 0.1s
Direct Damage Splash radius
1.100 none
Slow rate Default strategy
none Strongest
Specials
Super fast attack speed
Level 4

Price Range Cooldown
15.000 $ 65 0.06s
Direct Damage Splash radius
1.800 none
Slow rate Default strategy
none Strongest
Specials
Ultra fast attack speed

Ion Cannon (Ultimate)

Everything comes at a price, so comes the Ion Cannon. Ion Cannons cause maximum havoc over long distances. When fully charged, Ion Cannons use an orbiting mirror satellite to fire their high energy ion beam towards the targeted ground area.

Level 1

Price Range Cooldown
20.000 $ 100 2s
Direct Damage Splash radius
25.000 none
Slow rate Default strategy
none Strongest
Specials
Huge damage, very high range
Level 2

Price Range Cooldown
50.000 $ 150 1s
Direct Damage Splash radius
40.000 none
Slow rate Default strategy
none Strongest
Specials
Maximum damage and range

4.2 Tower strategies

To improve your defense setting's efficiency, there is the option to manually define each tower's attack strategy. The following strategies can be set:

Tower strategy Selected target in the tower's range Keyboard shortcut
Closest The least distant creep to the tower K
Farthest The creep nearest to the map exit 0 (zero)
Weakest The creep with the least absolute health points left O (character)
Strongest The creep with the most absolute health points left P
Fastest The fastest creep in range (especially useful with EMP Emitters) L

Additionally there is the option to enable the Lock-Strategy (Keyboard shortcut: 9). When enabled, the tower will, when once attacking a creep, not select another creep until the currently attacked creep is out of range.

5. Keyboard shortcuts

Most of the commands available through buttons may alternatively be performed using keyboard shortcuts. Advanced players usually use these shortcuts to act even faster.

Keyboard shortcuts

Keyboard shortcut Action performed
U Upgrade the currently selected tower
I Sell the currently selected tower
TAB Toggle sound on/off
 
G Build Gun Turret
H Build EMP Emitter
J Build Cannon Tower
B Build Missile Silo
N Build Tesla Tower
M Build Ion Cannon
 
0 Set "Farthest" strategy
O Set "Weakest" strategy
P Set "Strongest" strategy
K Set "Closest" strategy
L Set "Fastest" strategy
 
9 Toggle "Lock" strategy
Keyboard shortcut Action performed
1 Send Mercury
2 Send Mako
3 Send Fast Nova
4 Send Large Manta
Q Send Demeter
W Send Ray
E Send Speedy Raider
R Send Big Toucan
A Send Vulture
S Send Shark
D Send Racing Mamba
F Send Huge Titan
Z or Y Send Zeus
X Send Phoenix
C Send Express Raptor
V Send Mothership

Additionally it is possible to send a whole wave of creeps by pressing SHIFT + creep shortcut. Alternatively, sending a wave can also be performed by holding down SHIFT while clicking the creep's send button.


6. Drag actions

It is possible to build a whole bunch of towers of the same type at once. To do so, select the desired tower type by pressing the corresponding keyboard shortcut or select it by using the tower sidebar buttons. Now you are able to build multiple towers by dragging the mouse over the desired cells while holding down the mouse button.

Similar to drag-building, the shortcuts U, I and the change strategy shortcuts may also be used to perform drag-upgrading, drag-selling or drag-strategy-changing of a whole bunch of towers. Just hold down the shortcut key and move over the targeted towers while holding down the mouse button.

The upgrade, sell and change strategy shortcuts will also perform the desired action if there is actually no tower selected but highlighted (hovered by the mouse cursor). To deselect the current tower, press the second mouse button.


7. Graphics quality

There is the possibility to select your desired graphics quality in the options screen. The game has been optimized for the "medium" setting, however quality may be improved by additional interpolation and higher thresholds. If you are playing on a netbook or similar, you may also find it usefull to give the lower qualities a try. It's also possible to adjust the quality level while the game is running.


Quality Effects Context animations Projectile tail length Creep interpolation Antialiasing Complex tower view Transparency
Maximal unlimited 500 20 Bilinear Effects, Range, Text Yes Yes
High unlimited 250 15 No Effects, Range, Text Yes Yes
Medium* 50 100 10 No Range, Text Yes Yes
Low 25 50 5 No Range, Text No No
Minimal 10 25 - No No No No

* recommended

7. Advanced guides

If you like to learn more about tactics, map making or development, we encourage you to visit the forums. There you will find detailed and advanced guides (some things may really impress you) created by other players and all other additional information that might be useful for you.

So it only remains to us to ask: Are you smart enough? ;-)