TARA FIRMAFIELD GUIDEEnter the hollow
KNOW THE WOODS. HOLD YOUR GROUND.

A defender’s field guide.

Every creature has a weakness. Every defense has its place.

Tara, defender of Heartwood Hollow
WELCOME TO HEARTWOOD HOLLOW

A little preparation.
A fighting chance.

The woods are waking. Build a line of defenses, keep your supplies coming, and give Tara a clear path home.

Tara does the work herself. Choose a defense and click a clear site; she’ll walk there and build it. Moving away cancels the job and returns the supplies. Towers fight on their own. Click an enemy to mark it for focus fire. Press F during a wave to cast Bramble Pulse: damage, slow and push back enemies within 4.5 metres of Tara. It recharges in 18 seconds; champions resist its control.

01

Make the most of the quiet.

Take as long as you need before calling wave 1. Two Scout Bows, a woodcutter and a quarry are already in place. Add a defense near your firing line. Income and survival score begin with the first wave.

Clear every creature to earn supplies and an 18-second breather. The next wave never overlaps a living wave. Read its forecast, prepare for its entrances, then call it early if you are ready.

02

Shape the approach.

Barricades buy time. Roots and frost keep enemies in range. Leave gaps so Tara can reach a damaged defense and retreat when she needs to.

Click a structure to inspect it. Repairs restore 65 health for 10 wood and 10 stone. Demolishing takes two seconds and returns 60% of your investment.

03

Know when to fall back.

Press E near the bunker to enter. Tara heals inside, but enemies still attack the walls. Step outside to build, repair, upgrade or collect a supply cache.

Tara has two rescues per run. Each brings her back with 70 health and costs the bunker 100 health. If the bunker falls, the run ends.

04

Keep growing.

New defenses unlock while preparing for their wave. Most structures can reach tier II at wave 4 and tier III at wave 9. Upgrade the bunker at waves 5 and 10.

Defeated enemies grant essence. Clearing a wave delivers supplies, heals Tara by 35 and repairs 60 bunker health. Every third clear leaves a supply cache outside.

Choose the right answer.

PiercingQuick bows catch runners and flyers. Small hits struggle against armor.

CrushingStone engines break shells and crowded ground formations.

Nature & fireMagic ignores armor. Poison fails against mushrooms; fire thrives against them.

Lightning & lightChain lightning punishes groups. A sunbeam is strongest when it stays on a boss.

At your fingertips.

WASD / ARROWSMove Tara

CLICK GROUNDWalk to a spot

CLICK STRUCTUREInspect and upgrade

CLICK ENEMYInspect and focus fire

FBramble Pulse during combat

1–9Select a visible defense

ARROWS + ENTERAim and confirm a selected build

CReset the camera

EEnter / leave bunker

RRepair selected structure

UUpgrade selected structure

XDemolish selected structure

QCancel current work

ESC / PPause / resume

SCROLLZoom the battlefield

SPACECall the next wave early

Scores and sound settings stay in this browser. The game pauses when you leave its tab. Endless waves grow harder after wave 15.