Sanctum

Sanctum

Not enough ratings
Slums Solo Insane 100% Strategy
By Venom
A detailed guide how to complete the map "Slums" on insane difficulty.
   
Award
Favorite
Favorited
Unfavorite
Introduction
I would not say Slums is the easiest map ever seen in Sanctum history, but honestly with some careful planning it does not have a single wave which is hard. The most crucial thing is to build a proper maze, other than that you can hardly make a mistake. The map layout might be confusing with all the teleporters, but this detailed guide is here to make insane... you know... a walk in the park.

Let's see the achievements related to this map:
Weapons & Towers
For the success you will need the following:

Weapons:
  • Sniper Rifle
  • Assault Rifle
  • Freeze Gun

Towers:
  • Scatter Laser
  • Anti Air
  • Ampfield
  • Holo
Basic Strategy & Tips
  • You will rely 90% on your two Holo blocks, and your weapons, there is no need for advanced tower strategy here.
  • Scatter Lasers are the best choice, as they will neutralize most of the flying enemies what Anti Air towers can't take care of.
  • There is an emergency Televator which you will use like only two times, but it's a well spent 4 coins.
  • The Ampfields are totally not necessary, but there is no better choice to spend the last 60 bucks.
  • The second platform (between A and B teleport) will save enough time for you to be able to stand behind your first Holo block and damage every single lume with amplified shots before jumping to the second Televator and finish the fugitives from behind the second Holo block.
Maze Layout
If you follow the instructions, your maze should look something like this:


But here is a layout to help building the maze properly:

I used different colors for different levels of the map, as it would look like a mess if just cut together.

Also the letters are the following:
  • A - Anti Air
  • H - Holo
  • S - Scatter Laser
  • TV - Televator
  • And the green blocks show the teleporters, with the letters marking the connected ones.
Wave 1-5
Wave 1:

Enemies:
Walkers
Money:
160
Difficulty:
Medium
Build:
Upgrade Assault Rifle to level 2 (50); Build the entire maze with 29 Blocks (58); Build TV1-3 (12); Build H1 level 2 (30); Build H2 level 1 (10)
Kill:
Camp behind H1 and empty your Assault Rifle into the Walkers. You can use grenades, but it might be a better idea to just spam bullets to the whole group. Teleport to TV2 and do the same. If any of them slip out of your grip, you have TV3 to save the day.



Wave 2: Checkpoint

Enemies:
Hoverers
Money:
100
Difficulty:
Easy
Build:
Upgrade Sniper Rifle to level 2 (50); Upgrade H1 to level 3 (40)
Kill:
Hoverers will be an easy target as soon as they pass your Holo block. Just shoot them in the back, and while reloading you might want to hit them a bit with Assault Rifle too. The few who escape will face their demise at H2.



Wave 3:

Enemies:
Blockers
Money:
160
Difficulty:
Easy
Build:
Upgrade Assault Rifle to level 3 (100); Upgrade H2 to level 3 (60)
Kill:
Hit the whole bunch with Assault Rifle from H1 it will make them drop, but don't use grenades. If your Assault Rifle runs out of ammo you can switch to Sniper Rifle while it reloads.



Wave 4:

Enemies:
Chargers
Money:
200
Difficulty:
Very easy
Build:
Upgrade Assault Rifle to level 4 (200)
Kill:
Just stand behind H1 and keep hitting them. If Assault Rifle starts to overheat just switch to Sniper Rifle. None shall pass.



Wave 5: Checkpoint

Enemies:
Dodgers
Money:
250
Difficulty:
Medium
Build:
Build A1-4 level 1 (100); Upgrade Sniper Rifle to level 3 (100)
Kill:
This is the first wave where you actually need some aiming skills. Stand on the 4 Blocks where you built your Anti Air towers as you have a good vision from here, and you don't need the extra damage from the Holo
Wave 6-10
Wave 6:

Enemies:
Runners
Money:
350
Difficulty:
Easy
Build:
Build S1-17 level 1 (340)
Kill:
Throw grenades on them from behind H1, and use Freeze Gun while Assault Rifle is recharging. When all have passed just jump to TV2 and finish the rest with Assault Rifle primary fire. (If you don't, the Scatter Lasers will do the job)



Wave 7:

Enemies:
Bobbleheads
Money:
360
Difficulty:
Very easy
Build:
Upgrade Sniper Rifle to level 4 (200); Build S18-20 level 1 (60); Upgrade H1 to level 4 (80)
Kill:
One of the easiest waves. You just oneshot them with Sniper Rifle through H1 (if you can hit their head).



Wave 8: Checkpoint

Enemies:
Soakers
Money:
420
Difficulty:
Easy
Build:
Upgrade Sniper Rifle to level 5 (400)
Kill:
Shoot the first one with Assault Rifle, then switch to Sniper Rifle and load a magazine into it. Focus the next one and so on until all have passed. Teleport to TV2 and wait for the guys. They are already well fed thanks to your Scatter Lasers, so you can most likely finish them with Sniper Rifle.



Wave 9:

Enemies:
Gliders
Money:
470
Difficulty:
Medium
Build:
Upgrade A1-4 to level 2 (200)
Kill:
Just like the previous air wave, stand on the Anti Air blocks and snipe from here. Your towers will do pretty decent damage, but you still need to kill some manually, and also make sure that noone can glide straight into your core.



Wave 10:

Enemies:
Big Walkers
Money:
770
Difficulty:
Medium
Build:
Upgrade H1 to level 5 (160); Upgrade H2 to level 4 (80); Upgrade Assault Rifle to level 5 (400); Upgrade Freeze Gun to level 2 (50)
Kill:
Start with an immediate slow when you see the first guy walking out of the cave and use Sniper Rifle to kill him. You can include Assault Rifle into your cycle, but the two main weapons are Sniper Rifle And Freeze Gun in this wave. Damage all of them from behind H1, then quickly jump to TV2 and start finishing them off. When the frst guy is out of your sight and ready to go into Teleport D, jump to TV3 and start the slow/SR/AR cycle again until any of them is moving.
Wave 11-13
Wave 11: Checkpoint

Enemies:
Tanks
Money:
630
Difficulty:
Easy
Build:
Nothing
Kill:
Load a Sniper Rifle magazine in every single of them. You can also use slow while reloading, but it is not mandatory. You will most likely be able to kill all of them at H2, if you hit their weakspot every time.



Wave 12:

Enemies:
Spore Pods
Money:
1230
Difficulty:
Easy
Build:
Upgrade Sniper Rifle to level 6 (800); Upgrade A1-4 to level 3 (400)
Kill:
As every air wave, just snipe from the AA blocks. Your Anti Air towers will destroy groups, and your Sniper Rifle can oneshot the Pods, so if they spread you should focus on the stray ones. The Scatter Lasers will also help a bit, the Pods don't really stand a chance.



Wave 13:

Enemies:
Glider + Big Walker
Money:
680
Difficulty:
Easy
Build:
Upgrade Freeze Gun to level 4 (300); Upgrade H1 to level 6 (320); Build AF1-3 (60)
Kill:
As before, start with an immediate slow again when you see the Big Walker coming out the cave, then load your Sniper Rifle into him. You can even freeze him, which makes him an easy target, but you should be able to kill him before Teleport A without it anyway. After he is lying on the floor dead like Santa you can jump to TV2 or TV3 and focus his flying friend (if he is still alive, since your towers can kill him alone).
Conclusion
Congratulations, you just beat Slums on Insane.

You are marvelous, deal with it.

That's all Folks!