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Independent game guide

Windglass Beacon

Defend a lone beacon through five waves by steering an auto-attacking keeper, summoning random towers, and merging equal ranks into stronger defenses.

Loads the game from the creator's official host

Playable here on GameWren.The game is served by the creator’s official host inside this page; GameWren does not rehost its files.

Windglass Beacon

Prepare three layers of defense

Reed Ranger fires through a line of enemies, while Bell Warden strikes around himself. Arcwing chains lightning, Frost Ray slows nearby enemies, and Cinderfly plants delayed explosive seeds. That keeper-and-spirit pair fights automatically, leaving movement and defensive construction to the player.

Bring three tower blueprints into the watch. Longbow delivers a heavy single hit, Shard Mortar adds light splash damage, Frost Spire slows an area, and Wellspring provides another possible blueprint. Each summon rolls randomly from the selected three rather than building a guaranteed tower.

Move for the keeper and the beacon

WASD, the arrow keys, or dragging on the field moves the keeper. Some attackers hunt that character, while others ignore the keeper and march toward the beacon, so circling for personal safety can still lose the objective behind you.

Two equal-rank towers can be tapped to roll a stronger one. The higher rank is valuable, but combining also turns two firing positions into one random result. Merge when the remaining line can still cover both routes.

Every cleared wave changes the build

The tested first clear kept both health bars full and opened a free skill choice between Prism Rift, Twin Echo, and Wind Edge. Paid skill and tower draws become four gold more expensive after every draw during that run, which makes the order of purchases part of the build.

An optional contract pays extra gold for surviving the next wave under a penalty. Thin Glass increases beacon damage and Lead Boots slows movement. Salt Reach lasts five waves; clearing it opens the Wind Kiln and more field equipment for later watches, while browser progress saves between waves.

Guide

Build the watch
Choose Reed Ranger or Bell Warden, one of three spirits, field equipment, and three tower blueprints before starting Salt Reach
Protect two health bars
Move with WASD, the arrow keys, or a drag while the keeper and spirit attack automatically; some enemies chase the keeper and others head straight for the beacon
Spend between waves
Gold buys skill and tower draws, while each draw raises the next price for the current run, so free rewards are best used before paid rerolls
Merge equal towers
Tap two towers of the same rank to roll one stronger tower; the result is random, making placement and backup coverage important
Take risks deliberately
Optional contracts add gold for surviving the next wave with a penalty such as extra beacon damage or slower movement
Open the next outpost
Survive all five waves at Salt Reach to unlock the Wind Kiln and additional equipment for later watches

Creator's description

The first Salt Reach wave ended with both the keeper and beacon at full health and 69 gold banked. Before wave two, the run offered one free choice between a piercing beam, stronger spirit damage, or keeper damage, plus optional Thin Glass and Lead Boots contracts and a 12-gold tower summon against 44 incoming enemies.

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