Two Towers Fire Tower: how to use fire against crowds

The Two Towers Fire Tower is the tower for crowds. It throws fire pots that leave the road burning, and fire burns through armor. This guide shows you which attackers the game itself tells you to burn, how to read the warning the game gives you between stages, and a simple loop for deciding where your gold goes after every stage.

Everything about the game here comes from the game and its own text, on twotowers.vlvd.net. Where the game gives no number, this guide gives none either.

What the Two Towers Fire Tower does

On the title screen you pick the tower for each side of the gate, left and right, from four kinds. The Fire Tower's label is "Fire that burns on".

Two Towers title screen with the Fire Tower, labelled Fire that burns on, among the four towers for the left and right of the gate

Two things set it apart from the other three:

  • It keeps hurting. Its fire pots leave the road burning, so the danger stays on the road after the pot lands.
  • Armor does not stop it. Fire burns through armor, so a knight's armor does not shield him from it.

Compare that with the Trebuchet, whose slow stones hurt everyone where they land, and the Ballista, whose heavy bolt goes through a line of attackers. All three can hit more than one attacker. The Fire Tower's mark is the fire that keeps burning on the road.

The attackers the game tells you to burn

The game has a one-line tip for every attacker. Three of them send you to fire:

  • Peasant levy: "Peasants win by numbers: a Trebuchet or Fire Tower hits the whole crowd at once."
  • War hounds: "Hounds run in packs: a Trebuchet stone or a Fire Tower catches the whole pack."
  • Knights: "Knights' armor turns arrows: Ballista bolts and fire go straight through it."

Two of those are about numbers and one is about armor. That is the Fire Tower in one line: many weak attackers, or a few armored ones.

Read the warning between stages

When you hold a stage, the game says "Stage N held" and warns you how the next one will change. There are three warnings: "The enemy grows stronger", "The enemy grows in number" and "The enemy marches faster". Each one is a hint about where your gold should go.

Diagram of the three Two Towers warnings between stages and where the Fire Tower fits each, quoting the game's own tips
  • "The enemy grows in number." This is the Fire Tower's best case. More attackers means bigger crowds and packs, and the tips say fire hits the whole crowd and catches the whole pack.
  • "The enemy grows stronger." Fire still works here, because it burns through armor. The general tip applies: "Spend your gold on Damage between stages, and Reinforce the gate."
  • "The enemy marches faster." This is where fire needs help. The cavalry tip says "Fire rate and Archer Volley catch them before the gate", so the answer is speed of shooting, not a bigger blaze.

What fire cannot cover alone

The same tips tell you what the Fire Tower is not for. Know these before you pick its partner:

  • Fast riders. Cavalry reach the gate first. Fire rate and Archer Volley catch them.
  • Far shooters. Archers stop short of the gate and shoot at it, and crossbowmen shoot from further off. The tips say buy Range, and that a Trebuchet reaches crossbowmen. For mangonels, "a hill tower with Range reaches them."
  • Helpers. Monks heal those around them and standard bearers lend armor. The tips say to kill monks first with Archer Volley or a Ballista, and to bring standard bearers down first with a Ballista.
  • Shields. "Shields stop arrows: Trebuchet stones and Ballista bolts get past them."

Which tower to pair with the Fire Tower

Your second gate tower should cover what fire leaves open. Here is how each partner does, from those tips:

  • Fire Tower and Archer Tower. Archer Volley answers cavalry and monks. Far shooters still need Range.
  • Fire Tower and Ballista. The Ballista takes helpers, shields and siege towers, and both towers get through armor. Fast riders are the gap.
  • Fire Tower and Trebuchet. Two crowd towers, plus a Trebuchet that reaches crossbowmen and gets past shields. Riders and helpers are the gaps.

Whatever is left, a hill tower can cover: 150 gold for the first and 300 for the second, any of the four kinds. Our post on which two towers to pick first compares every pair, and the Ballista guide covers that tower in depth.

A worked example: the loop after every stage

Instead of a fixed plan, run this short loop each time the game says "Stage N held". Start with Fire Tower on the left of the gate and Archer Tower on the right, then press Defend Greenvale. The game gives no upgrade prices, so the loop is about order, not exact gold.

  1. Read the warning. In number, stronger, or faster.
  2. Spend for the warning. In number: Damage on the Fire Tower. Stronger: Damage, on the tower that is struggling. Faster: Fire rate on the Archer Tower, then its Volley.
  3. Check the next stage number. If it is a multiple of five, a king leads it. The tip says "Reinforce the gate before it and save gold for Damage", so do that before anything else.
  4. Check the hills. When you have 150 gold to spare and something keeps reaching the gate, buy a hill tower that answers it: an Archer Tower for riders, a Ballista for helpers, anything with Range for mangonels.
  5. Start the stage. Watch which attacker gets closest. That is what the next loop is for.

Click or tap a tower, on the field or in its tab along the bottom, to buy damage, fire rate, range or its special. Each upgrade shows on the tower, from Plain through Trimmed, Fine and Grand to Masterwork, and every five stages your towers are rebuilt stronger, from Timber to Legendary.

If the gate falls, the game tells you which attacker did most of the damage. If it names cavalry, your loop needed more Fire rate and Volley sooner. If it names peasants or hounds, more Fire Tower Damage. For the king stages, see how to hold every fifth stage.

Your fire and the attackers' fire

Do not mix up the Fire Tower with fire archers. Fire archers are attackers. Each "Sets towers smoking with burning arrows", and a smoking tower shows "Smoking: shoots slower", your Fire Tower included.

The game's tip: "Fire archers set towers smoking: buy Range to hit them first, and Douse a smoking tower from its sheet." Press Douse on the tower's sheet and "the smoke clears". Our post on how to stop sappers and fire archers goes further.

Frequently asked questions

Is the Fire Tower good in Two Towers?

It is the tower for crowds: the game's tips name it against peasant levies and war hound packs, and say fire goes straight through knights' armor. It needs a partner for fast riders and far shooters.

Does fire go through armor in Two Towers?

Yes. The knights' tip says "Ballista bolts and fire go straight through it."

What should I upgrade first on the Fire Tower?

Damage. The game's general tip is to spend gold on Damage between stages, and a warning that the enemy grows in number is a good moment to spend it on fire.

Can I build a Fire Tower on a hill?

Yes. A hill tower can be any of the four kinds, 150 gold for the first and 300 for the second.

Get started

Play Two Towers, put a Fire Tower beside your gate, and run the loop after every stage. It is free and plays in your browser on a computer or a phone.

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