Kingdom Rush 6 Genesis TD Genesis TD Campaign Stages
Eighteen handcrafted maps across Citadel greens, Stormcloud ice, and Arcania.
Kingdom Rush 6: Genesis TD ships 18 campaign stages across three landscapes of early Linirea. Ironhide showed the full world map as a 200k-wishlist reward: a green heartland around the Citadel, a frozen mountain for Stormcloud Depths, and an autumn/purple east for Arcania. This page is a routing guide, not a spoiler novel. Boss HP and every side-path mechanic will be filled after the 24 September 2026 launch; named maps and regions below are already public.
How to read the world map
The map screen is a painted continent, not a list. Bottom tabs jump to Heroes, Towers, Spells, Upgrades, Achievements, and Encyclopedia. Stars sit in the corner. Campaign nodes light as you clear. That is the same loop as older Kingdom Rush games, with more room for dual-hero loadouts between fights.
Play Veteran until the geometry is in your hands. Then run the same node in Iron mode or Classic Mode. Challenge modes are modifiers on these 18 stages, not extra continents.
Region 1 — Linirean heartland
Linirean Castle (Citadel) is stage one and a teaching map. Rally flags, Archer Garrison economy, and Gerald on the door are the whole lesson. If you leak here, the problem is panic, not the roster. Use the beginner guide before you blame the hero tier list.
Raided Farmlands sits between the Academy and the Wall: open dirt, clumps, flying scouts. It is the first map that punishes a missing job. See enemies.
Silveroak Village sits in the emerald forest. Devlog #6 framed it as a quieter, greener Linirea — which in tower defense language means splits, trees blocking sight, and a need for Zefira to roam. Keep Knights Order on the choke that both paths respect.
Western Wall is the map YouTube already grinded on Veteran. Long stone, predictable lines, artillery value. The official 80k-wishlist video and community walkthroughs agree on one thing: do not over-build the pretty corner that never sees a wave. Catapults want the shared kill box. Heroes should not both tourism the battlements.
Arcane Academy is a location as much as a stage. Zefira’s lore starts here; the garden screenshot on this wiki (hedges, book statues, chessboard easter egg) is that personality in HUD form. Expect mage-relevant armor and a layout that rewards Scholar Mage coverage more than raw barracks spam.
Region 2 — Stormcloud Depths
The ice basin screenshot on this wiki is the mood: frozen lakes, crystal pillars, a vertical holy beam, and mixed tower families on a wide kill zone. Stormcloud is where slow artillery feels later than it looks, because paths skate around the pretty center. Bring a flying answer (archers or a dedicated ranger tower) before you fall in love with catapults.
Treat ice maps as attention tests for the two-hero system. A tank in the basin and a rover on the cliff path beats two portraits stacked on the beam.
Region 3 — Arcania
The east of the world map turns gold and violet: towers on circular islands, autumn trees, a purple spire. Marketing copy calls this the third landscape you rewrite. Expect later-campaign gimmicks (telegraphs, extra entries, enemy races that ignore your favorite stall). Unlock order follows the map, not your impatience. If a node is still dark, you are not under-leveled in an MMO sense — you have not cleared the previous fight.
Lozagon Tower is the named set-piece from the demo extension. Ironhide’s Archwizard Nivus lives in that story. Community Iron-challenge videos of Lozagon are short and mean; copy their tower jobs, not their exact sell timings, because the tower-level rework changed how levels feel after the demo.
Enemies, races, and bosses
Steam’s feature list: 40+ enemy types, five races, six colossal bosses. The demo already showed goblin-style fodder, armored brutes, flying pests, and cloaked raiders. Devlog #19 named the Shadow Order as those cloaked demo raiders — stealth and backline anxiety, which is why random artillery without detection help feels unfair.
Do not memorize a fake boss table. Learn the rule instead: bosses eat lives if both heroes are dead at the same time. Stagger deaths. Save Royal Edict. If the boss is a siege engine, artillery and mage armor-break matter more than a third barracks.
Stars and when to leave a map
A one-star clear still opens the road. A three-star clear feeds the upgrade planner. If you are about to fail Veteran, pause and sell a greedy catapult for a mage. If you are about to fail Iron, you cannot sell your identity — that is why Iron is a different article.
Suggested campaign extras
After a three-star, check:
- Whether your spell loadout still matches the next region’s flyers.
- Whether Gerald/Zefira is still the right pair, or the hero roster has a flying or artillery-themed partner ready.
- Whether Classic Mode would even be legal on this geometry (four towers only).
The campaign is 18 handcrafted arguments. Win the argument in front of you, then move the flag.
Frequently Asked Questions
Quick answers to the most common Kingdom Rush 6: Genesis TD questions.
How many stages are in Kingdom Rush 6: Genesis TD?
Eighteen campaign stages across three landscapes. Challenge modes reuse those maps with extra rules.
What is Western Wall?
A demo-era stage with long stone lanes that reward artillery and patient hero splits. Veteran walkthroughs of it are already on YouTube.
Are the six bosses named yet?
Ironhide confirmed six colossal bosses. This wiki lists them as they are shown in-game rather than guessing names.