Tips & Strategy

Necropolis Strategy: When the Dead Rise Again in Sozo

Necropolis strategy for Sozo Tower Defense: how to plan for monsters that rise again once, and how to prepare for the Lich King at the realm's end.

Written for: Sozo Tower Defense players entering the Lich King's realm · 3 min read ·

A misty graveyard city where skeleton silhouettes rise near stone towers

Necropolis is the Lich King's realm in Sozo Tower Defense, and its rule is simple to say and annoying to play: the dead rise again, once. Every monster has, in effect, a second chance. A good Necropolis strategy is therefore about outlasting a wave twice, and about not wasting your best moments on the first death.

What "once" means for planning

The word "once" matters. It is not an endless loop; each monster comes back a single time. So a wave in Necropolis is something like a wave and then an echo. Your defense has to handle both, and the echo may arrive in a different place along the path from where you expected.

The game doesn't give detailed numbers on how the second life behaves, so the first step on any Necropolis level is to watch: where do enemies fall, where do they get up, and how close are they to your towers when they do?

Stay efficient with the first kill

If a monster is going to rise again, dumping extreme overkill on the first death is wasteful. Instead:

  • Let regular towers handle the first death.
  • Save big burst for when the risen enemies cluster.
  • Keep your coverage deep: a defense that only covers the front half of the path gives risen monsters a free run at the crystal.

Cover the whole path

This is the single most useful Necropolis lesson. A risen monster may stand up farther along the route than your kill zone. If your towers are all in one spot near the beginning, the second wave of undead walks past them. Spread your coverage in layers:

  1. A first layer to kill the wave.
  2. A second layer to kill the risen ones.
  3. A last layer near the Core Crystal for anything that gets through.

That differs from the compact approach that suits Verdant Hollow, because the second life makes depth worth more than concentration.

Tower fit

  • Cannon: explosive shells blast groups. Risen monsters can bunch up again, and a shell does not care how many times they have died.
  • Ballista: reliable physical bolts for each layer.
  • Tesla Coil / Flamethrower: good for narrow zones through which both waves must pass.
  • Missile Battery: flyers skip the path, so they ignore your layers completely.

Powers

  • Meteor: best when the thickest part of the wave is a mix of fresh and risen monsters.
  • Stasis: gives you a moment to regroup between the first death and the rise.
  • Overcharge: use during the second push, when you need a clean sweep.

The Lich King

The Lich King is one of the giant bosses, shields included. You will want to bring the preparations in our boss strategy guide: upgraded focus damage, slows, anti-air for any escorts and a power saved for the decisive moment.

Mistakes to avoid

  • Spending everything in the first third of the path.
  • Wasting a power on the first death of a wave when the risen monsters are the real threat.
  • Ignoring the crystal's approach; a lot of Necropolis defense is about the last stretch.

A layered build

  • Front: Ballista and Cannon.
  • Middle: Frost Spire plus Tesla Coil or Flamethrower.
  • Back: upgraded Ballista and Prism Laser near the crystal.
  • Air: Missile Battery.
  • Reserve: Meteor, Stasis, Overcharge.

You can read about all eight realms on the Sozo Tower Defense page.

Using the first death as information

In Necropolis, the first time an enemy dies is not the end of the story, so use it as a signal. Watch where the risen monsters appear and how far along the path that is. If they return near the end of the path, your later towers carry the level and deserve the upgrades. If they return early, your front line is doing double work and may need support. Either way, resist the urge to celebrate the first wave of kills; count the second wave too. A defense that handles both pushes with room to spare is a Necropolis defense, and it will carry over well into the Lich King's fight at the end of the realm.

FAQ

What is the twist in Necropolis?

The dead rise again, once.

Who is the boss of Necropolis?

The realm belongs to the Lich King, one of the giant bosses.

How do I stop risen monsters from reaching the crystal?

Cover the whole path in layers, with a final layer near the Core Crystal.

Should I save powers for the second rise?

Often yes. Use powers when risen monsters bunch up or when the wave overwhelms a layer.