← AI Game Fusion
Fusion #03 · Tower Defense × Pipe Dream

CONDUIT

WAVE0
LEAKS0/20
GOLD0
CONDUIT1
TOWERS0

CONDUIT

You don't place towers along a path. You lay the path, while it's already in use — and you win by finishing it.

Draw and extend. Tiles arrive in a queue and cost gold. Each one bolts onto the open end of the conduit — a straight runs on, a bend turns, a junction takes any of the three. Kills pay for pipe; pipe pays for everything else.
They walk what exists. Creeps set off the moment they spawn. Hit the open end and they pile up and take fire — stalling is a real tactic.
But not for long. Leaning on the open end fills a red ring, and so does a line that has stopped moving anywhere along it. A closed ring is through — a leak, right then, wherever it stood. The one at the mouth rips the last tile out on its way.
Towers bolt onto the conduit — they only go in a cell touching pipe. Your route is your firing line: short route, few guns. And every cell a gun takes is a cell the conduit can never run through.
Couple it to the drain and it's over. The drain will not take a short conduit — it counts down under itself, 35 MORE, until you have laid 48 tiles. Then it turns green and you click it: it couples to the open end if that is next to it, or taps any pipe running past it anywhere on the route. Everything still standing in the conduit is flushed out: you win, whatever was on the board and however bad it looked.
QUEUE
SEALThe win, in two steps. First, length: the drain refuses a conduit under 48 tiles and says how many more it wants on the plate beneath it, with a ring filling around it as you get there. Then, connect: the drain turns green and reads SEALclick it (or press F). It takes the open end if that is pointing at it, and otherwise taps any pipe running alongside it, anywhere on the route, shown by a dashed gold stub. Pipe you ran past the drain early is never wasted — that is exactly what the tap takes. Either way the conduit is flushed: everything still inside goes down the drain, no leaks counted, run over.
LAYINGEach tile costs gold. The open end pulses — click a lit arrow cell to run the pipe that way, or click the open end itself to take the highlighted option. Arrows/WASD aim, Space lays. Broke means you cannot extend, so keep something killing.
STUCKSKIP throws the current tile away — free when nothing it offers will fit. CUT BACK tears off the last tile you laid and reopens the end before it, refunding 60% of what the tile cost.
BREACHA red ring fills on any creep crowding the open end, and on every creep in a line that has stopped moving. A closed ring is a leak, counted immediately — the run for the drain afterwards is the creep leaving, and no tower can touch it. The one at the mouth tears the last tile out as it goes.
FROSTA standing field, not a shot: everything inside it is slowed, and an upgrade widens the field rather than sharpening the damage. Fields add up where they overlap — one is free of risk, but two on the same stretch drag the line under the pace it needs to stay intact, and a queue held in that patch will tear the pipe open. Watch for the doubled wash, and for creeps turning violet: that is frozen, not slowed.
TOWERSOnly in an empty cell orthogonally touching the conduit — the dots show you where. Never in one of the drain's three approach cells, so a gun can never wall off your own win. Cost climbs with every tower standing. Right-click sells anywhere, for 60% back.
TAPAt every wave the conduit pays 2 gold per tile of its length. A tile costs $10 once and pays that back in five waves, and it has been handing out firing positions the whole time — laying is always worth it, the question is only whether you can afford it yet.
UPGRADEClick a tower you already own with any tower tool to take it up a level, to LV3. An upgrade costs no cell — the only currency that matters once the board is full.
KEYS1–5 pick a tool, X cuts back, S skips, Enter calls the next wave early for bonus gold, F couples to the drain when it is ready, P pauses, M mutes.
conduit source drain creep breached