Stealing in hogwarts
Okay, fellow Tricky Castle adventurers, let's talk about Witch Tower Level 63. If you're reading this, you're probably pulling your hair out over those infuriating bats! Trust me, I was right there with you. This level felt impossible for days, and I thought I'd never see the next stage of the Witch Tower. But after countless attempts and a lot of frustration, I finally cracked the code, and I'm so excited to share my personal strategy to help you beat it! First off, the bats in Level 63 aren't just any bats; they're fast, they swarm, and they have an annoying tendency to bypass your front-line defenses if you're not careful. My biggest breakthrough came when I realized their flight path. They don't just come straight at you; they often weave around, making them tricky targets for single-shot attacks. Here’s my step-by-step game plan that finally got me through: 1. Prioritize Area-of-Effect (AoE) Spells: Forget your precise single-target spells for this level. The sheer number of bats means you need to hit multiple targets at once. My go-to was the 'Arcane Nova' spell (or whatever your game's equivalent is for a burst damage spell). Save up your mana or energy for these, and unleash them when a big swarm of bats appears. Timing is key here – wait until they're clustered together, usually as they approach the halfway point of the tower. 2. Utilize Stun or Slow Effects: Bats are quick, so anything that can slow them down or momentarily stun them is a lifesaver. I found that placing a 'Frost Trap' near the entrance of my section of the tower, or using a 'Gale Push' spell (if you have one) when they were mid-air, gave my other defenses precious seconds to take them down. If you have any units that apply a 'daze' or 'stun' effect, deploy them strategically to create choke points. 3. Ranged Units are Your Best Friends: Melee units are practically useless against these flying pests unless they have an exceptional jump attack or AoE cleave. Focus on archers, mages, or any units with good ranged damage. I placed my 'Marksman Elves' on the upper levels of the tower, giving them a clear shot as the bats ascended. Make sure they're upgraded sufficiently to deal enough damage in a short window. 4. Watch for the 'Big Bat' Waves: Around the mid-point and near the end of Level 63, you'll encounter larger, tougher bats. These guys often have more health or even a shield. Don't waste your precious AoE on them unless they're surrounded by smaller bats. Instead, target them with your highest single-target damage dealer once the smaller swarms are cleared. Sometimes, a well-timed 'Lightning Bolt' or a powerful hero ability can take them down quickly before they wreak havoc. 5. Don't Forget Your Tower’s Special Abilities: Many 'Tricky Castle' levels offer unique tower abilities. For the Witch Tower, I found the 'Gargoyle Roar' (which pushes back and damages enemies) incredibly useful against overwhelming bat waves. If your tower has any defensive buffs or temporary damage boosts, deploy them when the bats are at their thickest. A little extra tip: Sometimes, it’s not just about offense. Upgrading your tower’s health or adding a healing unit can buy you the precious time needed to recharge your spells and abilities for the next bat onslaught. Keep experimenting with your unit placement and spell rotation. It took me a while to find the perfect combo, but once I did, Level 63 became manageable. You can absolutely beat this level! Keep practicing, adjust your strategy based on where you're struggling, and remember to have fun. Those bats don't stand a chance against a determined player like you! Good luck, and let me know if these tips help you conquer Witch Tower Level 63!































































