Tower defense
Garden Siege: build your defense
Learn how Garden Siege works in Sol Garden: draft plant towers, manage Sap, choose boons, survive boss waves and unlock harder realms.
By Sol Garden · Updated

- Daily entry
- 1 free run
- Run resource
- Sap
- Next realm
- Clear wave 100
01
Protect the Heart
Garden Siege is Sol Garden's endless tower-defense mode. Invaders follow the realm's lanes toward your Heart. You place towers, improve their coverage and survive successive waves. Your roster comes from plants you own and unique towers you have collected, so your garden helps shape your strategy.
A run has its own resource, Sap. Earn it from kills and cleared waves, then spend it on building and upgrading. Sap is for the current run; do not confuse it with your account's Coins.
02
Know the towers you are bringing
Your plants and collected unique towers give you different options. Inspect the build choices available in your run: cost, range and attack behavior matter more than trying to fill every empty space. Start with towers you can afford and upgrade the positions that are doing useful work.
The portraits below show three plant towers and three unique towers. They are examples from the roster, not a promise that every new account starts with them. A tower finish changes a tower's appearance; selecting a finish is separate from owning a unique tower.






03
Plan for the first waves
Read the path before placing towers. A position near a bend can keep invaders within range longer, while a junction may cover more than one approach. Check the realm's lanes instead of assuming a single entrance.
Balance coverage with upgrades. One strong tower cannot defend a lane it cannot reach. Towers have different roles and elements; pay attention to what your current roster can do before committing all of your Sap.
- Look at the entrances, lanes and Heart before starting the wave.
- Place an affordable opening defense along the active route.
- Use Sap from cleared waves to strengthen weak areas.
- Between waves, choose a boon that complements your towers and the run's immediate needs.
04
Choose boons for the run you have
Between waves you draft roguelite boons. Their effects include damage, range, fire rate, critical hits, splash, Sap and lives. A range improvement may help awkward coverage; more damage may help against tougher enemies. Read the offered effects and choose for the problem you are facing.
Every tenth wave brings a boss. Every hundredth wave brings a Phoenix that rises from the ashes. Prepare before those waves: inspect gaps, upgrade the towers that can reach the boss route and leave yourself room to respond.
05
Read the wave before spending more Sap
Treat the first waves as information. Watch which towers keep firing, which enemies get through and where the route brings enemies back within reach. An expensive upgrade is less useful if the tower rarely has a target.
Boons and towers should support the same plan. A splash improvement is useful when your defense can take advantage of groups, while a range improvement may help a tower cover another part of the route. These are planning examples: read the exact effects offered in your current run.
| What you see | What to inspect next |
|---|---|
| Enemies arrive from an uncovered entrance | Trace that lane and add a tower that can reach it. |
| A tower rarely attacks | Check its range against the path before buying its next upgrade. |
| Large groups reach the Heart | Look for splash or additional coverage along the busiest stretch. |
| A boss survives your usual defense | Prepare more sustained damage on its route before the next boss wave. |
| You cannot afford a planned upgrade | Check current Sap and prioritize the weakest part of your defense. |
06
Realms, tickets and rewards
Clearing wave 100 in a realm unlocks the next, harder realm. Learn the new route when you move on; a layout that worked in an earlier realm may leave a different entrance exposed.
You receive one free run per day. Further runs use tickets: Silver tickets can be bought with Coins and Gold tickets with $SOLG in the web game. Tickets can also drop during a run. They are soulbound and cannot be sold in the Marketplace.
Siege rewards include tower finishes, equipment and materials. A reward's availability and rarity depend on the game's drop and supply rules. Check the inventory after a run and inspect what you can equip, craft with or trade.

