Gaming Guide

Anime Adventures Infinity Castle Guide (Planet Greenie Room 1)

Carrot placement, upgrade costs, wave Yen payouts, and enemy health for Room 1 of the Infinity Mansion on Planet Greenie.

Carrot placement, upgrade costs, wave Yen payouts, and enemy health for Room 1 of the Infinity Mansion on Planet Greenie.

Infinity Castle in Anime Adventures is a tower defense gauntlet built from numbered rooms. The game labels its opening stage Planet Greenie Infinity Mansion: Room 1. It is a straight test of economy. You get a small starting pile of Yen, three types of alien enemies, and a base that falls apart quickly once a single fast enemy slips through. A cheap Rare unit like Carrot can hold the early waves. Waves 2 and 3 are where weak placements get punished.

Quick answer: Start Room 1 with 1566¥, fill the path with Carrot units at 300¥ each up to the cap of six, and upgrade them for 400¥. Each cleared wave pays +3917 Yen.


Anime Adventures – Infinity Castle

Infinity Castle Room 1 enemies and base health

Room 1 sends three enemy types down a single winding track on Planet Greenie. Each enemy has a name and a health bar over its head, so you can spot the tanky ones before they reach your units. Your base sits at the end of the route. Its health bar runs along the top center of the screen and starts at 8871/8871.

EnemyHealthThreat
Alien Soldier969Light filler
Alien Captain1745Mid-weight, leaks in Wave 2
Alien Brawler2909Tankiest, leaks in Waves 2 and 3

Alien Brawlers and Alien Captains do the damage. A Brawler has three times the health of a Soldier, and a single base-level Carrot hits for 12.5 every four seconds. That works out to well over 200 hits to drop one Brawler alone. Room 1 is won by stacking enough overlapping damage along the path that every enemy gets hit by several units at once.

A minimap in the bottom-right corner tracks the route. It is the fastest way to see how far an enemy has pushed toward your base without panning the camera.

Planet Greenie Infinity Mansion Room 1 path in Wave 1 with Alien Captains walking toward the defenses
The track in Planet Greenie Infinity Mansion: Room 1 during Wave 1, with Alien Captains on the way in.

Carrot stats and upgrade costs

Carrot is a Rare ground unit, marked GRND on its card. It costs 300¥ to deploy, and the placement counter caps it at six copies (the counter runs from 0/6 to 6/6). It is cheap enough to spam in Wave 1. That matters because your opening budget can’t afford much else.

LevelDamageSPARange
Placed (UPG [0])12.5 (B)4.0s (C+)20.0 (B-)
Upgrade 1 — 400¥25.04.0s21.0
Upgrade 2 — 550¥35.43.5s22.0

SPA is seconds per attack, so a lower number means faster hits. Upgrade 1 doubles Carrot’s damage and adds a point of range, but it attacks no faster. Upgrade 2 is where the attack speed improves, dropping from 4.0s to 3.5s alongside another damage bump.

Click any placed Carrot to open its panel. The panel shows its current upgrade tier, the cost of the next upgrade, a live damage and takedown counter, its targeting mode (set to First), and what you would get back for selling it.

Carrot unit panel at Level 1 showing its base stats and a green 400 Yen Upgrade button
A freshly placed Carrot’s panel, with its Level 1 stats and the 400¥ upgrade.

The stat lines in the upgrade panel preview the change before you pay. An entry like 12.5 -> 25.0 shows the current value on the left and the post-upgrade value on the right. Read those arrows before you spend, especially on Upgrade 2, where the speed gain is the reason to buy it.

Carrot upgrade panel in Wave 2 listing damage and range increases next to the 400 Yen button
The upgrade preview lists each stat as current value to new value before you commit 400¥.

The sell price is small. A base Carrot sells for 75¥, and one with its first upgrade sells for 175¥. Selling rarely pays off in Room 1, so place each Carrot where you intend to keep it.

Carrot panel at UPG 1 showing the next set of stat increases and a 550 Yen Upgrade button
After the first upgrade, the panel reads UPG [1] and the next step costs 550¥.

How to clear Planet Greenie Infinity Mansion: Room 1

The steps below follow the order that Room 1 forces on you. You get a tight opening budget, then a large payout after each wave, then a fight to keep fast enemies off your base. They apply to any ground unit, but the costs listed are Carrot’s.

Load into Room 1 and confirm that the stage name at the top reads Planet Greenie Infinity Mansion: Room 1. Your base should be at 8871/8871 and your wallet at 1566¥. Wave 1 starts with enemies already walking, so don’t spend long looking around.
Select Carrot from your hotbar to enter placement mode. A blue circle around the unit shows its attack range, and the track itself turns red to show that you can’t put units on the path. Use Place to drop the unit, Rotate to turn it, or Cancel to back out without spending anything.
Carrot placement preview beside the red-highlighted path with the Place button visible
Placement mode, with the red path marking where units can’t go and Place ready to deploy Carrot.
Put your first Carrot near the first bend in the path for 300¥. Bends are worth more than straights because an enemy rounding a corner stays inside the blue range circle longer, which means more hits per pass.
Carrot unit panel open during Wave 1 with its stats and the 400 Yen Upgrade button
Clicking a placed Carrot during Wave 1 opens its panel, where the 400¥ upgrade waits for later.
Keep adding Carrots along the curves of the track until you run low on Yen. Four Carrots across the opening stretch take you from 1566¥ down to 366¥. Raised ground beside the track and the bend past the wooden bridge both cover long sections of the path.
Carrot upgrade panel open in Room 1 with the 400 Yen Upgrade option highlighted
Each Carrot keeps its own panel, so you can check any unit’s stats and upgrade price as you fill the track.
Clear Wave 1 to trigger the Wave Completed! banner and collect +3917 Yen. Your balance jumps to 4284¥ as Wave 2 begins, which is the first point where you can afford to both place and upgrade.
Place your fifth and sixth Carrots during Wave 2 to hit the 6/6 cap. Put them close to the back half of the route. Enemies that survive the front line need something waiting for them before they reach the base.
Once all six are placed, put the rest of your Yen into upgrades. Select a Carrot and buy Upgrade 1 for 400¥ to double its damage. After Wave 2, the +3917 payout takes your total to 7601¥, which is enough to upgrade most of the line.
Carrot upgrade panel in Room 1 with the 400 Yen Upgrade button ready to press
Buying Upgrade 1 for 400¥ takes Carrot’s damage from 12.5 to 25.0.

Between waves, a Skip Wave? prompt appears with Yes and No buttons and a 0/1 vote count. Skipping only helps if your line is already holding, so pick No while enemies are still leaking.


Yen income across Room 1 waves

Room 1’s economy is lopsided. The starting budget barely covers five Carrots, while every completed wave hands you more than double that amount. Plan your spending around the wave payouts.

MomentYen changeBalance
Wave 1 start—1566¥
Four Carrots placed−1200¥366¥
Wave 1 completed+39174284¥
Wave 2 completed+39177601¥

The practical takeaway is to spend down almost to zero in Wave 1. Unspent Yen does nothing for you, and the +3917 payout covers your next round of placements and upgrades anyway.

Carrot upgrade panel showing stat increases next to the 400 Yen Upgrade button in Room 1
With the wave payouts in hand, the 400¥ upgrade is the most direct way to turn Yen into damage.

Why the base loses health in Waves 2 and 3

Room 1’s difficulty spikes after Wave 1. Fast-moving Alien Captains and Alien Brawlers outpace a line of base-level Carrots, push past them, and hit the base directly. When that happens, a red warning reads “An enemy is rapidly approaching your base!!!” That is your cue to drop a unit near the end of the route or upgrade whatever is closest to the base.

Leaks add up quickly. An under-upgraded line of six Carrots loses most of the base’s health across two waves:

  • Wave 2 leaks take the base from 8871 to 7450, then 5704, then 3567.
  • Alien Brawlers reaching the base in Wave 3 drop it to 957/8871.
  • The losses come from Captains and Brawlers, the two highest-health enemies.

Placing more units can’t fix this once you hit the six-Carrot cap. Only upgrades raise your damage from there, so the 400¥ first upgrade should go on every Carrot as soon as Wave 1 pays out, not late into Wave 3. The DMG counter on each unit’s panel shows which Carrots are actually landing hits. Upgrade the busy ones first.

Carrot unit being placed in Room 1 with Place, Rotate and Cancel prompts shown on screen
Late placements near the end of the route give fast enemies one more unit to get past before the base.

You can tell Room 1 is going well from three signals. The Wave Completed! banner fires with its +3917 payout, the wave counter advances, and the base health bar at the top holds steady instead of ticking down. If that bar is still near 8871 heading into Wave 3, your Carrot line and its upgrades are doing their job.