Difference between revisions of "Challenge Mode"
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==Level #2 == | ==Level #2 == | ||
− | + | SANDSTORM FROM THE ROOT. | |
+ | '''Elements:''' [[File:Nature element.png|frameless|25x25px]] [[File:Air element.png|frameless|25x25px]] | ||
+ | |||
+ | '''Goal:''' Reach wave 175 | ||
+ | |||
+ | '''Challenge Rules: ''' | ||
+ | *[[File:Offensive Module.png|frameless|25x25px]] Max 8 modules in total | ||
+ | *[[File:Defensive Module.png|frameless|25x25px]] '''No''' defensive modules | ||
+ | *[[File:Utility Module.png|frameless|25x25px]] '''No''' utility modules | ||
+ | *[[File:Ultimate Module.png|frameless|25x25px]] '''No''' ultimate modules | ||
+ | * Modules have to be maxed '''T2''' or above | ||
+ | * Modules will be set to maxed '''T2''' | ||
+ | |||
+ | '''Challenge Rewards:''' [[File:Utility Module.png|frameless|25x25px]] '''Energy Flow''' | ||
+ | |||
+ | '''Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)''': | ||
+ | <spoiler> | ||
+ | '''Import Code:''' | ||
+ | RGVzZXJ0IENoYWwgMjthdHRhY2suZGFya25lc3M7YXR0YWNrLmZpcmVicmVhdGg7c291bC5oYXJ2ZXN0aW5nO2F0dGFjay5zcGVlZDthdHRhY2subXVsdGlzaG90O2F0dGFjay5jb21idXN0aW9uO2F0dGFjay5ib3VuY2U7YnVyc3QuZGFya25lc3M= | ||
+ | '''Modules:''' | ||
+ | |||
+ | *Offensive Module: | ||
+ | **Darkness Attack | ||
+ | **Fire Breath | ||
+ | **Soul Harvesting | ||
+ | **Attack Speed | ||
+ | **Multishot | ||
+ | **Combustion | ||
+ | **Basic Bouncing | ||
+ | **Darkness Burst | ||
+ | </spoiler> | ||
+ | |||
==Level #3 == | ==Level #3 == | ||
tba | tba |
Revision as of 23:23, 30 July 2021
Challenge Mode is a gauntlet of scenarios (6 per region, totaling to 90 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay.
If the solutions on this page do not work for you, your Laboratory Boosts and Museum powerstone Boosts may not be sufficient enough.
Contents
Forest Challenges (Region 1):
Level #1
A SYMPHONY OF WATER AND FIRE.
Goal: Reach wave 111
Challenge Rules:
Challenge Rewards: Phoenix Bounce
Solution (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Level #2
THE DIRT IS ALIVE. CAN YOU OVERCOME 325 WAVES OF ANGRY, TANKY AND BOSSY EARTH ELEMENTALS?
Goal: Reach wave 325
Challenge Rules:
Challenge Rewards: +5% Resource Drops per Completed Challenge
Solution: (Courtesy to @Tortoise Box#9049):
Level #3
NATURE STRIKES BACK. MAKE SURE TO HOLD BACK THE INCOMING WAVES OF ARCHERS AND ASSASSINS.
Elements: (Archers and Assassins)
Goal: Reach wave 500
Challenge Rules:
Challenge Rewards: Stab Prevention
Solution: (Courtesy to @Coffee#5926):
Level #4
RAGE OF THE FOREST. A COMBINATION OF VARIOUS ELEMENTAL TYPES TRY TO BREAK YOUR GLASS TOWER.
Goal: Reach wave 50
Challenge Rules:
Challenge Rewards: Planned Strike
Solution: (Courtesy to @DeserveVictory#3600)
Level #5
ARE THE NEUTRALS EVOLVING?
Goal: Reach wave 20
Challenge Rules:
- Max. 6 modules in total
- Max. 2 Offensive Modules
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
- Neutral enemies are IMMUNE to anything except universal
- Universal damage can ONLY damage neutral enemies
- TOWER ELEMENT TYPE IS CONSIDERED UNIVERSAL INSTEAD OF NEUTRAL
Solution: (Courtesy to @Traxaner#3385):
Level #6
PIERCING "ARROWS". ONLY WAVES FULL OF ARCHERS ARE NOW TRYING TO TEAR DOWN YOUR TOWER.
Goal: Reach wave 60
Challenge Rules:
- Max. 10 modules in total
- Max. 4 Offensive Modules
- Max. 4 Defensive Modules
- Max. 2 Ultimate Modules
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
- Enemies have only 1% of their original health
- Enemy damage is multiplied by 10
Challenge Rewards: Forest Gift
Solution: (Courtesy to @MasonTheDuke#8227 and Kotton#2664):
Desert Challenges (Region 2):
Level #1
THE WIZARDS OF LIGHT BLEND IN WITH THE SCENERY.
Goal: Reach wave 250
Challenge Rules:
- Max. 10 modules in total
- Max. 2 modules
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
- Modules start at level 0
- Utility modules keep their original tier and level
- Enemies don't drop XP
Challenge Rewards: + 1 per completed challenge
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Solution (Post-Era) (Courtesy to @Sün.chr#8775):
Level #2
SANDSTORM FROM THE ROOT.
Goal: Reach wave 175
Challenge Rules:
- Max 8 modules in total
- No defensive modules
- No utility modules
- No ultimate modules
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
Challenge Rewards: Energy Flow
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Level #3
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Level #4
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Level #5
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Level #6
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