Difference between revisions of "Challenge Mode"

From The Perfect Tower II
Jump to navigation Jump to search
(→‎Winter Challenges (Region 3):: Added the winter challenges in the new table format)
(→‎Forest Challenges (Region 1):: Deleted old format and replaced it with table)
Line 13: Line 13:
  
 
=Forest Challenges (Region 1):=
 
=Forest Challenges (Region 1):=
{| class="wikitable" style="text-align: center"
+
 
 +
==Level #1==
 +
{| class="wikitable" style="text-align: center"
 
|+ A Symphony Of Fire And Water.
 
|+ A Symphony Of Fire And Water.
 
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
 
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
Line 21: Line 23:
 
| Tank
 
| Tank
 
|
 
|
* Max. 7 {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
+
* Max. 7 {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}} total
 
* Modules have to be maxed T1 or above
 
* Modules have to be maxed T1 or above
 
* Modules will be set to maxed T1
 
* Modules will be set to maxed T1
Line 73: Line 75:
 
</spoiler>
 
</spoiler>
 
|}
 
|}
==Level #1==
+
==Level #2:==
A SYMPHONY OF WATER AND FIRE.
+
{| class="wikitable" style="text-align: center"
'''Elements:''' [[File:Fire element.png|frameless|25x25px]][[File:Water element.png|frameless|25x25px]] (All tanks)
+
|+ The Dirt Is Alive. Can You Overcome 325 Waves Of Angry, Tanky and Bossy Earth Elementals?
 
+
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
'''Goal:''' Reach wave 111
+
|-
 
+
| Wave 325
'''Challenge Rules: '''
+
|{{Element|Earth}}
 
+
| Tank Boss
*[[File:Offensive Module.png|frameless|25x25px]][[File:Defensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]][[File:Ultimate Module.png|frameless|25x25px]] Max. '''7''' modules in total
+
|
*Modules have to be maxed '''T1''' or above
+
* Max. 5 {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}} total
*Modules will be set to maxed '''T1'''
+
* Modules have to be maxed T2 or above
 
+
* Modules will be set to maxed T2
'''Challenge Rewards:''' [[File:Offensive Module.png|frameless|25x25px]] Phoenix Bounce
+
|
 
+
* None
'''Solution (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)''':
+
| +5% Resource Drops per Completed Challenge  
<spoiler>
+
|-
'''Import Code:'''
+
!colspan="6"|Solutions
  Rm9yZXN0IENoYWxsZW5nZSAxO2ZvdW5kYXRpb24uc3RvbmU7cmVnZW5lcmF0aW9uLmJhc2ljO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl
+
|-
'''Modules:'''
+
!colspan="6"|Pre-era non-hardmode (Credits to @Tortoise Box#9049)
 
+
|-
*Offensive Module:
+
|colspan="6"|
**Basic Attack
 
**Attack Speed
 
**Multishot
 
**Basic Bouncing
 
 
 
*Defensive Module:
 
**Stone Foundation
 
**Basic Regeneration
 
</spoiler>
 
 
 
 
 
'''Hard Mode Changes:'''
 
 
 
'''Goal:''' Reach 222 instead of 111
 
 
 
'''Challenge Rules:'''
 
 
 
*'''Added:''' Town Bonuses do not affect the tower
 
 
 
'''Hard Mode Challenge Rewards:''' 1 Skill Point
 
 
 
'''HARD MODE Solution (Courtesy to @Eternal663)''':
 
<spoiler>
 
'''Import Code:'''
 
 
 
 
 
Y2hhbGw7Zm91bmRhdGlvbi5kaWFtb25kO3NoZWxsLmZpcmU7c2hlbGwud2F0ZXI7c2hpZWxkLmJhc2ljO2JhcnJpZXIuZWxlY3RyaWNpdHk7YmFycmllci53YXRlcjtyZXNpc3RhbmNlLmVsZW1lbnRhbA==
 
 
 
 
 
'''Modules:'''
 
 
 
*Defensive Module:
 
**Diamond Foundation
 
**Fire Shell
 
**Water Shell
 
**Basic Shield
 
**Electricity Barrier
 
**Water Barrier
 
**Elemental Resistance
 
 
 
Notes: Auto Skip, Wave Streaming and Wave Surge Software from inside the Headquarters are important (although not necessary) to make this much faster and to keep the Shell Modules from reseting
 
</spoiler>
 
 
 
==Level #2==
 
THE DIRT IS ALIVE. CAN YOU OVERCOME 325 WAVES OF ANGRY, TANKY AND BOSSY EARTH ELEMENTALS?
 
'''Elements:''' [[File:Earth element.png|frameless|25x25px]] (Tanks and Bosses)
 
 
 
'''Goal:''' Reach wave 325
 
 
 
'''Challenge Rules: '''
 
 
 
*[[File:Offensive Module.png|frameless|25x25px]][[File:Defensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]][[File:Ultimate Module.png|frameless|25x25px]] Max. '''5''' modules in total
 
*Modules have to be maxed '''T2''' or above
 
*Modules will be set to maxed '''T2'''
 
 
 
'''Challenge Rewards:''' +5% Resource Drops per Completed Challenge
 
 
 
'''Solution: (Courtesy to @Tortoise Box#9049):'''
 
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 166: Line 110:
 
Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster.
 
Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster.
 
</spoiler>
 
</spoiler>
 
+
|-
 
+
!colspan="6"|Pre-era hardmode (credits to @Eternal663)
'''Hard Mode Changes:'''
+
|-
 
+
|colspan="6"|
'''Goal:''' Reach 650 instead of 325
 
 
 
'''Challenge Rules:'''
 
 
 
*'''Added:''' Town Bonuses do not affect the tower
 
 
 
'''Hard Mode Challenge Rewards:''' 1 Skill Point
 
 
 
'''HARD MODE Solution (Courtesy to @Eternal663)''':
 
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 198: Line 133:
 
Notes: Auto Skip, Wave Streaming and Wave Surge are '''necessary''' to stack up max ammount of enemies on top of each other for massive dmg from Combustion, otherwise use Heartstoper Aura or Unholy Aura although it will take much longer.
 
Notes: Auto Skip, Wave Streaming and Wave Surge are '''necessary''' to stack up max ammount of enemies on top of each other for massive dmg from Combustion, otherwise use Heartstoper Aura or Unholy Aura although it will take much longer.
 
</spoiler>
 
</spoiler>
 +
|}
  
==Level #3==
+
==Level #3:==
NATURE STRIKES BACK. MAKE SURE TO HOLD BACK THE INCOMING WAVES OF ARCHERS AND ASSASSINS.
+
{| class="wikitable" style="text-align: center"
'''Elements:''' [[File:Nature element.png|frameless|25x25px]] (Archers and Assassins)
+
|+ Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.
 
+
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
'''Goal:''' Reach wave 500
+
|-
 
+
| Wave 500  
'''Challenge Rules: '''
+
|{{Element|Nature}}
 
+
| Archer Assasin
*[[File:Defensive Module.png|frameless|25x25px]] Max. '''5''' modules in total
+
|
*[[File:Offensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]][[File:Ultimate Module.png|frameless|25x25px]] '''None'''
+
* Max. 5  {{Module|Defensive}}  {{Module|Special}} total
*Modules have to be maxed '''T3''' or above
+
* No {{Module|Offensive}} {{Module|Utility}} {{Module|Ultimate}}
*Modules will be set to maxed '''T3'''
+
* Modules have to be maxed T3 or above
 
+
* Modules will be set to maxed T3
'''Challenge Rewards:''' [[File:Defensive Module.png|frameless|25x25px]] Stab Prevention
+
|
 
+
* None
'''Solution: (Courtesy to @Coffee#5926):'''
+
| {{Module|Defensive}} Stab Prevention
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode (credits to @Coffee#5926)
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 228: Line 170:
 
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.
 
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.
 
</spoiler>
 
</spoiler>
 
+
|-
 
+
!colspan="6"|Pre-era hardmode (credits to @Eternal663)
'''Hard Mode Changes:'''
+
|-
 
+
|colspan="6"|
'''Goal:''' Reach 1000 instead of 500
 
 
 
'''Challenge Rules:'''
 
 
 
*'''Added:''' Town Bonuses do not affect the tower
 
 
 
'''Hard Mode Challenge Rewards:''' 1 Skill Point
 
 
 
'''HARD MODE Solution (Courtesy to @Eternal663)''':
 
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 259: Line 192:
 
Notes: This is a modified version of @Coffee#5926 solution for normal mode, Magma Foundation was added to multiply Flame Barrier dmg. This will take a while. I recommend using Auto Skip, Wave Streaming and Wave Surge, even having them constantly active your shield points shouldnt drop bellow 30% so dont worry about dying.
 
Notes: This is a modified version of @Coffee#5926 solution for normal mode, Magma Foundation was added to multiply Flame Barrier dmg. This will take a while. I recommend using Auto Skip, Wave Streaming and Wave Surge, even having them constantly active your shield points shouldnt drop bellow 30% so dont worry about dying.
 
</spoiler>
 
</spoiler>
 +
|}
  
==Level #4==
+
==Level #4:==
RAGE OF THE FOREST. A COMBINATION OF VARIOUS ELEMENTAL TYPES TRY TO BREAK YOUR GLASS TOWER.
+
{| class="wikitable" style="text-align: center"
'''Elements:''' [[File:Neutral element.png|frameless|25x25px]][[File:Fire element.png|frameless|25x25px]][[File:Water element.png|frameless|25x25px]][[File:Nature element.png|frameless|25x25px]]
+
|+ Rage Of The Forest. A Combination Of Various Elemental Types Try To Break Your Glass Tower.
 
+
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
'''Goal:''' Reach wave 50
+
|-
 
+
| Wave 50
'''Challenge Rules: '''
+
|{{Element|Neutral}} {{Element|Fire}} {{Element|Water}} {{Element|Nature}}
 
+
| Unknown
*[[File:Offensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]][[File:Ultimate Module.png|frameless|25x25px]] Max. '''5''' modules in total
+
|
*[[File:Defensive Module.png|frameless|25x25px]] '''None'''
+
* Max. 5 {{Module|Offensive}}  {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}} total
*Modules have to be maxed '''T4''' or above
+
* No {{Module|Defensive}}
*Modules will be set to maxed '''T4'''
+
* Modules have to be maxed T4 or above
 
+
* Modules will be set to maxed T4
'''Challenge Rewards:''' [[File:Offensive Module.png|frameless|25x25px]] Planned Strike
+
|
 
+
* None
'''Solution: (Courtesy to @DeserveVictory#3600)'''
+
| {{Module|Offensive}} Planned Strike
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode (credits to @DeserveVictory#3600)
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 290: Line 230:
 
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming
 
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming
 
</spoiler>
 
</spoiler>
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
  
==Level #5==
+
|}
ARE THE NEUTRALS EVOLVING?
 
'''Elements: [[File:Neutral element.png|frameless|25x25px]][[File:Fire element.png|frameless|25x25px]][[File:Earth element.png|frameless|25x25px]]'''
 
  
'''Goal:''' Reach wave 20
+
==Level #5:==
 
+
{| class="wikitable" style="text-align: center"
'''Challenge Rules: '''
+
|+ Are The Neutrals Evolving?
 
+
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
*[[File:Offensive Module.png|frameless|25x25px]][[File:Defensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]][[File:Ultimate Module.png|frameless|25x25px]] Max. '''6''' modules in total
+
|-
*[[File:Offensive Module.png|frameless|25x25px]] Max. '''2''' Offensive Modules
+
| Wave 20
*Modules have to be maxed '''T5''' or above
+
|{{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}
*Modules will be set to maxed '''T5'''
+
| Unknown
*Neutral enemies are '''IMMUNE''' to anything except universal
+
|
*Universal damage can '''ONLY''' damage neutral enemies
+
* Max. 6 {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}} total
*'''TOWER ELEMENT TYPE IS CONSIDERED UNIVERSAL INSTEAD OF NEUTRAL'''
+
* Max. 2 {{Module|Offensive}}
 
+
* Modules have to be maxed T5 or above
'''Challenge Rewards:''' [[File:Special Module.png|frameless|25x25px]] Universal
+
* Modules will be set to maxed T5
 
+
|
'''Solution: (Courtesy to @Traxaner#3385):'''
+
* Neutral enemies are IMMUNE to anything except universal
 +
* Universal damage can ONLY damage neutral enemies
 +
* Tower element type is considered universal instead of neutral
 +
| {{Module|Special}} '''Universal'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode (credits to @Traxaner#3385)
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 332: Line 283:
 
</spoiler>
 
</spoiler>
  
 
+
|-
'''Hard Mode Changes:'''
+
!colspan="6"|Pre-era hardmode (credits to @Bickerll)
 
+
|-
'''Goal:''' Reach 40 instead of 20
+
|colspan="6"|
 
 
'''Challenge Rules:'''
 
 
 
*'''Added:''' Town Bonuses do not affect the tower
 
 
 
'''Hard Mode Challenge Rewards:''' 1 Skill Point
 
 
 
'''HARD MODE Solution (Courtesy to @Bickerll)''':
 
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 363: Line 306:
 
Notes: Wave Endurance and previous software are necessary. Use void after the end of wave 11.
 
Notes: Wave Endurance and previous software are necessary. Use void after the end of wave 11.
 
</spoiler>
 
</spoiler>
 +
|}
  
==Level #6==
+
==Level #6:==
PIERCING "ARROWS". ONLY WAVES FULL OF ARCHERS ARE NOW TRYING TO TEAR DOWN YOUR TOWER.
+
{| class="wikitable" style="text-align: center"
'''Elements: [[File:Nature element.png|frameless|25x25px]][[File:Earth element.png|frameless|25x25px]]''' (All Archers)
+
|+ Piercing "Arrows". Only Waves Full Of Archers Are Now Trying To Tear Down Your Tower.  
 
+
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
'''Goal:''' Reach wave 60
+
|-
 
+
| Wave 60
'''Challenge Rules: '''
+
|{{Element|Nature}} {{Element|Earth}}
 
+
| Unknown
*[[File:Offensive Module.png|frameless|25x25px]][[File:Defensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]][[File:Ultimate Module.png|frameless|25x25px]] Max. '''10''' modules in total
+
|
*[[File:Offensive Module.png|frameless|25x25px]] Max. '''4''' Offensive Modules
+
* Max. 10 {{Module|Utility}}  {{Module|Special}} total
*[[File:Defensive Module.png|frameless|25x25px]] Max. '''4''' Defensive Modules
+
* Max. 4 {{Module|Offensive}}
*[[File:Ultimate Module.png|frameless|25x25px]] Max. '''2''' Ultimate Modules
+
* Max. 4 {{Module|Defensive}}
*Modules have to be maxed '''T5''' or above
+
* Max. 2 {{Module|Ultimate}}
*Modules will be set to maxed '''T5'''
+
* Modules have to be maxed T5 or above
*Enemies have only '''1%''' of their original health
+
* Modules will be set to maxed T5
*Enemy damage is multiplied by '''10'''
+
|
 
+
* Enemies have only 1% of their original health
'''Challenge Rewards:''' [[File:Defensive Module.png|frameless|25x25px]] Forest Gift
+
* Enemy damage is multiplied by 10
 
+
| {{Module|Defensive}} '''Forest Gift'''
'''Solution: (Courtesy to @MasonTheDuke#8227 and Kotton#2664)''':
+
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode (credits to @MasonTheDuke#8227 and Kotton#2664)
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 406: Line 355:
 
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.
 
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.
 
</spoiler>
 
</spoiler>
 +
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|}
  
 
=Desert Challenges (Region 2):=
 
=Desert Challenges (Region 2):=

Revision as of 14:09, 31 March 2023

Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 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.

There are 2 modes to challenges Normal Mode, and Hard Mode. Hard Mode imposes extra restrictions to increase the difficulty. On top of the normal restrictions from Normal Mode, all challenges universally also...

double the required amount of waves needed to finish the challenge. disables the boosts from the Town (Museme, Arcade, Shipyard, ect.).

UPDATE: Page needs to include Hard Mode Challenges

Note: If the solutions on this page do not work for you, your Laboratory and Museum powerstone Boosts may not be sufficient.

If you have alternate solutions to Challenges that are not here, please use the Discussion page or create another solution box instead of editing an existing solution with your own solution.

Forest Challenges (Region 1):

Level #1

A Symphony Of Fire And Water.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 111 Fire element Water element Tank
  • Max. 7 Offensive Module Defensive Module Utility Module Ultimate Module Special Module total
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • None
Phoenix Bounce Offensive Module
Solutions
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
Pre-era hardmode (credits to @Eternal663)

Level #2:

The Dirt Is Alive. Can You Overcome 325 Waves Of Angry, Tanky and Bossy Earth Elementals?
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 325 Earth element Tank Boss
  • Max. 5 Offensive Module Defensive Module Utility Module Ultimate Module Special Module total
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • None
+5% Resource Drops per Completed Challenge
Solutions
Pre-era non-hardmode (Credits to @Tortoise Box#9049)
Pre-era hardmode (credits to @Eternal663)

Level #3:

Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 500 Nature element Archer Assasin
  • Max. 5 Defensive Module Special Module total
  • No Offensive Module Utility Module Ultimate Module
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3
  • None
Defensive Module Stab Prevention
Solutions
Pre-era non-hardmode (credits to @Coffee#5926)
Pre-era hardmode (credits to @Eternal663)

Level #4:

Rage Of The Forest. A Combination Of Various Elemental Types Try To Break Your Glass Tower.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 50 Neutral element Fire element Water element Nature element Unknown
  • Max. 5 Offensive Module Utility Module Ultimate Module Special Module total
  • No Defensive Module
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • None
Offensive Module Planned Strike
Solutions
Pre-era non-hardmode (credits to @DeserveVictory#3600)
Pre-era hardmode

Level #5:

Are The Neutrals Evolving?
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 20 Neutral element Fire element Earth element Unknown
  • Max. 6 Defensive Module Utility Module Ultimate Module Special Module total
  • Max. 2 Offensive Module
  • 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
Special Module Universal
Solutions
Pre-era non-hardmode (credits to @Traxaner#3385)
Pre-era hardmode (credits to @Bickerll)

Level #6:

Piercing "Arrows". Only Waves Full Of Archers Are Now Trying To Tear Down Your Tower.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 60 Nature element Earth element Unknown
  • Max. 10 Utility Module Special Module total
  • Max. 4 Offensive Module
  • Max. 4 Defensive Module
  • Max. 2 Ultimate Module
  • 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
Defensive Module Forest Gift
Solutions
Pre-era non-hardmode (credits to @MasonTheDuke#8227 and Kotton#2664)
Pre-era hardmode

Desert Challenges (Region 2):

Level #1

THE WIZARDS OF LIGHT BLEND IN WITH THE SCENERY.

Elements: Light element.png (All Wizard)

Goal: Reach wave 250

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 10 modules in total
  • Offensive Module.png 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 Exotic gem.png per completed challenge Rewarded Retroactively. As such completion order for challenges does not matter.

Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):

Alternate Solution (Pre-Era) (Courtesy to Dualcores):

Solution (Post-Era) (Courtesy to @Sün.chr#8775):

Level #2

SANDSTORM FROM THE ROOT.

Elements: Nature element.png Air element.png

Goal: Reach wave 175

Challenge Rules:

  • Offensive Module.png Max 8 modules in total
  • Defensive Module.png Utility Module.png Ultimate Module.png None
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2

Challenge Rewards: Utility Module.png Energy Flow

Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):

Level #3

ASSASSINS DON'T LIKE SAND. THEY ARE NOT THE ONLY TYPE OF ENEMY YOU WILL FACE BETWEEN THE DUNES...

Elements: Electricity element.png (Assassin and Boss)

Goal: Reach wave 300

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.png Max. 6 modules in total
  • Defensive Module.png Max. 3 defensive modules
  • Ultimate Module.png No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2

Challenge Rewards: Offensive Module.png Headhunting

Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):

Level #4

WHAT YOU GET WHEN YOU COMBINE TWO BOSSES AND THREE TANKS? THAT'S RIGHT. A HALF-BURIED CAMEL IN THE SAND.

Elements: Neutral element.pngLight element.pngFire element.pngEarth element.png (Tanks and Bosses)

Goal: Reach wave 400

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 6 modules in total
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3

Challenge Rewards: Defensive Module.png Advanced Heal

Solution (Pre-Era):


Level #5

A STORM OF SPELLS AND ARROWS IS APPROACHING, STAY FIRM AND YOU WILL UNLOCK THE SECRET POWER OF THE DESERT.

Elements: Neutral element.pngFire element.pngAir element.pngUniversal element.png (Archer, Wizard and Boss)

Goal: Reach wave 150

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 8 modules in total
  • Offensive Module.png Max. 2 offensive modules
  • Defensive Module.png Max. 2 defensive modules
  • Utility Module.png Max. 2 utility modules
  • Ultimate Module.png Max. 2 ultimate modules
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4

Solution (Pre-Era):

Challenge Rewards: Defensive Module.png Sandstorm

Level #6

THOSE CACTI ARE THE REMAINS OF THE ASSASSINS TURNED INTO PLANTS BY WIZARDS...

Elements: Light element.pngNature element.png (Assassin and Wizard)

Goal: Reach wave 25

Challenge Rules:

  • Offensive Module.pngUtility Module.pngUltimate Module.png Max. 12 modules in total
  • Offensive Module.png Max. 1 offensive modules
  • Defensive Module.png None
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies have only 0.1% of their original health
  • Enemy damage is multiplied by 100

Challenge Rewards: Defensive Module.png Desert Gift

my solution (Moszuke):

Winter Challenges (Region 3):

Level #1:

The Harsh Cold Greatly Enhances The Resistance To Negative Magic Of All The Creatures In This Region.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 500 Darkness element Water element Unknown
  • Max. 10 Offensive Module Utility Module Ultimate Module Special Module
  • Max 1 Defensive Module
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Enemies cannot be slowed below their base movement speed
  • Enemies have 75% debuff resistance
  • Enemies have 75% stun resistance
+3% Darkness element damage per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #2:

A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Art Of War.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Air element Water element Unknown
  • Max. 12 Defensive Module Utility Module Special Module
  • Max. 6 Offensive Module
  • No Ultimate Module
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • Tower starts with 400% increased attack cooldown
  • Map is covered in a snowstorm
Defensive Module Snowstorm
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #3:

Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 350 Darkness element Water element Unknown
  • Max. 8 Offensive Module Defensive Module Utility Module Ultimate Module Special Module
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3
  • Tower attacks per second affect enemies base movement speed on spawn
  • Tower attacks per second affect enemies base health regeneration on spawn
+1% Darkness element resistance per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #4:

Looks Like The Enemies Are Coming Straight Out Of Jötunheim. Is There Anything To Stop Them?
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 225 Darkness element Water element Unknown
  • Max. 18 Offensive Module Defensive Module Utility Module Ultimate Module Special Module
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • Every unit that spawns increases the tower's attack cooldown by 0.001 seconds
  • Base health and damage of enemies is squared
+1% wave acceleration factor for wave streaming per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #5:

Defeat Olaf!
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 200 Darkness element Water element Earth element Unknown
  • Max. 10 Offensive Module Defensive Module Utility Module Ultimate Module Special Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Olaf!
Ultimate Module Mjölnir
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #6:

A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 125 Darkness element Nature element Water element Earth element Universal element Unknown
  • Max. 8 Offensive Module Defensive Module Utility Module Ultimate Module Special Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies gain 1% resistance per enemy on the map (additive)
  • Enemies become invulnerable to almost all damage when 100 enemies are on the map
Defensive Module Winter's Gift
Solutions
Pre-era non-hardmode
Pre-era hardmode