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| + | =Jungle Challenges (Region 7):= |
Revision as of 13:39, 16 September 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 restrictions from Normal Mode, such as:
- All challenges have double the required amount of waves needed for completion.
- All challenges disable Town-related bonuses from various sources (Museum, Arcade, Shipyard, etc.).
UPDATE: Page needs to include Hard Mode Challenges https://github.com/Blueturbo47/bluecats-PerfectTower2-comp./blob/main/Challenges/Hardmode/Pre%20Era/README.md
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
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
|
|
Tank Boss
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- Max. 5 total
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
|
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+5% Resource Drops per Completed Challenge
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Solutions
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Pre-era non-hardmode (Credits to @Tortoise Box#9049)
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Import Code:
Q2hhbGxlbmdlXzI7YXVyYS5oZWFydHN0b3BwZXI7c2hlbGwuZWFydGg7YmFycmllci5uYXR1cmU7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYw==
Modules:
- Defensive Module:
- Heartstopper Aura
- Earth Shell
- Nature Barrier
- Diamond Foundation
- Basic Shield
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.
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Pre-era hardmode (credits to @Eternal663)
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Import Code:
Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ==
Modules:
- Defensive Module:
- Diamond Foundation
- Earth Shell
- Basic Shield
- Nature Barrier
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.
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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
|
|
Archer Assasin
|
- Max. 5 total
- No
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
|
|
Stab Prevention
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Solutions
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Pre-era non-hardmode (credits to @Coffee#5926)
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Import Code:
Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj
Modules:
- Defensive Module:
- Fire Barrier
- Nature Shell
- Diamond Foundation
- Basic Shield
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.
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Pre-era hardmode (credits to @Eternal663)
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Import Code:
YzEtMzthdXJhLmhlYXJ0c3RvcHBlcjtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLm5hdHVyZTthdXJhLnVuaG9seQ==
Modules:
(Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)
- Defensive Module:
- Diamond Foundation
- Nature Shell
- Flame Barrier
- Basic Shield
- Magma Foundation
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. (Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)
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Level #4:
Level #5:
Level #6:
Desert Challenges (Region 2):
Level #1:
Level #2:
Level #3:
Level #4:
Level #5:
Level #6:
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
|
|
Unknown
|
- Max. 10
- Max. 1
- 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% damage per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #2:
A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Craft Of War.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 400
|
|
Unknown
|
- Max. 12
- Max. 6
- No
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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- Tower starts with 400% increased attack cooldown
- Map is covered in a snowstorm
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Snowstorm
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Solutions
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Pre-era non-hardmode
|
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Pre-era hardmode
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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
|
|
Unknown
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- Max. 8
- 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
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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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
|
|
Unknown
|
- Max. 18
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
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- Every unit that spawns increases the tower's attack cooldown by 0.001 seconds
- Base health and damage of enemies is squared
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+1% wave acceleration factor for wave streaming per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #5:
Defeat Olaf!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 200
|
|
Unknown
|
- Max. 10
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
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Mjölnir
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
|
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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
|
|
Unknown
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- Max. 8
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- Enemies gain 1% resistance per enemy on the map (additive)
- Enemies become invulnerable to almost all damage when 100 enemies are on the map
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Winter's Gift
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Underground Challenges (Region 4):
Level #1:
A Sequence Of Avalanches And Earthquakes Has Awakened The Deep Earth Tanks. Can You Put Them Back To Sleep?
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 250
|
|
Unknown
|
- Max. 7
- Max. 3
- No
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
|
- Enemies divide damage based on the wave they spawned in
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
|
|
Pre-era hardmode
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Level #2:
The Tormented Spirits Of Old Miners Will Haunt Your Tower
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 500
|
|
Unknown
|
- Max. 10
- Max. 2
- Max. 2
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
|
- Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack
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+3% damage per completed challenge
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Solutions
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Pre-era non-hardmode
|
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Pre-era hardmode
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Level #3:
It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 125
|
|
Unknown
|
- Max. 10
- No
- No
- Modules have to be maxed T3 or above
- Modules will be set to T3
|
- Enemies ONLY take 100% damage from their own element type
- Enemies are IMMUNE to any other element type damage except for their own
|
Aftershock
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Solutions
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Pre-era non-hardmode
|
|
Pre-era hardmode
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Level #4:
We Have Found A Deep, Hot Ravine.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 10
- No
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
|
- Destroying fire enemies damages the tower for 33% of its current health as fire damage (ignores shield)
- Destroying light enemies damages the tower for 33% of its current shield as light damage
- Destroying earth enemies reduces the current energy of the tower by 33%
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Tremors
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Solutions
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Pre-era non-hardmode
|
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Pre-era hardmode
|
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Level #5:
We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 125
|
|
Unknown
|
- Max. 15
- Max. 4
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Enemies apply poison when attacking
- Poison reduces nature resistance and deals damage based on max. hp
- Higher stacks of poison are more potent
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Poison Sting
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #6:
The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 75
|
|
Unknown
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- Max. 8
- Max. 3
- Max. 3
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Enemies are invisible and untargetable
- Enemies become visible and targetable for 0.25 sec. after attacking
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Underground gift
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Solutions
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Pre-era non-hardmode
|
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Pre-era hardmode
|
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Volcano Challenges (Region 5):
Level #1:
The Shells Of These Magma Entities Seem Impervious. Can You Survive Them Or Find Other Means To Defeat Them Until They Cool Off?
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 50
|
|
Unknown
|
- Max. 10
- Max. 1
- Max. 1
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
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- Enemies spawn with 1e100 generic armor
- Enemies start with negative health regeneration
- Enemies deal 1000 times more damage than normaly
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
|
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Pre-era hardmode
|
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Level #2:
We Have Reached The Molten Core. It Seems Like We Require Water To Proceed.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 125
|
|
Unknown
|
- Max. 12
- Max. 5
- Max. 2
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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- Enemies can only be damaged by using water or any module that ignores their element
- Enemies ignore elemental damage amplification/reduction from the element grid when attacking
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Molten Core
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #3:
We Cannot Take Our Upgraded Modules Into These Lower Sections Of The Volcano.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 300
|
|
Unknown
|
- Max. 12
- Max. 4
- Modules have to be maxed T3 or above
- Modules will be set to T3
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- You cannot use gems to upgrade modules
- Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor
- Enemies have 75% debuff resistance
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+3% damage per completed challenge
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Solutions
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Pre-era non-hardmode (credits to RookieError)
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Standard type boosted attacks, atk speed modules, and resistance work well. Upgrade path attack speed like multishot and bounce first. Damage as necessary. Basic shield upgrades when low on shield. XP boost from Dyson Sphere makes this a cake walk. Leveling modules from 0 means don't skip waves as you won't get the XP for upgrades.
Air Attack, Nature Attack, Water Attack, Attack Speed, Basic Bouncing, Multishot, Critical Strike, Rapidfire, Diamond Foundation, Steel foundation, basic Shield, Simple Evasion
BLUEPRINT import:
ZmlyZSBjaGFsbGVuZ2UgMzthdHRhY2suYWlyO2F0dGFjay5uYXR1cmU7YXR0YWNrLndhdGVyO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5tdWx0aXNob3Q7Y3JpdC5iYXNpYzthdHRhY2sucmFwaWRmaXJlO2ZvdW5kYXRpb24uZGlhbW9uZDtmb3VuZGF0aW9uLnN0ZWVsO3NoaWVsZC5iYXNpYztldmFzaW9uLmJhc2lj
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Pre-era hardmode
|
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Level #4:
The Enemies In This Section Have Developed A Really Strong Shield.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 200
|
|
Unknown
|
- Max. 20
- Max. 6
- Max. 5
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
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- Enemies spawn with shield points
- Shield amount is equal to max. hitpoint raised to the power of 3
- Boss units can spawn randomly like regular unit types
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Heatwave
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #5:
The Volcano Is About To Erupt! Seems Like The Ashes Falling From The Sky Protect The Inhabitants Of This Area.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 300
|
|
Unknown
|
- Max. 15
- Max. 5
- Max. 3
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)
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Rain of Ashes
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #6:
The Pool Of Lava Is Filling Up. Make Sure Not To Overheat Your Tower.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 400
|
|
Unknown
|
- Max. 30
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Everytime a unit spawns or dies the tower loses 25% of its current health, shield and energy
- Health and shield loss is not considered incoming damage
- For each module you bring into this challenge the loss amount increases by 2%
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Volcano gift
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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High Mountain Challenges (Region 6):
Level #1:
The High Air Density In This Area Creates A Significant Amount Of Pressure.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 250
|
|
Unknown
|
- Max. 10
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
|
- Enemies reflect 100% of non-air damage
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+1% resistance per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #2:
Seems Like The Archers In This Area Have Incredibly Sharp Senses.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 300
|
|
Unknown
|
- Max. 8
- No
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
|
- Enemies will have +100% attack range
- Enemies are immune to fire and darkness damage (immunity shows up as resistance)
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Storm Aura
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Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #3:
Their Golems Seem To Be Indestructible Although Short-Lived.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 125
|
|
Unknown
|
- Max. 12
- No
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
|
- Air enemies have 1000% movement speed
- Air enemies are immune to stuns
- Earth enemies are immune to all types of damage (immunity shows up as resistance)
- Earth enemies have negative health regeneration
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+3% damage per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #4:
Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 10
- No
- No
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
|
- Enemy health is multiplied by 100
- Enemy damage is multiplied by 10 DTr (1e100)
- Enemies move very slowly
- Enemies are immune to darkness damage (immunity shows up as resistance)
|
Aero Core
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Solutions
|
Pre-era non-hardmode
|
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Pre-era hardmode
|
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Level #5:
Alert The Local Fauna.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 150
|
|
Unknown
|
- Max. 12
- Max. 8
- Max. 8
- Max. 8
- Modules have to be maxed T5 or above
- Modules will be set to T5
- Modules start at level 0
|
- Goats will occasionally roam across the map
- Goats deal 20% of of the tower's max hp as air damage upon contact
|
Stampede
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Solutions
|
Pre-era non-hardmode
|
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Pre-era hardmode
|
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Level #6:
The Low Air Pressure At This Altitude Severely Affects The Target Capabilities Of All Our Devices.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 175
|
|
Unknown
|
- Max. 15
- Max. 6
- Max. 6
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Area of effect of active, passive and aura modules is reduced by 90%
- Base attack range of the tower is 3m instead of 18m
|
High Mountain Gift
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Solutions
|
Pre-era non-hardmode
|
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Pre-era hardmode
|
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Jungle Challenges (Region 7):