Difference between revisions of "Challenge Mode"

From The Perfect Tower II
Jump to navigation Jump to search
(Added underground challenges)
Line 824: Line 824:
  
 
|}
 
|}
 +
=Underground Challenges (Region 4):=
  
 +
==Level #1:==
 +
{| class="wikitable" style="text-align: center"
 +
|+ 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
 +
|{{Element|Earth}}
 +
| Unknown
 +
|
 +
* Max. 7 {{Module|Offensive}} {{Module|Utility}}  {{Module|Special}}
 +
* Max. 3 {{Module|Defensive}}
 +
* No {{Module|Ultimate}}
 +
* 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
 +
| +1% {{Element|Earth}} resistance per completed challenge
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|}
 +
 +
==Level #2:==
 +
{| class="wikitable" style="text-align: center"
 +
|+ The Tormented Spirits Of Old Miners Will Haunt Your Tower
 +
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
 +
|-
 +
| Wave 500
 +
|{{Element|Darkness}} {{Element|Earth}}
 +
| Unknown
 +
|
 +
* Max. 10  {{Module|Defensive}} {{Module|Utility}} {{Module|Special}}
 +
* Max. 2 {{Module|Offensive}}
 +
* Max. 2 {{Module|Ultimate}}
 +
* 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
 +
| +3% {{Element|Earth}} damage per completed challenge
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|}
 +
 +
==Level #3:==
 +
{| class="wikitable" style="text-align: center"
 +
|+ It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.
 +
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
 +
|-
 +
| Wave 125
 +
|{{Element|Light}} {{Element|Darkness}} {{Element|Earth}}
 +
| Unknown
 +
|
 +
* Max. 10  {{Module|Offensive}} {{Module|Defensive}}  {{Module|Special}}
 +
* No {{Module|Utility}}
 +
* No {{Module|Ultimate}}
 +
* 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
 +
| {{Module|Defensive}} '''Aftershock'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|}
 +
 +
==Level #4:==
 +
{| class="wikitable" style="text-align: center"
 +
|+ We Have Found A Deep, Hot Ravine.
 +
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
 +
|-
 +
| Wave 100
 +
|{{Element|Light}} {{Element|Fire}} {{Element|Earth}}
 +
| Unknown
 +
|
 +
* Max. 10 {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}}  {{Module|Special}}
 +
* No {{Module|Ultimate}}
 +
* 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 max. health as fire damage (ignores shield)
 +
* Destroying light enemies damages the tower for 33% of its max. shield as light damage
 +
* Destroying earth enemies reduces the current energy of the tower by 33%
 +
| {{Module|Ultimate}} '''Tremors'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|}
 +
 +
==Level #5:==
 +
{| class="wikitable" style="text-align: center"
 +
|+ We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.
 +
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
 +
|-
 +
| Wave 125
 +
|{{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}
 +
| Unknown
 +
|
 +
* Max. 15  {{Module|Offensive}}  {{Module|Utility}}  {{Module|Special}}
 +
* Max. 4 {{Module|Defensive}}
 +
* No {{Module|Ultimate}}
 +
* 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 damage based on max. hp
 +
* Higher stacks of poison are more potent
 +
| {{Module|Offensive}} '''Poison Sting'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|}
 +
 +
==Level #6:==
 +
{| class="wikitable" style="text-align: center"
 +
|+ 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
 +
|{{Element|Darkness}} {{Element|Earth}}
 +
| Unknown
 +
|
 +
* Max. 8  {{Module|Offensive}} {{Module|Utility}} {{Module|Special}}
 +
* Max. 3 {{Module|Defensive}}
 +
* Max. 3 {{Module|Ultimate}}
 +
* 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
 +
| {{Module|Defensive}} '''Underground gift'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
  
 
=Volcano Challenges (Region 5):=
 
=Volcano Challenges (Region 5):=

Revision as of 11:47, 4 April 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.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 250 Light element Wizard
  • Max. 10 Defensive Module Utility Module Ultimate Module Special Module total
  • Max 2 Offensive Module
  • Modules have to be maxed T1 or above
  • Modules will be set to T1
  • Modules start at level 0
  • Utility modules keep their original tier and level
  • Enemies don't drop XP
  • Gems cannot be used to upgrade modules
+1 Exotic gem.png per completed challenge. (Applied retroactively)
Solutions
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
Pre-era hardmode

Level #2:

Sandstorm From The Root.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 175 Nature element Air element Unknown
  • Max. 8 Offensive Module Special Module total
  • No Defensive Module Utility Module Ultimate Module
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • None
Utility Module Energy Flow
Solutions
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
Pre-era hardmode

Level #3:

Assassins Don't Like Sand. They Are Not The Only Type Of Enemy You Will Face Between The Dunes...
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 300 Electricity element Assassin Boss
  • Max. 6 Offensive Module Utility Module Special Module
  • Max. 3 Defensive Module
  • No Ultimate Module
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • None
Offensive Module Headhunting
Solutions
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
Pre-era hardmode

Level #4:

What Happens When You Combine Two Bosses And Three Tanks? That's Right. A Half-buried Camel In The Sand.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Neutral element Light element Fire element Earth element Tank and Boss
  • Max. 6 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
  • None
Defensive Module Advanced Heal
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #5:

A Storm Of Spells And Arrows Is Approaching, Stay Firm And You Will Unlock The Secret Power Of The Dessert.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 150 Neutral element Fire element Air element Universal element Unknown
  • Max. 8 Special Module
  • Max. 2 Offensive Module
  • Max. 2 Defensive Module
  • Max. 2 Utility Module
  • Max. 2 Ultimate Module
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • None
Defensive Module Sandstorm
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #6:

Those Cacti Are The Remains Of The Assassins Turned Into Plants By The Wizards...
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 25 Light element Nature element Assassin Wizard
  • Max. 12 Utility Module Ultimate Module Special Module
  • Max. 1 Offensive Module
  • No Defensive Module
  • 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
Defensive Module Desert Gift
Solutions
Pre-era non-hardmode (credits to Moszuke)
Pre-era hardmode

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

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 Earth element Unknown
  • Max. 7 Offensive Module Utility Module Special Module
  • Max. 3 Defensive Module
  • No Ultimate Module
  • 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
+1% Earth element resistance per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #2:

The Tormented Spirits Of Old Miners Will Haunt Your Tower
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 500 Darkness element Earth element Unknown
  • Max. 10 Defensive Module Utility Module Special Module
  • Max. 2 Offensive Module
  • Max. 2 Ultimate Module
  • 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
+3% Earth element damage per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

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 Light element Darkness element Earth element Unknown
  • Max. 10 Offensive Module Defensive Module Special Module
  • No Utility Module
  • No Ultimate Module
  • 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
Defensive Module Aftershock
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #4:

We Have Found A Deep, Hot Ravine.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 100 Light element Fire element Earth element Unknown
  • Max. 10 Offensive Module Defensive Module Utility Module Special Module
  • No Ultimate Module
  • 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 max. health as fire damage (ignores shield)
  • Destroying light enemies damages the tower for 33% of its max. shield as light damage
  • Destroying earth enemies reduces the current energy of the tower by 33%
Ultimate Module Tremors
Solutions
Pre-era non-hardmode
Pre-era hardmode

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 Nature element Air element Water element Earth element Unknown
  • Max. 15 Offensive Module Utility Module Special Module
  • Max. 4 Defensive Module
  • No Ultimate Module
  • 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 damage based on max. hp
  • Higher stacks of poison are more potent
Offensive Module Poison Sting
Solutions
Pre-era non-hardmode
Pre-era hardmode

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 Darkness element Earth element Unknown
  • Max. 8 Offensive Module Utility Module Special Module
  • Max. 3 Defensive Module
  • Max. 3 Ultimate Module
  • 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
Defensive Module Underground gift
Solutions
Pre-era non-hardmode
Pre-era hardmode

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 Fire element Unknown
  • Max. 10 Defensive Module Utility Module Special Module
  • Max. 1 Offensive Module
  • Max. 1 Ultimate Module
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Enemies spawn with 1e100 generic armor
  • Enemies start with negative health regeneration
  • Enemies deal 1000 times more damage than normaly
+1% Fire element resistance per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #2:

We Have Reached The Molten Core. It Seems We Require Water To Proceed.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 125 Fire element Earth element Universal element Unknown
  • Max. 12 Defensive Module Utility Module Special Module
  • Max. 5 Offensive Module
  • Max. 2 Ultimate Module
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • 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
Special Module Molten Core
Solutions
Pre-era non-hardmode
Pre-era hardmode

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 Light element Fire element Earth element Unknown
  • Max. 12 Offensive Module Utility Module Ultimate Module Special Module
  • Max. 4 Defensive Module
  • Modules have to be maxed T3 or above
  • Modules will be set to T3
  • You cannot use gems to upgrade modules
  • Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor
  • Enemies have 75% debuff resistance
+3% Fire element damage per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #4:

The Enemies In This Section Have Developed A Really Strong Shield.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 200 Fire element Darkness element Universal element Unknown
  • Max. 20 Defensive Module Utility Module Special Module
  • Max. 6 Offensive Module
  • Max. 5 Ultimate Module
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • 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
Defensive Module Heatwave
Solutions
Pre-era non-hardmode
Pre-era hardmode

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 Electricity element Fire element Earth element Unknown
  • Max. 15 Offensive Module Utility Module Special Module
  • Max. 5 Defensive Module
  • Max. 3 Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)
Defensive Module Rain of Ashes
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #6:

The Pool Of Lava Is Piling Up. Make Sure You Do Not Overheat Your Tower.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Electricity element Fire element Earth element Unknown
  • Max. 30 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
  • 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%
Offensive Module Volcano gift
Solutions
Pre-era non-hardmode
Pre-era hardmode