Difference between revisions of "Challenge Mode"
(→Heaven Challenges (Region 13): Added module rewards.) |
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|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
− | + | <spoiler> | |
+ | '''Import Code:''' YzEtNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDtpbXBldHVzLmFpcjthdHRhY2suYWlyO3N0ZWluaS5jaGFpbmVkLmJhbGw= <br> | ||
+ | '''Notes:''' No software. | ||
+ | </spoiler> | ||
|} | |} | ||
Line 803: | Line 806: | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
|- | |- | ||
− | !colspan="6"|Pre-era non-hardmode | + | !colspan="6"|Pre-era non-hardmode (credits to @miner#2281) |
|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
+ | <spoiler> | ||
+ | '''Import Code:''' | ||
+ | RY7RCcMwDERXCR4gAzSjlH4oziURVWQjy4VSunsdgumXdE+64z5hlopsrF7CbbiHJLQOMR1Z4Fgmcqf4HCGIbhzZ3x0peTV0Jbzt3kXJ+Ftb1lyLc9JO5lQ1YlrbWOg8jJuRsrewajTuIPPiKWfYZChcnNr/2eGAOkmDGxR2eQ3SlhfC4/sD | ||
+ | '''Modules:''' | ||
+ | *offensive modules: | ||
+ | **electricity attack | ||
+ | **nature attack | ||
+ | **light attack | ||
+ | **attack speed | ||
+ | **combustion | ||
+ | **basic bouncing | ||
+ | |||
+ | *Defensive Modules: | ||
+ | **granite foundation | ||
+ | **heartstopper aura | ||
+ | **elemental resistance | ||
+ | **adaptive regeneration | ||
+ | |||
+ | Notes: heartstopper aura is the star of the show here. basic bouncing is for speed and combustion might not be needed, i haven't tested it. you don't need granite foundation, diamond should work fine, but stone doesn't have enough base hitpoints to withstand later waves and olaf. this blueprint also worked for c3-2 but is really not optimized for it, I'm sure there are better ways to do it. | ||
+ | </spoiler> | ||
|- | |- | ||
Line 883: | Line 906: | ||
| Wave 500 | | Wave 500 | ||
| {{Element|Darkness}} {{Element|Earth}} | | {{Element|Darkness}} {{Element|Earth}} | ||
− | | | + | | [[File:Assassin.png|40px|Assassin]] and [[File:Tank.png|40px|Tank]] |
| | | | ||
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | * Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
Line 896: | Line 919: | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
|- | |- | ||
− | !colspan="6"|Pre-era non-hardmode | + | !colspan="6"|Pre-era non-hardmode (credits to XenoDarth) |
|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
+ | <spoiler> | ||
+ | '''Import code:''' | ||
+ | |||
+ | <code style="display:inline-block; width:75%; word-wrap:anywhere">VW5kZXJncm91bmQgQ2hhbGxlbmdlICMyO2ZvdW5kYXRpb24uZGlhbW9uZDtzaGllbGQuYmFzaWM7YmFycmllci5uYXR1cmU7YmFycmllci5saWdodDtzaGVsbC5lYXJ0aDtzaGVsbC5kYXJrbmVzcztyZXNpc3RhbmNlLmFicy5lYXJ0aDtyZXNpc3RhbmNlLmFicy5kYXJrbmVzcw==</code> | ||
+ | |||
+ | '''Modules:''' | ||
+ | * Defensive Module | ||
+ | ** Diamond Foundation | ||
+ | ** Basic Shield | ||
+ | ** Nature Barrier | ||
+ | ** Light Barrier | ||
+ | ** Earth Shell | ||
+ | ** Darkness Shell | ||
+ | ** Earth Armor | ||
+ | ** Darkness Armor | ||
+ | |||
+ | '''Notes:''' | ||
+ | * Use of the Auto Skip, Wave Streaming, and Wave Surge softwares, obtainable from the Headquarters, are encouraged. | ||
+ | * You will take ~20-25% damage to your shield at the beginning of the round before gaining enough Darkness Shell buffs to reduce the damage taken to an amount that Darkness Armor can fully nullify. Damage from Earth enemies will already be nullified from the outset. | ||
+ | * With enough patience (~1 hour of nonaccelerated game time), this can also work in hardmode. And yes, I have tested it in hardmode. Didn't think it'll work. | ||
+ | * If you have access to [[Modules#Era|era modules]], you can also equip Advanced Shield and Shield Amplifier to progress even faster (~4 minutes of nonaccelerated game time in hardmode), as damage from the Barrier modules scale with maximum shieldpoints. | ||
+ | |||
+ | </spoiler> | ||
|- | |- | ||
!colspan="6"|Pre-era hardmode | !colspan="6"|Pre-era hardmode | ||
Line 913: | Line 959: | ||
|- | |- | ||
| Wave 125 | | Wave 125 | ||
− | | {{Element| | + | | {{Element|Neutral}} {{Element|Darkness}} {{Element|Earth}} |
| Unknown | | Unknown | ||
| | | | ||
Line 1,978: | Line 2,024: | ||
| | | | ||
* Enemies spawn with a randomized amount of armor for each element (logarithmically distributed) | * Enemies spawn with a randomized amount of armor for each element (logarithmically distributed) | ||
− | | | + | | Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count. |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 2,078: | Line 2,124: | ||
* Base attack range is reduced by 25% | * Base attack range is reduced by 25% | ||
* Base attack cooldown is increased by 200% | * Base attack cooldown is increased by 200% | ||
− | | {{Module| | + | | {{Module|Defensive|size=30px}} '''Diver's Shield''' |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
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|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
− | + | <spoiler> | |
+ | '''Import Code:''' | ||
+ | PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU= | ||
+ | </spoiler> | ||
|- | |- | ||
!colspan="6"|Pre-era hardmode | !colspan="6"|Pre-era hardmode | ||
Line 2,687: | Line 2,736: | ||
|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
− | + | <spoiler> | |
+ | '''Import Code:''' | ||
+ | PU9LbsQwCL1KlQP4AONlj1F1QWIcIzHYAjzVqOrdSzpJd/B+8L6XlScOJXFbbm8fy3sDZpQds4BPxTRa925P8YZGlhUr4+bpi2TDbI2QS5pSOxeSPVcKS1AkqODUJZsHnkYni2VlNDv2Qo+Q5NqnlD9dMu/yH7iC0Ra3drxyTgimQmoI6qEfA/WFFH1KJF/21+u5YEUxTOfPFwv3wVQpvHpUcogmCRnvKA4cKmROQHpOTHvzvIJqWNJRcPn8+QU= | ||
+ | </spoiler> | ||
|- | |- | ||
!colspan="6"|Pre-era hardmode | !colspan="6"|Pre-era hardmode | ||
Line 2,873: | Line 2,925: | ||
* Enemies move 2 times slower | * Enemies move 2 times slower | ||
* All enemies have 100% resistance against Light and Darkness damage. | * All enemies have 100% resistance against Light and Darkness damage. | ||
− | | {{Module| | + | | {{Module|Offensive|size=30px}} '''Universal Crit''' |
+ | {{Module|Offensive|size=30px}} '''Anti-Universal Crit''' | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 2,937: | Line 2,990: | ||
* The cooldown of all active modules increases by 25% (additive) everytime the Tower uses an active module | * The cooldown of all active modules increases by 25% (additive) everytime the Tower uses an active module | ||
* All enemies currently on the map recieve 100% resistance against a random element everytime the Tower uses an active module | * All enemies currently on the map recieve 100% resistance against a random element everytime the Tower uses an active module | ||
− | | {{Module|Defensive|size=30px}} ''' | + | | {{Module|Offensive|size=30px}} '''Universal Burst''' |
+ | {{Module|Defensive|size=30px}} '''Universal Block''' | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 2,970: | Line 3,024: | ||
* XP drop rate is x125 higher | * XP drop rate is x125 higher | ||
* Tier of Utility modules is ignored for this challenge | * Tier of Utility modules is ignored for this challenge | ||
− | | {{Module|Defensive|size=30px}} ''' | + | | {{Module|Defensive|size=30px}} '''Universal Resistance''' |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 3,001: | Line 3,055: | ||
* Tier of Utility modules is ignored for this challenge | * Tier of Utility modules is ignored for this challenge | ||
* Enemies are immune to reflect damage | * Enemies are immune to reflect damage | ||
− | | {{Module| | + | | {{Module|Ultimate|size=30px}} '''Universe Gift''' |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 3,063: | Line 3,117: | ||
* Enemies deal maximum damage | * Enemies deal maximum damage | ||
* Enemies have maximum armor | * Enemies have maximum armor | ||
− | | {{Module| | + | | {{Module|Utility|size=30px}} '''Crate of Rex''' |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 3,124: | Line 3,178: | ||
* Enemies are immune to reflect damage | * Enemies are immune to reflect damage | ||
* Enemies reflect 100% of incoming damage as pure damage | * Enemies reflect 100% of incoming damage as pure damage | ||
− | | {{Module| | + | | {{Module|Ultimate|size=30px}} '''Captain's Reflect''' |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 3,155: | Line 3,209: | ||
* Enemies are immune to overkill damage | * Enemies are immune to overkill damage | ||
* Active modules have infinite cooldown after being used | * Active modules have infinite cooldown after being used | ||
− | | {{Module| | + | | {{Module|Ultimate|size=30px}} '''Something''' |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
Line 3,172: | Line 3,226: | ||
==Level #6 (c15-6)== | ==Level #6 (c15-6)== | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
− | |+ The | + | |+ This Is The End Of The Road When It Comes To Challenges. Time To Show What You Are Made Of. |
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
|- | |- | ||
Line 3,184: | Line 3,238: | ||
| | | | ||
* Enemies mimic all the modules inside your blueprint | * Enemies mimic all the modules inside your blueprint | ||
− | | {{Module| | + | | {{Module|Legendary|size=30px}} '''Chaos Gift''' |
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
|- | |- | ||
− | !colspan="6"|Pre-era non-hardmode | + | !colspan="6"|Pre-era non-hardmode by megas_mrc |
|- | |- | ||
|colspan="6"| | |colspan="6"| | ||
+ | <spoiler> | ||
+ | use this code | ||
+ | Y2hhb3MgNiBieSBNZWdhc19NUkM7YXR0YWNrLmJhc2ljO2F0dGFjay5zcGVlZDtjcml0LmJhc2ljO2F0dGFjay5saWZlc3RlYWw7YXR0YWNrLmJvdW5jZTthdHRhY2subXVsdGlzaG90O2F0dGFjay51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2ZvdW5kYXRpb24uc3RvbmU= | ||
+ | </spoiler> | ||
|- | |- | ||
!colspan="6"|Pre-era hardmode | !colspan="6"|Pre-era hardmode |
Latest revision as of 23:44, 19 November 2024
This article is a stub. The article does not cover enough information about the topic. You can help by expanding it. |
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.
Contents
- 1 Forest Challenges (Region 1)
- 2 Desert Challenges (Region 2)
- 3 Winter Challenges (Region 3)
- 4 Underground Challenges (Region 4)
- 5 Volcano Challenges (Region 5)
- 6 High Mountain Challenges (Region 6)
- 7 Jungle Challenges (Region 7)
- 8 Metallic Ruins Challenges (Region 8)
- 9 Beach Challenges (Region 9)
- 10 Ocean Challenges (Region 10)
- 11 Neutral Challenges (Region 11)
- 12 Dark Realm Challenges (Region 12)
- 13 Heaven Challenges (Region 13)
- 14 Universe Challenges (Region 14)
- 15 Chaos Challenges (Region 15)
Forest Challenges (Region 1)
Level #1 (c1-1)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 111 | Tank |
|
Phoenix Bounce | ||
Solutions | |||||
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271) | |||||
| |||||
Pre-era hardmode (credits to @Eternal663) | |||||
|
Level #2 (c1-2)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 325 | Tank Boss |
|
+5% Resource Drops per Completed Challenge | ||
Solutions | |||||
Pre-era non-hardmode (Credits to @Tortoise Box#9049) | |||||
| |||||
Pre-era hardmode (credits to @Eternal663) | |||||
|
Level #3 (c1-3)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 500 | Archer Assasin |
|
Stab Prevention | ||
Solutions | |||||
Pre-era non-hardmode (credits to @Coffee#5926) | |||||
| |||||
Pre-era hardmode (credits to @Eternal663) | |||||
|
Level #4 (c1-4)
Level #5 (c1-5)
Level #6 (c1-6)
Desert Challenges (Region 2)
Level #1 (c2-1)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 250 | Wizard |
|
+1 per completed challenge. (Applied retroactively) | ||
Solutions | |||||
Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141)) | |||||
| |||||
Pre-era hardmode | |||||
Level #2 (c2-2)
Level #3 (c2-3)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 300 | Assassin Boss |
|
Headhunting | ||
Solutions | |||||
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271) | |||||
| |||||
Pre-era hardmode | |||||
Level #4 (c2-4)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 400 | Tank and Boss |
|
Advanced Heal | ||
Solutions | |||||
Pre-era non-hardmode | |||||
| |||||
Pre-era hardmode | |||||
Level #5 (c2-5)
Level #6 (c2-6)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 25 | Assassin Wizard |
|
Desert Gift | ||
Solutions | |||||
Pre-era non-hardmode (credits to Moszuke) | |||||
| |||||
Pre-era hardmode | |||||
Winter Challenges (Region 3)
Level #1 (c3-1)
Level #2 (c3-2)
Level #3 (c3-3)
Level #4 (c3-4)
Level #5 (c3-5)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 200 | Unknown |
|
Mjölnir | ||
Solutions | |||||
Pre-era non-hardmode (credits to @miner#2281) | |||||
| |||||
Pre-era hardmode | |||||
Level #6 (c3-6)
Underground Challenges (Region 4)
Level #1 (c4-1)
Level #2 (c4-2)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 500 | Assassin and Tank |
|
+3% damage per completed challenge | ||
Solutions | |||||
Pre-era non-hardmode (credits to XenoDarth) | |||||
| |||||
Pre-era hardmode | |||||
Level #3 (c4-3)
Level #4 (c4-4)
Level #5 (c4-5)
Level #6 (c4-6)
Volcano Challenges (Region 5)
Level #1 (c5-1)
Level #2 (c5-2)
Level #3 (c5-3)
Level #4 (c5-4)
Level #5 (c5-5)
Level #6 (c5-6)
High Mountain Challenges (Region 6)
Level #1 (c6-1)
Level #2 (c6-2)
Level #3 (c6-3)
Level #4 (c6-4)
Level #5 (c6-5)
Level #6 (c6-6)
Jungle Challenges (Region 7)
Level #1 (c7-1)
Level #2 (c7-2)
Level #3 (c7-3)
Level #4 (c7-4)
Level #5 (c7-5)
Level #6 (c7-6)
Metallic Ruins Challenges (Region 8)
Level #1 (c8-1)
Level #2 (c8-2)
Level #3 (c8-3)
Level #4 (c8-4)
Level #5 (c8-5)
Level #6 (c8-6)
Beach Challenges (Region 9)
Level #1 (c9-1)
Level #2 (c9-2)
Level #3 (c9-3)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 200 | Unknown |
|
+1% Sea Mile generation Factor in the Shipyard per completed challenge | ||
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||
Level #4 (c9-4)
Level #5 (c9-5)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 175 | Unknown |
|
Base Shipment count is increased by +100% in formulas involving the shipment count. | ||
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||
Level #6 (c9-6)
Ocean Challenges (Region 10)
Level #1 (c10-1)
Level #2 (c10-2)
Level #3 (c10-3)
Level #4 (c10-4)
Level #5 (c10-5)
Level #6 (c10-6)
Neutral Challenges (Region 11)
Level #1 (c11-1)
Level #2 (c11-2)
Level #3 (c11-3)
Level #4 (c11-4)
Level #5 (c11-5)
Level #6 (c11-6)
Dark Realm Challenges (Region 12)
Level #1 (c12-1)
Level #2 (c12-2)
Level #3 (c12-3)
Level #4 (c12-4)
Level #5 (c12-5)
Level #6 (c12-6)
Heaven Challenges (Region 13)
Level #1 (c13-1)
Level #2 (c13-2)
Level #3 (c13-3)
Level #4 (c13-4)
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 150 | Unknown |
|
+1% Arcade Token reward factor per completed challenge | ||
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||