Difference between revisions of "Challenge Mode"

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(→‎Desert Challenges (Region 2):: Reformated desert challenges)
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=Desert Challenges (Region 2):=
 
=Desert Challenges (Region 2):=
==Level #1==
 
THE WIZARDS OF LIGHT BLEND IN WITH THE SCENERY.
 
'''Elements:''' [[File:Light element.png|frameless|25x25px]] (All Wizard)
 
  
'''Goal:''' Reach wave 250
+
==Level #1:==
 
+
{| class="wikitable" style="text-align: center"
'''Challenge Rules: '''
+
|+ The Wizards Of Light Blend In With The Scenery.
 
+
!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. '''10''' modules in total
+
|-
*[[File:Offensive Module.png|frameless|25x25px]] Max. '''2''' modules
+
| Wave 250
*Modules have to be maxed '''T1''' or above
+
|{{Element|Light}}
*Modules will be set to maxed '''T1'''
+
| Wizards
 +
|
 +
* Max. 10 {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}} total
 +
* Max 2 {{Module|Offensive}}
 +
* Modules have to be maxed T1 or above
 +
* Modules will be set to T1
 +
|
 
*Modules start at '''level 0'''
 
*Modules start at '''level 0'''
 
*Utility modules keep their original tier and level
 
*Utility modules keep their original tier and level
 
*Enemies don't drop '''XP'''
 
*Enemies don't drop '''XP'''
 
+
| +1 [[File:Exotic gem.png|frameless|25x25px]] per completed challenge. (Applied retroactively)
'''Challenge Rewards:''' + 1 [[File:Exotic gem.png|frameless|25x25px]] per completed challenge <small><sub>Rewarded Retroactively. As such completion order for challenges does not matter.</sub></small>
+
|-
 
+
!colspan="6"|Solutions
'''Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)''':
+
|-
 +
!colspan="6"|Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 404: Line 410:
 
Notes: You need to spend 325 gems each on the foundation and regen at the beginning and keep spamming desperado through out.  
 
Notes: You need to spend 325 gems each on the foundation and regen at the beginning and keep spamming desperado through out.  
 
</spoiler>
 
</spoiler>
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
  
'''Alternate Solution (Pre-Era) (Courtesy to Dualcores)''':
+
|}
<spoiler>
 
'''Modules:'''
 
*Offensive Module:
 
**Life Leech
 
**FireStorm
 
 
 
*Defensive Module:
 
**Light Shell
 
**Granite Foundation
 
 
 
*Utility Module:
 
**Offensive Pack
 
**Energy
 
**Energy Regeneration
 
**Defensive Pack
 
**Sun Energy
 
**Moon Energy
 
  
Note: Life leech may not be needed,but bring it along just in case.
+
==Level #2:==
</spoiler>
+
{| class="wikitable" style="text-align: center"
 
+
|+ Sandstorm From The Root.
'''Solution (Post-Era) (Courtesy to @Sün.chr#8775)''':  
+
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
<spoiler>
+
|-  
'''Import Code:'''
+
| Wave 175
UjIgQzEvMy80LzU7YXVyYS5maWVyeTtmb3VuZGF0aW9uLmRpYW1vbmQ=
+
|{{Element|Nature}} {{Element|Air}}
'''Modules:'''
+
| Unknown
 
+
|
*Defensive Module:
+
* Max. 8  {{Module|Offensive}} {{Module|Special}} total
**Diamond Foundation
+
* No {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}}
**Fiery Aura
+
* Modules have to be maxed T2 or above
 
+
* Modules will be set to maxed T2
Notes: Works with all software active. '''THIS MODULE WILL WORK FOR C2-3, C2-4 AND C2-5 TOO.'''
+
|
</spoiler>
+
* None
 
+
| {{Module|Utility}} '''Energy Flow'''
==Level #2==
+
|-
SANDSTORM FROM THE ROOT.
+
!colspan="6"|Solutions
'''Elements:''' [[File:Nature element.png|frameless|25x25px]] [[File:Air element.png|frameless|25x25px]]
+
|-
 
+
!colspan="6"|Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
'''Goal:''' Reach wave 175
+
|-
 
+
|colspan="6"|
'''Challenge Rules: '''
 
 
 
*[[File:Offensive Module.png|frameless|25x25px]] Max '''8''' modules in total
 
*[[File:Defensive Module.png|frameless|25x25px]] [[File:Utility Module.png|frameless|25x25px]] [[File:Ultimate Module.png|frameless|25x25px]] '''None'''
 
*Modules have to be maxed '''T2''' or above
 
*Modules will be set to maxed '''T2'''
 
 
 
'''Challenge Rewards:''' [[File:Utility Module.png|frameless|25x25px]] Energy Flow
 
 
 
'''Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)''':
 
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 471: Line 454:
 
**Darkness Burst
 
**Darkness Burst
 
</spoiler>
 
</spoiler>
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
  
==Level #3==
+
|}
ASSASSINS DON'T LIKE SAND. THEY ARE NOT THE ONLY TYPE OF ENEMY YOU WILL FACE BETWEEN THE DUNES...
 
'''Elements:''' [[File:electricity element.png|frameless|25x25px]] (Assassin and Boss)
 
 
 
'''Goal:''' Reach wave 300
 
 
 
'''Challenge Rules: '''
 
 
 
*[[File:Offensive Module.png|frameless|25x25px]][[File:Defensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]] Max. '''6''' modules in total
 
*[[File:Defensive Module.png|frameless|25x25px]] Max. '''3''' defensive modules
 
*[[File:Ultimate Module.png|frameless|25x25px]] '''No''' ultimate modules
 
*Modules have to be maxed '''T2''' or above
 
*Modules will be set to maxed '''T2'''
 
  
'''Challenge Rewards:''' [[File:Offensive Module.png|frameless|25x25px]] Headhunting
+
==Level #3:==
 
+
{| class="wikitable" style="text-align: center"
'''Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)''':
+
|+ 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
 +
|{{Element|Electricity}}
 +
| Assassins and Bosses
 +
|
 +
* Max. 6  {{Module|Offensive}} {{Module|Utility}} {{Module|Special}}
 +
* Max. 3 {{Module|Defensive}}
 +
* No {{Module|Ultimate}}
 +
* Modules have to be maxed T2 or above
 +
* Modules will be set to maxed T2
 +
|
 +
* None
 +
| {{Module|Offensive}} '''Headhunting'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 504: Line 499:
 
**Stone Foundation
 
**Stone Foundation
 
</spoiler>
 
</spoiler>
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
  
==Level #4==
+
|}
WHAT YOU GET WHEN YOU COMBINE TWO BOSSES AND THREE TANKS? THAT'S RIGHT. A HALF-BURIED CAMEL IN THE SAND.
 
'''Elements:''' [[File:Neutral element.png|frameless|25x25px]][[File:Light element.png|frameless|25x25px]][[File:Fire element.png|frameless|25x25px]][[File:Earth element.png|frameless|25x25px]] (Tanks and Bosses)
 
  
'''Goal:''' Reach wave 400
+
==Level #4:==
 
+
{| class="wikitable" style="text-align: center"
'''Challenge Rules: '''
+
|+ 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
*[[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
+
|-
*Modules have to be maxed '''T3''' or above
+
| Wave 400
*Modules will be set to maxed '''T3'''
+
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}
 
+
| Tanks and Bosses
'''Challenge Rewards:''' [[File:Defensive Module.png|frameless|25x25px]] Advanced Heal
+
|
 
+
* Max. 6  {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
'''Solution (Pre-Era):'''
+
* Modules have to be maxed T3 or above
 +
* Modules will be set to maxed T3
 +
|
 +
* None
 +
| {{Module|Defensive}} '''Advanced Heal'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 534: Line 541:
 
</spoiler>
 
</spoiler>
  
<br />
+
|-
 
+
!colspan="6"|Pre-era hardmode
==Level #5==
+
|-
A STORM OF SPELLS AND ARROWS IS APPROACHING, STAY FIRM AND YOU WILL UNLOCK THE SECRET POWER OF THE DESERT.
+
|colspan="6"|
'''Elements:''' [[File:Neutral element.png|frameless|25x25px]][[File:Fire element.png|frameless|25x25px]][[File:Air element.png|frameless|25x25px]][[File:Universal element.png|frameless|25x25px]] (Archer, Wizard and Boss)
 
 
 
'''Goal:''' Reach wave 150
 
 
 
'''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. '''8''' modules in total
+
|}
*[[File:Offensive Module.png|frameless|25x25px]] Max. '''2''' offensive modules
 
*[[File:Defensive Module.png|frameless|25x25px]] Max. '''2''' defensive modules
 
*[[File:Utility Module.png|frameless|25x25px]] Max. '''2''' utility modules
 
*[[File:Ultimate Module.png|frameless|25x25px]] Max. '''2''' ultimate modules
 
*Modules have to be maxed '''T4''' or above
 
*Modules will be set to maxed '''T4'''
 
  
'''Solution (Pre-Era):'''
+
==Level #5:==
 +
{| class="wikitable" style="text-align: center"
 +
|+ 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
 +
|{{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}
 +
| Unknown
 +
|
 +
* Max. 8 {{Module|Special}}
 +
* Max. 2 {{Module|Offensive}}
 +
* Max. 2 {{Module|Defensive}}
 +
* Max. 2 {{Module|Utility}}
 +
* Max. 2 {{Module|Ultimate}}
 +
* Modules have to be maxed T4 or above
 +
* Modules will be set to maxed T4
 +
|
 +
* None
 +
| {{Module|Defensive}} '''Sandstorm'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Import Code:'''
 
'''Import Code:'''
Line 570: Line 590:
 
**Energy Regeneration
 
**Energy Regeneration
  
Notes: This take a really long time(14 minutes in in-game time).All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.
+
Notes: This take a really long time(14 minutes in in-game time). All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.
 
</spoiler>
 
</spoiler>
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
  
'''Challenge Rewards:''' [[File:Defensive Module.png|frameless|25x25px]] Sandstorm
+
|}
 
 
==Level #6==
 
THOSE CACTI ARE THE REMAINS OF THE ASSASSINS TURNED INTO PLANTS BY WIZARDS...
 
'''Elements:''' [[File:Light element.png|frameless|25x25px]][[File:Nature element.png|frameless|25x25px]] (Assassin and Wizard)
 
 
 
'''Goal:''' Reach wave 25
 
 
 
'''Challenge Rules: '''
 
 
 
*[[File:Offensive Module.png|frameless|25x25px]][[File:Utility Module.png|frameless|25x25px]][[File:Ultimate Module.png|frameless|25x25px]] Max. '''12''' modules in total
 
*[[File:Offensive Module.png|frameless|25x25px]] Max. '''1''' offensive modules
 
*[[File:Defensive Module.png|frameless|25x25px]] '''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:''' [[File:Defensive Module.png|frameless|25x25px]] Desert Gift
+
==Level #6:==
 
+
{| class="wikitable" style="text-align: center"
my solution (Moszuke):
+
|+ 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
 +
|{{Element|Light}} {{Element|Nature}}
 +
| Assassins and Wizards
 +
|
 +
* Max. 12 {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
 +
* Max. 1 {{Module|Offensive}}
 +
* No {{Module|Defensive}}
 +
* 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
 +
| {{Module|Defensive}} '''Desert Gift'''
 +
|-
 +
!colspan="6"|Solutions
 +
|-
 +
!colspan="6"|Pre-era non-hardmode (credits to Moszuke)
 +
|-
 +
|colspan="6"|
 
<spoiler>
 
<spoiler>
 
'''Fire bomb''' spamming with supports like: '''energy''', '''energy regeneration''' and '''universal shield''' for tankiness.
 
'''Fire bomb''' spamming with supports like: '''energy''', '''energy regeneration''' and '''universal shield''' for tankiness.
Line 602: Line 631:
 
Y2hhbGxlbmdlO3NwZWxsLmZpcmVib21iO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO3NoaWVsZC51bml2ZXJzYWw7dG93ZXIuc3VwZXIuMQ==
 
Y2hhbGxlbmdlO3NwZWxsLmZpcmVib21iO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO3NoaWVsZC51bml2ZXJzYWw7dG93ZXIuc3VwZXIuMQ==
 
</spoiler>
 
</spoiler>
 +
|-
 +
!colspan="6"|Pre-era hardmode
 +
|-
 +
|colspan="6"|
 +
 +
|}
  
 
=Winter Challenges (Region 3):=
 
=Winter Challenges (Region 3):=

Revision as of 10:12, 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 Wizards
  • 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
+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 Assassins and Bosses
  • 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 Tanks and Bosses
  • 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 Assassins and Wizards
  • 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


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