Difference between revisions of "Challenge Mode"
Eternal663 (talk | contribs) (Added HM Solution to Forest Region Level #1 Challenge) |
Eternal663 (talk | contribs) (Added HM Solution to Forest Region Level #2 Challenge) |
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Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster. | Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster. | ||
</spoiler> | </spoiler> | ||
+ | |||
+ | |||
+ | '''Hard Mode Changes:''' | ||
+ | |||
+ | '''Goal:''' Reach 650 instead of 325 | ||
+ | |||
+ | '''Challenge Rules:''' | ||
+ | |||
+ | *'''Added:''' Town Bonuses do not affect the tower | ||
+ | |||
+ | '''Hard Mode Challenge Rewards:''' 1 Skill Point | ||
+ | |||
+ | '''HARD MODE Solution (Courtesy to @Eternal663)''': | ||
+ | <spoiler> | ||
+ | '''Import Code:''' | ||
+ | |||
+ | |||
+ | Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ== | ||
+ | |||
+ | |||
+ | '''Modules:''' | ||
+ | *Offensive Module: | ||
+ | **Combustion | ||
+ | |||
+ | *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. | ||
+ | </spoiler> | ||
+ | |||
==Level #3== | ==Level #3== | ||
NATURE STRIKES BACK. MAKE SURE TO HOLD BACK THE INCOMING WAVES OF ARCHERS AND ASSASSINS. | NATURE STRIKES BACK. MAKE SURE TO HOLD BACK THE INCOMING WAVES OF ARCHERS AND ASSASSINS. |
Revision as of 00:56, 2 April 2022
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.
Contents
Forest Challenges (Region 1):
Level #1
A SYMPHONY OF WATER AND FIRE.
Goal: Reach wave 111
Challenge Rules:
Challenge Rewards: Phoenix Bounce
Solution (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Hard Mode Changes:
Goal: Reach 222 instead of 111
Challenge Rules:
- Added: Town Bonuses do not affect the tower
Hard Mode Challenge Rewards: 1 Skill Point
HARD MODE Solution (Courtesy to @Eternal663):
Level #2
THE DIRT IS ALIVE. CAN YOU OVERCOME 325 WAVES OF ANGRY, TANKY AND BOSSY EARTH ELEMENTALS?
Goal: Reach wave 325
Challenge Rules:
Challenge Rewards: +5% Resource Drops per Completed Challenge
Solution: (Courtesy to @Tortoise Box#9049):
Hard Mode Changes:
Goal: Reach 650 instead of 325
Challenge Rules:
- Added: Town Bonuses do not affect the tower
Hard Mode Challenge Rewards: 1 Skill Point
HARD MODE Solution (Courtesy to @Eternal663):
Level #3
NATURE STRIKES BACK. MAKE SURE TO HOLD BACK THE INCOMING WAVES OF ARCHERS AND ASSASSINS.
Elements: (Archers and Assassins)
Goal: Reach wave 500
Challenge Rules:
Challenge Rewards: Stab Prevention
Solution: (Courtesy to @Coffee#5926):
Level #4
RAGE OF THE FOREST. A COMBINATION OF VARIOUS ELEMENTAL TYPES TRY TO BREAK YOUR GLASS TOWER.
Goal: Reach wave 50
Challenge Rules:
Challenge Rewards: Planned Strike
Solution: (Courtesy to @DeserveVictory#3600)
Level #5
ARE THE NEUTRALS EVOLVING?
Goal: Reach wave 20
Challenge Rules:
- Max. 6 modules in total
- Max. 2 Offensive Modules
- 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
Solution: (Courtesy to @Traxaner#3385):
Level #6
PIERCING "ARROWS". ONLY WAVES FULL OF ARCHERS ARE NOW TRYING TO TEAR DOWN YOUR TOWER.
Goal: Reach wave 60
Challenge Rules:
- Max. 10 modules in total
- Max. 4 Offensive Modules
- Max. 4 Defensive Modules
- Max. 2 Ultimate Modules
- 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
Challenge Rewards: Forest Gift
Solution: (Courtesy to @MasonTheDuke#8227 and Kotton#2664):
Desert Challenges (Region 2):
Level #1
THE WIZARDS OF LIGHT BLEND IN WITH THE SCENERY.
Goal: Reach wave 250
Challenge Rules:
- Max. 10 modules in total
- Max. 2 modules
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
- Modules start at level 0
- Utility modules keep their original tier and level
- Enemies don't drop XP
Challenge Rewards: + 1 per completed challenge Rewarded Retroactively. As such completion order for challenges does not matter.
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Alternate Solution (Pre-Era) (Courtesy to Dualcores):
Solution (Post-Era) (Courtesy to @Sün.chr#8775):
Level #2
SANDSTORM FROM THE ROOT.
Goal: Reach wave 175
Challenge Rules:
Challenge Rewards: Energy Flow
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Level #3
ASSASSINS DON'T LIKE SAND. THEY ARE NOT THE ONLY TYPE OF ENEMY YOU WILL FACE BETWEEN THE DUNES...
Goal: Reach wave 300
Challenge Rules:
- Max. 6 modules in total
- Max. 3 defensive modules
- No ultimate modules
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
Challenge Rewards: Headhunting
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Level #4
WHAT YOU GET WHEN YOU COMBINE TWO BOSSES AND THREE TANKS? THAT'S RIGHT. A HALF-BURIED CAMEL IN THE SAND.
Goal: Reach wave 400
Challenge Rules:
Challenge Rewards: Advanced Heal
Solution (Pre-Era):
Level #5
A STORM OF SPELLS AND ARROWS IS APPROACHING, STAY FIRM AND YOU WILL UNLOCK THE SECRET POWER OF THE DESERT.
Elements: (Archer, Wizard and Boss)
Goal: Reach wave 150
Challenge Rules:
- Max. 8 modules in total
- Max. 2 offensive modules
- Max. 2 defensive modules
- Max. 2 utility modules
- Max. 2 ultimate modules
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
Solution (Pre-Era):
Level #6
THOSE CACTI ARE THE REMAINS OF THE ASSASSINS TURNED INTO PLANTS BY WIZARDS...
Elements: (Assassin and Wizard)
Goal: Reach wave 25
Challenge Rules:
- Max. 12 modules in total
- Max. 1 offensive modules
- 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: Desert Gift
my solution (Moszuke):