Difference between revisions of "Challenge Mode"
(Added preliminary info for Jungle challenges.) |
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==Level #1:== | ==Level #1:== | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
− | |+ | + | |+ Who Knows What Lurks In The Thicket? |
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
|- | |- | ||
− | | Wave | + | | Wave 400 |
− | | | + | | {{Element|Nature}} {{Element|Water}} {{Element|Earth}} |
| Unknown | | Unknown | ||
| | | | ||
− | * Max. | + | * Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} |
+ | * Max. 4 {{Module|Offensive|size=30px}} | ||
+ | * Max. 2 {{Module|Ultimate|size=30px}} | ||
* Modules have to be maxed T1 or above | * Modules have to be maxed T1 or above | ||
* Modules will be set to maxed T1 | * Modules will be set to maxed T1 | ||
| | | | ||
− | * | + | * Enemies apply poison when attacking |
− | | | + | * Poison reduces attack speed and attack range |
+ | * Higher stacks of poison are more potent | ||
+ | | +3% {{Element|Nature}} damage per completed challenge | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
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==Level #2:== | ==Level #2:== | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
− | |+ | + | |+ It Seems Like The Rainy Climate And Humid Temperatures Provide The Perfect Environment For Exceptional Growth. |
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
|- | |- | ||
− | | Wave | + | | Wave 300 |
− | | | + | | {{Element|Nature}} {{Element|Water}} |
| Unknown | | Unknown | ||
| | | | ||
− | * Max. | + | * Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} |
− | * Modules have to be maxed | + | * Max. 12 {{Module|Offensive|size=30px}} |
− | * Modules will be set to maxed | + | * Max. 2 {{Module|Defensive|size=30px}} |
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2 | ||
| | | | ||
− | * | + | * Max. hitpoints and damage of enemies increase over time |
− | | | + | * Enemies regenerate 20% of their max. HP per second |
+ | | {{Module|Defensive|size=30px}} '''-''' | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
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==Level #3:== | ==Level #3:== | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
− | |+ | + | |+ Never Confuse Venomous With Poisonous! |
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
|- | |- | ||
− | | Wave | + | | Wave 400 |
− | | | + | | {{Element|Nature}} |
| Unknown | | Unknown | ||
| | | | ||
* 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}} | * 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}} | ||
− | * Modules have to be maxed | + | * Modules have to be maxed T3 or above |
− | * Modules will be set to maxed | + | * Modules will be set to maxed T3 |
| | | | ||
− | * | + | * Enemies are poisonous (not venomous) |
− | | | + | * Attacking enemies inflicts a poison effect on the attacker for each damage instance hitting them |
+ | * Poison deals nature damage based on max. HP and reduces the nature resistance | ||
+ | * Higher stacks of poison are more potent | ||
+ | | +1% {{Element|Nature}} resistance per completed challenge | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
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==Level #4:== | ==Level #4:== | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
− | |+ | + | |+ Those Beasts Withstand Anything. We Should Not Make Too Much Noise. |
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
|- | |- | ||
− | | Wave | + | | Wave 350 |
− | | | + | | {{Element|Nature}} {{Element|Universal}} |
| Unknown | | Unknown | ||
| | | | ||
− | * Max. | + | * Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} |
− | * Modules have to be maxed | + | * No {{Module|Ultimate|size=30px}} |
− | * Modules will be set to maxed | + | * Modules have to be maxed T4 or above |
+ | * Modules will be set to maxed T4 | ||
| | | | ||
− | * | + | * Enemies are immune to debuffs and stuns |
− | | | + | * Enemies spawn with x16 HP and damage for each module inside your blueprint |
+ | * Enemies spawn with 99% generic damage resistance | ||
+ | | {{Module|Defensive|size=30px}} '''-''' | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
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==Level #5:== | ==Level #5:== | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
− | |+ | + | |+ Where Is The Coconut? |
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
|- | |- | ||
− | | Wave | + | | Wave 100 |
− | | | + | | {{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}} |
| Unknown | | Unknown | ||
| | | | ||
− | * Max. | + | * Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} |
− | * Modules have to be maxed | + | * Max. 8 {{Module|Offensive|size=30px}} |
− | * Modules will be set to | + | * Max. 8 {{Module|Defensive|size=30px}} |
+ | * Max. 8 {{Module|Utility|size=30px}} | ||
+ | * Max. 8 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to T5 | ||
| | | | ||
− | * | + | * Enemies are Monkeys |
− | | | + | * Whenever a Monkey dies all other Monkeys gain x10 health and damage |
+ | | {{Module|Defensive|size=30px}} '''-''' | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions | ||
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==Level #6:== | ==Level #6:== | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
− | |+ | + | |+ Proof That You Are The King Of The Jungle! |
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
|- | |- | ||
− | | Wave | + | | Wave 150 |
− | | | + | | {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} |
| Unknown | | Unknown | ||
| | | | ||
− | * Max. | + | * Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} |
− | * Modules have to be maxed | + | * Max. 15 {{Module|Offensive|size=30px}} |
− | * Modules will be set to maxed | + | * Max. 15 {{Module|Ultimate|size=30px}} |
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
| | | | ||
− | * | + | * Enemies spawn with shieldpoints equal to their max. health |
− | | | + | * Enemies regenerate 50% of their max. health per second |
+ | | {{Module|Defensive|size=30px}} '''-''' | ||
|- | |- | ||
!colspan="6"|Solutions | !colspan="6"|Solutions |
Revision as of 14:04, 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.
Contents
Forest Challenges (Region 1):
Level #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:
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:
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:
Level #5:
Level #6:
Desert Challenges (Region 2):
Level #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:
Level #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:
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:
Level #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:
Level #2:
Level #3:
Level #4:
Level #5:
Goal | Elements | Enemy Types | Module Rules | Special Rules | Reward |
---|---|---|---|---|---|
Wave 200 | Unknown |
|
Mjölnir | ||
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||