Difference between revisions of "Challenge Mode"
(→Dark Realm Challenges (Region 12): Added info for Dark Realm challenges as of v0.35.0.) |
(→Heaven Challenges (Region 13): Added preliminary info for Metallic Ruins challenges as of v0.36.0.) |
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==Level #1 (c13-1)== | ==Level #1 (c13-1)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ It Seems Like The Light Elementals Can Fully Unleash Their Power In This Realm. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 200 | ||
+ | | {{Element|Light}} {{Element|Air}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 20 {{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. 3 {{Module|Offensive|size=30px}} | ||
+ | * Max. 3 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T1 or above | ||
+ | * Modules will be set to maxed T1 | ||
+ | | | ||
+ | * Destroying a Light enemy fully heals all other units on the map and increases their base max. health by 5% (multiplicatively) | ||
+ | | +1% {{Element|Light}} resistance per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
==Level #2 (c13-2)== | ==Level #2 (c13-2)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ Blessings Of The Sky Provide Immense Defensive Capabilities. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 250 | ||
+ | | {{Element|Light}} {{Element|Water}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * 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}} total | ||
+ | * Max. 5 {{Module|Defensive|size=30px}} | ||
+ | * Max. 1 {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T2 or above | ||
+ | * Modules will be set to maxed T2 | ||
+ | | | ||
+ | * Enemies cannot take more than 20% of their max. health as damage | ||
+ | * Enemies have a 25% chance to heal 50% of their max. health whenever taking non-Light damage. | ||
+ | | {{Module|Defensive|size=30px}} '''-''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
==Level #3 (c13-3)== | ==Level #3 (c13-3)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ They Seem To Absorb High Levels Of Energy From Their Surroundings. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 300 | ||
+ | | {{Element|Light}} {{Element|Air}} {{Element|Water}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 28 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T3 or above | ||
+ | * Modules will be set to maxed T3 | ||
+ | | | ||
+ | * Enemies spawn with Generic Armor equal to the Tower's max. health multiplied with its max. energy | ||
+ | * Enemies have 100% resistance against Light, Nature, Fire and Electricity damage. | ||
+ | | +1% {{Element|Light}} damage per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
==Level #4 (c13-4)== | ==Level #4 (c13-4)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ Not Even Heaven Is Devoid Of Darkness. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 150 | ||
+ | | {{Element|Light}} {{Element|Darkness}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * Max. 3 {{Module|Ultimate|size=30px}} | ||
+ | * No {{Module|Legendary|size=30px}} | ||
+ | * Modules have to be maxed T4 or above | ||
+ | * Modules will be set to maxed T4 | ||
+ | | | ||
+ | * All elements except for Darkness and Light deal /1000000 damage | ||
+ | * Light enemies have very high Darkness Armor | ||
+ | * Darkness enemies have very high Light Armor | ||
+ | * Light enemies that get destroyed will turn into Darkness enemies | ||
+ | * Darkness enemies that were Light enemies before move slower | ||
+ | | +1% [[Arcade]] Token reward factor per completed challenge | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
==Level #5 (c13-5)== | ==Level #5 (c13-5)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ Light Enemies Seem To Take On The Roles Of Protector In Their Natural Habitat. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 175 | ||
+ | | {{Element|Light}} {{Element|Fire}} {{Element|Water}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * 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}} total | ||
+ | * Max. 1 {{Module|Defensive|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Light enemies provide a massive Generic Armor boost to nearby non-Light enemies | ||
+ | | {{Module|Defensive|size=30px}} '''-''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
==Level #6 (c13-6)== | ==Level #6 (c13-6)== | ||
− | + | {| class="wikitable" style="text-align: center" | |
+ | |+ Energy Seems To Lead To A Disadvantage Here. | ||
+ | !Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward | ||
+ | |- | ||
+ | | Wave 225 | ||
+ | | {{Element|Light}} {{Element|Electricity}} {{Element|Air}} {{Element|Universal}} | ||
+ | | Unknown | ||
+ | | | ||
+ | * Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total | ||
+ | * No {{Module|Ultimate|size=30px}} | ||
+ | * Modules have to be maxed T5 or above | ||
+ | * Modules will be set to maxed T5 | ||
+ | | | ||
+ | * Enemies divide their target's current health and shield by their target's amount of missing energy | ||
+ | | {{Module|Defensive|size=30px}} '''-''' | ||
+ | |- | ||
+ | !colspan="6"|Solutions | ||
+ | |- | ||
+ | !colspan="6"|Pre-era non-hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |- | ||
+ | !colspan="6"|Pre-era hardmode | ||
+ | |- | ||
+ | |colspan="6"| | ||
+ | |||
+ | |} | ||
=Universe Challenges (Region 14)= | =Universe Challenges (Region 14)= |
Revision as of 21:40, 30 November 2023
![]() |
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 |
|
![]() | |
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 |
|
![]() | |
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 ![]() | |
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 |
|
![]() | |
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 |
|
![]() | |
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 |
|
![]() | |
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 |
|
![]() | |
Solutions | |||||
Pre-era non-hardmode | |||||
Pre-era hardmode | |||||
Level #6 (c3-6)
Underground Challenges (Region 4)
Level #1 (c4-1)
Level #2 (c4-2)
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 |
|
Shipment multiplier in bonus calculations inside the Shipyard gets +1 | |
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 | |||||
Level #5 (c13-5)
Level #6 (c13-6)
Universe Challenges (Region 14)
Level #1 (c14-1)
WIP
Level #2 (c14-2)
WIP
Level #3 (c14-3)
WIP
Level #4 (c14-4)
WIP
Level #5 (c14-5)
WIP
Level #6 (c14-6)
WIP
Chaos Challenges (Region 15)
Level #1 (c15-1)
WIP
Level #2 (c15-2)
WIP
Level #3 (c15-3)
WIP
Level #4 (c15-4)
WIP
Level #5 (c15-5)
WIP
Level #6 (c15-6)
WIP