Challenge Mode

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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):

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
  • 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 #1

A SYMPHONY OF WATER AND FIRE.

Elements: Fire element.pngWater element.png (All tanks)

Goal: Reach wave 111

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 7 modules in total
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1

Challenge Rewards: Offensive Module.png 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?

Elements: Earth element.png (Tanks and Bosses)

Goal: Reach wave 325

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 5 modules in total
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2

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: Nature element.png (Archers and Assassins)

Goal: Reach wave 500

Challenge Rules:

  • Defensive Module.png Max. 5 modules in total
  • Offensive Module.pngUtility Module.pngUltimate Module.png None
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3

Challenge Rewards: Defensive Module.png Stab Prevention

Solution: (Courtesy to @Coffee#5926):


Hard Mode Changes:

Goal: Reach 1000 instead of 500

Challenge Rules:

  • Added: Town Bonuses do not affect the tower

Hard Mode Challenge Rewards: 1 Skill Point

HARD MODE Solution (Courtesy to @Eternal663):

Level #4

RAGE OF THE FOREST. A COMBINATION OF VARIOUS ELEMENTAL TYPES TRY TO BREAK YOUR GLASS TOWER.

Elements: Neutral element.pngFire element.pngWater element.pngNature element.png

Goal: Reach wave 50

Challenge Rules:

  • Offensive Module.pngUtility Module.pngUltimate Module.png Max. 5 modules in total
  • Defensive Module.png None
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4

Challenge Rewards: Offensive Module.png Planned Strike

Solution: (Courtesy to @DeserveVictory#3600)

Level #5

ARE THE NEUTRALS EVOLVING?

Elements: Neutral element.pngFire element.pngEarth element.png

Goal: Reach wave 20

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 6 modules in total
  • Offensive Module.png 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

Challenge Rewards: Special Module.png Universal

Solution: (Courtesy to @Traxaner#3385):


Hard Mode Changes:

Goal: Reach 40 instead of 20

Challenge Rules:

  • Added: Town Bonuses do not affect the tower

Hard Mode Challenge Rewards: 1 Skill Point

HARD MODE Solution (Courtesy to @Bickerll):

Level #6

PIERCING "ARROWS". ONLY WAVES FULL OF ARCHERS ARE NOW TRYING TO TEAR DOWN YOUR TOWER.

Elements: Nature element.pngEarth element.png (All Archers)

Goal: Reach wave 60

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 10 modules in total
  • Offensive Module.png Max. 4 Offensive Modules
  • Defensive Module.png Max. 4 Defensive Modules
  • Ultimate Module.png 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: Defensive Module.png 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.

Elements: Light element.png (All Wizard)

Goal: Reach wave 250

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 10 modules in total
  • Offensive Module.png 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 Exotic gem.png 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.

Elements: Nature element.png Air element.png

Goal: Reach wave 175

Challenge Rules:

  • Offensive Module.png Max 8 modules in total
  • Defensive Module.png Utility Module.png Ultimate Module.png None
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2

Challenge Rewards: Utility Module.png 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...

Elements: Electricity element.png (Assassin and Boss)

Goal: Reach wave 300

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.png Max. 6 modules in total
  • Defensive Module.png Max. 3 defensive modules
  • Ultimate Module.png No ultimate modules
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2

Challenge Rewards: Offensive Module.png 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.

Elements: Neutral element.pngLight element.pngFire element.pngEarth element.png (Tanks and Bosses)

Goal: Reach wave 400

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 6 modules in total
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3

Challenge Rewards: Defensive Module.png 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: Neutral element.pngFire element.pngAir element.pngUniversal element.png (Archer, Wizard and Boss)

Goal: Reach wave 150

Challenge Rules:

  • Offensive Module.pngDefensive Module.pngUtility Module.pngUltimate Module.png Max. 8 modules in total
  • Offensive Module.png Max. 2 offensive modules
  • Defensive Module.png Max. 2 defensive modules
  • Utility Module.png Max. 2 utility modules
  • Ultimate Module.png Max. 2 ultimate modules
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4

Solution (Pre-Era):

Challenge Rewards: Defensive Module.png Sandstorm

Level #6

THOSE CACTI ARE THE REMAINS OF THE ASSASSINS TURNED INTO PLANTS BY WIZARDS...

Elements: Light element.pngNature element.png (Assassin and Wizard)

Goal: Reach wave 25

Challenge Rules:

  • Offensive Module.pngUtility Module.pngUltimate Module.png Max. 12 modules in total
  • Offensive Module.png Max. 1 offensive modules
  • Defensive Module.png 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: Defensive Module.png Desert Gift

my solution (Moszuke):

Winter Challenges (Region 3):