Challenge Mode

From The Perfect Tower II
Revision as of 22:38, 4 October 2023 by Dbugz (talk | contribs) (Updated Jungle Challenge 4 as per 0.33.1.)
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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 NORMAL MODE, and Hard Mode 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

A Symphony Of Water And Fire.
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 Legendary Module Special Module total
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • None
Offensive Module Phoenix Bounce
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 Legendary 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 Legendary 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 Legendary 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 Offensive Module Defensive Module Utility Module Ultimate Module Legendary 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 Offensive Module Defensive Module Utility Module Ultimate Module Legendary 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 Wizard
  • Max. 10 Offensive Module Defensive Module Utility Module Ultimate Module Legendary 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
  • Gems cannot be used to upgrade modules
+1 Exotic gem.png per completed challenge. (Applied retroactively)
Solutions
Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141))
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 Legendary 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 Assassin Boss
  • Max. 6 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • 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 Do You Get 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 Tank and Boss
  • Max. 6 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Desert.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 150 Neutral element Fire element Air element Universal element Unknown
  • Max. 8 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Assassin Wizard
  • Max. 12 Offensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Craft Of War.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Air element Water element Unknown
  • Max. 12 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • 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 Legendary Module Special Module total
  • 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 Legendary Module Special Module total
  • 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 Legendary Module Special Module total
  • 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 Legendary Module Special Module total
  • 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

Underground Challenges (Region 4):

Level #1:

A Sequence Of Avalanches And Earthquakes Has Awakened The Deep Earth Tanks. Can You Put Them Back To Sleep?
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 250 Earth element Unknown
  • Max. 7 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • Max. 3 Defensive Module
  • No Ultimate Module
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Enemies divide damage based on the wave they spawned in
+1% Earth element resistance per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #2:

The Tormented Spirits Of Old Miners Will Haunt Your Tower
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 500 Darkness element Earth element Unknown
  • Max. 10 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 2 Offensive Module
  • Max. 2 Ultimate Module
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack
+3% Earth element damage per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #3:

It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 125 Light element Darkness element Earth element Unknown
  • Max. 10 Offensive Module Defensive Module Legendary Module Special Module total
  • No Utility Module
  • No Ultimate Module
  • Modules have to be maxed T3 or above
  • Modules will be set to T3
  • Enemies ONLY take 100% damage from their own element type
  • Enemies are IMMUNE to any other element type damage except for their own
Defensive Module Aftershock
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #4:

We Have Found A Deep, Hot Ravine.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 100 Light element Fire element Earth element Unknown
  • Max. 10 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • No Ultimate Module
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • Destroying fire enemies damages the tower for 33% of its current health as fire damage (ignores shield)
  • Destroying light enemies damages the tower for 33% of its current shield as light damage
  • Destroying earth enemies reduces the current energy of the tower by 33%
Ultimate Module Tremors
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #5:

We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 125 Nature element Air element Water element Earth element Unknown
  • Max. 15 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • Max. 4 Defensive Module
  • No Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies apply poison when attacking
  • Poison reduces nature resistance and deals damage based on max. hp
  • Higher stacks of poison are more potent
Offensive Module Poison Sting
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #6:

The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 75 Darkness element Earth element Unknown
  • Max. 8 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 3 Defensive Module
  • Max. 3 Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies are invisible and untargetable
  • Enemies become visible and targetable for 0.25 sec. after attacking
Defensive Module Underground 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 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Like 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 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 (credits to RookieError)
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 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • 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 Filling Up. Make Sure Not To 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 Legendary Module Special Module total
  • No Ultimate 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

High Mountain Challenges (Region 6):

Level #1:

The High Air Density In This Area Creates A Significant Amount Of Pressure.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 250 Air element Unknown
  • Max. 10 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Enemies reflect 100% of non-air damage
+1% Air element resistance per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #2:

Seems Like The Archers In This Area Have Incredibly Sharp Senses.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 300 Air element Water element Unknown
  • Max. 8 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • No Ultimate Module
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • Enemies will have +100% attack range
  • Enemies are immune to fire and darkness damage (immunity shows up as resistance)
Defensive Module Storm Aura
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #3:

Their Golems Seem To Be Indestructible Although Short-Lived.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 125 Air element Earth element Unknown
  • Max. 12 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • No Ultimate Module
  • Modules have to be maxed T3 or above
  • Modules will be set to maxed T3
  • Air enemies have 1000% movement speed
  • Air enemies are immune to stuns
  • Earth enemies are immune to all types of damage (immunity shows up as resistance)
  • Earth enemies have negative health regeneration
+3% Air element damage per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #4:

Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 100 Air element Unknown
  • Max. 10 Offensive Module Defensive Module Legendary Module Special Module total
  • No Utility Module
  • No Ultimate Module
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • Enemy health is multiplied by 100
  • Enemy damage is multiplied by 10 DTr (1e100)
  • Enemies move very slowly
  • Enemies are immune to darkness damage (immunity shows up as resistance)
Special Module Aero Core
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #5:

Alert The Local Fauna.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 150 Darkness element Air element Earth element Unknown
  • Max. 12 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 8 Offensive Module
  • Max. 8 Defensive Module
  • Max. 8 Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to T5
  • Modules start at level 0
  • Goats will occasionally roam across the map
  • Goats deal 20% of of the tower's max hp as air damage upon contact
Offensive Module Stampede
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #6:

The Low Air Pressure At This Altitude Severely Affects The Target Capabilities Of All Our Devices.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 175 Darkness element Air element Earth element Unknown
  • Max. 15 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • Max. 6 Offensive Module
  • Max. 6 Defensive Module
  • No Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Area of effect of active, passive and aura modules is reduced by 90%
  • Base attack range of the tower is 3m instead of 18m
Offensive Module High Mountain Gift
Solutions
Pre-era non-hardmode
Pre-era hardmode

Jungle Challenges (Region 7):

Level #1:

Who Knows What Lurks In The Thicket?
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Nature element Water element Earth element Unknown
  • Max. 12 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 4 Offensive Module
  • Max. 2 Ultimate Module
  • Modules have to be maxed T1 or above
  • 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% Nature element damage per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #2:

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
Wave 300 Nature element Water element Unknown
  • Max. 14 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • Max. 12 Offensive Module
  • Max. 2 Defensive Module
  • No Ultimate Module
  • 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
Defensive Module Monsoon Aura
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #3:

Never Confuse Venomous With Poisonous!
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Nature element Unknown
  • Max. 10 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Modules have to be maxed T3 or above
  • Modules will be set to T3
  • Modules start at level 0
  • 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% Nature element resistance per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #4:

Those Beasts Withstand Anything. We Should Not Make Too Much Noise.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 350 Nature element Universal element Unknown
  • Max. 20 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 2 Ultimate Module
  • 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 x8 HP and damage for each module inside your blueprint
  • Enemies spawn with 99% generic damage resistance
Defensive Module Gaia's Protection
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #5:

Where Is The Coconut?
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 100 Neutral element Fire element Nature element Air element Water element Earth element Universal element Unknown
  • Max. 18 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 8 Offensive Module
  • Max. 8 Defensive Module
  • Max. 8 Utility Module
  • Max. 8 Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies are Monkeys
  • Whenever a Monkey dies all other Monkeys gain x10 health and damage
Utility Module Return to Monkey
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #6:

Proof That You Are The King Of The Jungle!
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 150 Nature element Air element Water element Earth element Unknown
  • Max. 25 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 15 Offensive Module
  • Max. 10 Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to T5
  • Modules start at level 0
  • Enemies spawn with shieldpoints equal to their max. health
  • Enemies regenerate 50% of their max. health per second
Utility Module Jungle Gift
Solutions
Pre-era non-hardmode
Pre-era hardmode

Metallic Ruins Challenges (Region 8):

Level #1:

Looks Like We Have To Choose Between Hitting Against Rocks Or Getting Electrocuted ...
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 300 Electricity element Earth element Unknown
  • Max. 10 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • Earth enemies have a 10% chance to stun an attacker
  • Electricity enemies have a 10% chance to stun their target when attacking
  • Stuns from enemies last up to 10 seconds
+3% Electricity element damage per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #2:

They Are Short-Circuiting All Of Our Machines!
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 250 Electricity element Earth element Universal element Unknown
  • Max. 14 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Modules have to be maxed T2 or above
  • Modules will be set to maxed T2
  • Killing Electricity enemies increases the cooldown of all active modules by 1% for each Ultimate module in your blueprint (additively with itself)
+5% Factory Producer production per completed challenge (ALL producers)
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #3:

The Static In The Air Seems To Cause Some Sort Of Levitation Effect On Projectiles.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Electricity element Fire element Air element Archer
  • Max. 16 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 3 Ultimate Module
  • Modules have to be maxed T3 or above
  • Modules will be set to T3
  • Modules start at level 0
  • Archers spawn with an attack range of 100m but with negaitve health regeneration
  • Cooldown of all active modules is doubled
+1% Electricity element resistance per completed challenge
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #4:

What Is Going On Here? The Elemental Laws Do Not Apply Here.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 300 Electricity element Fire element Universal element Unknown
  • Max. 20 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Max. 5 Offensive Module
  • Modules have to be maxed T4 or above
  • Modules will be set to maxed T4
  • Tier of Special modules is ignored for this challenge
  • All elements are immune to Earth damage
  • All elements deal unlimited damage to Neutral elements
Special Module Magnetic Core
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #5:

Our Tech Appears To Be Non-Fuctional In This Particluar Area. How Are We Going To Approach The Issue?
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 200 Electricity element Earth element Unknown
  • Max. 25 Offensive Module Defensive Module Utility Module Ultimate Module Legendary Module Special Module total
  • Modules have to be maxed T5 or above
  • Modules will be set to T5
  • Modules start at level 0
  • XP drops are reduced by 99%
  • Enemies are immune to Neutral damage
  • Enemies are immune to Universal damage
Defensive Module Battery Foundation
Solutions
Pre-era non-hardmode
Pre-era hardmode

Level #6:

This Level Of Engineering Confuses Our Targeting Systems!
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 150 Electricity element Fire element Darkness element Unknown
  • Max. 20 Offensive Module Defensive Module Utility Module Legendary Module Special Module total
  • No Ultimate Module
  • Modules have to be maxed T5 or above
  • Modules will be set to maxed T5
  • Enemies can protect themselves with Gears
  • Enemies need 100 energy to spawn a Gear
  • Enemies with Gears are untargetable for 4 seconds
Offensive Module Metallic Ruins Gift
Solutions
Pre-era non-hardmode
Pre-era hardmode

Beach Challenges (Region 9):

Level #1:

WIP

Level #2:

WIP

Level #3:

WIP

Level #4:

WIP

Level #5:

WIP

Level #6:

WIP

Ocean Challenges (Region 10):

Level #1:

WIP

Level #2:

WIP

Level #3:

WIP

Level #4:

WIP

Level #5:

WIP

Level #6:

WIP

Neutral Challenges (Region 11):

Level #1:

WIP

Level #2:

WIP

Level #3:

WIP

Level #4:

WIP

Level #5:

WIP

Level #6:

WIP

Dark Realm Challenges (Region 12):

Level #1:

WIP

Level #2:

WIP

Level #3:

WIP

Level #4:

WIP

Level #5:

WIP

Level #6:

WIP

Heaven Challenges (Region 13):

Level #1:

WIP

Level #2:

WIP

Level #3:

WIP

Level #4:

WIP

Level #5:

WIP

Level #6:

WIP

Universe Challenges (Region 14):

Level #1:

WIP

Level #2:

WIP

Level #3:

WIP

Level #4:

WIP

Level #5:

WIP

Level #6:

WIP

Chaos Challenges (Region 15):

Level #1:

WIP

Level #2:

WIP

Level #3:

WIP

Level #4:

WIP

Level #5:

WIP

Level #6:

WIP