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This article is a stub. The article does not cover enough information about the topic. You can help by expanding it.
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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 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.
Forest Challenges (Region 1)
Level #1 (c1-1)
Level #2 (c1-2)
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
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Wave 325
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Tank Boss
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- Max. 5 total
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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+5% Resource Drops per Completed Challenge
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Solutions
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Pre-era non-hardmode (Credits to @Tortoise Box#9049)
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Import Code:
Q2hhbGxlbmdlXzI7YXVyYS5oZWFydHN0b3BwZXI7c2hlbGwuZWFydGg7YmFycmllci5uYXR1cmU7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYw==
Modules:
- Defensive Module:
- Heartstopper Aura
- Earth Shell
- Nature Barrier
- Diamond Foundation
- Basic Shield
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.
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Pre-era hardmode (credits to @Eternal663)
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Import Code:
Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ==
Modules:
- 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.
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Level #3 (c1-3)
Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 500
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Archer Assasin
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- Max. 5 total
- No
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
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Stab Prevention
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Solutions
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Pre-era non-hardmode (credits to @Coffee#5926)
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Import Code:
Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj
Modules:
- Defensive Module:
- Fire Barrier
- Nature Shell
- Diamond Foundation
- Basic Shield
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.
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Pre-era hardmode (credits to @Eternal663)
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Import Code:
YzEtMzthdXJhLmhlYXJ0c3RvcHBlcjtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLm5hdHVyZTthdXJhLnVuaG9seQ==
Modules:
(Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)
- Defensive Module:
- Diamond Foundation
- Nature Shell
- Flame Barrier
- Basic Shield
- Magma Foundation
Notes: This is a modified version of @Coffee#5926 solution for normal mode, Magma Foundation was added to multiply Flame Barrier dmg. This will take a while. I recommend using Auto Skip, Wave Streaming and Wave Surge, even having them constantly active your shield points shouldnt drop bellow 30% so dont worry about dying. (Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)
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Level #4 (c1-4)
Level #5 (c1-5)
Level #6 (c1-6)
Desert Challenges (Region 2)
Level #1 (c2-1)
Level #2 (c2-2)
Level #3 (c2-3)
Level #4 (c2-4)
Level #5 (c2-5)
Level #6 (c2-6)
Winter Challenges (Region 3)
Level #1 (c3-1)
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
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Wave 500
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Unknown
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- Max. 10 total
- Max. 1
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
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- Enemies cannot be slowed below their base movement speed
- Enemies have 75% debuff resistance
- Enemies have 75% stun resistance
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+3% damage per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #2 (c3-2)
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
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Wave 400
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Unknown
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- Max. 12 total
- Max. 6
- No
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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- Tower starts with 400% increased attack cooldown
- Map is covered in a snowstorm
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Snowstorm
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #3 (c3-3)
Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 350
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Unknown
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- Max. 8 total
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
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- Tower attacks per second affect enemies base movement speed on spawn
- Tower attacks per second affect enemies base health regeneration on spawn
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #4 (c3-4)
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
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Wave 225
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Unknown
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- Max. 18 total
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
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- Every unit that spawns increases the tower's attack cooldown by 0.001 seconds
- Base health and damage of enemies is squared
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+1% wave acceleration factor for wave streaming per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #5 (c3-5)
Defeat Olaf!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 200
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Unknown
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- Max. 10 total
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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Mjölnir
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #6 (c3-6)
A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 125
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Unknown
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- Max. 8 total
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- Enemies gain 1% resistance per enemy on the map (additive)
- Enemies become invulnerable to almost all damage when 100 enemies are on the map
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Winter's Gift
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Underground Challenges (Region 4)
Level #1 (c4-1)
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
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Wave 250
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Unknown
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- Max. 7 total
- Max. 3
- No
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
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- Enemies divide damage based on the wave they spawned in
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #2 (c4-2)
The Tormented Spirits Of Old Miners Will Haunt Your Tower
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 500
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Unknown
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- Max. 10 total
- Max. 2
- Max. 2
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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- Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack
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+3% damage per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #3 (c4-3)
It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 125
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Unknown
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- Max. 10 total
- No
- No
- Modules have to be maxed T3 or above
- Modules will be set to T3
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- Enemies ONLY take 100% damage from their own element type
- Enemies are IMMUNE to any other element type damage except for their own
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Aftershock
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #4 (c4-4)
We Have Found A Deep, Hot Ravine.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 100
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Unknown
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- Max. 10 total
- No
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
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- 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%
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Tremors
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #5 (c4-5)
We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 125
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Unknown
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- Max. 15 total
- Max. 4
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- Enemies apply poison when attacking
- Poison reduces nature resistance and deals damage based on max. hp
- Higher stacks of poison are more potent
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Poison Sting
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #6 (c4-6)
The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 75
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Unknown
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- Max. 8 total
- Max. 3
- Max. 3
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- Enemies are invisible and untargetable
- Enemies become visible and targetable for 0.25 sec. after attacking
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Underground gift
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Volcano Challenges (Region 5)
Level #1 (c5-1)
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
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Wave 50
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Unknown
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- Max. 10 total
- Max. 1
- Max. 1
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
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- Enemies spawn with 1e100 generic armor
- Enemies start with negative health regeneration
- Enemies deal 1000 times more damage than normaly
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #2 (c5-2)
We Have Reached The Molten Core. It Seems Like We Require Water To Proceed.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 125
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Unknown
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- Max. 12 total
- Max. 5
- Max. 2
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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- 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
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Molten Core
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #3 (c5-3)
We Cannot Take Our Upgraded Modules Into These Lower Sections Of The Volcano.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 300
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Unknown
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- Max. 12 total
- Max. 4
- Modules have to be maxed T3 or above
- Modules will be set to T3
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- You cannot use gems to upgrade modules
- Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor
- Enemies have 75% debuff resistance
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+3% damage per completed challenge
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Solutions
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Pre-era non-hardmode (credits to RookieError)
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Standard type boosted attacks, atk speed modules, and resistance work well. Upgrade path attack speed like multishot and bounce first. Damage as necessary. Basic shield upgrades when low on shield. XP boost from Dyson Sphere makes this a cake walk. Leveling modules from 0 means don't skip waves as you won't get the XP for upgrades.
Air Attack, Nature Attack, Water Attack, Attack Speed, Basic Bouncing, Multishot, Critical Strike, Rapidfire, Diamond Foundation, Steel foundation, basic Shield, Simple Evasion
BLUEPRINT import:
ZmlyZSBjaGFsbGVuZ2UgMzthdHRhY2suYWlyO2F0dGFjay5uYXR1cmU7YXR0YWNrLndhdGVyO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5tdWx0aXNob3Q7Y3JpdC5iYXNpYzthdHRhY2sucmFwaWRmaXJlO2ZvdW5kYXRpb24uZGlhbW9uZDtmb3VuZGF0aW9uLnN0ZWVsO3NoaWVsZC5iYXNpYztldmFzaW9uLmJhc2lj
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Pre-era hardmode
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Level #4 (c5-4)
The Enemies In This Section Have Developed A Really Strong Shield.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 200
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Unknown
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- Max. 20 total
- Max. 6
- Max. 5
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
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- 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
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Heatwave
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #5 (c5-5)
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
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Wave 300
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Unknown
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- Max. 15 total
- Max. 5
- Max. 3
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)
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Rain of Ashes
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #6 (c5-6)
The Pool Of Lava Is Filling Up. Make Sure Not To Overheat Your Tower.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 400
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Unknown
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- Max. 30 total
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- 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%
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Volcano gift
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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High Mountain Challenges (Region 6)
Level #1 (c6-1)
The High Air Density In This Area Creates A Significant Amount Of Pressure.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 250
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Unknown
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- Max. 10 total
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
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- Enemies reflect 100% of non-air damage
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #2 (c6-2)
Seems Like The Archers In This Area Have Incredibly Sharp Senses.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 300
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Unknown
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- Max. 8 total
- No
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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- Enemies will have +100% attack range
- Enemies are immune to fire and darkness damage (immunity shows up as resistance)
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Storm Aura
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #3 (c6-3)
Their Golems Seem To Be Indestructible Although Short-Lived.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 125
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Unknown
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- Max. 12 total
- No
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
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- 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
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+3% damage per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #4 (c6-4)
Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 100
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Unknown
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- Max. 10 total
- No
- No
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
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- 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)
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Aero Core
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #5 (c6-5)
Alert The Local Fauna.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 150
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Unknown
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- Max. 12 total
- Max. 8
- Max. 8
- Max. 8
- Modules have to be maxed T5 or above
- Modules will be set to T5
- Modules start at level 0
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- Goats will occasionally roam across the map
- Goats deal 20% of of the tower's max hp as air damage upon contact
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Stampede
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #6 (c6-6)
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
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Wave 175
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|
Unknown
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- Max. 15 total
- Max. 6
- Max. 6
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
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- Area of effect of active, passive and aura modules is reduced by 90%
- Base attack range of the tower is 3m instead of 18m
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High Mountain Gift
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Jungle Challenges (Region 7)
Level #1 (c7-1)
Who Knows What Lurks In The Thicket?
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
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Wave 400
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Unknown
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- Max. 12 total
- Max. 4
- Max. 2
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
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- Enemies apply poison when attacking
- Poison reduces attack speed and attack range
- Higher stacks of poison are more potent
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+3% damage per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #2 (c7-2)
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
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|
Unknown
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- Max. 14 total
- Max. 12
- Max. 2
- No
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
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- Max. hitpoints and damage of enemies increase over time
- Enemies regenerate 20% of their max. HP per second
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Monsoon Aura
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #3 (c7-3)
Never Confuse Venomous With Poisonous!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 400
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Unknown
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- Max. 10 total
- Modules have to be maxed T3 or above
- Modules will be set to T3
- Modules start at level 0
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- 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
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+1% resistance per completed challenge
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #4 (c7-4)
Those Beasts Withstand Anything. We Should Not Make Too Much Noise.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 350
|
|
Unknown
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- Max. 20 total
- Max. 2
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
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- 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
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Gaia's Protection
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
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Level #5 (c7-5)
Where Is The Coconut?
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 18 total
- Max. 8
- Max. 8
- Max. 8
- Max. 8
- 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
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Return to Monkey
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Solutions
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Pre-era non-hardmode
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Pre-era hardmode
|
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Level #6 (c7-6)
Proof That You Are The King Of The Jungle!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 150
|
|
Unknown
|
- Max. 25 total
- Max. 15
- Max. 10
- 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
|
Jungle Gift
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Metallic Ruins Challenges (Region 8)
Level #1 (c8-1)
Looks Like We Have To Choose Between Hitting Against Rocks Or Getting Electrocuted ...
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 300
|
|
Unknown
|
- Max. 10 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% damage per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #2 (c8-2)
They Are Short-Circuiting All Of Our Machines!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 250
|
|
Unknown
|
- Max. 14 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 (c8-3)
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
|
|
Archer
|
- Max. 16 total
- Max. 3
- 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% resistance per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #4 (c8-4)
What Is Going On Here? The Elemental Laws Do Not Apply Here.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 300
|
|
Unknown
|
- Max. 20 total
- Max. 5
- 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
|
Magnetic Core
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #5 (c8-5)
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
|
|
Unknown
|
- Max. 25 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
|
Battery Foundation
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #6 (c8-6)
This Level Of Engineering Confuses Our Targeting Systems!
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 150
|
|
Unknown
|
- Max. 20 total
- No
- 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
|
Metallic Ruins Gift
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Beach Challenges (Region 9)
Level #1 (c9-1)
Low Tide! Where Is The Water?
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 350
|
|
Unknown
|
- Max. 15 total
- Max. 5
- No
- No
- No
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
|
- Fire is immune to Universal and Water
- Fire is very resistant against Earth and Fire
|
Low Tide
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #2 (c9-2)
High Tide! Too Much Water.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 350
|
|
Unknown
|
- Max. 15 total
- Max. 5
- No
- No
- No
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
|
- Water is immune to Universal and Fire
- Water is very resistant against Earth and Water
|
High Tide
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #3 (c9-3)
The Sand Seems To Apply Crustacean-Like Features To Enemies In This Region.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 200
|
|
Unknown
|
- Max. 20 total
- Max. 10
- Max. 2
- No
- No
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
|
- Enemies are immune to Neutral, Universal, Darkness, Light and Fire damage
- Enemies have a 25% chance per indivitual element-type to spawn with a specific amount of base armor for said element
- The armor amount equals that current wave raised to the power of 10
|
+1% Sea Mile generation Factor in the Shipyard per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #4 (c9-4)
As The Waves Hit The Basement Of The Tower ... It Starts To Crumble.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 250
|
|
Unknown
|
- Max. 18 total
- Max. 6
- Max. 4
- No
- No
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
|
- Enemies attacking the Tower will redice its generic resistance forever.
|
Shoreline Boost
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #5 (c9-5)
Crabs! Hopefully The Don't Start Dancing.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 175
|
|
Unknown
|
- Max. 15 total
- Max. 5
- Max. 5
- No
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Enemies spawn with a randomized amount of armor for each element (logarithmically distributed)
|
Shipment multiplier in bonus calculations inside the Shipyard gets +1
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #6 (c9-6)
Whatever Depths They Emerged From Is Not Of Our Concern.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 150
|
|
Unknown
|
- Max. 25 total
- Max. 1
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Destroying enemies has a 10% chance to stun the Tower
- If the Tower does not get stunned it will be slowed down for 30 seconds
- The stun and the debuff appear as a positive buff instead of a negative one
|
Beach Gift
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Ocean Challenges (Region 10)
Level #1 (c10-1)
The Water Pressure Is Immense Down Here.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 200
|
|
Unknown
|
- Max. 15 total
- No
- No
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
|
- Health regeneration is disabled
- Using any active module has a 5% chance to instantly destroy the Tower
|
+1% resistance per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #2 (c10-2)
All This Water Really Handicaps Our Performance.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 175
|
|
Unknown
|
- Max. 20 total
- Max. 2
- No
- Modules have to be maxed T2 or above
- Modules will be set to T2
- Modules start at level 0
|
- Gems cannot be used to upgrade modules
- Base attack range is reduced by 25%
- Base attack cooldown is increased by 200%
|
Diver's Shield
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #3 (c10-3)
Our Presence Inside This Trench Seems To Make The Local Wildlife More Aggressive.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 150
|
|
Unknown
|
- Max. 15 total
- No
- No
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
|
- Enemies deal at least as much damage as the maximum hitpoints of the Tower
- Enemies spawn with 1 shieldpoint
- Enemies will fully block the first incoming damage instance if they have more than 0 shieldpoints
|
+1% damage per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #4 (c10-4)
We Have To Ensure To Properly Depressurize The Situation.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 125
|
|
Unknown
|
- Max. 25 total
- No
- No
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
|
- Base resistance against Water damage is greatly reduced
- Base attack cooldown increase each enemy that spawns by 5% (multiplicatively)
- Destroying an enemy removes the attack cooldown increase from that enemy
|
Aquatic Absorption
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #5 (c10-5)
Our Tower Is Heavily Restricted In This Depth. We Should Probably Bring A Good Shield To The Party ...
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 24 total
- Max. 4
- Max. 4
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Tower max. HP are locked at 1
- Tower attack range is locked at 10m
- Tower max. energy is capped at 100
|
Ocean Core
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #6 (c10-6)
This Particular Section Of The Ocean Has A Strange Effect On Our Blueprint Compatibility.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 250
|
|
Unknown
|
- Max. 15 total
- No
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- All damage against Neutral types is multiplied by 10 DTr (1e100)
- Neutral damage is multiplied by x0 against all other element types
- Special modules can be used in this challenge regardless of their level/tier
|
Ocean Gift
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Neutral Challenges (Region 11)
Level #1 (c11-1)
This Is Very Neutral.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 10 total
- No
- No
- No
- No
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
|
- All elements deal 0 damage against Neutral except for Neutral
|
+1% damage per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #2 (c11-2)
This Is Even More Neutral.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 10 total
- No
- No
- No
- No
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
|
- Each equipped module not containing a
#NEUTRAL tag decreases attack range by 10%
- Each equipped module not containing a
#NEUTRAL tag increases attack cooldown by 25%
|
Anti-Neutral Crit
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #3 (c11-3)
This Appears To Be Less Neutral.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 10 total
- No
- No
- No
- No
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
|
- All elements deal 0 damage against Neutral except for Neutral
- Whenever an enemy gets destroyed a random element will become +1% (additive) more effective against Neutral but Neutral will become 2% less effective against Neutral (multiplicative)
|
+1% resistance per completed challenge
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Level #4 (c11-4)
Level #5 (c11-5)
Level #6 (c11-6)
Completing This Will Put Us Into A True Neutral State.
Goal |
Elements |
Enemy Types |
Module Rules |
Special Rules |
Reward
|
Wave 100
|
|
Unknown
|
- Max. 20 total
- No
- No
- No
- No
- Modules have to be maxed T5 or above
- Modules will be set to maxed T5
|
- Neutral damage heals Neutral enemies
- Universal damage heals Universal enemies
- Enemies are immune to any type of reflect damage
- Destroying Universal enemies triggers a spawn tick full of Neutral enemies if there is at least 1 remaining unit on the map
- The additional spawn tick is not bound to the maximum unit limit
|
Neutral Gift
|
Solutions
|
Pre-era non-hardmode
|
|
Pre-era hardmode
|
|
Dark Realm Challenges (Region 12)
Level #1 (c12-1)
WIP
Level #2 (c12-2)
WIP
Level #3 (c12-3)
WIP
Level #4 (c12-4)
WIP
Level #5 (c12-5)
WIP
Level #6 (c12-6)
WIP
Heaven Challenges (Region 13)
Level #1 (c13-1)
WIP
Level #2 (c13-2)
WIP
Level #3 (c13-3)
WIP
Level #4 (c13-4)
WIP
Level #5 (c13-5)
WIP
Level #6 (c13-6)
WIP
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