Challenge Mode is a gauntlet of scenarios (6 per region, totaling to 90 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.
If the solutions on this page do not work for you, your Laboratory Boosts and Museum powerstone Boosts may not be sufficient enough.
Forest Challenges (Region 1):
Level #1
A SYMPHONY OF WATER AND FIRE.
Elements: (All tanks)
Goal: Reach wave 111
Challenge Rules:
- Max. 7 modules in total
- Modules have to be maxed T1 or above
- Modules will be set to maxed T1
Challenge Rewards: Phoenix Bounce
Solution (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Import Code:
Rm9yZXN0IENoYWxsZW5nZSAxO2ZvdW5kYXRpb24uc3RvbmU7cmVnZW5lcmF0aW9uLmJhc2ljO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl
Modules:
- Offensive Module:
- Basic Attack
- Attack Speed
- Multishot
- Basic Bouncing
- Defensive Module:
- Stone Foundation
- Basic Regeneration
Level #2
THE DIRT IS ALIVE. CAN YOU OVERCOME 325 WAVES OF ANGRY, TANKY AND BOSSY EARTH ELEMENTALS?
Elements: (Tanks and Bosses)
Goal: Reach wave 325
Challenge Rules:
- 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):
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.
Level #3
NATURE STRIKES BACK. MAKE SURE TO HOLD BACK THE INCOMING WAVES OF ARCHERS AND ASSASSINS.
Elements: (Archers and Assassins)
Goal: Reach wave 500
Challenge Rules:
- Max. 5 modules in total
- None
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
Challenge Rewards: Stab Prevention
Solution: (Courtesy to @Coffee#5926):
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.
Level #4
RAGE OF THE FOREST. A COMBINATION OF VARIOUS ELEMENTAL TYPES TRY TO BREAK YOUR GLASS TOWER.
Elements:
Goal: Reach wave 50
Challenge Rules:
- Max. 5 modules in total
- None
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
Challenge Rewards: Planned Strike
Solution: (Courtesy to @DeserveVictory#3600)
Import Code:
Rm9yZXN0IENoYWxsZW5nZSAjNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNlO3NoYXJkcy5pY2U7YXR0YWNrLnNwYXJr
Modules:
- Offensive Module:
- Attack Speed
- Multishot
- Basic Bouncing
- Ice Shards
- Sparks
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming
Level #5
ARE THE NEUTRALS EVOLVING?
Elements:
Goal: Reach wave 20
Challenge Rules:
- Max. 6 modules in total
- 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: Universal
Solution: (Courtesy to @Traxaner#3385):
Import Code:
QzU7YXR0YWNrLnVuaXZlcnNhbDtmb2N1cy51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2F1cmEuaGVhcnRzdG9wcGVyO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9u
Modules:
- Offensive Module:
- Universal Attack
- Universal Focus
- Defensive Module:
- Diamond Foundation
- Heartstopper Aura
- Utility Module:
- Energy
- Energy Regeneration
Notes: Used with 250% universal museum powerstone boost
Forest Gift or Checkerboard Aura should be strictly better than Energy Regeneration as Universal Focus shouldn't need to be used more than 6 times, and Energy starts off with max energy(40000)
Level #6
PIERCING "ARROWS". ONLY WAVES FULL OF ARCHERS ARE NOW TRYING TO TEAR DOWN YOUR TOWER.
Elements: (All Archers)
Goal: Reach wave 60
Challenge Rules:
- Max. 10 modules in total
- Max. 4 Offensive Modules
- Max. 4 Defensive Modules
- 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: Forest Gift
Solution: (Courtesy to @MasonTheDuke#8227 and Kotton#2664):
Import Code:
Q2hhbGxlbmdlIDY7c2hpZWxkLnVuaXZlcnNhbDthdHRhY2submF0dXJlc3RvdWNoO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5maXJlO2F1cmEudW5ob2x5O3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5tYWdtYQ==
Modules:
- Offensive Module:
- Multishot
- Nature Attack
- Fire Attack
- Attack Speed
- Defensive Module:
- Shield of Frost
- Unholy Aura
- Frost Aura
- Daigoparry
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.
Desert Challenges (Region 2):
Level #1
THE WIZARDS OF LIGHT BLEND IN WITH THE SCENERY.
Elements: (All Wizard)
Goal: Reach wave 250
Challenge Rules:
- Max. 10 modules in total
- 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 per completed challenge Rewarded Retroactively. As such completion order for challenges does not matter.
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Import Code:
RGVzZXJ0IENoYWwgMTtzaGVsbC5saWdodDtmb3VuZGF0aW9uLnN0b25lO3JlZ2VuZXJhdGlvbi5iYXNpYztzcGVsbC5kZXNwZXJhZG87Ym9udXMub2ZmZW5zaXZlO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO2JvbnVzLmRlZmVuc2l2ZQ==
Modules:
- Defensive Module:
- Light Shell
- Stone Foundation
- Basic Regeneration
- Utility Module:
- Offensive Pack
- Energy
- Energy Regeneration
- Defensive Pack
Notes: You need to spend 325 gems each on the foundation and regen at the beginning and keep spamming desperado through out.
Solution (Post-Era) (Courtesy to @Sün.chr#8775):
Import Code:
UjIgQzEvMy80LzU7YXVyYS5maWVyeTtmb3VuZGF0aW9uLmRpYW1vbmQ=
Modules:
- Defensive Module:
- Diamond Foundation
- Fiery Aura
Notes: Works with all software active. THIS MODULE WILL WORK FOR C2-3, C2-4 AND C2-5 TOO.
Level #2
SANDSTORM FROM THE ROOT.
Elements:
Goal: Reach wave 175
Challenge Rules:
- Max 8 modules in total
- None
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
Challenge Rewards: Energy Flow
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Import Code:
RGVzZXJ0IENoYWwgMjthdHRhY2suZGFya25lc3M7YXR0YWNrLmZpcmVicmVhdGg7c291bC5oYXJ2ZXN0aW5nO2F0dGFjay5zcGVlZDthdHRhY2subXVsdGlzaG90O2F0dGFjay5jb21idXN0aW9uO2F0dGFjay5ib3VuY2U7YnVyc3QuZGFya25lc3M=
Modules:
- Offensive Module:
- Darkness Attack
- Fire Breath
- Soul Harvesting
- Attack Speed
- Multishot
- Combustion
- Basic Bouncing
- Darkness Burst
Level #3
ASSASSINS DON'T LIKE SAND. THEY ARE NOT THE ONLY TYPE OF ENEMY YOU WILL FACE BETWEEN THE DUNES...
Elements: (Assassin and Boss)
Goal: Reach wave 300
Challenge Rules:
- Max. 6 modules in total
- Max. 3 defensive modules
- No ultimate modules
- Modules have to be maxed T2 or above
- Modules will be set to maxed T2
Challenge Rewards: Headhunting
Solution (Pre-Era) (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271):
Import Code:
RGVzZXJ0IENoYWwgMztzaGVsbC5lbGVjdHJpY2l0eTtmb3VuZGF0aW9uLnN0b25lO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5ib3VuY2U7YXR0YWNrLmVhcnRo
Modules:
- Offensive Module:
- Earth Attack
- Attack Speed
- Multishot
- Basic Bouncing
- Defensive Module:
- Electricity Shell
- Stone Foundation
Level #4
WHAT YOU GET WHEN YOU COMBINE TWO BOSSES AND THREE TANKS? THAT'S RIGHT. A HALF-BURIED CAMEL IN THE SAND.
Elements: (Tanks and Bosses)
Goal: Reach wave 400
Challenge Rules:
- Max. 6 modules in total
- Modules have to be maxed T3 or above
- Modules will be set to maxed T3
Challenge Rewards: Advanced Heal
Solution (Pre-Era):
- Defensive Module:
- Forest Gift
- Air Barrier
- Water Barrier
- Nature Barrier
- Basic Shield
- Diamond Foundation
Level #5
A STORM OF SPELLS AND ARROWS IS APPROACHING, STAY FIRM AND YOU WILL UNLOCK THE SECRET POWER OF THE DESERT.
Elements: (Archer, Wizard and Boss)
Goal: Reach wave 150
Challenge Rules:
- Max. 8 modules in total
- Max. 2 offensive modules
- Max. 2 defensive modules
- Max. 2 utility modules
- Max. 2 ultimate modules
- Modules have to be maxed T4 or above
- Modules will be set to maxed T4
Challenge Rewards: Sandstorm
Level #6
THOSE CACTI ARE THE REMAINS OF THE ASSASSINS TURNED INTO PLANTS BY WIZARDS...
Elements: (Assassin and Wizard)
Goal: Reach wave 25
Challenge Rules:
- Max. 12 modules in total
- Max. 1 offensive modules
- 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: Desert Gift