Challenge Mode

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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.

Note: If the solutions on this page do not work for you, your Laboratory Boosts and Museum powerstone Boosts may not be sufficient.

Forest Challenges (Region 1):

Level #1

A SYMPHONY OF WATER AND FIRE.https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&action=edit

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):

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):

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):

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):

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):

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): <spoiler>

  • Offensive Module:
    • FireStorm
    • Lifeleech
  • Defensive Module:
    • Granite Foundation
    • Air Shell
  • Utility Module:
    • Energy
    • Energy Regeneration

Notes: This take a really long time(14 minutes in in-game time).All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.

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