Challenge Mode: Difference between revisions

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'''Challenge Rewards:''' [[File:Offensive Module.png|frameless|25x25px]] Phoenix Bounce
'''Challenge Rewards:''' [[File:Offensive Module.png|frameless|25x25px]] Phoenix Bounce


'''Solution''' (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋:  
'''Solution''' (Courtesy to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋):  
<spoiler>
<spoiler>
'''Import Code:'''
'''Import Code:'''
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'''Challenge Rewards:''' +5% Resource Drops per Completed Challenge
'''Challenge Rewards:''' +5% Resource Drops per Completed Challenge


'''Solution: (Courtesy to @Tortoise Box):'''
'''Solution: (Courtesy to @Tortoise Box#9049):'''
<spoiler>
<spoiler>
'''Import Code:'''
'''Import Code:'''
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**Diamond Foundation
**Diamond Foundation
**Basic Shield
**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 softwaress will probably make the run even faster.
</spoiler>
</spoiler>
==Level #3==
==Level #3==
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*Modules will be set to maxed '''T3'''
*Modules will be set to maxed '''T3'''


'''Challenge Rewards:''' Placeholder
'''Challenge Rewards:''' [[File:Defensive Module.png|frameless|25x25px]] Stab Prevention
 
'''Solution: (Courtesy to @Coffee#5926):'''
<spoiler>
'''Import Code:'''
Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj
'''Modules:'''
 
*Defensive Module:
**Fire Barrier
**Nature Shell
**Diamond Foundation
**Basic Shield


'''Solution: (please add)'''
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.
</spoiler>
==Level #4==
==Level #4==
  RAGE OF THE FOREST. A COMBINATION OF VARIOUS ELEMENTAL TYPES TRY TO BREAK YOUR GLASS TOWER.
  RAGE OF THE FOREST. A COMBINATION OF VARIOUS ELEMENTAL TYPES TRY TO BREAK YOUR GLASS TOWER.

Revision as of 21:24, 30 July 2021

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 @V̷̾̕ó̴͗i̸͊̽ḑ̴͋):

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):

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):

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: Placeholder

Solution: (please add)

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: (please add)

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: (please add)

Desert Challenges (Region 2):

<TBA>