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→Winter Challenges (Region 3):: Added the winter challenges in the new table format
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=Winter Challenges (Region 3):=
=Winter Challenges (Region 3):=
==Level #1:==
{| class="wikitable" style="text-align: center"
|+ 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
|{{Element|Darkness}} {{Element|Water}}
| Unknown
|
* Max. 10 {{Module|Offensive}}  {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
* Max 1 {{Module|Defensive}}
* 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% {{Element|Darkness}} damage per completed challenge
|-
!colspan="6"|Solutions
|-
!colspan="6"|Pre-era non-hardmode
|-
|colspan="6"|
|-
!colspan="6"|Pre-era hardmode
|-
|colspan="6"|
|}
==Level #2:==
{| class="wikitable" style="text-align: center"
|+ A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Art Of War.
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
|-
| Wave 400
|{{Element|Air}} {{Element|Water}}
| Unknown
|
* Max. 12  {{Module|Defensive}} {{Module|Utility}}  {{Module|Special}}
* Max. 6 {{Module|Offensive}}
* No {{Module|Ultimate}}
* 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
| {{Module|Defensive}} '''Snowstorm'''
|-
!colspan="6"|Solutions
|-
!colspan="6"|Pre-era non-hardmode
|-
|colspan="6"|
|-
!colspan="6"|Pre-era hardmode
|-
|colspan="6"|
|}
==Level #3:==
{| class="wikitable" style="text-align: center"
|+ Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
|-
| Wave 350
|{{Element|Darkness}} {{Element|Water}}
| Unknown
|
* Max. 8  {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
* 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% {{Element|Darkness}} resistance per completed challenge
|-
!colspan="6"|Solutions
|-
!colspan="6"|Pre-era non-hardmode
|-
|colspan="6"|
|-
!colspan="6"|Pre-era hardmode
|-
|colspan="6"|
|}
==Level #4:==
{| class="wikitable" style="text-align: center"
|+ 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
|{{Element|Darkness}} {{Element|Water}}
| Unknown
|
* Max. 18  {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
* 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
|-
!colspan="6"|Solutions
|-
!colspan="6"|Pre-era non-hardmode
|-
|colspan="6"|
|-
!colspan="6"|Pre-era hardmode
|-
|colspan="6"|
|}
==Level #5:==
{| class="wikitable" style="text-align: center"
|+ Defeat Olaf!
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
|-
| Wave 200
|{{Element|Darkness}} {{Element|Water}} {{Element|Earth}}
| Unknown
|
* Max. 10  {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
* Modules have to be maxed T5 or above
* Modules will be set to maxed T5
|
* Olaf!
| {{Module|Ultimate}} '''Mjölnir'''
|-
!colspan="6"|Solutions
|-
!colspan="6"|Pre-era non-hardmode
|-
|colspan="6"|
|-
!colspan="6"|Pre-era hardmode
|-
|colspan="6"|
|}
==Level #6:==
{| class="wikitable" style="text-align: center"
|+ A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward
|-
| Wave 125
|{{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}
| Unknown
|
* Max. 8  {{Module|Offensive}} {{Module|Defensive}} {{Module|Utility}} {{Module|Ultimate}} {{Module|Special}}
* 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
| {{Module|Defensive}} '''Winter's Gift'''
|-
!colspan="6"|Solutions
|-
!colspan="6"|Pre-era non-hardmode
|-
|colspan="6"|
|-
!colspan="6"|Pre-era hardmode
|-
|colspan="6"|
|}

Revision as of 15:48, 30 March 2023

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 normal restrictions from Normal Mode, all challenges universally also...

double the required amount of waves needed to finish the challenge. disables the boosts from the Town (Museme, Arcade, Shipyard, ect.).

UPDATE: Page needs to include Hard Mode Challenges

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):

A Symphony Of Fire And Water.
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 Special Module
  • Modules have to be maxed T1 or above
  • Modules will be set to maxed T1
  • None
Phoenix Bounce Offensive Module
Solutions
Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)
Pre-era hardmode (credits to @Eternal663)

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):


Hard Mode Changes:

Goal: Reach 222 instead of 111

Challenge Rules:

  • Added: Town Bonuses do not affect the tower

Hard Mode Challenge Rewards: 1 Skill Point

HARD MODE Solution (Courtesy to @Eternal663):

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):


Hard Mode Changes:

Goal: Reach 650 instead of 325

Challenge Rules:

  • Added: Town Bonuses do not affect the tower

Hard Mode Challenge Rewards: 1 Skill Point

HARD MODE Solution (Courtesy to @Eternal663):

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):


Hard Mode Changes:

Goal: Reach 1000 instead of 500

Challenge Rules:

  • Added: Town Bonuses do not affect the tower

Hard Mode Challenge Rewards: 1 Skill Point

HARD MODE Solution (Courtesy to @Eternal663):

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)

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):


Hard Mode Changes:

Goal: Reach 40 instead of 20

Challenge Rules:

  • Added: Town Bonuses do not affect the tower

Hard Mode Challenge Rewards: 1 Skill Point

HARD MODE Solution (Courtesy to @Bickerll):

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):

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):

Alternate Solution (Pre-Era) (Courtesy to Dualcores):

Solution (Post-Era) (Courtesy to @Sün.chr#8775):

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):

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):

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):


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

Solution (Pre-Era):

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

my solution (Moszuke):

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 Utility Module Ultimate Module Special Module
  • 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 Art Of War.
Goal Elements Enemy Types Module Rules Special Rules Reward
Wave 400 Air element Water element Unknown
  • Max. 12 Defensive Module Utility Module Special Module
  • 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 Special Module
  • 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 Special Module
  • 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 Special Module
  • 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 Special Module
  • 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