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{{ModeInfobox |image1 = AbandonedCityIconV2.png |map = [[Abandoned City (Story Mode)|Abandoned City]] |waves = 6 |starting_cash = {{Money|900}}<br/>{{Money|1,000}} (Group Bonus) |suggested_towers = [[Demoman]] |rewards = {{Coins|90}} & {{Exp|20}} (First Time Triumph)<br/>{{Coins|30}} & {{Exp|20}} (Repeat Triumphs) |health_scale = 20% (Duo)<br/>40% (Trio)<br/>60% (Quad) |chapter = TDS: Origins |previous_mission = [[The Beginning]] |next_mission = [[Radio Silence]] |star3_health = 75% or higher |star3_time = 300s or lower |star2_health = 50% or higher |star2_time = 420s or lower }} ==Description== '''Ghost Town''' is the first mission for the first chapter of the [[Story Mode|Story]] mode. This mission has health scaling, meaning that in duos, enemy health is increased by around 20%, in trio 40% and in quad 60%. ==Rewards== '''Ghost Town''' has a {{Coins|90}} and {{Exp|20}} reward upon first triumph. Any subsequent triumphs will reward {{Coins|30}} and {{Exp|20}} instead. Losing on any wave will only reward {{Exp|0}}. Additionally, the mode can also give out a bonus triumph reward. The possible rewards are: *{{Color|Common}} **[[Grenade]] **[[Flash Bang]] **[[Molotov]] *{{Color|Uncommon}} **{{TimeScaleTicket|Time Scale Ticket}} **{{ReviveTicket|Revive Ticket}} *{{Color|Rare}} **[[Low Grade Crate]] **{{SpinTicket|Spin Ticket}} **[[Barricade]] **[[Supply Drop]] **[[AirStrike]] ==Enemies== {| class="empty-table pad-5 align-center" style="width:80%; margin:1em auto" |[[File:NormalAnim1.png|center|150px|link=Normal]] |[[File:SpeedyAnim2.png|center|150px|link=Speedy]] |[[File:SlowAnim1.png|center|150px|link=Slow]] |[[File:Armored.png|center|150px|link=Armored]] |- |[[Normal]]<br/>Wave 1<br/>102 Total |[[Speedy]]<br/>Wave 1<br/>30 Total |[[Slow]]<br/>Wave 3<br/>45 Total |[[Armored]]<br/>Wave 5<br/>12 Total |- |[[File:EasyModeNormalBoss.png|center|150px|link=Normal Boss]] |- |[[Normal Boss]]<br/>Wave 6<br/>1 Total |} ==Wave Structure== The wave bonus in this mission is: :<big>{{Money|250}} + (Waves Completed - 1) × {{Money|300}}</big> The wave clear bonus appears when every enemy from that wave was killed. It is 35% of the wave bonus in solo, while for duo, trio and quad it is 20%. Depending on player count, the wave bonus is reduced using multipliers. These multipliers are: {| class="wikitable pad-10 align-center" style="width:50%; margin:1em auto" !Players !Reduction per Player !Total Reduction |- |Solo |0% |0% |- |Duo |5% |10% |- |Trio |5% |15% |- |Quad |5% |20% |} The waves in '''Ghost Town''' cannot be skipped. They follow these timings: {| class="wikitable pad-10 align-center" style="width:50%; margin:0 auto;" !Waves !Wave Timer !Skip Time |- |1-5 |1:00 |0:20<ref>Skip at 0:40.</ref> |- |6 |∞ |N/A |} '''Bolded''' names indicate an enemy's debut. {| class="wikitable pad-10" style="width:100%; text-align:center;" !Wave ! colspan="2" |Dialogue !Enemy Type & Amount |- |1 | style="width:75px" |[[File:REWCommanderObservant.gif|75px|thumb|center|[[Commander (Narrator)|Commander]]]] |There should still be survivors somewhere in this town. Recruit, set up our defenses and keep back the horde while Soldier and Sniper search the area.<br/>[[File:GhostTownWave1-1.ogg|300px]] |4x '''[[Normal]]''', 3x '''[[Speedy]]''', 5x [[Normal]] |- | rowspan="2" |2 | style="width:75px" |[[File:SoldierNormalNeutral.gif|75px|thumb|center|[[Soldier (Narrator)|Soldier]]]] |Hmm — We're not finding much. Just garbage and other junk. I did find a map showing where they've been setting up barricades. Many of them were only put up a week or two ago.<br/>[[File:GhostTownWave3-1.ogg|300px]] | rowspan="2" |4x [[Speedy]], 8x [[Normal]], 4x [[Speedy]], 8x [[Normal]], 4x [[Speedy]], 8x [[Normal]] |- | style="width:75px" |[[File:REWCommanderTeaching.gif|75px|thumb|center|[[Commander (Narrator)|Commander]]]] |It might have to do with the large number of zombies lately. It's not uncommon to hear about hordes roaming around. It only started within the past two years so we began announcing where they move over radio.<br/>[[File:GhostTownWave4-1.ogg|300px]] |- | rowspan="3" |3 | style="width:75px" |[[File:SoldierNormalNeutral.gif|75px|thumb|center|[[Soldier (Narrator)|Soldier]]]] |Hey Commander, when did the rescue happen? I've been on a few supply runs here when I was in the army, but it always seemed like they had everything pretty organized.<br/>[[File:GhostTownWave5-1.ogg|300px]] | rowspan="3" |4x '''[[Slow]]''', 6x [[Speedy]], 4x [[Slow]], 12x [[Normal]], 7x [[Speedy]], 12x [[Normal]], 7x [[Speedy]], 4x [[Slow]] |- | style="width:75px" |[[File:SniperNormalNeutral.gif|75px|thumb|center|[[Sniper (Narrator)|Sniper]]]] |Military supply runs? I haven't heard about those since the beginning of the outbreak.<br/>[[File:GhostTownWave5-2.ogg|300px]] |- | style="width:75px" |[[File:REWCommanderSkeptical.gif|75px|thumb|center|[[Commander (Narrator)|Commander]]]] |I'm not entirely sure. I think there are only a handful who stayed behind which is why HQ didn't give the settlement much time before collapse.<br/>[[File:GhostTownWave6-1.ogg|300px]] |- |4 | colspan="2" | - |6x [[Slow]] ([[Bloated]]), 10x [[Normal]] ([[Bloated]]), 6x [[Slow]] ([[Bloated]]), 10x [[Normal]] ([[Bloated]]) |- | rowspan="3" |5 | style="width:75px" |[[File:SoldierNormalNeutral.gif|75px|thumb|center|[[Soldier (Narrator)|Soldier]]]] |Yeah, we've got nothing. Everything has been cleared out within the past few days. It was a rushed job though, there's still some canned food and medical supplies.<br/>[[File:GhostTownWave8-1.ogg|300px]] | rowspan="3" |4x [[Slow]], 8x [[Speedy]] ([[Bloated]]), 4x '''[[Armored]]''', 3x [[Slow]], 8x [[Speedy]] ([[Bloated]]), 3x [[Armored]], 6x [[Normal]] |- | style="width:75px" |[[File:SniperNormalNeutral.gif|75px|thumb|center|[[Sniper (Narrator)|Sniper]]]] |I'm thinking they heard our emergency broadcasts about the zombies and tried to prepare themselves. They would have had to gather a lot of materials before setting everything up for the barricades. Maybe it was too late.<br/>[[File:GhostTownWave8-2.ogg|300px]] |- | style="width:75px" |[[File:REWCommanderTeaching.gif|75px|thumb|center|[[Commander (Narrator)|Commander]]]] |Everyone back on me. Base reached out and there's an army Forest Camp not far from here. Let's see if we can track where they went.<br/>[[File:GhostTownWave9-1.ogg|300px]] |- | rowspan="2" |6 | style="width:75px" |[[File:REWCommanderAggressive.gif|75px|thumb|center|[[Commander (Narrator)|Commander]]]] |Take out any remaining zombies before more show up. They'll be attracted by the noise.<br/>[[File:GhostTownWave10-1.ogg|300px]] | rowspan="2" |3x [[Armored]], 6x [[Slow]] ([[Bloated]]), 2x [[Armored]] ([[Bloated]]), 9x [[Speedy]], 1x '''[[Normal Boss]]''' ([[Boss]], [[Bloated]]), 9x [[Normal]] ([[Bloated]]), 8x [[Slow]] ([[Bloated]]), 10x [[Normal]] ([[Bloated]]) |- | style="width:75px" |[[File:SoldierNormalNeutral.gif|75px|thumb|center|[[Soldier (Narrator)|Soldier]]]] |Already on it.<br/>[[File:GhostTownWave10-2.ogg|300px]] |- ! colspan="4" |Lose Dialogue |- | colspan="2" |[[File:CommaReac1.png|thumb|center|75px]][[File:CommaReac2.png|thumb|center|75px]][[File:CommaReac3.png|thumb|center|75px]] | colspan="2" |One icon and dialogue is randomly chosen upon defeat: •We're toast!<br />•OOF!<br />•Mission Failed, we'll get em' next time.<br />•Not enough numbers!<br />•Mistakes are just part of the journey..<br />•We're overrun chief!<br />•We'll get them next time!<br />•Don't give up!<br />•We need back up sergeant!<br />•We just had our grave dug..<br />•We have to fall back soldier!<br />•Oops! Try again!<br />•The enemies got to the base!<br />•Strategy is key! |} ==Soundtracks== {{Soundtrack| {{GalleryHeader|Wave 1-4}} <gallery> (Official) Tower Defense Simulator OST - Synthesia </gallery> {{GalleryHeader|Wave 5}} <gallery> (Official) Tower Defense Simulator OST - Liminal Oblivion|YouTube Upload Tower Defense Simulator OST - Liminal Oblivion In-Game|In-Game Version </gallery> {{GalleryHeader|Wave 6}} <gallery> (Official) Tower Defense Simulator OST - Sound The Alarm! </gallery> }} ==Update History== *'''31 July 2026''' - [[v2.4.0]] **'''Ghost Town''' added. *'''7 August 2026''' - [[v2.5.0]] **Health scaling added. ***20% in duo. ***40% in trio. ***60% in quad. ==Notes== <references/> {{StoryNavBox}}
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