Polluted Wasteland II

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<infobox>

 <title source="title1"><default>Polluted Wasteland II</default></title>

<image source="image1"></image> <label>Developer(s)</label> <label>Difficulty</label> <format>Insane </format> <label>Length</label> <format>Extremely Long (01:22.22)</format> <default></default> <label>Wave Structure</label> <format>Nuclear </format> <label>Estimated Match Time</label> <label>Triumph Rewards</label> <label>Modifiers</label> <group collapse="open"> <header>Mode Information</header> <label>Gamemode Type</label> <label>Base Health</label> <label>Waves</label> <label>Stages</label> <label>Level Requirement</label> <label>Starting Cash</label> <label>Shared Cash</label> </group> <group collapse="closed"> <header>Music</header> <format>Lua error in package.lua at line 80: module 'Dev:Tabber' not found.</format> <format>Lua error in package.lua at line 80: module 'Dev:Tabber' not found.</format>

<format>Wave 24 (Nuclear Guardian)
File:(Official) Tower Defense Simulator OST - Red Hex Temple (Event Lobby Theme)
</format>
   <format>Final Wave (Nuclear Monster)
File:(Official) Tower Defense Simulator OST - Going Nuclear! (Nuclear Monster Theme)

</format>

   <format>{{{music-5}}}</format>
   <format>{{{music-6}}}</format>
 </group>
 <group collapse="closed">
   <header>Ambience</header>
   
   
   
 </group>

</infobox>

File:Quote.png
"Strange readings have been detected in the wasteland. Investigate reports of mutated enemies!"
―Special Gamemode Description

Description

[edit]

Polluted Wasteland II is a night-time map that has recently been through a nuclear disaster. It is the new version of Polluted Wasteland, a removed map. This map uses its own mode for the wave structure, enemy statistics and rewards. As it is a special map, it can only be accessed through Matchmaking. It has level requirement of Level 50 to be used.

Cash is only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained is a set amount of cash, which is not always equal to the enemy's health. It uses a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player does all the damage to an enemy, both players will receive 50% of the cash the enemy would normally give in solo. This means that in solo, you receive 100% of the cash when an enemy is killed, or it is damaged enough. With each additional player, this is reduced to 50% in duo, 33% in trio and 25% in quad. For example, the Nuclear Monster gives Cash$10,000 every 1% health in solo, Cash$5,000 in duo, Cash$3,333 in trio and Cash$2,500 in quad.

Polluted Wasteland II has a very long path that loops around several times, meaning enemies take a lot longer to reach the exit than on regular maps. To make up for this, the Nuclear, Mutation and HP Locked modifiers are present, which are intended to make the map harder. Enemies increase their health by 5% with each wave due to the Mutation modifier. The base health is also set to 100, regardless of the players' Skills, due to the HP Locked modifier. Additionally, the Nuclear modifier present on this map, despite suggesting it changes enemies, only boosts rewards. All the modifiers increase all regular currency rewards, for a total of a 70% increase.

Consumables and Time Scale tickets are both disabled on this map. Triumphing Polluted Wasteland II makes the Saboteur available for purchase in the shop for Coin 7,500.

Design & Path

[edit]

Polluted Wasteland II takes place at a desolate wastewater treatment facility in the middle of a forest. Several cooling towers, cooling units, storage tanks and two clarifiers containing toxic material can be seen. Multiple trees, small buildings and one large building can also be seen on the map. Next to the large building there is a parking lot with cars, that is connected to a road. Several metal fences and slight hills surround the structures on this map. Small grey roads with lamp posts next to them can be seen near the cooling towers.

The path is rather complicated on this map. The path starts in a cave and ends in a large lit building, but the route taken to get to the end is rather long and convoluted. The path goes around the first corner and takes the long straight to the first right loop. It goes through it and returns to the main path, and then goes into the left loop. The route goes back to the main path again, after which it takes the second right loop, and when it comes back to the main path it then proceeds to the exit.

Interactive Map

[edit]

The <a href="/w/Map:Polluted_Wasteland_II" title="Map:Polluted Wasteland II">data map's source code</a> no longer passes data validation. Please fix the errors.

Rewards

[edit]

For former rewards, see this map's Rewards page.

The game calculates how many Coin Coins and Experience EXP you receive based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned is multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplies any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Regular Experience EXP boosts are multiplicative with other modifiers present on this map.

Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.

Rewards are calculated as:

Coins Reward Gems Reward EXP Reward Tower EXP Reward
Coin 500 ÷ (1 + [(25 ÷ Current Wave) - 1]^3) + Coin 950 (Triumph Bonus) Gem 125 (Triumph Bonus) Experience 100 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience 150 EXP (Triumph Bonus) Tower Experience 95 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Tower Experience 120 EXP (Triumph Bonus)

Triumphing Polluted Wasteland II can give out an additional reward, which can be a crate, consumable or ticket. These items are:

Badges/Achievements

[edit]

There are badges and achievements that you can or could obtain when playing this mode, which may have additional rewards alongside them. These are:

Defeated Nuclear Monster!
✔ OBTAINABLE
Mutations and radiation won't stop you from conquering the wastelands! You are truly an experienced player!


1,181,547 players earned this
Sabotage the Plant
✔ OBTAINABLE
Triumph Polluted Wastelands II... a new troop awaits recruitment.

Rewards:
Saboteur purchasable in the store

players earned this
Plague Doctor
✔ OBTAINABLE
Triumph in Polluted Wastelands 2

Rewards:
Coin 625, Gem 50 & 1x Premium Crate

players earned this
The Cure
✔ OBTAINABLE
Triumph in Polluted Wastelands 2 (Solo)

Rewards:
Coin 1,250, Gem 100, 2x Time Scale Ticket Time Scale Ticket, 2x Spin Ticket Spin Ticket

players earned this
Defeated Gunslinger!
✖ UNOBTAINABLE
This town ain't big enough for the two of us... Triumph the Badlands and unlock the "Cowboy" tower!

Rewards:
Cowboy

2,199,189 players earned this

Seasons

[edit]

During some Passes, the Polluted Wasteland II mode could give currency rewards which you used to progress through a season. Rewards for all the seasons were calculated as:

Season Rewards
Operation I.C.E Battle Pass Bell 10[1] per wave
Ducky Revenge Battle Pass Ducky Egg 10 per wave
Surf & Turf Battle Pass Beach Balls 10 per wave
Null & Void Battle Pass Gum Drops 24 per wave
The Final Act Battle Pass Plushie Snowmen 24 per wave
Spring Frenzy Battle Pass Bunz 24 per wave

Enemies

[edit]
File:Mutated Zombie.png
File:Mutatedspeedy.png
File:Hazmate.png
File:Mutated Boss.png
Wastewalker
Wave 1
15 Total
Wasterunner
Wave 1
25 Total
Hazardous
Wave 3
29 Total
Super Mutant
Wave 5
14 Total
File:Breaker3Fallen.png
File:Breaker2Fallen.png
File:BreakerFallen.png
File:OvergrowthLunar.png
Breaker3
Wave 7
57 Total
Breaker2
N/A[2]
57 Total
Breaker
N/A[3]
57 Total
Lurker
Wave 9
19 Total
File:NecromancerModern.png
File:Skeletonlunar.png
File:ToxicAJAJAJA.png
File:CorpseEnemy.png
Necromancer
Wave 10
24+ Total[4]
Skeleton
N/A[5]
N/A Total
Toxic
Wave 11
18 Total
Corpse
N/A[6]
24 Total
File:HexCorpse.png
File:UpperBody.png
File:Fleshling.png
File:Amalgamation2.png
Splitter
Wave 13
31+ Total[4]
Split
N/A[7]
31+ Total[4]
Fleshling
Wave 15
20+ Total[8]
Amalgamation
Wave 15
43 Total
File:Circuwwt.png
File:Breaker4Fallen.png
File:HexWeaver.png
File:Rusher2.png
Circuit
Wave 16
66 Total
Breaker4
Wave 17
15 Total
Mutagenic Blight
Wave 17
5+ Total[4]
Rusher
Wave 18
76+ Total[4]
File:Radioactive Slime.png
File:Goo2.png
File:Abomination.png
File:Supertox.png
Super Slime
Wave 19
6 Total
Goo
N/A[9]
18 Total
Abomination
Wave 20
7 Total
Super Toxic
Wave 21
6 Total
File:ModernTemplar.png
File:GiantSkeletonLunar.png
File:NecromancerKing.png
File:Nuclearguardian.png
Warden
Wave 22
2 Total
Giant Skeleton
Wave 23
10+ Total[10]
Necromancer King
Wave 23
3 Total
Nuclear Guardian
Wave 24
4 Total
File:Nuclearmonster.png
Nuclear Monster
Wave 25
1 Total

Wave Structure

[edit]

The formula for calculating wave bonus between Waves 1-10 and on Wave 25 is:

Cash$500 + ([Waves Completed - 1] × Cash$100)^1.08

The formula for calculating wave bonus between Waves 11-15 wave is:

Cash$500 + ([Waves Completed - 1] × Cash$100)^1.11

Afterwards, each wave gives a set amount of cash. These amounts are:

Wave Amount
16 Cash$4,000
17 Cash$4,500
18 Cash$5,000
19 Cash$5,500
20 Cash$6,000
21 Cash$7,000
22 Cash$8,000
23 Cash$9,000
24 Cash$10,000

Depending on player count, the wave bonus is reduced using multipliers. These multipliers are:

Players Reduction per Player Total Reduction
Solo 0% 0%
Duo 5% 10%
Trio 5% 15%
Quad 10% 40%

The full number is used in the equation for calculating the reduction from players count. The wave clear bonus appears when every enemy from that wave was killed and no damage was dealt to the base health. It is 35% of the wave bonus in solo, while for duo, trio and quad it is 20%.

The formula for calculating wave bonus before 19th of February 2025 on each wave was:

(Cash$205 + (Waves Completed - 1) × Cash$50) × (1 - 0.1 × Players)

The wave clear bonus appears when every enemy from that wave was killed. It was 35% of the wave bonus in solo, while for duo, trio and quad it was 20%.

Before 23rd of May 2024, the formula for calculating wave bonus on each wave was:

(Cash$180 + (Cash$50 × Waves Completed)) ÷ Players

The waves in Polluted Wasteland II follow these timings:

Waves Wave Timer Skip Time[11]
1-4 1:00 0:19[12]
5-9 1:10 0:19[13]
10-14 1:15 0:19[14]
15-19 1:25 0:19[15]
20-23 1:35 0:19[16]
24 1:50 0:19[17]
25 N/A

Bolded names indicates an enemy type's debut.


Wave Structure
Wave Enemy Type & Amount
1 5x Wastewalker, 2x Wasterunner
2 4x Wasterunner, 2x Wastewalker
3 2x Hazardous, 3x Wastewalker, 2x Wasterunner
4 5x Hazardous
5 5x Wastewalker, 3x Wasterunner, 1x Super Mutant, 2x Wasterunner
6 10x Hazardous, 6x Wasterunner (Nimble)
7 5x Breaker3
8 8x Hazardous, 2x Super Mutant
9 6x Lurker, 1x Super Mutant
10 6x Wasterunner (Bloated), 3x Breaker3, 2x Super Mutant (Aggro), 1x Necromancer (Nimble, Stun Immune), 3x Hazardous
11 6x Hazardous (Bloated), 2x Toxic, 3x Lurker (Bloated)
12 4x Toxic, 1x Super Mutant (Bloated), 1x Necromancer (Nimble, Stun Immune)
13 3x Splitter, 4x Breaker3 (Bloated)
14 10x Lurker, 1x Super Mutant (Bloated), 1x Necromancer (Bloated, Stun Immune, Nimble), 3x Toxic
15 3x Toxic, 20x Fleshling, 3x Super Mutant, 1x Amalgamation (Boss, Health Regen)
16 4x Splitter, 5x Circuit, 3x Super Mutant (Bloated)
17 4x Splitter, 10x Breaker4, 3x Circuit (Nimble), 1x Mutagenic Blight (Boss), 2x Splitter, 5x Breaker4
18 12x Rusher, 2x Amalgamation, 5x Circuit (Bloated)
19 6x Toxic, 1x Super Slime (Bloated), 2x Circuit, 4x Splitter (Bloated), 1x Mutagenic Blight (Bloated), 5x Rusher, 1x Amalgamation
20 8x Splitter (Bloated), 2x Amalgamation, 5x Rusher, 1x Abomination (Boss), 3x Rusher
21 3x Amalgamation, 1x Super Toxic (Boss), 3x Amalgamation, 1x Super Slime, 1x Mutagenic Blight, 3x Circuit (Nimble), 8x Necromancer
22 6x Circuit (Nimble), 6x Splitter (Bloated), 15x Rusher, 1x Warden (Boss, Health Regen, Bloated), 2x Super Slime, 5x Amalgamation, 1x Mutagenic Blight
23 1x Abomination, 1x Super Toxic, 2x Amalgamation, 1x Mutagenic Blight, 10x Giant Skeleton, 3x Necromancer (Bloated, Nimble), 1x Amalgamation, 1x Necromancer King (Boss, Bloated), 1x Amalgamation, 2x Necromancer (Bloated)
24 1x Super Toxic, 2x Abomination, 1x Super Toxic, 3x Amalgamation, 1x Super Toxic, 10x Rusher (Bloated), 3x Amalgamation, 1x Nuclear Guardian (Bloated, Boss), 1x Necromancer King, 15x Circuit (Nimble)
25 12x Circuit (Nimble), 1x Abomination, 1x Warden (Stun Immune), 4x Amalgamation (Bloated), 1x Super Toxic (Aggro), 3x Nuclear Guardian, 1x Nuclear Monster, 3x Amalgamation (Bloated), 5x Rusher (Nimble), 3x Amalgamation (Bloated), 6x Rusher (Nimble, Bloated), 8x Necromancer, 1x Necromancer King, 3x Amalgamation (Bloated), 7x Rusher (Bloated, Nimble), 1x Abomination, 1x Super Slime (Bloated), 8x Rusher (Bloated, Nimble), 3x Amalgamation (Bloated), 1x Abomination, 1x Super Slime (Bloated)
Lose Dialogue
File:CommaReac1.pngFile:CommaReac2.pngFile:CommaReac3.png One icon and dialogue is randomly chosen upon defeat:

•We're toast!
•OOF!
•Mission Failed, we'll get em' next time.
•Not enough numbers!
•Mistakes are just part of the journey..
•We're overrun chief!
•We'll get them next time!
•Don't give up!
•We need back up sergeant!
•We just had our grave dug..
•We have to fall back soldier!
•Oops! Try again!
•The enemies got to the base!
•Strategy is key!

Strategy

[edit]
  • Cheap towers with decent DPS such as the Biologist are very effective for early game due to enemies having much higher health compared to other gamemodes.
  • It is not recommended to use the Farm as there are only 25 waves, dramatically reducing its effectiveness.
    • Due to the enemies' high health and the Mutation modifier, the Cowboy and Golden Cowboy can gain a lot of cash from enemies in this map.
      • However, this is also not recommended, as later on enemies give you a lot of cash, and both towers are quite weak for early game.
  • High DPS towers such as the Accelerator and Golden Minigunner are heavily recommended, due to the extremely high health some of the enemies have, especially due to the Mutation modifier.
    • Pursuit is very useful, due to its great DPS and having both stun and debuff immunity.
    • Towers that deals splash damage such as the Mortar and Rocketeer are also quite valuable as most enemies spawn in hordes at later stages of the game.
    • Support towers such as the Commander, DJ Booth and Medic are essential.
    • Due to the high health of the enemies, the Hacker can be very useful here, especially its top path, since it can convert enemies that will have a lot of health.
  • Due to the difficulty of this map and wave structure, it is recommended to have a perfect loadout that combines early-game defense, late-game defense, and tower support. It is currently impossible to successfully beat this map in solo due to the high health and speed of the enemies—therefore, having at least one other teammate is required to triumph this mode.
[edit]

Map Icons

Thumbnails

Promotional Images

Trailers

Trivia

[edit]

Update History

[edit]
  • 29 July 2022 - v1.3.0
    • Polluted Wasteland II added.
  • 31 October 2022 - v1.4.2
  • 10 May 2024 - v1.21.0
    • Bug: Polluted Wasteland II not working correctly.
  • 11 May 2024 - v1.21.2
    • Bugfix: Polluted Wasteland II now works correctly.
  • 23 May 2024 - v1.23.0
    • Updated for the challenge map system.
    • Bug: No longer gives the Experience 50 EXP triumph bonus.
    • Bug: The Intermediate mode Hazmat spawns instead of the Polluted Wasteland II Hazmat.
    • Bug: Modifiers are applied twice.
    • Bug: No longer gives a badge upon triumphing.
    • Bug: Commander's dialogue for Fallen Mode now appears.
  • 27 May 2024 - v1.23.2
    • Bugfix: Now gives a badge upon triumphing.
  • 27 May 2024 - v1.23.2a
    • Bugfix: Modifiers are no longer applied twice.
  • 31 May 2024 - v1.23.5
  • 7 June 2024 - v1.24.0
    • Bugfix: Polluted Wasteland II now gives the correct badge.
  • 21 June 2024 - v1.25.0
    • Updated icon.
  • 2 August 2024 - v1.27.0
    • Bugfix: No longer has any dialogue.
  • 13 November 2024 - v1.41.0
    • Bug: Polluted Wasteland II now appears in Elevators, though when a match is started in that way, the map has no modifier and uses the old Fallen mode wave structure.
  • 13 November 2024 - v1.41.2
    • Bugfix: Polluted Wasteland II no longer appears in normal Elevators.
  • 16 December 2024 - v1.46.0
  • 22 January 2025 - v1.50.0
  • 19 Febuary 2025 - v1.54.0
    • Wave structure changed.
    • Now moved over to its own mode instead of using the Challenge Maps system to alter legacy Fallen mode.
    • Level requirement increased from Level 25 to Level 50.
    • Updated rewards.
    • Bonus triumph rewards added.
    • Consumables disabled.
    • Now uses the new income system with slight changes. Enemies now always give the same amount of cash on death, regardless of how much damage the player deals, but the amount is split between players, meaning in solo, an enemy gives 100% of its cash, 50% in duo, 33% in trio and 25% in quad.
    • Health scaling added, set to 25% in trio and 40% in quad.
    • Mutation health increase decreased from 8% to 5%.
    • Now plays Red Hex Temple on Wave 24.
    • Updated on which wave music starts playing.
    • Starting cash increased from Cash$500 to Cash$1,150.
    • Mode type is now displayed as Special.
    • Legacy removed.
    • Bug: Music in the mode often does not play correctly.
  • 5 March 2025 - v1.56.0
    • Wave structure changed.
    • Health scaling decreased.
      • Trio health scaling decreased from 25% to 15%.
      • Quad health scaling decreased from 40% to 30%.
    • Starting cash decreased from Cash$1,150 to Cash$850.
  • 18 October 2025 - v1.77.0
  • 22 April 2026 - v1.89.0
    • Wave structure changed.
    • Health scaling removed.
    • Bug: Units quickly die after spawning despite not visibly colliding with anything.
    • Bug: Sabotage the Plant badge is not given on triumph.
  • 22 April 2026 - v1.89.2
    • Bugfix: Units no longer die for seemingly no reason.
  • 22 April 2026 - v1.89.3
    • Bugfix: Sabotage the Plant badge is now given out on triumph.
  • 5 June 2026 - v2.0.0
  • 6 June 2026 - v2.0.3
    • None of the modifiers apply their reward boosts anymore.
  • 17 July 2026 - v2.3.0
    • Updated reward equations.
      • Base coins reward decreased from Coin 535 to Coin 500.
      • Triumph bonus increased from Coin 201 to Coin 950.
      • Coins exponential value increased from 1.3 to 3.
      • Gem reward increased from Gem 74 to Gem 125.
      • Base exp reward decreased from Experience 142 EXP to Experience 100 EXP.
      • Exp triumph bonus increased from Experience 0 EXP to Experience 150 EXP.
  • 31 July 2026 - v2.4.0
    • Map is now brighter.

Notes

[edit]
  1. Before 18th of December 2024, the rewards were Bell 13 per wave.
  2. Does not appear naturally, it can only be spawned by the Breaker3.
  3. Does not appear naturally, it can only be spawned by the Breaker2.
  4. 4.0 4.1 4.2 4.3 4.4 Number is natural spawns. Number can be exceeded if spawned by the Nuclear Monster.
  5. Does not appear naturally, it can only be spawned by the Necromancer
  6. Does not appear naturally, it can only be spawned by killing enemies with the Corpse attribute.
  7. Does not appear naturally, it can only be spawned by the Splitter.
  8. Number is natural spawns. Number can be exceeded if spawned by the Amalgamation.
  9. Does not appear naturally, it can only be spawned by the Super Slime.
  10. Number is natural spawns. Number can be exceeded if spawned by the Necromancer King and Nuclear Monster.
  11. How long you have to wait before you can skip.
  12. Skip at 0:40.
  13. Skip at 0:50.
  14. Skip at 0:55.
  15. Skip at 1:05.
  16. Skip at 1:15.
  17. Skip at 1:30.


File:MapsNewHeader.png
Regular
Very Easy
Easy
Normal
Hard
Insane
Special
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PVP
Easy
Normal
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Hard
Insane
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Story Exclusive
Easy
Normal
Event
Undefined
Easy
Normal
Hard
Insane
Event
Removed
Undefined
Easy
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Unreleased
Undefined