Ghost Parade Event
Description
The Ghost Parade Event is an event concept on the Tower Defense Simulator Wiki. It would reward either Ghost Buster Accelerator and Ghost Minigunner, or 

The event started on October 24th, 2026 at 8:00 UTC and ended on November 23rd, 2026 at 12:00 UTC.
Cash was only gained if an enemy was killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained was a set amount of cash, which was not always equal to the enemy's health. In solo, you received 100% of the cash when an enemy was killed, or if it was damaged enough. With each additional player, this decreased by 12.5%, which meant that in a quad, you only got 50% of the cash. This amount was distributed between players based on how much damage they dealt. However, if a player did not deal any damage, they would receive 0%. If it was a decimal, it got rounded up or down depending on the decimal value. If it was at least 0.5, it got rounded up. If it was less than 0.5, it got rounded down.
Enemies increase their health by 12.5% with each wave due to the Mutation modifier.
Interestingly, there is no legacy version of this concept.
Design & Path
The Haunted Past takes place at Stage Two of the original map of The Haunted Past, similar to Trick or Threat Town. In the center of the map was a large hill with a statue in the center of it which provided valuable cliff space. The path began at a similar broken down stone gate-arch. The path had changed, with a small turn beginning the path before immediately doubling back to a longer stretch, circling around the center statue and another hill before making a few final turns to the exit. Various lampposts could be found around corners, with fallen trees and rocks decorating the landscape. A large cottage was found near the rear half of the map, and various hills and rockfaces stood out across the path. Various village houses and even a burial house could be found towards the side of the map, with the path terminating at a large communal structure.
Rewards
Rewards are calculated as:
| Coins Reward | EXP Reward |
|---|---|
Badges
There is a badge that you can obtain when playing this event, which may have additional rewards alongside them. These are:
Wave Structure
The Haunted Past had one wave bonus. The wave bonus was calculated as:
- From Waves 1–25:
$500 + ([Waves Completed + 1] ×
$325)^1.165
Enemies
| Ghost Wave 1 |
Skeleton Wave 1 |
Wraith Wave 3 |
Soul Wave 5 |
| Cold Mist Wave 7 |
Sealed Soul Wave 8 |
Lurker Wave 9 |
Giant Skeleton Wave 10 |
| Ghost Guard Wave 11 |
Citizen Plush Wave 12 |
Upper Body Wave 14 |
Elite Skeleton Wave 15 |
| Armored Soul Wave 16 |
Ghost Knight Wave 18 |
Possessed Armor Wave 20 |
Fallen Soul Wave 20 |
| Cursed Skeleton Wave 21 |
Slime Soul Wave 22 |
Stringed Wave 22 |
Templar Wave 23 |
| Demon Wave 24 |
Grim Reaper Wave 25 |
The waves in Ghost Parade could not be skipped. They follow these timings:
| Waves | Wave Timer |
|---|---|
| 1-7 | 0:50 |
| 8-14 | 1:20 |
| 15-19 | 1:45 |
| 20-24 | 2:30 |
| 25 | ∞ |
Bolded names indicate an enemy type's debut.
An ellipsis (...) indicates the delay from one enemy to another is longer then 5 seconds.
A capital X indicates the spawn delay from one enemy is shorter than 0.5 seconds.
A hyphen inbetween the spawn amount (1-x) indicates the spawn delay from one enemy is longer than 1 second.
A hyphen next to the number amount (-1x) indicates the enemy starts spawning before the previous enemy has finished spawning in its set of enemies.
Trivia
- The Ghost Parade Event is intentionally similar to Act II of the Lunar Overture Event, and this is shown in many ways.
- Most enemies are from the Lunar Overture Event.
- One of the creator's favorite enemies, Reaper, is the final boss of this event, though renamed to Grim Reaper.
- The event map chosen is the exact same map as the map chosen in Act II, being The Haunted Past.
- Waves are not skippable, similar to Act II.
- Ghost Buster Accelerator can be rewarded upon triumph, which was also obtainable during the Lunar Overture Event.
- This event does not have any dialogue.
- This is intentional, as the creator believes it'd make the event look too janky and too disorienting, just like the Flying Fiends Event.
Enemy Statistics
- Ghost
- Skeleton
15
30
Below Average (2.75)
$50 on death
Stun Immune
- Wraith
80
20
15%
Below Average (2.6)
$100 on death
Hidden
Ghost
Burn Immune
Splash Damage Immune
- Soul
- Cold Mist
- Sealed Soul
200
250
50%
Below Average (2.5)
$125 every 50% health
Stun Immune
- Lurker
100
500
10%
Average (3)
$750 on death
Hidden
Ghost
Stun Immune
- Giant Skeleton
2,500
10%
Slightly Slow (2.175)
$675 every 25% health
Burn Immune
Corpse
- Ghost Guard
1,000
250
35%
Fast (7.35)
$2,000 on death
Hidden
Ghost
Freeze Immune
- Citizen Plush
2,000
Very Fast (8.5)
$500 every 20% health
Ghost
- Upper Body
7,500
50%
Slightly Slow (2.25)
$1,250 every 10% health
Ghost
Freeze Immune
Burn Immune
- Elite Skeleton
8,000
2,000
40%
Above Average (3.5)
$1,000 every 5% health
Ghost
Stun Immune
Freeze Immune
Splash Damage Immune
- Armored Soul
- Ghost Knight
3,750
60%
Fast (6)
$5,000 on death
Hidden
Ghost
Stun Immune
- Ability 1 (Spooky Slash): The Ghost Knight slashes a tower or a unit, stunning it for 2 seconds or dealing 750 damage of units. Stun Immune towers are not immune to this ability.
- Ability 1 Cooldown: 7.5 seconds
- Possessed Armor
- Fallen Soul
2,250
1,250
50%
Above Average (4)
$3,000 on death
Hidden
Ghost
Burn Immune
- Cursed Skeleton
3,350
100%
Swift (11)
$4,000 on death
Hidden
Ghost
Stun Immune
Burn Immune
- Slime Soul
20,000
25,000
30%
Above Average (3.5)
$500 every 1% health
Ghost
Freeze Immune
Burn Immune
Slime
- Ability 1 (Gooey Death): Upon its death, the Super Slime explodes into a slime bubble that stuns all towers for 7.5 seconds caught in the bubble with an explosion range of 12.5.
- Stringed
2,500
10,000
100%
Slightly Fast (5)
$10,000 on death
Ghost
Freeze Immune
- Templar
100,000
35,000
40%
Above Average (4)
$15,000 every 10% health
Ghost
Stun Immune
Freeze Immune
- Ability 1 (Heartfelt Laser): The Templar fires out a laser from its exposed heart for 10 seconds, stunning towers for 5 seconds and dealing 100 damage to units every tick. Has an attack range of 15.
- Ability 1 Cooldown: 30 seconds
- Demon
20,000
50%
Fast (6.275)
$50,000 on death
Ghost
Stun Immune
Burn Immune
Splash Damage Immune
- Grim Reaper
750,000
25%
Slow (1.875)
Extremely Slow (0.9, Soul Flash)
$15,000 every 1% health
Boss
Ghost
Stun Immune
Freeze Immune
Burn Immune
Health Regen
- Ability 1 (Haunted Summon): Reaper slams its scythe, creating a pentagram that summons six Demons with the Scale attribute, making them have 50% less health (10,000), no defense, 25% smaller, and faster with a walkspeed of Very Fast (8).
- Ability 1 Cooldown: 27.5 seconds
- Ability 2 (Soul Reap): Reaper slashes its scythe at a tower in a 220° arc in its range of 15, stunning it for 10 seconds or if a unit is caught in the slash, deals 66,666 damage to units.
- Ability 2 Cooldown: 15 seconds
- Ability 3 (Soul Flash): Upon taking damage for the first time and upon reaching half and 100,000 health, Reaper turns Hidden for 20 seconds and becomes slower with a walkspeed of Extremely Slow (0.9).
- Ability 3 Cooldown: 20 seconds
- Ability 4 (Soul Stealer): Reaper slashes its scythe in a 360° arc in a range of 18, where instead of being stunned, a black mist soon comes and snatches the tower, killing it. Also summoning 10 Souls with the Scale attribute to have 5,000 health 75% bigger, and a walkspeed of Swift (10).
- Ability 4 Cooldown: 35 seconds
Update History
- June 22, 2025 - W.I.P.
- Concept created.
- June 22, 2025 - v0.5.0
- Wave bonuses changed.
- Badge description changed.
- June 22, 2025 - v1.0.0
- Concept completed.























