Metallic Hideout Event
Description
The Metallic Hideout Event is an event concept on the Tower Defense Simulator Wiki. It would reward the Ingot Achiever.
The event started on January 1st, 2026 at 12:00 AM UTC and ended on January 1st, 2027 at 12:00 PM 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 25%, which meant that in a quad, you only got 25% 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 regardless of the decimal value.
Enemies increase their health by 10% with each wave due to the Mutation modifier.
Interestingly, there is no legacy version of this concept, as this is planned to be the final Event Concept from this creator, at least for a while.
Design & Path
Handlerburg takes place in Forgetten Docks, an old European styled village, situated in a river, in between a giant valley. Inside the village were docks that has dozens of holes as they have not been maintained. Buildings in this village are made out of grey bricks and dark brown wood. There are multiple lanterns and candles can be seen on the paths, which light up the map. Wooden barrels and wooden crates are also scattered across the map. The entrance was located in a cave on one side of the valley, the path traverses the whole village and ends on the other side of the valley.
Rewards
Rewards are calculated as:
| Coins Reward | EXP Reward |
|---|---|
Triumphing Metallic Hideout does not give out any additional reward(s) upon triumph.
Badges
There is a badge that you can obtain when playing this event, which may have additional rewards alongside them. These are:
Rewards:
Ingot Achiever
Wave Structure
Handlerburg had two wave bonuses. Between Waves 1–15, the wave bonus was calculated as:
$100 + ([Waves Completed - 1] × $50)^1.5- From Waves 16–32:
$100 + ([Waves Completed - 1] × $55)^1.05
These wave bonuses cannot be boosted by the Stonks Skill.
Enemies
| Lead Wave 1 |
Hidden Wave 1 |
Invisible Wave 4 |
Shadow Wave 5 |
| Lead Boss Wave 6 |
Ghost Wave 8 |
Lurker Wave 9 |
Fallen Soul Wave 11 |
| Breaker2 Wave 12 |
Hidden Boss Wave 13 |
Cursed Skeleton Wave 14 |
Knight Wave 15 |
| Cobalt Guard Wave 17 |
Lead Balloon Wave 18 |
Ghost Knight Wave 20 |
Fallen Necromancer Wave 20 |
| Necrotic Skeleton Wave 21 |
Hazard Wave 23 |
Slime Wave 25 |
Reaver Wave 26 |
| Molten Demon Wave 27 |
Lead Puppeteer Wave 29 |
Metallic Canine Wave 31 |
Iron Wizard Wave 32 |
| Possessed Armor N/A[1] |
Fallen N/A[2] |
Fallen Angel N/A[3] |
The waves in Metallic Hideout could be skipped. They follow these timings:
| Waves | Wave Timer | Skip Time[4] |
|---|---|---|
| 1–4 | 0:30 | 0:10 |
| 5–9 | 0:45 | 0:15 |
| 10–14 | 1:15 | 0:20 |
| 15–19 | 1:20 | 0:15 |
| 20–24 | 1:35 | 0:20 |
| 25–29 | 2:00 | 0:25 |
| 30–32 | ∞ | N/A |
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.
Gallery
Trivia
- This Event reuses current enemies in the game, to be in line with the Ghost Parade Event and the Flying Fiends Event.
- This is the second to last Event Concept the creator plans on making.
- The last concept is the tower concept, the Ingot Achiever.
- The reasons they don't want to continue making concepts is because of the lack of ideas, and the lack of motivation, due to being busy with other things and not getting too much engagement with their concepts, as well, as already making 100 TDS Concepts in their Notes app, which they refuse to make a list about.
- 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.
- On the final wave, Going Nuclear! would play.
- On the final wave, hordes of Ghosts spawn with numerous attributes, this is in reference to the Rushers on Wave 25 in Polluted Wasteland II, where they have the Bloated and Nimble attributes.
- Just like most other Event Concepts made by this creator, it is balanced in a way to make the Mercenary Base stand out in some sort of way.
- Due to the original name of Forgetten Docks being Handlerburg, the creator decided to choose this name instead.
- Upon reaching Wave 25, the Base Health drops to 1.
- The creator did this because they thought it'd be funny.
- The original thumbnail would've been the Ghost and the Cold Mist waving at the camera as enemies chase towers, the former trying to signalize some sort of farewell.
- This was later changed last minute, as the creator found the choice of map, being Pizza Party, not being the right fit.
Enemy Statistics
- Lead
35 Above Average (3.6) $40 on death Lead
- Hidden
45 Below Average (2.75) $40 on death Hidden
- Invisible
80 Slightly Fast (5) $75 on death Hidden
- Shadow
100 Average (3) $85 on death Hidden
- Lead Boss
250 1,000 50% None (Without Covering) Slightly Slow (2.25) Fast (6.3, Without Covering) $500 on death Lead (With Covering)
- Ghost
80 Swift (10) $125 on death Hidden Ghost Freeze Immune
- Lurker
400 100 60% Below Average (2.8) $350 on death Hidden Burn Immune
- Fallen Soul
- Breaker2
- Hidden Boss
3,250 35% Slightly Fast (4.5) $1,750 every 50% health Hidden Stun Immune
- Cursed Skeleton
2,200 Average (3) $3,000 on death Hidden Stun Immune Freeze Immune
- Knight
2,500 20% Above Average (4.2) $2,000 on death Lead Stun Immune- Ability 1 (Sword Slash): Hits a tower in its range of 6.5 with its sword, stunning it for 3-5 seconds.
- Cobalt Guard
6,000 50% Slightly Slow (2) $1,650 every 25% health Lead Stun Immune
- Lead Balloon
3,000 Swift (10) $4,500 on death Lead Stun Immune Freeze Immune
- Ghost Knight
6,750 100% Slightly Slow (2.25) $3,000 every 20% health Lead Hidden Ghost Stun Immune Burn Immune
- Fallen Necromancer
10,000 15% Below Average (2.8) $15,000 every 50% health' Hidden Stun Immune Freeze Immune- Ability 1 (Summon): Slams its staff, summoning either ten Fallen Souls, ten Breaker2s, or five Lead Bosses.
- Ability 1 Cooldown: 13.5 seconds
- Necrotic Skeleton
3,500 40% Fast (6) $4,000 on death Hidden Freeze Immune- Ability 1 (Gooey Demise): Upon death, applies an 60% Firerate Debuff (150% increase) to towers for 6.5 seconds and deals 250 damage to units in an explosion radius of 22.5.
- Ability 2 (Essence of Life): Upon death, leaves four purple goo puddles on the path that last 25 seconds. These heal any enemy that walks over them by 0.1% every 0.05 seconds.
- Hazard
50 60% Very Fast (9) $500 on death Hidden Lead Stun Immune Freeze Immune Tank
- Slime
4,250 Slow (1.5) $3,000 on death Hidden Stun Immune Slime- Ability 1 (Slimy Disguise): Turns into the highest health non-boss enemy on the path after a few seconds, disregarding their Shield Health. Does not reappear when the summoned enemy is killed. Transformation takes 10 seconds.
- Reaver
- Molten Demon
8,000 Average (3) $10,000 on death Hidden Burn Immune Slime
- Lead Puppeteer
1,000 19,000 60% Above Average (3.9) $10,000 every 33% health Lead Health Regen
- Metallic Canine
1,000 6,500 75% Fast (7.5) $6,000 on death Hidden Lead Stun Immune Slime Corpse- Ability 1 (Explosive Malfunction): Upon death, creates a small explosion which deals 4,500 damage to units in a radius of 20. Also stuns towers in an additional range of 7.5 for 8 seconds, before putting a 100% Fatigue Debuff on them for 16 seconds.
- Iron Wizard
25,000 475,000 30% Slow (1.65) $6,250 every 1% health Boss Hidden Lead Stun Immune Freeze Immune Burn Immune- Ability 1 (Rise of the Fallen): Summons 6-9 Possessed Armors, 4-7 Fallens, and 2-5 Fallen Angels.
- Ability 1 Cooldown: 30 seconds
- Ability 2 (Hiddens, I Choose You): Summons 1-2 Fallen Necromancers, 1-2 Ghost Knight, 2-5 Molten Demons, and 6 Leads with the Tank attribute.
- Ability 2 Cooldown: 22.5 seconds
- Ability 3 (Lucky Like Leads): Summons 4-7 Lead Balloons, 2-5 Cobalt Guards, 6-10 Hazards, and 1-3 Lead Puppeteers.
- Ability 3 Cooldown: 37.5 seconds
- Ability 4 (Necromancy from Hell): Summons 1-5 Fallen Necromancers, 3 Slimes, and 6-13 Breaker2s with the Bloated, Nimble, and Corpse attributes.
- Ability 4 Cooldown: 40 seconds
- Ability 5 (Metallic Meltdown): Summons 6-9 Metallic Canines.
- Ability 5 Cooldown: 25 seconds
- Ability 6 (Staff Slam Strike): Slams its staff, striking every tower and unit on the map, giving towers either a 8 second cooldown or a 250% Fatigue Debuff for 15 seconds, and deals 99,999 damage to units, bypassing defense. Stun Immune and Debuff Immune towers are not immune to this ability.
- Ability 6 Cooldown: 17.5 seconds
- Ability 7 (Not Over): Upon death, summons 5 Fallen Necromancers. Changes to 3 Lead Puppeteers if in a 15 stud radius within the base.
- Possessed Armor
1,500 Fast (7) Hidden
- Fallen
- Fallen Angel
5,500 80% Average (3) Lead Flying Stun Immune Health Regen
Update History
- July 30, 2025 - W.I.P.
- Concept created.
- July 30, 2025 - v0.0.1
- Base Health depletion Wave changed from Wave 15 to Wave 25.
- Removed ability from Iron Wizard: Ghost State
- As the Iron Wizard is already a Hidden enemy, it is redundant to keep this ability.
- New enemies have been added:
- Breaker2 now changes into a Fallen Soul upon death on Wave 25 instead of a Lead Boss.
- July 31, 2025 - v1.0.0
- Concept completed.
- Wave Structure slightly changed.