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Intermediate Mode
ArticleIcon GAMEMODE HistoryIcon WAVE STRUCTURE SaleIcon REWARDS

Quote
"For players who are familiar with the game and want a balanced experience."
―Gamemode Description
Quote
"For players who are experienced with the game and want a little challenge."
―Former Gamemode Description

Description

Intermediate mode is one of the five main survival modes. It has 30 waves, and the final boss is Patient Zero.

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. In solo, you receive 100% of the cash when an enemy is killed, or it is damaged enough. With each additional player, this decreases by 25%, which means that in a quad, you only get 25% of the cash. This amount is distributed between players based on how much damage they dealt. However, if a player has not dealt any damage, they will receive a percentage of the enemy's full cash upon its death or when it was damaged enough, which is 12.5% in duo, 16.7% in trio and 18.75% in quad. If it is a decimal, it gets rounded up or down depending on the decimal value. If it is at least 0.5, it gets rounded up. If it is less than 0.5, it gets rounded down. For example, the Hidden Boss gives Cash (Gameplay Currency)$600 when killed in solo, Cash (Gameplay Currency)$450 in duo, Cash (Gameplay Currency)$300 in trio and Cash (Gameplay Currency)$150 in quad between the players that damaged it. Players that did not damage it receive Cash (Gameplay Currency)$75 in duo, Cash (Gameplay Currency)$100 in trio and Cash (Gameplay Currency)$113 in quad.

Rewards

For former rewards, see this mode'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 ā€“ 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. Some maps like Mason Arch can also increase all rewards by a specific amount. Regular Experience EXP boosts are multiplicative with other modifiers.

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 EXP Reward
Coin 450 Ć· (1 + [(30 Ć· Current Wave) - 1]^1.3) + Coin 50 (Triumph Only) Experience 120 EXP Ć· (1 + [(30 Ć· Current Wave) - 1])

Triumphing Intermediate mode can give out an additional reward, which can be a crate, consumable or ticket. They are meant to be guaranteed, though due to a bug this does not always happen. Additionally, items are sometimes not given out. These items are:

Badges

There is a badge that you can obtain when playing this mode, which may have additional rewards alongside the badge. The badge is:

Defeated Patient Zero!
āœ” OBTAINABLE
DefeatPatientZeroBadge Destroy the apocalypse from its roots! You have defeated Intermediate mode!

Seasons

During some Passes, the Intermediate 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 per wave

Enemies

NormalAnim1
SpeedyAnim1
SlowAnim1
Ghoul real
Normal
Wave 1
Speedy
Wave 2
Slow
Wave 4
Ghoul
Wave 7
HiddenV5
SlimeIntermCrossroads
Enraged
Armored
Hidden
Wave 9
Slime
Wave 11
Enraged
Wave 11
Armored
Wave 12
Breaker2Fallen
BreakerFallen
Necropw2
Skeletonlunar
Breaker2
Wave 13
Breaker
N/A[1]
Necromancer
Wave 14
Skeleton
N/A[2]
Reaver
Living experiment2HDdnasu
HazmatAnim1
SpeedyBossNew
Reaver
Wave 14
Living Experiment
Wave 16
Hazmat
Wave 17
Speedy Boss
Wave 18
HiddenBossV5
FailedExperiment
Breaker4Fallen
Breaker3Fallen
Hidden Boss
Wave 20
Failed Experiment
Wave 20
Breaker4
Wave 25
Breaker3
N/A[3]
PatientZeroNew
Patient Zero
Wave 30

Wave Structure

In Intermediate mode, the formula for calculating the wave bonus on each wave is:

Cash (Gameplay Currency)$200 + (Waves Completed - 1) Ɨ Cash (Gameplay Currency)$150

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

Players Reduction per Player Total Reduction
Solo 0% 0%
Duo 6% 12%
Trio 7% 21%
Quad 6% 24%

Prior to the 11th of September 2024, the formula for calculating the wave bonus depended on the wave. They were:

  • Between Waves 1-10 and on Wave 30:
    (Cash (Gameplay Currency)$200 + (Waves Completed - 1) Ɨ Cash (Gameplay Currency)$150) Ć· (1 - 0.08 Ɨ Players)
  • Between Waves 11-20 and on Wave 30:
    (Cash (Gameplay Currency)$200 + (Waves Completed - 1) Ɨ Cash (Gameplay Currency)$200) Ć· (1 - 0.08 Ɨ Players)
  • Between Waves 21-28 and on Wave 30:
    (Cash (Gameplay Currency)$200 + (Waves Completed - 1) Ɨ Cash (Gameplay Currency)$350) Ć· (1 - 0.08 Ɨ Players)
  • On Wave 29:
    Cash (Gameplay Currency)$15,000 Ć· (1 - 0.08 Ɨ Players)

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%.

The waves in Intermediate mode follow these timings:

Waves Wave Timer Skip Time[4]
1-29 1:00 0:19[5]
30 āˆž N/A

Bolded names indicate an enemy type's debut.

For former wave structures of Intermediate mode, visit the Waves page.

Wave Structure
Wave Commander Dialogue Enemy Type & Amount
1
REWCommanderNeutral
Something seems off about these zombies... 4x Normal
REWCommanderObservant
Prepare your defenses and be ready for anything!
2
REWCommanderObservant
Speedy Enemies coming in quick! 1x Speedy, 6x Normal
REWCommanderTeaching
Don't allow them to slip by your defenses!
3 - 2x Speedy, 6x Normal, 2x Speedy
4
REWCommanderScared
Tankier zombies have already been spotted! 4x Slow, 8x Normal
REWCommanderTeaching
Don't let them scare you, they're tough but slow.
5 - 4x Slow, 10x Normal, 4x Slow
6 - 8x Slow, 10x Speedy
7
REWCommanderScared
What's going on with that zombie?! Its regenerating! 6x Normal, 1x Ghoul (Boss), 6x Speedy
REWCommanderAggressive
Take it out quickly before it can heal itself!
8 - 12x Speedy, 10x Slow (Bloated)
9
REWCommanderNeutral
Hidden zombies are trying to sneaking in! 4x Hidden, 1x Ghoul, 7x Slow (Bloated), 1x Ghoul
REWCommanderObservant
Make sure you got some units capable of sniffing them out.
10 - 2x Slow (Bloated, Tank), 10x Hidden
11
REWCommanderScared
There's some slimes coming towards us! Be sure to take them out before they can transform! 10x Speedy (Bloated), 3x Enraged, 2x Slime, 3x Ghoul
REWCommanderAggressive
What twisted lab did these things come from?!
12 - 1x Ghoul, 6x Armored, 1x Ghoul, 8x Slow (Bloated), 1x Ghoul
13
REWCommanderTeaching
Something about those Enraged looks off[sic] 4x Enraged (Slime), 6x Breaker2, 2x Ghoul, 6x Armored
REWCommanderNeutral
Its as if they're not what they seem... Be careful!
14
REWCommanderScared
Look at the armor on those Reavers! 5x Enraged (Hidden), 1x Reaver, 8x Breaker2, 6x Armored (Health Regen), 1x Necromancer (Health Regen), 2x Ghoul (Slime)
REWCommanderAggressive
These things were created to withstand a ton of firepower!
15 - 7x Enraged (Slime), 1x Reaver, 8x Armored, 1x Necromancer (Slime), 6x Breaker2
16
REWCommanderScared
Is that a living experiement[sic]?! I didn't think they were real! 25x Slow (Health Regen, Bloated, Nimble), 10x Armored (Health Regen), 1x Living Experiment (Boss)
REWCommanderScared
Take them out before they heal the enemies around them!
REWCommanderObservant
These creatures must be made in a lab somewhere...
17 - 10x Hidden (Bloated), 6x Slow (Bloated, Tank), 4x Slime, 10x Armored (Bloated), 10x Hidden (Bloated), 5x Hazmat, 1x Necromancer (Health Regen)
18
REWCommanderScared
These slimes are making it hard to tell what[sic] real and what's not. 1x Speedy Boss, 5x Enraged (Slime), 15x Armored (Bloated), 4x Ghoul (Bloated), 2x Necromancer (Health Regen)
REWCommanderTeaching
They're[sic] shapshifting[sic] abilities sure are impressive.
19 - 10x Breaker2 (Health Regen), 1x Living Experiment, 7x Hazmat (Health Regen), 4x Reaver, 10x Breaker2 (Health Regen), 1x Living Experiment, 2x Necromancer (Slime)
20
REWCommanderScared
Those failed experiments look incredibly unstable! 1x Speedy Boss, 1x Enraged (Tank), 15x Enraged (Bloated, Health Regen), 3x Hazmat (Slime), 3x Hidden Boss (Slime), 6x Hazmat (Hidden), 10x Breaker2, 1x Failed Experiment (Boss)
REWCommanderScared
Everything about this operation is incredibly unnatural!
21 - 3x Hidden Boss (Slime), 8x Hazmat (Slime), 10x Breaker2 (Hidden, Slime), 8x Hazmat (Slime), 1x Necromancer (Bloated, Slime)
22
REWCommanderTeaching
I've been doing some research on these enemies... 7x Enraged (Bloated), 1x Speedy Boss, 1x Hidden Boss, 7x Hazmat (Slime), 1x Living Experiment (Health Regen), 6x Ghoul (Bloated, Slime), 1x Hidden Boss (Bloated), 4x Reaver (Health Regen), 1x Failed Experiment
REWCommanderTeaching
Everything about them is classified
REWCommanderAggressive
Keep holding them off while I try and get to the bottom of this!
23 - 1x Failed Experiment, 10x Enraged (Health Regen, Bloated), 10x Hazmat (Health Regen), 2x Hidden Boss (Bloated), 1x Living Experiment (Health Regen), 6x Reaver (Health Regen), 3x Necromancer (Health Regen)
24
REWCommanderTeaching
Hanging in there? Got an update. 12x Enraged (Bloated, Nimble), 5x Ghoul (Bloated, Slime), 10x Enraged (Hidden, Bloated), 10x Breaker2 (Hidden, Bloated), 5x Reaver (Bloated, Nimble), 10x Hazmat (Bloated), 2x Failed Experiment
REWCommanderTeaching
According to our data these enemies were all created in a top secret lab.
REWCommanderTeaching
The name of the scientist in charge according to the records is called 'Patient Zero'.
REWCommanderTeaching
Haven't we seen him before?
25 - 3x Enraged (Tank), 1x Speedy Boss, 2x Failed Experiment, 5x Slime (Bloated), 3x Hidden Boss (Bloated), 6x Ghoul (Bloated, Slime), 4x Reaver (Health Regen, Bloated), 2x Living Experiment, 5x Breaker4, 4x Necromancer (Bloated)
26
REWCommanderAggressive
The enemy is getting desperate! They're throwing everything they have at us! 2x Hidden Boss (Bloated, Nimble, Slime), 5x Living Experiment, 10x Hazmat (Bloated), 3x Necromancer (Bloated, Health Regen), 3x Failed Experiment, 2x Hidden Boss (Bloated, Slime), 1x Speedy Boss
REWCommanderTeaching
Hold the line while we continue to get to the bottom of this.
27 - 2x Failed Experiment, 1x Living Experiment (Health Regen, Bloated), 10x Reaver (Health Regen, Bloated), 1x Living Experiment (Health Regen, Bloated), 12x Ghoul (Bloated), 1x Living Experiment (Health Regen, Bloated), 10x Breaker4 (Health Regen), 1x Living Experiment (Health Regen, Bloated), 15x Breaker2 (Health Regen), 2x Failed Experiment
28 - 8x Reaver (Health Regen, Bloated, Slime), 1x Living Experiment (Health Regen, Bloated), 10x Ghoul (Bloated, Slime), 2x Slime (Hidden, Bloated), 1x Living Experiment (Bloated, Health Regen), 10x Breaker4 (Bloated), 1x Slime (Hidden, Bloated), 1x Living Experiment (Bloated, Health Regen), 2x Necromancer (Health Regen, Bloated), 2x Speedy Boss (Slime)
29 - 1x Failed Experiment (Bloated), 4x Living Experiment (Bloated, Slime), 25x Enraged (Health Regen, Bloated, Slime), 8x Breaker4 (Health Regen), 1x Failed Experiment (Bloated), 3x Necromancer (Health Regen, Bloated, Slime), 10x Slime (Hidden, Nimble)
30
REWCommanderScared
Patient Zero is here! 2x Failed Experiment (Bloated), 2x Speedy Boss (Slime), 10x Breaker4 (Bloated), 1x Living Experiment (Health Regen, Bloated), 10x Reaver (Health Regen, Bloated), 5x Slime (Hidden), 1x Patient Zero, 2x Living Experiment (Health Regen, Bloated), 1x Enraged (Tank)
REWCommanderAggressive
We gotta stop them before they can unleash more of their experiments!
Lose Dialogue
CommaReac1
CommaReac2
CommaReac3
One icon and dialogue is randomly chosen upon defeat:

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

Soundtrack

Wave 1-9 & Wave 10-14
These soundtracks can be randomly chosen to play between these waves.

Wave 15-24
These soundtracks can be randomly chosen to play between these waves.

Wave 25-29
These soundtracks can be randomly chosen to play between these waves.

Final Wave
This soundtrack is played on the final wave.

Ambience
This soundtrack used to play between Wave 1-29.

Gallery

Icons

Trivia

  • Intermediate mode is the first regular survival mode to have music play on waves other than the final wave.
    • Hardcore mode does have music play on Waves 45-50 before Void Reaver spawns, though it is not a survival mode.
    • Fallen mode had ambient music added during a revamp released after Intermediate mode was added.
  • Intermediate mode was first teased in an update forecast in September 2023, slated to release in early November 2023.
  • The mode is not named after its final boss, Patient Zero.

Update History

  • 3 May 2024 - v1.20.0
    • Intermediate Mode added.
    • Bug: Commander's observant animation does not play on Wave 16.
    • Bug: Rewards are unaffected by the difficulty based rewards on community maps.
  • 6 May 2024 - v1.20.1
    • Now rewards a badge upon triumphing this mode for the first time.
    • Wave layout changed.
  • 10 May 2024 - v1.21.0
    • Bugfix: Commander's observant animation now plays on Wave 16.
  • 18 May 2024 - v1.22.0
  • 23 May 2024 - v1.23.0
    • Bug: Consumable crate and Time Scale Ticket Time Scale Ticket rewards can no longer be gotten.
  • 31 May 2024 - v1.23.5
    • Starting cash is now Cash (Gameplay Currency)$500 regardless of player count.
  • 19 July 2024 - v1.26.0
  • 6 August 2024 - v1.27.2
    • Bugfix: Spin Ticket Spin Ticket and Revive Ticket Revive Ticket triumph rewards are now given out.
  • 11 September 2024 - v1.31.0
    • Wave structure changed.
    • Wave bonus equation changed.
  • 25 September 2024 - v1.33.0
    • Wave structure changed.
    • Updated ambient music.
    • Coin Coins and Experience EXP rewards increased.
  • 23 October 2024 - v1.37.0
    • Updated bonus triumph rewards.
  • 11 December 2024 - v1.45.0
    • Updated description.
    • Updated icon.
    • Changed Wave 24 and 28 dialogue.
  • 15 January 2025 - v1.49.0

Notes

  1. ā†‘ Does not appear naturally, it can only be spawned by the Breaker2.
  2. ā†‘ Does not appear naturally, it can only be spawned by the Necromancer.
  3. ā†‘ Does not appear naturally, it can only be spawned by the Breaker4.
  4. ā†‘ How long you have to wait before you can skip.
  5. ā†‘ Skip at 0:40.


ModesHeader
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Regular
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Other
Removed
Waves
Regular
Special Maps
Removed
Rewards
Regular
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