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Polluted Wasteland II
MAP WAVE STRUCTURE REWARDS

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This article is about Polluted Wasteland II. You may be looking for Polluted Wasteland.

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

Description

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. It is a special map, meaning that it can only be played using the Nuclear Monster statue in the lobby. The statue has a 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 (Gameplay Currency)$10,000 every 1% health in solo, Cash (Gameplay Currency)$5,000 in duo, Cash (Gameplay Currency)$3,333 in trio and Cash (Gameplay Currency)$2,500 in quad.

The health of enemies in this mode scales with the player count, starting at three players. The increase is 15% in trio and 30% in quad. It is applied after attributes, like Bloated, meaning they can affect the health of an enemy.

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 game 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' levels, 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.

Design & Path

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


Rewards

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 EXP Reward
(Coin 535 ÷ (1 + [(40 ÷ Current Wave) - 1]^1.3) + Coin 201 + Gem 74 (Triumph Bonuses)) × 1.7 (Experience 142 EXP ÷ (1 + [(40 ÷ Current Wave) - 1])) × 1.7

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

Badges

There are also two badges which you can obtain when playing this mode, which has additional rewards alongside the badge. They are:

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

Rewards:
Cowboy

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

Enemies

Wastewalker
Wave 1
Wasterunner
Wave 1
Hazardous
Wave 3
Super Mutant
Wave 5
Breaker3
Wave 7
Breaker2
N/A[1]
Breaker
N/A[2]
Lurker
Wave 9
Corpse
Corpse
Necromancer
Wave 10
Skeleton
N/A[3]
Toxic
Wave 11
Corpse
N/A[4]
Splitter
Wave 13
Split
N/A[5]
Fleshling
Wave 15
Amalgamation
Wave 15
Circuit
Circuit
Circuit
Wave 16
Breaker4
Wave 17
Mutagenic Blight
Wave 17
Rusher
Wave 18
Super Slime
Wave 19
Goo
N/A[6]
Abomination
Wave 20
Super Toxic
Wave 21
Templar
Wave 22
Cursed Skeleton
Wave 23
Necromancer King
Wave 23
Nuclear Guardian
Wave 24
Nuclear Monster
Wave 25

Wave Structure

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

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

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

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

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

Wave Amount
16 Cash (Gameplay Currency)$4,000
17 Cash (Gameplay Currency)$4,500
18 Cash (Gameplay Currency)$5,000
19 Cash (Gameplay Currency)$5,500
20 Cash (Gameplay Currency)$6,000
21 Cash (Gameplay Currency)$7,000
22 Cash (Gameplay Currency)$8,000
23 Cash (Gameplay Currency)$9,000
24 Cash (Gameplay Currency)$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 (Gameplay Currency)$205 + (Waves Completed - 1) × Cash (Gameplay Currency)$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 (Gameplay Currency)$180 + (Cash (Gameplay Currency)$50 × Waves Completed)) ÷ Players

The waves in Polluted Wasteland II follow these timings:

Waves Wave Timer Skip Time[7]
1-4 1:00 0:19[8]
5-9 1:10 0:19[9]
10-14 1:15 0:19[10]
15-19 1:25 0:19[11]
20-23 1:35 0:19[12]
24 1:50 0:19[13]
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 (Boss), 2x Wasterunner
6 5x 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 (Freeze Immune, 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 (Boss, 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 Templar (Boss, Health Regen, Bloated), 2x Super Slime, 5x Amalgamation, 1x Mutagenic Blight
23 1x Abomination, 1x Super Toxic, 2x Amalgamation, 1x Mutagenic Blight, 10x Cursed 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), 15x Circuit (Nimble), 3x Amalgamation, 1x Nuclear Guardian (Bloated, Boss), 1x Necromancer King, 15x Circuit (Nimble)
25 12x Circuit (Nimble), 1x Abomination, 1x Templar (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
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

  • The Golden Pyromancer can be very useful to deal with enemies that appear early on and reduce enemies' defense.
    • It can also somewhat remedy the effects of the Mutation modifier.
    • It should be placed on the intersections in the middle of the map, since enemies have to cross those sections thrice.
  • 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.
  • High DPS towers such as the Accelerator and Engineer 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 are also quite valuable as most enemies spawn in hordes at later stages of the game.
      • Though this may be difficult to achieve as cliff space in this map is quite limited.
  • Support towers such as the Commander, DJ Booth and Medic are essential.
    • Stalling towers such as the Electroshocker or Sledger may be useful, considering the number of enemies that spawn in this map and the fact that enemies have a lot of health.
  • Due to the difficulty of this map, it is required to have a good loadout and teammates to triumph this map.

Gallery

Map Icons

Thumbnails

Promotional Images

Trailers

Trivia

  • This is the first survival map in the game that does not let you choose the mode you play on, followed by Badlands II.
  • This map used to be the only way to see the Enemies Beta version of the Mystery. As Enemies Beta is not applied to this map anymore, it is no longer possible to see it.
  • The in-game version of They're Mutated! is slightly altered from the original track.
  • Going Nuclear! is a remix of the Nuclear Fallen King's track.
  • The location of Polluted Wasteland || is canonically called the Blackfield Water Treatment Plant.

Update History

  • 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
    • Bugfix: Now gives the Experience 50 EXP triumph bonus.
    • Bugfix: Polluted Hazmat spawns again.
  • 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: Badlands 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 waves music starts playing.
    • Starting cash increased from Cash (Gameplay Currency)$500 to Cash (Gameplay Currency)$1,150.
    • Mode type is now displayed as Special.
    • Legacy removed.
  • 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 (Gameplay Currency)$1,150 to Cash (Gameplay Currency)$850.

Notes

  1. Does not appear naturally, it can only be spawned by the Breaker3.
  2. Does not appear naturally, it can only be spawned by the Breaker2.
  3. Does not appear naturally, it can only be spawned by the Necromancer
  4. Does not appear naturally, it can only be spawned by killing enemies with the Corpse attribute.
  5. Does not appear naturally, it can only be spawned by the Splitter.
  6. Does not appear naturally, it can only be spawned by the Super Slime.
  7. How long you have to wait before you can skip.
  8. Skip at 0:40.
  9. Skip at 0:50.
  10. Skip at 0:55.
  11. Skip at 1:05.
  12. Skip at 1:15.
  13. Skip at 1:30.


Regular Very Easy
Easy
Normal
Hard
Insane
Special
Hardcore
PVP Test
Sandbox
Other
Event
Removed
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