The Heroic Challenge and the Iron Challenge of a stage both open once that stage has 3 stars in Campaign; the level-select screen says "Complete this stage with 3 stars to unlock this mode."
Each mode's win is kept on its own: up to 3 stars from Campaign and 1 from each challenge, 5 per stage and 130 over the 26 stages.
20 lives, 7-20 waves, 1-3 stars.
1 life, 6 waves, 1 star.
1 life, 1 wave, 1 star.
Campaign is the story mode: 20 lives and 7 to 20 waves depending on the stage. A win gives 3 stars with 18 or more lives left, 2 stars with 6 to 17 and 1 star with fewer. Winning a stage in Campaign opens the next stage of its chain, and winning stage 12 opens the first stage of every later chain (see All stages). The bosses appear only in Campaign.
Heroic Challenge: 1 life and 6 waves on every stage, with its own enemies and starting gold. Heroes are not allowed on stages 1-9, and the Upgrades room upgrades only count up to a level set for each stage: level 1 on stage 1, level 2 on stages 2-4, level 3 on stages 5-7, level 4 on stages 8-10 and level 5 on stages 11-26. On stages 1-9 some tower upgrades stay locked; each stage page lists them. A win adds 1 star.
"Test your tactical skills against an elite enemy force in this challenge meant for only the most heroic defenders!"
Heroic Challenge by stage
| Stage | Gold | Heroes | Upgrades |
|---|---|---|---|
| 1. Southport | 170 | No | Up to 1 |
| 2. The Outskirts | 250 | No | Up to 2 |
| 3. Pagras | 310 | No | Up to 2 |
| 4. Twin River Pass | 600 | No | Up to 2 |
| 5. Silveroak Forest | 1,000 | No | Up to 3 |
| 6. The Citadel | 1,200 | No | Up to 3 |
| 7. Coldstep Mines | 1,000 | No | Up to 3 |
| 8. Icewind Pass | 1,100 | No | Up to 4 |
| 9. Stormcloud Temple | 2,000 | No | Up to 4 |
| 10. The Wastes | 1,800 | Yes | Up to 4 |
| 11. Forsaken Valley | 2,100 | Yes | Up to 5 |
| 12. The Dark Tower | 1,600 | Yes | Up to 5 |
| 13. Sarelgaz's Lair | 1,400 | Yes | Up to 5 |
| 14. Ruins Of Acaroth | 2,000 | Yes | Up to 5 |
| 15. Rotten Forest | 1,000 | Yes | Up to 5 |
| 16. Hushwood | 1,250 | Yes | Up to 5 |
| 17. Bandit's Lair | 1,500 | Yes | Up to 5 |
| 18. Glacial Heights | 1,500 | Yes | Up to 5 |
| 19. Ha'Kraj Plateau | 1,900 | Yes | Up to 5 |
| 20. Pit Of Fire | 1,900 | Yes | Up to 5 |
| 21. Pandaemonium | 2,200 | Yes | Up to 5 |
| 22. Fungal Forest | 1,700 | Yes | Up to 5 |
| 23. Rotwick | 1,450 | Yes | Up to 5 |
| 24. Ancient Necropolis | 1,100 | Yes | Up to 5 |
| 25. Nightfang Swale | 1,500 | Yes | Up to 5 |
| 26. Castle Blackburn | 1,100 | Yes | Up to 5 |
Iron Challenge: 1 life and 1 wave on every stage, with its own enemies and starting gold. Heroes are not allowed on stages 1-9, and the Upgrades room upgrades only count up to a level set for each stage: level 1 on stage 1, level 2 on stages 2-4, level 3 on stages 5-7, level 4 on stages 8-10 and level 5 on stages 11-26. On stages 1-8 some tower upgrades stay locked; each stage page lists them. Each stage also allows only some tower lines, listed below. A win adds 1 star.
"A test for the ultimate defender, the iron challenge will take your tactical skills to the limit."
Iron Challenge rules by stage
| Stage | Towers allowed | Heroes | Upgrades |
|---|---|---|---|
| 1. Southport | Barracks, Artillery | No | Up to 1 |
| 2. The Outskirts | Archer Towers, Mage Towers, Artillery | No | Up to 2 |
| 3. Pagras | Archer Towers, Barracks, Mage Towers | No | Up to 2 |
| 4. Twin River Pass | Archer Towers, Barracks | No | Up to 2 |
| 5. Silveroak Forest | Archer Towers, Mage Towers, Artillery | No | Up to 3 |
| 6. The Citadel | Barracks | No | Up to 3 |
| 7. Coldstep Mines | Archer Towers, Mage Towers | No | Up to 3 |
| 8. Icewind Pass | Barracks, Artillery | No | Up to 4 |
| 9. Stormcloud Temple | Mage Towers | No | Up to 4 |
| 10. The Wastes | Archer Towers, Barracks, Mage Towers | Yes | Up to 4 |
| 11. Forsaken Valley | Barracks, Mage Towers | Yes | Up to 5 |
| 12. The Dark Tower | Archer Towers, Barracks, Mage Towers | Yes | Up to 5 |
| 13. Sarelgaz's Lair | Archer Towers, Barracks | Yes | Up to 5 |
| 14. Ruins Of Acaroth | Mage Towers, Artillery | Yes | Up to 5 |
| 15. Rotten Forest | Barracks, Mage Towers | Yes | Up to 5 |
| 16. Hushwood | Barracks, Artillery | Yes | Up to 5 |
| 17. Bandit's Lair | Archer Towers, Barracks | Yes | Up to 5 |
| 18. Glacial Heights | Barracks, Artillery | Yes | Up to 5 |
| 19. Ha'Kraj Plateau | Archer Towers, Artillery | Yes | Up to 5 |
| 20. Pit Of Fire | Archer Towers, Barracks, Artillery | Yes | Up to 5 |
| 21. Pandaemonium | Archer Towers, Barracks, Mage Towers | Yes | Up to 5 |
| 22. Fungal Forest | Barracks, Mage Towers | Yes | Up to 5 |
| 23. Rotwick | Archer Towers, Mage Towers | Yes | Up to 5 |
| 24. Ancient Necropolis | Barracks, Artillery | Yes | Up to 5 |
| 25. Nightfang Swale | Mage Towers, Artillery | Yes | Up to 5 |
| 26. Castle Blackburn | Barracks, Mage Towers | Yes | Up to 5 |
Every battle
Calling the next wave before its timer runs out gives 1 gold for each second left on the timer, rounded to the nearest second, and, when 2 or more seconds were left, moves every spell cooldown that is running forward by the same number of seconds. Calling the first wave gives nothing. The most a wave can pay is on its stage page, under Waves.
