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Wuthering Waves (WuWa)

Sunken Ruins (Elite) Stage Guide | Tidal Defense Simulator

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Wuthering Waves - Sunken Ruins Elite Stage Guide

Sunken Ruins is the sixth stage in the Elite Pass Guardian Mode of the Tidal Defense Simulator event in Version 2.6 of Wuthering Waves. See Sunken Ruins's map layout, best combat machines, and a guide on how to complete all waves in this guide!

All Sunken Ruins Stage Guides
Common Elite Overlord

Sunken Ruins (Elite) Map Layout and Enemies

Sunken Ruins (Elite) Map and Enemies Information
No. of Waves 7
List of Enemies
Chop Chop Chop Chop
x1
Flautist Flautist
x1
Aero Prism Aero Prism
x9
Havoc Prism Havoc Prism
x3
Spectro Prism Spectro Prism
x3
Aero Predator Aero Predator
x10
Cruisewing Cruisewing
x60
Electro Predator Electro Predator
x40
Nimbus Wraith Nimbus Wraith
x22
Glacio Predator Glacio Predator
x74
Tick Tack Tick Tack
x188
Chop Chop: Headless Chop Chop: Headless
x25

The elite version of the Sunken Ruins contains 3 different paths, with the first two meeting at a point before joining up with the third path. The stage begins from the northwestern path, and joins with the second lane.

The second path is the western path, and has enemies walk down some stairs to join with the first path. The last lane is the southeastern path, which is very short and goes directly to the Energy Matrix with no turns.

Sunken Ruins (Elite) Best Combat Machines

Recommended Combat Machines

Freeze Jet Freeze Jet Glacio Beacon Glacio Beacon Repulsion Field Repulsion Field
Speed Shooter Speed Shooter Thunder Lance Thunder Lance Vortex Generator Vortex Generator
Whirlpool Device Whirlpool Device

For the final Elite stage, the Freeze Jet will do double-duty as both a DPS and Slowing Machine for the final chokepoint in front of the Energy Matrix. It will also be supported by the Vortex Generator and Whirlpool Device.

The Thunder Lance will be used to provide more DPS for the northwestern and western paths, while the KU-Roro Weapons of choice are the Speed Shooter and Repulsion Field for rapid Damage Ticks and on-demand knockback respectively.

Get the Armory Expansion Upgrade

Armory Expansion Tooltip

To use 2 different KU-Roro Weapons, you need the Armory Expansion upgrade from the Overwatch Protocols store. Note that this upgrade is only available once the previous node have been unlocked.

Sunken Ruins (Elite) Wave Guide

Sunken Ruins (Elite) Wave Guide






Wave 1: Set Up the Northwestern Defense

1 Wave 1 Tips and Recommendations

The initial defense will be split into two parts: one guarding the Energy Matrix, and one targeting the first active path.
2
The first two waves will spawn from the northwestern lane. Put up some Thunder Lances and Glacio Beacons to take them out.
3
With your leftover funds, also place down a Freeze Jet and two Whirlpool Devices in the hallway above the stairs. This is the final chokepoint, and you will need to constantly fortify the defenses here for later enemy waves.
4
Use the Repulsion Field to push the stronger enemies into the pit, while the Speed Shooter can quickly pick off any remaining enemies.

Wave 2: Set Up the Chokepoint Defense

1 Wave 2 Tips and Recommendations

Now add more Freeze Jets and Whirlpool Devices into the final chokepoint. This area is where all three paths will pass, meaning that it will catch enemies from everywhere, including any enemies that get past the Thunder Lances on the north lane.
2
Use the Speed Shooter to chip away at the very fast-moving Cruisewings, as they are liable to barely surviving the Thunder Lances and speeding past them.

Wave 3: Set Up the Western Defense

1 Wave 3 Tips and Recommendations

Wave 3 marks the the start of enemies spawning from the western entrance. Move over to prepare a defensive line in this area, to help cut down on enemy density before they reach the final chokepoint.
2
Set up at the chokepoint in the corner, using Thunder Lances, Glacio Beacons, and a Vortex Generator to hamper enemies coming down this lane.
3
Additionally, add more Glacio Beacons to the intersection of the northwestern and western map. This intersection is still in range of the first wave's Thunder Lances, so slowing enemies down here will lead to more damage.
4
Once you've defeated the first bunch of enemies in the wave, they will spawn a second set from both the northwestern and western entrances. Focus on the western path, as the northwestern enemies are just Tick Tacks that the Thunder Lances can take care of.

Wave 4: Prepare for Chop Chop: Headless

1 Wave 4 Tips and Recommendations

With auxiliary defenses now ready, return to the final chokepoint and begin to add more machines to this area.
2
Continue to add more Freeze Jets and Whirlpool Devices to the final chokepoint. The Freeze Jets especially will be of great help for the upcoming Chop Chop: Headless mini-boss.
3
Various Prism enemies will begin to spawn from this wave onwards. Use the Repulsion Field to pick them off by pushing them into the lava, ensuring that they cannot grant their buffs to the other enemies.
4
Once Chop Chop: Headless appears, use the Speed Shooter to start chipping away at its HP. The mass of Freeze Jets should be able to melt it once it reaches the final chokepoint.

Wave 5: Place Slows in the Chokepoint

1 Wave 5 Tips and Recommendations

Stage 5 marks the opening of the southeastern path, meaning that for the last few waves, all paths will be active. Shore up the final chokepoint's defenses by adding Glacio Beacons and a Vortex Generator to the mix.
2
Prisms will now spawn from every lane. Continue to push them off the paths for the rest of the wave, swapping to the Speed Shooter to DPS when the Repulsion Field is on cooldown.

Wave 6: Add One More Line of Defense

1 Wave 6 Tips and Recommendations

Add another set of Freeze Jets, Glacio Beacons, and a Vortex Generator to the very end of the chokepoint.
2
Continue to push off Prisms using the Repulsion Field. Also, take note of the minimap to see if enemies have breached your defenses, so that you can rush back for a final defense if needed.

Wave 7: Take Down the Final Boss

1 Wave 7 Tips and Recommendations

Add one last batch of Freeze Jets and Glacio Beacons to the chokepoint.
2
Additionally, flood the intersection with Glacio Beacons, to make dealing with the impending wave easier.
3
The Flautist final boss will arrive as the very last enemy from the northwestern path. Once every other enemy has been dealt with, swap to the Speed Shooter and use it to focus down the boss alongside the Freeze Jets, which have enough range to avoid the boss' disable ability for a bit.

Sunken Ruins (Elite) Stage Information

Basic Information

Stage Information
Stage Type:
Pass Guardian
Threat Level:
Elite
Rewards
Sim Ingot Icon Sim Ingot x90
All Challenge Goals
CheckmarkRemaining Durability more or equal to 1

CheckmarkRemaining Durability more or equal to 5

CheckmarkRemaining Durability more or equal to 10

Wuthering Waves Related Guides

Wuthering Waves Tidal Defense Simulator Slim

Tidal Defense Simulator Event Guide

Pass Guardian Stages

Threat: Overlord
Stage Guides 1 IconAbyssal Pass Stage Guides 2 IconSunken Ruins
Threat: Elite
Stage Guides 1 IconLone Bridge Stage Guides 2 IconForsaken Court Stage Guides 3 IconCrumbling City
Stage Guides 4 IconAbyssal Pass Stage Guides 5 IconMazed Aisle Stage Guides 6 IconSunken Ruins
Threat: Common
Stage Guides 1 IconLone Bridge Stage Guides 2 IconForsaken Court Stage Guides 3 IconCrumbling City
Stage Guides 4 IconAbyssal Pass Stage Guides 5 IconMazed Aisle Stage Guides 6 IconSunken Ruins

Deathtrap Mode Stages

Stage Guides 1 IconCombat Drill Stage Guides 2 IconSynergy Drill
Stage Guides 3 IconTotal Defense Test
(Infinite Mode)

All Tidal Defense Simulator Guides

Corrupted Lumiscale ConstructList of Tacet Discords Glitch SpawnerList of Machines
Freeze JetMachine Tier List -

Comment

8 emjay emjay about 2 months

Thank you for this! Finish the limited reward part at last hours 🤣 big salute to this guide!

7 Anonymous Anonymous 2 months

the fact the repulsion field's attack can blow enemies onto another path - CLOSER to the goal - and let them continue on is hot BS. i blew enemies from the N start into the wall on the goal platform, and they spawned **right** next to the goal point... i could do literally nothing about them other than try to sprint up there and kill them (it didn't work.)

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