The Takeover Event has arrived in SpongeBob Tower Defense, and it brings a new limited-time challenge format where players can earn Solo Creds and Kelp Dollars by surviving multiple waves of increasing difficulty. This guide breaks down how to unlock all four event badges, covering each difficulty level, recommended tower setups, and key mechanics introduced in the update.
Where to Start: Entering the Event
To begin, click the Takeover button inside the game. This will launch the special Defend Kelp City event map. The objective is to fend off multiple waves of enemies using preset tower options. You don’t need a team or to equip your own loadout—everything is set up for solo play.
Each badge is tied to a specific difficulty milestone:
- Easy – Complete 25 waves
- Medium – Complete 50 waves
- Hard – Complete 50 tougher waves
- Insane (Final Boss) – Complete the full wave set including the final boss and survive mechanics
Completing each tier grants one badge and corresponding Solo Creds, which can be used in the main hub for exclusive rewards.
Easy Badge – Bubble Warning Award (25 Waves)
This is the most basic badge to earn and acts as the starting point for the event. You only need to survive 25 waves.
The recommended approach is to immediately spam early towers like Mr. Krabs or Spongebob and place them near the spawn point. Upgrade them quickly to handle the early waves. The game moves quickly even at normal speed, but if you have access to 2x or 3x speed from joining the game’s group, you can finish this mode in under 10 minutes.
Once you reach wave 25 and defeat the wave’s final enemies, you will automatically receive the Bubble Warning badge and your first batch of Solo Creds.
Medium Badge – Complete 50 Waves
The next tier increases the total wave count to 50, with slightly tougher enemies and more complex pathing. You’ll notice multiple lanes early on, which makes tower placement more important.
Start by placing one or two reliable damage dealers, like the Flying Dutchman, which has good early AoE and scales well with upgrades. Make sure to place units that can hit both paths if possible. Upgrading your starting towers quickly is key to surviving until you can afford higher-tier towers like the Hashslinging Slasher.
During this run, if enemies begin slipping through, you can use budget towers like Muscle Bob to plug gaps. His high damage and low cost make him ideal for early cleanup. Place him near the end of a lane to prevent leaks while you build up cash for stronger mid-map defenses.
If you follow this pattern and keep upgrading consistently, you’ll earn the badge at wave 50 along with a second batch of Solo Creds.
Hard Badge – Overcome 50 Tough Waves
This difficulty mirrors the medium badge in wave count but increases enemy durability and speed significantly. The layout shifts slightly again, and new spawners and zombie mechanics begin to appear.
You should begin with two Spawner towers placed near the start of the map. These units deal reliable global damage and help weaken early waves. As soon as you can, start placing a Hashslinging Slasher or another heavy-hitting AoE tower near the middle of the map. The placement is crucial—aim for the central area where all lanes overlap. With enough upgrades, this tower can cover nearly the entire map.
For added stability, place backup towers like SpongeBobs near the final lane segments just in case something breaks through your first line. Upgrade spawners continuously and use Muscle Bob if you’re running into trouble during the mid-waves.
Once you survive all 50 waves in this tier, you’ll receive the hard badge and another drop of Solo Creds.
This is the toughest part of the event. The final challenge introduces a high-health boss, multiple mechanics like falling hazards that can stun your towers, and the most difficult wave formations yet. This mode requires smart positioning, fast tower deployment, and timely use of your active abilities.
Begin with two Merman towers to anchor your early game. Position them near the middle of the map so they can deal AoE across multiple lanes. As the waves progress, you’ll need to supplement with additional support towers like SpongeBob or a second Merman depending on what starts leaking through.
Around the halfway mark, unlock and fully upgrade your robotic boss-killer tower—place it directly in the middle. Once fully maxed, this unit deals massive damage across the entire map and is critical for surviving the final 10 waves.
During the last few waves, stuns will randomly fall from the sky. These can disable your towers and ruin your run. To avoid this, don’t stand next to high-priority towers when the stun zones appear. Dodge when possible and use your nuke ability as soon as the boss appears. It is strong enough to one-shot the final boss if used correctly.
After wave 50, defeating the final boss will unlock the Insane badge, completing all four badge requirements for the Takeover Event.
What You Get for Completing All Four Badges
Each badge gives you Solo Creds that can be redeemed in the event hub for cosmetics, currency, or future limited-time items. Completing all four grants enough creds to max out rewards available during the event window.
Your badge progress may also count toward broader Takeover participation across other Roblox games, depending on how the event is structured on the hub site.