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Spoilers ahead. Achievement entries describe build requirements and late-wave milestones. Guides contain solutions and may reveal encounters and progression.

Pyrewarden · Wiki

One True Path

Wave 30 with a single school, and the ledger that proves it.

One True Path achievement emblem

One True Path
Reach wave 30 with all towers from a single school.

This one counts schools, not types — and it counts the towers standing, not the ones you have built. All three paths of one school still count as one school, and unlike Minimalist, selling a stray tower really does fix the run. The check is on the wave you clear, so you only need the board clean at that moment.

It also means no synergy combos at all. A combo needs two different schools to hit the same enemy, so a single-school defence gives up the mechanic the game is built around. Everything has to come out of raw upgrades.

Which school

Radiance, path A. The same reason as the two-type run and one more:

  • Stealthed enemies can appear from wave 20. Radiance is the only school that can directly target and reveal them; other schools must rely on splash damage or terrain that reveals stealth.
  • Radiance opens at 4.0 range — the longest in the game, tied with Chronomancy — so each tower covers more of the route, which matters when you have no second school to cover the gaps.
  • Path A blends area damage, support and damage over time, so one tower type still does more than one job.

The run, in order

  1. Start on Wanderer's Waypoint, which draws all twelve schools equally. Avoid maps that lean toward Toxicology or Voltomancy: Radiance deals 0.7× damage to both, and such a map sends them as about a quarter of each wave.
  2. Build Radiance and only Radiance. There is no adjacency bonus to chase here, since that needs two different schools, so place purely for route coverage.
  3. Level Damage, Attack Speed and Range across the whole line rather than deep into a few towers. With no combos, throughput is the only lever you have.
  4. Clear wave 30 with nothing but Radiance standing.

The recorded run

One game on a fresh profile on Wanderer's Waypoint, played by the game's built-in AI limited to Radiance path A, through the game's normal mouse and keyboard at a person's pace; your enemy draw will differ. It held 15 of its 20 lives from wave 1 to wave 28, lost 13 of the 14 it had left in wave 30 and cleared it on its last life, then ended in wave 31 with 74 towers, all of them Radiance.

A screen recording of the whole game, from the main menu to the achievements screen. The match is played back at 4× speed — the badge in the corner says so on every sped-up frame; the menus and the ledger run at normal speed. The game's own music and effects, no commentary.

Wave 5 with a line of Radiance towers along the route
Wave 5. One tower shape on the whole board, and it stays that way.
The in-game achievements screen showing One True Path unlocked
The same profile's ledger. One True Path is lit and nothing else is.

What breaks it

  • A tower of a second school standing when the wave clears. Sell it before the wave ends and the run is fine again.
  • Reaching wave 30 but not clearing it.
  • Leaving stealth unanswered from wave 20: this recorded route uses Radiance to reveal it.