Battle · Town battles (story)
Central Districts Purge: Part I
The first of the two Street Battles fights in the central districts: 36 defense power, up to 2 squads and 270 enemies over 5 min 25 s, including 16 Door Zombies. It pays a Defender's Emblem.
- Day
- Sloth only
- Max squads
- 2
- Defense power needed
- 36
- Enemies
- 270
- Wave fronts
- 2
- Waves last
- 5 min 25 s
- Red points per zombie
- 100
How to start it
Street Battles opens once both Hope It Doesn't go South and Plaza Battle are done: talk to the guards at the outpost.
After: Street Battles, Hope It Doesn't go South, Plaza Battle
Requirements and setup
Requirements
- 36 defense power or more
- Up to 2 squads (paid mercenaries always join and fill one)
- A sword and body armor equipped
- No more than one item carried overhead
Recommended
- Merc Leader's iron upgrade for the mercenaries (3 Iron Ingots)
- Iron Armor with Battle Pikes or Battle Bows
- Barricade I
Barricades and towers: Allowed, and they count toward defense power.
Enemies
| Type | Count |
|---|---|
| Wild Zombie | 180 |
| Bucket Zombie | 74 |
| Door Zombie | 16 |
Win and lose
Win: Capture every enemy flag and still hold them all when the waves end.
Lose: The enemy takes your base, or your health drops to 0.
Rewards
- 1× Defender's Emblem
- 6× Zombie goo
- 8× Town Gratitude
Rewards before patch 1.008
- 1× Defender's Emblem
- 6× Zombie goo
- 4× Town Gratitude
Tips
- The central street fights push on several fronts to take control points: carry a banner forward and hold each flag until the waves end.
- Example entry: mercenaries with the Merc Leader's iron upgrade (16) + one zombie squad in Iron Armor with Battle Pikes or Battle Bows (16) + two Barricade I (4) = 36.
- Its Defender's Emblem opens a third squad slot, just in time for the three-squad fights that follow.
- Update 1.007 fixed a bug that could block progress in both Central Districts Purge fights: make sure your game is up to date.