Battle · Town battles (story)
Closing the Eastern Floodgate: Part I
The first half of the two-part fight in Steamy Royal: 80 defense power, up to 3 squads and 255 enemies over 6 min 15 s. Spitter Zombies and Barrel Zombies join the waves, and Part II follows straight away.
- Day
- Sloth only
- Max squads
- 3
- Defense power needed
- 80
- Enemies
- 255
- Wave fronts
- 2
- Waves last
- 6 min 15 s
How to start it
Steamy Royal opens after Front-of-the-Envelope Calculation and Water Locked: ask Herbert in the Barracks about the water tunnel, then talk to the guards at the outpost.
After: Steamy Royal, Front-of-the-Envelope Calculation, Water Locked
Requirements and setup
Requirements
- 80 defense power or more
- Up to 3 squads (paid mercenaries always join and fill one)
- A sword and body armor equipped
- No more than one item carried overhead
Recommended
- Squads armed with bows
- Archer Towers
- Enough zombie squads to carry Part II without mercenaries
Barricades and towers: Allowed, and they count toward defense power.
Enemies
| Type | Count |
|---|---|
| Bucket Zombie | 126 |
| Wild Zombie | 91 |
| Spitter Zombie | 16 |
| Bloated Zombie | 14 |
| Barrel Zombie | 8 |
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
- 10× Zombie goo
- 16× Town Gratitude
Rewards before patch 1.008
- 10× Zombie goo
- 8× Town Gratitude
Tips
- Part II starts as soon as Part I is won. Rewards for both parts are paid only once Part II is won, and a loss in Part II sends you back to Part I.
- Winning Part I ends the mercenaries' hire, so they sit out Part II: build Part II around your own zombie squads.
- Spitter Zombies attack from range 4.5, and Barrel Zombies have 100 health and hit for 10. Bows (range 6) and Archer Towers (range 7) outrange the spitters, and spiked barricades do not hit back against spit.
- Part I gives no red tech points of its own: the 150 per zombie come with Part II.