Battle · Town battles (story)
Closing the Eastern Floodgate: Part II
The second half of the Eastern Floodgate fight. It starts the moment Part I is won, with no new power check: 209 enemies over 4 min 15 s, and the mercenaries are gone.
- Day
- Sloth, straight after Part I
- Max squads
- 3
- Enemies
- 209
- Wave fronts
- 2
- Waves last
- 4 min 15 s
- Red points per zombie
- 150
How to start it
Starts automatically right after Part I is won; there is no separate defense power check.
After: Steamy Royal, Front-of-the-Envelope Calculation, Water Locked
Requirements and setup
Requirements
- No separate defense power check: it continues straight from Part I
- Up to 3 squads (the mercenaries leave after Part I)
Recommended
- Your zombie squads
- Archer Towers
Barricades and towers: Allowed, and they count toward defense power.
Enemies
| Type | Count |
|---|---|
| Bucket Zombie | 95 |
| Wild Zombie | 71 |
| Bloated Zombie | 16 |
| Barrel Zombie | 15 |
| Spitter Zombie | 12 |
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
- The mercenaries hired for Part I have left: your zombie squads, your towers and you must carry this half.
- A loss here sends you back to Part I, and the rewards of both parts are only paid once this half is won.
- Winning also turns Davy the Dagger's Techbook looter orders from random colours into colour-specific ones.