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.

Verified Updated

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

Rewards before patch 1.008

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.

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