Battle · Town battles (story)

Closing the Western Floodgate

The Water Locked battle for the ship lock's western gate: 56 defense power, up to 3 squads and 332 enemies over 6 min 45 s, including 32 Door Zombies.

Verified Updated

Day
Sloth only
Max squads
3
Defense power needed
56
Enemies
332
Wave fronts
3
Waves last
6 min 45 s
Red points per zombie
150

How to start it

Water Locked opens after either Front-of-the-Envelope Calculation or A Cure for Wellness. Talk to Herbert in the Barracks about the ship lock gate, then to the guards near the Market Square to open the battle.

After: Water Locked

Requirements and setup

Requirements

  • 56 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

  • Pikes
  • Spiked barricades
  • Healing Potions

Barricades and towers: Allowed, and they count toward defense power.

Enemies

Type Count
Wild Zombie 156
Bucket Zombie 117
Door Zombie 32
Bloated Zombie 27

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

  • 32 Door Zombies, the largest group before the Final Battle. Their door blocks frontal arrows, sword blows and pike thrusts: hit them from behind with pikes or your sword, or let spiked barricades wear them down.
  • Same 56 entry as Central Districts Purge: Part II, but a longer fight (6 min 45 s): bring Healing Potions.
  • Winning completes Water Locked, which both Steamy Royal and Dirt Rights need.

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