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.
- 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
- 10× Zombie goo
- 16× Town Gratitude
Rewards before patch 1.008
- 10× Zombie goo
- 8× Town Gratitude
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.