Battle · Town battles (story)
Eastern Districts: Active Scouting
The first fight of Hope It Doesn't go South, a one-squad scouting push into the eastern districts: 12 defense power and 133 Wild Zombies over 3 min 40 s. It pays your second Defender's Emblem.
- Day
- Sloth. Any day also works from the moment Herbert hands you the red banner until the end of the following Sloth.
- Max squads
- 1
- Defense power needed
- 12
- Enemies
- 133
- Wave fronts
- 1
- Waves last
- 3 min 40 s
- Red points per zombie
- 50
How to start it
Talk to the guards at the outpost during Hope It Doesn't go South, which “First... Sludge?” unlocks.
Requirements and setup
Requirements
- 12 defense power or more
- 1 squad only (paid mercenaries always join and take that place)
- A sword and body armor equipped
- No more than one item carried overhead
Recommended
- One zombie squad in Bronze Armor with Light Pikes (8)
- Two Barricade I (4)
Barricades and towers: Allowed, and they count toward defense power.
Enemies
| Type | Count |
|---|---|
| Wild Zombie | 133 |
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
- 1× Defender's Emblem
- 6× Zombie goo
- 8× Town Gratitude
Rewards before patch 1.008
- 1× Defender's Emblem
- 6× Zombie goo
- 4× Town Gratitude
Tips
- Still a one-squad fight: paid mercenaries always join and take the only squad place, so choose between them and a zombie squad.
- A squad of 4 zombies in Bronze Armor (+1 each) with Light Pikes (+1 each) gives 8 defense power; two Barricade I bring it to 12.
- Only Wild Zombies again: a good fight to earn a fresh zombie squad its first 50 red tech points.