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.

Verified Updated

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.

After: Hope It Doesn't go South, First... Sludge?

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

Rewards before patch 1.008

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.

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