Battle · Town battles (story)
Operation POTATO: Part I
The first half of the Dirt Rights fight at the bottom of the drained lock: 72 defense power, up to 3 squads and 183 enemies over 6 min 20 s, including 25 Barrel Zombies. Part II follows straight away.
- Day
- Sloth only
- Max squads
- 3
- Defense power needed
- 72
- Enemies
- 183
- Wave fronts
- 1
- Waves last
- 6 min 20 s
How to start it
Dirt Rights opens after A Cure for Wellness and Water Locked: ask Herbert in the Barracks about the bottom of the lock, then talk to the guards.
After: Dirt Rights, A Cure for Wellness, Water Locked
Requirements and setup
Requirements
- 72 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
- Battle Bows or Heavy Bows
- Zombie Motivator Potions
Barricades and towers: Allowed, and they count toward defense power.
Enemies
| Type | Count |
|---|---|
| Wild Zombie | 87 |
| Bucket Zombie | 40 |
| Bloated Zombie | 31 |
| Barrel Zombie | 25 |
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
- Same chained rules as the Eastern Floodgate: Part II starts at once, the rewards of both parts are paid when Part II is won, and the mercenaries leave after Part I.
- Barrel Zombies have 100 health: Battle Bows or Heavy Bows and Zombie Motivator Potions (which halve your zombies' pause between attacks) speed up the kill.
- Part I gives no red tech points of its own: the 150 per zombie come with Part II.