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.

Verified Updated

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

Rewards before patch 1.008

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.

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