Battle · Town battles (story)
Operation POTATO: Part II
The second half of Operation POTATO, which starts the moment Part I is won: 159 enemies over 4 min, with no Wild Zombies and no enemy flags. Hold the base until the waves end.
- Day
- Sloth, straight after Part I
- Max squads
- 3
- Enemies
- 159
- Wave fronts
- 1
- Waves last
- 4 min
- Red points per zombie
- 150
How to start it
Starts automatically right after Part I is won; there is no separate defense power check.
After: Dirt Rights, A Cure for Wellness, Water Locked
Requirements and setup
Requirements
- No separate defense power check: it continues straight from Part I
- Up to 3 squads (the mercenaries leave after Part I)
Recommended
- The best armor you can give your zombies
Barricades and towers: Allowed, and they count toward defense power.
Enemies
| Type | Count |
|---|---|
| Bucket Zombie | 104 |
| Bloated Zombie | 36 |
| Barrel Zombie | 19 |
Win and lose
Win: There are no enemy flags: keep your base standing until 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
- No enemy flags: hold the base until the waves end.
- No Wild Zombies at all: every enemy hits for at least 6 (Bucket 6, Bloated 7, Barrel 10), so armor tier matters more here than in any earlier fight.
- The mercenaries are gone after Part I: count on your zombie squads, towers and potions.
- The rewards of both parts are paid once this half is won.