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Central Districts Purge: Part II

Central Districts Purge: Part II

Battle

3 squads, 56 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 8 Town Gratitude. Each zombie that fought in the Keeper's squads gets 125 red tech points.

SQUADS

3

DEFENSE POWER

56

Squads, enemies and rewards

Quest

Street Battles

Squads

3

Defense power

56

Starts

On Sloth

Enemies

224 in the waves

Length

5 min 30 s

Rewards

1 Victory Banner, 6 Zombie goo and 8 Town Gratitude

Quest

Where it comes up

Rewards

For a win

Battle rules

Every battle
  • Most battles can only be started on Sloth; Break Through to the Port, Sewer Brawl I, Sewer Brawl II, Break Through to the Bathhouse Basement and Sewerena (The Sewer Arena) start on any day. When Herbert hands over the red banner before the first battle, battles open on any day until the end of the next Sloth.
  • Defense power - from the barricades and archer towers built at the Barracks and the squads brought along - has to reach the battle's requirement, if it has one.
  • A battle is won by capturing every enemy flag and still holding all of them when its waves end. It is lost at once when the enemies take the Keeper's base or the Keeper's health runs out.
  • A squad follows its banner while the Keeper carries it and holds the position where the banner is planted. Battle potions can only be drunk during a battle or its preparation.