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Eastern Districts: Active Scouting

Eastern Districts: Active Scouting

Battle

1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 8 Town Gratitude. Each zombie that fought in the Keeper's squads gets 50 red tech points.

SQUADS

1

DEFENSE POWER

12

Squads, enemies and rewards

Quest

Hope It Doesn't go South

Squads

1

Defense power

12

Starts

On Sloth, or on any day until the end of the Sloth after Herbert hands over the red banner

Enemies

133 in the waves

Length

3 min 40 s

Rewards

1 Defender's Emblem, 6 Zombie goo and 8 Town Gratitude

Quest

Where it comes up

Rewards

For a win

Enemies

In the waves

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.