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Operation POTATO: Part II

Operation POTATO: Part II

Battle

3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 16 Town Gratitude. Each zombie that fought in the Keeper's squads gets 150 red tech points.

SQUADS

3

DEFENSE POWER

No requirement

Squads, enemies and rewards

Quest

Dirt Rights

Squads

3

Defense power

No requirement

Starts

Right after Part I is won

Enemies

159 in the waves

Length

4 min

Rewards

10 Zombie goo and 16 Town Gratitude

Quest

Where it comes up

Rewards

For a win

Special rules

This fight
It starts right after Operation POTATO: Part I is won and has no defense power requirement. The rewards of both parts are paid out when it is won; losing it loses Part I's rewards too. Mercenaries hired for Part I do not fight in it. After a loss it can be started again on its own, on Sloth. It has no enemy flags: holding the base until the waves end wins it.

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.