SQUADS
DEFENSE POWER
Squads, enemies and rewards
Squads
Defense power
Starts
Arena rounds
Round 12 squads, 36 defense power. 256 enemies: 193 Wild Zombie, 63 Bucket Zombie. 3 min 45 s. Rewards: 4 Keys for Looters, 5 Zombie goo and 8 Town Gratitude. Each zombie that fought in the Keeper's squads gets 75 red tech points36
Round 22 squads, 48 defense power. 268 enemies: 156 Wild Zombie, 112 Bucket Zombie. 4 min 15 s. Rewards: 4 Keys for Looters, 5 Zombie goo and 8 Town Gratitude. Each zombie that fought in the Keeper's squads gets 75 red tech points48
Round 33 squads, 64 defense power. 516 enemies: 316 Wild Zombie, 196 Bucket Zombie, 4 Door Zombie. 7 min. Rewards: 5 Keys for Looters, 4 Zombie goo and 8 Town Gratitude. Each zombie that fought in the Keeper's squads gets 100 red tech points64
Round 43 squads, 76 defense power. 426 enemies: 255 Wild Zombie, 127 Bucket Zombie, 44 Bloated Zombie. 5 min 30 s. Rewards: 5 Keys for Looters, 5 Zombie goo and 8 Town Gratitude. Each zombie that fought in the Keeper's squads gets 100 red tech points76
Round 53 squads, 88 defense power. 524 enemies: 320 Wild Zombie, 166 Bucket Zombie, 28 Bloated Zombie, 10 Barrel Zombie. 6 min 10 s. Rewards: 7 Keys for Looters, 8 Zombie goo and 8 Town Gratitude. Each zombie that fought in the Keeper's squads gets 100 red tech points88
Round 63 squads, 104 defense power. 628 enemies: 347 Wild Zombie, 215 Bucket Zombie, 34 Spitter Zombie, 17 Barrel Zombie, 15 Bloated Zombie. 6 min 25 s. Rewards: 7 Keys for Looters, 7 Zombie goo and 14 Town Gratitude. Each zombie that fought in the Keeper's squads gets 100 red tech points104
Round 74 squads, 116 defense power. 437 enemies: 205 Bucket Zombie, 101 Wild Zombie, 70 Bloated Zombie, 61 Barrel Zombie. 5 min 40 s. Rewards: 10 Keys for Looters, 10 Zombie goo and 16 Town Gratitude. Each zombie that fought in the Keeper's squads gets 150 red tech points116
Special rules
Battle rules
- 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.