http://settlersonlinesimulator.com/d...adventure_id=2
If you have advanced troops i.e. Soldiers and Crossbowmen you can final tower in one wave losing only between 54 and 75 troops, as per battle simulation in the link.
http://settlersonlinesimulator.com/d...adventure_id=2
If you have advanced troops i.e. Soldiers and Crossbowmen you can final tower in one wave losing only between 54 and 75 troops, as per battle simulation in the link.
We no-veteran players want some guides too, so here I am! A guide for normal and battle hardened general, in Tage-style! Please, ask me everything that's confusing, or you think is wrong, so I can explain or correct. I'm also human, my english isn't perfect, and this is my first guide. CHECK EVERYTHING WITH THE SIMULATOR FIRST TO AVOID MISTAKES!!!!
I do not update this guide anymore, I stopped playing, so for all your questions: ask Tage!!!!
You can do that Tage! :P
The Nords with normal general
with much optional round blocks!
average loses best version: 200R 214M
adventure info:
Player level: 36+
Category: Experience adventure
Difficulty: 6/10
Number of players: 2
Duration: 8 days
http://www.thesettlersonlinewiki.com...ps1425352a.png
http://www.thesettlersonlinewiki.com...ps88cda714.png
Two versions below, one for BHG (with XB) with round blocks, the other for normal generals (with XB), or if you don't want to use blocks
One NORMAL general without blocks:
- Units needed, average: 200R 340M 6S 110C 200XB (867 units)
- Units needed, maximum: 200R 396M 6S 110C 200XB (923 units)
- Units lost, average: 200R 340M
- Units lost, maximum: 200R 396M
One BATTLE HARDENED general, two NORMAL generals with blocks:
- Units needed, average: 200R 214M 240S 256C 200XB (1110 units)
- Units needed, maximum: 200R 243M 240S 256C 200XB (1139 units)
- Units lost, average: 200R 214M
- Units lost, maximum: 200R 243M
At each camp there is a little chance (always <0,5%) that you lose one or more soldiers (S), so I always take 3 extra S's with me
I have 4 round blocks for you ;)
Game flow, garrison settings and losses (minimum - average - maximum):
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G1 (Camp 1-5, BLOCK)
http://www.thesettlersonlinewiki.com...psf842fb49.png
From wherever you want to Camp1) 50 Valkyrie 100 Karl
ANY GENERAL: [2S 68C 130XB (0 - 0 - 0)]
From wherever you want to Camp2) 75 Valkyrie 50 Karl
ANY GENERAL: [110C 90XB (0 - 0 - 0)]
http://www.thesettlersonlinewiki.com...ps2174d293.png
If you want to block, send the generals right after each other:
From A to camp4) 50 HouseCarl 100 Thrall
BLOCKING NORMAL general: [118S 8C (min. 180 sec, 0,02% chance for 160 sec)]
Send him to camp4!!!!!!!
From B to camp4) 50 HouseCarl 50 Thrall 25 Valkyrie
BLOCKING NORMAL general: [40S 160C (200 sec)]
From C to Camp5) 75 HouseCarl 50 Valkyrie 5 Berzerker
BATTLE HARDENED general: [16M 2S 72C 110XB (11M - 14M - 16M)] (40 sec)
The block is very tight: 127 seconds walk time, 40 seconds for the leader camp and 10 seconds for sending your generals. A total of 177 secs, and the block takes 180 sec. Also, you have a 0,02% chance the block takes 160 sec only. Block at your own risk.
If you don’t want to block, kill the camps, one at the time:
From wherever you want to Camp4) 50 HouseCarl 100 Thrall
ANY GENERAL: [15M 2S 183XB (7M - 12M - 15M)]
You wil get intercepted by camp3, retreat after!!!!!!!
From wherever you want to Camp4) 50 HouseCarl 50 Thrall 25 Valkyrie
ANY GENERAL: [7M 2S 39C 152XB (0M - 5M - 7M)]
From wherever you want to Camp5) 75 HouseCarl 50 Valkyrie 5 Berzerker
ANY GENERAL: [16M 2S 72C 110XB (11M - 14M - 16M)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G2 (Camp 6-8, BLOCK)
http://www.thesettlersonlinewiki.com...ps14242e1c.png
If you want to block, send the generals right after each other:
From A to camp6) 50 HouseCarl 75 Karl
BLOCKING NORMAL general: [109S 90C (160 sec)]
From B to camp7) 50 HouseCarl 50 Karl 50 Valkyrie
BLOCKING NORMAL general: [73S 127C (180 sec)]
From C to Camp8) 100 HouseCarl 50 Valkyrie 10 JamViking
BATTLE HARDENED general: [37M 3S 39C 121XB (28M - 32M - 37M)] (50 sec)
83 seconds walking, the time of the leader camp and the time of sending the generals together is 143 seconds. Time enough.
If you don’t want to block, kill the camps one at the time:
From wherever you want to Camp6) 50 HouseCarl 75 Karl
ANY GENERAL: [12M 2S 186XB (0M - 5M - 12M)]
From wherever you want to Camp7) 50 HouseCarl 50 Karl 50 Valkyrie
ANY GENERAL: [26M 2S 72C 100XB (19M - 24M - 26M)]
From wherever you want to Camp8) 100 HouseCarl 50 Valkyrie 10 JamViking
ANY GENERAL: [37M 3S 39C 121XB (28M - 32M - 37M)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G2 (Camp 9-10)
http://www.thesettlersonlinewiki.com...ps667d5399.png
From wherever you want to Camp9) 75 Valkyrie
ANY GENERAL: [1S 105C (0 - 0 - 0)]
From wherever you want to Camp10) 100 HouseCarl 50 Valkyrie 10 JamViking
ANY GENERAL: [19M 2S 60C 119XB (14M - 16M - 19M)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G4 (Camp 11-13, BLOCK)
http://www.thesettlersonlinewiki.com...psf01c68af.png
If you want to block, send the generals right after each other:
From A to camp11) 75 HouseCarl 50 Karl
BLOCKING NORMAL general: [113S 85C (180 sec)
From B to camp12) 120 HouseCarl
BLOCKING NORMAL general: [122S 74C (160 sec)]
From C to Camp13) 100 HouseCarl 15 Berzerker 50 Karl 20 JamViking
BATTLE HARDENED general: [100M 2S 98XB (84M - 95M - 100M) (50 sec)
At this block, you have enough time: 103 sec (walk) + 50 sec (leader) + 10 sec (sending) = 163 sec
If you don’t want to block, kill the camps one at the time:
From wherever you want to Camp11) 75 HouseCarl 50 Karl
ANY GENERAL: [24M 3S 173XB (12M - 20M - 24M)]
From wherever you want to Camp12) 120 HouseCarl
ANY GENERAL: [23M 2S 175XB (16M - 20M - 23M)]
From wherever you want to Camp13) 100 HouseCarl 15 Berzerker 50 Karl 20 JamViking
ANY GENERAL: [100M 2S 98XB (84M - 95M - 100M)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G5 (Camp 14-16, BLOCK)
http://www.thesettlersonlinewiki.com...ps5087dc69.png
First, kill camp14:
From wherever you want to Camp14) 150 Karl
ANY GENERAL: [1S 199XB (0 - 0 - 0)]
If you want to block, send the generals right after each other:
From A to camp15) 150 HouseCarl
BLOCKING NORMAL general: [171S 28C (140 sec)]
From B to Camp16) 120 HouseCarl 30 Berzerker 50 JamViking
NORMAL general: [200R (200R) (40 sec)]
From C to Camp16) 120 HouseCarl 30 Berzerker max 11 JamViking
BATTLE HARDENED general: [71M 3S 126XB (39M - 57M - 71M) (50 sec)
For general B: 30 sec (walking) + 40 sec (fighting) + 5 sec (sending) = 75 sec
General C starts after B: 75 sec (general B) + 50 sec (leader camp) = 125 sec
Should be enough time for us :)
If you don’t want to block, kill the camps one at the time:
From wherever you want to Camp15) 150 HouseCarl
ANY GENERAL: [46M 1S 153XB (33M - 40M - 46M)]
From wherever you want to Camp16) 120 HouseCarl 30 Berzerker 50 JamViking
ANY GENERAL: [1: 200R 2: 71M 3S 126XB (200R 39M - 200R 57M - 200R 71M)]
Again: CHECK THE SIMULATOR BEFORE SENDING THINGS
My respect for Tage and any other map builder, it's SO MUCH work. ;)
My Goodness! :)
All those block I've been planning for... :)
I love it XiozZe!
As if I would have made it myself, including all those [strange bees] :D
http://static3.thesettlersonline.com...r/ornament.png EDIT:
That "strange bee" is one of BB's own ornaments, and can be found here: :)
http://static3.thesettlersonline.com...r/ornament.png
Replaced my strange bee ([strange bee]) with yours (http://static3.thesettlersonline.com...r/ornament.png)
I'm glad you like it :D
The version of Eotw which they have introduced on the test server appears to be slightly different from the one we had here for the event. The attack from G1 to camp 52 allowing your general to be intercepted by camp 51 will result in a loss. The Pathing from G3 to camps 61,62,63 and 94 is intercepted by camp 31.
no db link ?
Nice work with the Nords...
I hope it will be linked to front page
Hello Tage, when you going to upload Secluded Experiments guid.
Regarding the quest to finish the Dark Priests with losing less then 300 recruits i have a small suggestion.
In the separete guide you don't get full xp because you skip a bunch of camps and not clear every area.
I just did this whole adventure following the normal guide, but with a small chance:
I mixxed in some Militia to replace recruits in the heavier casualties assaults.
Offcourse you can't / shouldn't do that on suicide waves, but on the attacks on camp 6, 12, 8-9 and 10 you can easily do this.
I ended up losing +/- 100 Militia, clearing the whole map and losing less then 300 Recruits.
Using 3 normal generals and the best troops i have are longbows and soldiers.
Maybe it is an idea to do the math for this and add it to the original guide as an extra line on each attack (i got no clue how to do this though).
Btw i love the guides and use them all the time.
In Traitor Adventure, How many Generals do i need man?!?! I only have 2 Normal? In last attack, u have stated 6!! X,Y,Z and A,B,C!!
thanks XiozZe for Nords guide, I upload it front page :)
Yes, there are several of ways to reduce the need for recruits.
Another way is to use bowmen instead of recruits in the suicidal wave on camp 15. That would save well over 100R.
Thanks :)
You need two generals, but the more you have of them, the less waiting time for those two to recover.
I've added a little more information in my guide regarding those last blocks.
If you have only two generals, use only positions X and A.
Xiozze - How do you avoid the camp between 7 and 8? As i see it ones general will get intercepted. Or is just me?
thx man!
:)
Standard rule: you will only be intercepted, if you walk through a red zone of any camp, before you're in the red zone, of the camp you target.
As Tage already said: If you look at the path of your general, you see that your general walks into the red zone of the leader, and the zone of the other camp, at exactly the same time.
Because you will only be intercepted if you walk trough a red zone before you walk in the red zone of the camp you target, your general will not be intercepted.
Those Nords are stange people: the leadercamps DO have a red zone!
I still don't see why people are bothering with the trap in The Nords.
It's easily avoidable, and just wastes recruits. You can get all the way to the leader camp with no losses, without touching the trap.
did camp 7 in one wave with 200 recruits
hello,
I am looking the guide for The Dark Brotherhood . when its coming ? or can someone give me a link ? thanx in advance.
Guys, can you maybe help me to find longest possible roundblock for 90 Lance Rider, 100 Cartaphract?
The largest roundblocks I can find are:
159E
or
106E 94S
both 4 rounds, + 40 sec camp-break (because of a 100% victory chance) = 120 sec total
To let it be 140 sec, you need a minimum of 5 rounds, with 100% victory chance, or a minimum of 7 rounds without 100% victory chance, which I can't find
Thank you i will try last one out today)
How on earth did I miss that... I did have the longbows and crossbows for the veteran in order to get to 2 rounds...
I've updated the BHG garrison settings for camp8, but didn't fix the summary of needed troops yet.
Thanks XiozZe. I really need to update that Traitors guide... but first there will be something else... :)
This adventure guide became two long for the board to allow it in one post...
Thus I had to split it up into four parts.
The Dark Brotherhood adventure is best known for the Witch Tower,
an epic building which can be yours, after first killing it and (maybe) losing 1000C.
The fun part with this adventure is the block in the central area.
For this guide I owe a lot to Lisztes (who posted his walk-through while he was playing it)
and to Fishslice (who demonstrated how not to do a 4-way block in the central area),
and also to Killste, NightEye and Yass for their continuous support (and fishes).
The Dark Brotherhood
Part 1
Veteran or Battle Hardened General and Round Blocks
Average Losses (veteran with crossbows): ???
Average Losses (veteran with cannons): ???
Adventure Info:
Player Level: 42+
Difficulty: 9/10
Number of Players: 3
Duration: 8 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 300 map fragments
http://i232.photobucket.com/albums/e...pse2b14b68.jpg
https://lh6.googleusercontent.com/-w...%2B%282%29.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...Map800x480.jpg
QUICK LINKS: ... LANDING ZONE ... G1 ... G2 ... G3 ... G4
This adventure has three landing zones, and this guide presents attack routes from all of them:
- from Landing Zone 1 in the southwest, which is the shortest and fastest route, avoiding most of the large cluster in the middle
- from Landing Zone 2 in the northwest
- from Landing Zone 3 in the east
The guide itself is divided into four parts:You first need to decide if you want to kill the cluster in the middle, including a huge block.
- The attack route from Landing Zone 1 in the southwest
- The attack route from Landing Zone 2 in the northwest
- The attack route from Landing Zone 3 in the east
- The Block in the central area and the final assault on the witch tower
If you want to minimise your losses, and feel you don't need all the XP provided, choose the attack route from Landing Zone 1.
Otherwise, you need to select one of the other attack routes, from Landing Zone 2 (Part 2) or from Landing Zone 3 (Part 3).
The first aim with them is to kill leader camps 7, 15, 9 and 10 in order to provide space for the block in Part 4.
After reaching the central area, the opposite attack route can be cleared inside out, killing only the leader camps.
The same applies to the southwestern route (Landing Zone 1), which can be cleared after the central area has been cleared.
This guide contains several versions, and they are all based on one player doing everything in this 3-player adventure.
You're free to invite friends right from the start, and share the camps between you.
A suggestion for the lootspots is presented further down (see before garrison position G8).
Several versions are listed, but no summary of needed troops is available, since it all depends on which extra camps you want to take for XP.
This guide includes several round blocks of method 2.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Landing Zone
If you started this adventure, then all your generals will arrive in Landing Zone 1.
Your lootspot buyers or friends will arrive in Landing Zones 2 and 3.
NB!
There are a number of camps that can be cleared in two waves for minimal losses.
The aim with the first wave is to leave so few Dark Priests remaining, that they can be killed without losses in the second wave.
This becomes especially significant if you do not have a veteran general.
The second wave for these camps is presented here for easy reference:
Spoiler
The attack route below is the fast route, providing minimum losses.
Use this especially if you want to fulfil certain achievement quests.
Note that there's space enough only for seven generals to arrive in each landing zone.
All generals arriving after these will be unloaded of troops and available for placement later on.
They cannot be placed anywhere else than in your own landing zone though.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1
Rearrange your generals within your landing zone accordingly:
Note that general X is needed only if you do not have a veteran general, and that he can be anywhere in your landing zone.http://i232.photobucket.com/albums/e...eJet/DBGS1.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
- Position C: BATTLE HARDENED general (only needed if you do not have a veteran general)
- Position X: ANY general (only needed if you do not have a veteran general)
Only your best general is needed for the first attack:
Camp 1) 100 Cultists, 100 Fanatics
ANY general: [1: 156B, 2: 1E 199C (156B)]
VETERAN general: [112R 1S 1E 136C (95R - 105R - 112R 1S)]
MAJOR general: [95R 1E 174C (77R - 87R - 95R)]
MASTER of Martial Arts: [90R 1S/E 129C (73R - 81R - 90R)]
Champion ANSLEM: [98R 1S/E 51C (85R - 91R - 98R)]
Champion NUSALA: [75R 1S/E 89C (42R - 49R - 75R)]
Camp 2 can be skipped. However, if you want to kill it, open the spoiler for the setup:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (BLOCK)
http://i232.photobucket.com/albums/e...Jet/DBGS1B.jpg
If you have a VETERAN general, send generals A and B right after each other:
From A to Camp 3) 80 Cultists, 40 Shadowsneakers, 80 Fanatics
BLOCKING NORMAL general: [26S 174C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [12S 13E 170C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [23E 170C (-)] {120 - 220 seconds of fighting}
From B to Camp 4) 80 Cultists, 40 Shadowsneakers, 40 Fanatics, 40 Dark Priests
VETERAN general: [154R 96S (141R - 148R - 154R 1S)] {40 seconds of fighting}
VETERAN general: [154R 96E (141R - 148R - 154R)] {40 seconds of fighting}
VETERAN general: [153R 2M 95K (139R - 147R - 153R 1M)] {30 seconds of fighting}
MAJOR general: [122R 2M 146K (111R - 118R - 122R 1M)] {20 seconds of fighting}
MASTER of Martial Arts: [110R 110S/E (99R - 105R - 110R)] {20 seconds of fighting}
Champion ANSLEM: [116R 1E 33K (89R - 103R - 116R)] {30 seconds of fighting}
Champion NUSALA: [82R 1E 82K (53R - 59R - 82R)] {20(30) seconds of fighting}
Champion VARGUS: [126R 1S/E 53C (92R - 100R - 126R)] {30(40) seconds of fighting}
If you have two BATTLE HARDENED generals, first send generals A and B right after each other:
From A to Camp 3) 80 Cultists, 40 Shadowsneakers, 80 Fanatics
BLOCKING NORMAL general: [26S 174C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [12S 13E 170C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [23E 170C (-)] {120 - 220 seconds of fighting}
From B to Camp 4) 80 Cultists, 40 Shadowsneakers, 40 Fanatics, 40 Dark Priests
ANY general: [161B (161B)] {20 seconds of fighting}
BATTLE HARDENED general: [161B (161B)] {10 seconds of fighting}
Send general C when general B has reached the spot shown in the inset above:
From C to Camp 4) 13-40 Fanatics, 40 Dark Priests
BATTLE HARDENED general: [3R 1E 196C (0R - 0R - 3R)] {30 seconds of fighting}
BATTLE HARDENED general: [3R 196C 1K (0R - 0R - 3R)] {20 seconds of fighting}
If sent within 3 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 70 seconds. With the fight for camp 4 lasting a maximum of 40 seconds, a block of 110 seconds would be needed. Thus, you have at least 10 seconds spare time with this block. Avoid using any combination of attacks lasting 50 seconds on camp 4!
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2
Move your best general and one normal general to garrison position G2:http://i232.photobucket.com/albums/e...eJet/DBGS2.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
Only your best general is needed for the first attack:
Camp 5) 200 Cultists
ANY general: [155R 4S 41LB (141R - 149R - 155R 3S)]
ANY general: [131R 3S 66XB (126R - 130R - 131R 2S)]
ANY general: [131R 2S 1E 66K (126R - 130R - 131R 2S)]
VETERAN general: [118R 2S 130LB (105R - 113R - 118R 1S)]
VETERAN general: [98R 2S 150XB (94R - 98R - 98R 1S)]
VETERAN general: [98R 1S 1E 150K (94R - 98R - 98R 1S)]
MAJOR general: [98R 1S 1E 155K (94R - 98R - 98R)]
MASTER of Martial Arts: [112R 2S 106LB (100R - 107R - 112R 1S)]
MASTER of Martial Arts: [98R 1S 121XB (90R - 95R - 98R)]
MASTER of Martial Arts: [97R 1E 122XB (90R - 95R - 97R)]
MASTER of Martial Arts: [97R 1E 122K (90R - 95R - 97R)]
Champion ANSLEM: [89R 1E 60K (86R - 88R - 89R)]
Champion NUSALA: [83R 1S 1E 34C 46XB (72R - 77R - 83R 1S)]
Champion VARGUS: [109R 1E 70K (85R - 93R - 109R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (BLOCK)
http://i232.photobucket.com/albums/e...Jet/DBGS2B.jpg
First, send general A, then wait till he has reached the spot indicated in the inset above before sending general B:
From A to Camp 6) 80 Cultists, 40 Shadowsneakers, 80 Fanatics
BLOCKING NORMAL general: [50S 143C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [35E 162C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [2S 34E 160C (-)] {120 - 220 seconds of fighting}
From B to Camp 7) 70 Cultists, 70 Shadowsneakers, 60 Dark Priests
BATTLE HARDENED general: [162R 38S/E (156R - 160R - 162R)] {40 seconds of fighting}
VETERAN general: [121R 129S (109R - 114R - 121R)] {40 seconds of fighting}
VETERAN general: [119R 131E (107R - 113R - 119R)] {40 seconds of fighting}
VETERAN general: [110R 3M 137K (102R - 107R - 110R 3M)] {30 seconds of fighting}
MAJOR general: [101R 2M 155K (96R - 99R - 101R 1M)] {20 seconds of fighting}
MASTER of Martial Arts: [95R 95S/E (89R - 93R - 95R)] {20 seconds of fighting}
Champion ANSLEM: [81R 1E 65K (81R)] {20 seconds of fighting}
Champion NUSALA: [68R 82E (39R - 45R - 68R)] {20 seconds of fighting}
Champion VARGUS: [80R 1S/E 99C (67R - 73R - 80R)] {30 seconds of fighting}
If sent right when general A has reached the indicated spot, the remaining marching time for general B, from the moment general A starts his fight, is about 60 seconds. With the fight for camp 7 lasting a maximum of 40 seconds, a block of 100 seconds would be needed. Thus, you have at least 20 seconds spare time with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3
Move your best general and 1-2 normal generals to garrison position G3:http://i232.photobucket.com/albums/e...eJet/DBGS3.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
- Position X: ANY general (needed if you do not have a major general or a master of martial arts)
First, kill camp 8.
If you have a MAJOR general or a MASTER of Martial Arts, only one wave is needed:
From B to Camp 8) 80 Cultists, 120 Dark Priests
MAJOR general: [105R 1S 1E 163C (91R - 99R - 105R 1S)]
MASTER of Martial Arts: [99R 2S 119C (84R - 92R - 99R 1S)]
MASTER of Martial Arts: [99R 1E 120C (84R - 92R - 99R)]
Champion NUSALA: [85R 1S/E 79C (45R - 54R - 85R)]
If your best general is a VETERAN general, follow this:
From X to Camp 8) 80 Cultists, 120 Dark Priests
ANY general: [117B (117B)]
From B to Camp 8) 86-99 Dark Priests
VETERAN general: [1E 249C (-)]
From B to Camp 8) 100-111 Dark Priests
Open the spoiler below for an optimised setup if you have more than 99 Dark Priests alive:
Spoiler
Otherwise, if your best general is an ANY general, follow this:
From X to Camp 8) 80 Cultists, 120 Dark Priests
ANY general: [138B (138B)]
From B to Camp 8) 65-79 Dark Priests
ANY general: [1E 199C (-)]
From B to Camp 8) 80-91 Dark Priests
Open the spoiler below for an optimised setup if you have more than 79 Dark Priests alive:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCK)
http://i232.photobucket.com/albums/e...Jet/DBGS3B.jpg
Send both generals after each other:
From A to Camp 9) 100 Cultists, 100 Dark Priests
BLOCKING NORMAL general: [40S 160C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [31E 168C (-)] {140 - 220 seconds of fighting, 1% chance of 120 seconds}
BLOCKING NORMAL general: [2S 30E 166C (-)] {140 - 220 seconds of fighting, 1% chance of 120 seconds}
From B to Camp 10) 100 Shadowsneakers, 100 Dark Priests
BATTLE HARDENED general: [120R 80S/E (109R - 115R - 120R)] {40 seconds of fighting}
VETERAN general: [108R 100S/E (105R - 107R - 108R)] {30 seconds of fighting}
VETERAN general: [108R 100S/E 1K (105R - 107R - 108R)] {20 seconds of fighting}
MASTER of Martial Arts: [108R 35S/E (105R - 107R - 108R)] {20 seconds of fighting}
Champion ANSLEM: [98R 52E (98R)] {20 seconds of fighting}
Champion NUSALA: [83R 82E (55R - 59R - 83R)] {20 seconds of fighting}
Champion VARGUS: [65R 1S/E 114C (36R - 44R - 65R)] {20-30 seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 65 seconds. With the fight for camp 4 lasting a maximum of 40 seconds, a block of 105 seconds would be needed. Thus, you have at least 15 seconds spare time with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4
Move your best generals to garrison position G4:
http://i232.photobucket.com/albums/e...eJet/DBGS4.jpg
Invite your lootspot buyers now. When they arrive, they will each be able to attack their nearest camp with 1R.
Meanwhile, kill the two southern-most camps in the central cluster:
The cheapest way to kill camp 21 is to use bowmen in a first wave.
However, camp 21 can also be killed in one wave, if you have a MAJOR general or a MASTER of Martial Arts:
Camp 21) 60 Cultists, 140 Dark Priests
MAJOR general: [145R 2S 1E 122C (118R - 133R - 145R 2S)]
MASTER of Martial Arts: [123R 4S 93C (100R - 114R - 123R 3S)]
Champion NUSALA: [94R 1S/E 70C (60R - 67R - 94R)]
If you have a MASTER of Martial Arts, follow this:
Camp 21a) 60 Cultists, 140 Dark Priests
ANY general: [104B (104B)]
Camp 21b) 98-108 Dark Priests
MASTER of Martial Arts: [1E 219C (-)]
Camp 21b) 109-120 Dark Priests
Open the spoiler below for an optimised setup if you have more than 108 Dark Priests alive:
Spoiler
If you have a MAJOR general, follow this:
Camp 21a) 60 Cultists, 140 Dark Priests
ANY general: [106B (106B)]
Camp 21b) 96-106 Dark Priests
MAJOR general: [1E 269C (-)]
Camp 21b) 107-118 Dark Priests
Open the spoiler below for an optimised setup if you have more than 106 Dark Priests alive:
Spoiler
If you have a VETERAN general, follow this:
Camp 21a) 60 Cultists, 140 Dark Priests
ANY general: [113B (113B)]
Camp 21b) 88-99 Dark Priests
VETERAN general: [1E 249C (-)]
Camp 21b) 100-111 Dark Priests
Open the spoiler below for an optimised setup if you have more than 99 Dark Priests alive:
Spoiler
Otherwise, if your best general is an ANY general, follow this:
Camp 21a) 60 Cultists, 140 Dark Priests
ANY general: [133B (133B)]
Camp 21b) 68-79 Dark Priests
ANY general: [1E 199C (-)]
Camp 21b) 80-91 Dark Priests
Open the spoiler below for an optimised setup if you have more than 79 Dark Priests alive:
Spoiler
Camp 22) 50 Cultists, 100 Shadowsneakers, 50 Fire Dancers
ANY general: [135R 65S/E (128R - 132R - 135R)]
ANY general: [135R 1E 64K (128R - 132R - 135R)]
VETERAN general: [102R 148S (84R - 93R - 102R)]
VETERAN general: [98R 152E (82R - 89R - 98R)]
VETERAN general: [84R 1E 165K (77R - 82R - 84R)]
MASTER of Martial Arts: [84R 96S/E (77R - 82R - 84R)]
Champion ANSLEM: [69R 1S/E 80C (66R - 68R - 69R)]
Champion NUSALA: [68R 70E (44R - 50R - 68R)]
Champion VARGUS: [72R 1S/E 107C (62R - 66R - 72R)]
From here, jump to the Final Assault on the Witch Tower.
The Dark Brotherhood
Part 2
Northwestern attack route
(Landing Zone 2)
http://i232.photobucket.com/albums/e...psc9256532.jpg
QUICK LINKS: ... G1 ... G2 ... G3 ... G4 ... G5 ... G6 ... CLEARING THE EAST
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (BLOCK)
Move your best general and one normal general to garrison position G1:http://i232.photobucket.com/albums/e...ps27cc3fc4.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
Send both generals right after each other:
From A to Camp 1) 100 Cultists, 100 Fanatics
BLOCKING NORMAL general: [43S 155C (-)] {120 - 220 seconds of fighting, <0.1% chance of 100 seconds}
BLOCKING NORMAL general: [29E 171C (-)] {120 - 220 seconds of fighting}
BLOCKING MASTER of Defence: [23E 177C (-)] {100 - 300 seconds of fighting}
From B to Camp 2) 100 Cultists, 100 Shadowsneakers
BATTLE HARDENED general: [62R 138S/E (55R - 59R - 62R)] {40 seconds of fighting}
BATTLE HARDENED general: [62R 1M 137K (55R - 59R - 62R)] {30 seconds of fighting}
VETERAN general: [58R 192S (53R - 56R - 58R)] {30 (40) seconds of fighting}
VETERAN general: [58R 192E (53R - 56R - 58R)] {30 seconds of fighting}
VETERAN general: [58R 2M 190K (53R - 56R - 58R 1M)] {20 seconds of fighting}
MASTER of Martial Arts: [58R 110S/E (53R - 56R - 58R)] {20 seconds of fighting}
Champion ANSLEM: [31R 95E (31R)] {20 seconds of fighting}
Champion NUSALA: [51R 80E (40R - 44R - 51R)] {20 seconds of fighting}
Champion VARGUS: [48R 1S/E 131C (35R - 39R - 48R)] {30(40) seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 55 seconds. With the fight for camp 2 lasting a maximum of 40 seconds, a block of 95 seconds would be needed. Thus, you have at least 25 seconds spare time with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2
Move your needed generals to garrison position G2:
http://i232.photobucket.com/albums/e...ps3b93d290.jpg
Kill camps 3 and 4 one at a time:
Camp 3) 80 Cultists, 40 Shadowsneakers, 80 Fanatics
ANY general: [1: 166R, 2: 3R 1E 196C (166R - 166R - 169R)]
ANY general: [1: 161B, 2: 3R 1E 196C (161B - 161B - 3R 161B)]
VETERAN general: [149R 101S/E (128R - 140R - 149R)]
VETERAN general: [147R 1M 102K (126R - 138R - 147R)]
MAJOR general: [121R 2M 147K (105R - 115R - 121R 1M)]
MASTER of Martial Arts: [109R 110S/E (92R - 102R - 109R)]
Champion ANSLEM: [70R 1S/E 79C (64R - 68R - 70R)]
Champion ANSLEM: [69R 1E 80K (66R - 67R - 69R)]
Champion NUSALA: [82R 1E 82K (51R - 58R - 82R)]
Camp 4) 80 Cultists, 40 Shadowsneakers, 40 Fanatics, 40 Dark Priests
ANY general: [1: 166R, 2: 3R 1E 196C (166R - 166R - 169R)]
ANY general: [1: 161B, 2: 3R 1E 196C (161B - 161B - 3R 161B)]
VETERAN general: [154R 96S (141R - 148R - 154R 1S)]
VETERAN general: [154R 96E (141R - 148R - 154R)]
VETERAN general: [153R 2M 95K (139R - 147R - 153R 1M)]
MAJOR general: [122R 2M 146K (111R - 118R - 122R 1M)]
MASTER of Martial Arts: [110R 110S/E (99R - 105R - 110R)]
Champion ANSLEM: [116R 1E 33K (89R - 103R - 116R)]
Champion NUSALA: [82R 1E 82K (53R - 59R - 82R)]
Champion VARGUS: [126R 1S/E 53C (92R - 100R - 126R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCK)
NB!
If your best general is only a BATTLE HARDENED general, open the spoiler for best garrison placements:
Spoiler
Move your generals to garrison position G3:http://i232.photobucket.com/albums/e...ps963f571e.jpg
- Position A: NORMAL general
- Position B: VETERAN general (or better)
If you have a VETERAN general, or better, send both generals right after each other:
From A to Camp 5) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 6) 120 Cultists, 80 Dark Priests
VETERAN general: [103R 5S 1E 141C (92R - 100R - 103R 5S)] {50 seconds of fighting}
VETERAN general: [120R 4S 1E 90C 35LB (105R - 117R - 120R 4S)] {40 seconds of fighting}
VETERAN general: [113R 1S 1E 110C 25XB (100R - 107R - 113R 1S)] {40 seconds of fighting}
VETERAN general: [103R 4S 1E 141C 1K (92R - 100R - 103R 4S)] {40 seconds of fighting}
VETERAN general: [113R 1S 1E 110C 25K (100R - 107R - 113R 1S)] {30 seconds of fighting}
MAJOR general: [90R 1S 1E 177C 1K (73R - 82R - 90R 1S)] {40 seconds of fighting}
MAJOR general: [92R 1S 1E 154C 22K (77R - 86R - 92R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [92R 1S 1E 96C 30LB (77R - 85R - 92R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [87R 1S 1E 109C 22XB (72R - 79R - 87R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [87R 1S 1E 109C 22K (72R - 79R - 87R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [83R 1S 1E 135C (71R - 76R - 83R 1S)] {40 seconds of fighting}
Champion NUSALA: [75R 1S/E 89C (51R - 58R - 75R)] {30-40 seconds of fighting}
Champion NUSALA: [57R 1S 1E 82C 24XB (48R - 52R - 57R 1S)] {30 seconds of fighting}
If you have two BATTLE HARDENED generals, send all three generals right after each other
(be sure that you have placed general B in accordance with the image hidden in the spoiler above).
However, if generals A and B march out at the same time, then you must recall them both.
For additional safety, wait an extra 3 seconds before sending out generals B and C:
From A to Camp 5) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 6) 120 Cultists, 80 Dark Priests
ANY general: [162B (162B)] {20 seconds of fighting}
BATTLE HARDENED general: [162B (162B)] {10 seconds of fighting}
From C to Camp 6) 47-78 Dark Priests
BATTLE HARDENED general: [1E 199C (-)] {30 seconds of fighting}
BATTLE HARDENED general: [199C 1K (-)] {20 seconds of fighting}
If the veteran is sent within 5 seconds after general A, or the first BHG is sent within 8 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 78 seconds. With the fight for camp 2 lasting a maximum of 50 seconds, a block of 130 seconds would be needed. Since there is a chance of the block lasting only 120 seconds (especially if you do not have elite soldiers), I would refrain from using any combination of attack(s) on camp 6 that would last 50 seconds.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4
Move your needed generals to garrison position G4:
http://i232.photobucket.com/albums/e...ps4f52224e.jpg
If you have a VETERAN general, kill camp 7 in one wave:
Camp 7) 50 Cultists, 50 Shadowsneakers, 100 Dark Priests
VETERAN general: [138R 112S/E (127R - 132R - 138R)]
VETERAN general: [138R 1E 111K (127R - 132R - 138R)]
MAJOR general: [129R 135E (125R - 128R - 129R)]
MASTER of Martial Arts: [118R 87S/E (113R - 116R - 118R)]
Champion NUSALA: [91R 74E (63R - 68R - 91R)]
Champion VARGUS: [114R 1S/E 65C (103R - 108R - 114R)]
If you have an ANY general, kill camp 7 in two waves:
Camp 7a) 50 Cultists, 50 Shadowsneakers, 100 Dark Priests
ANY general: [154R (154R)]
ANY general: [147B (147B)]
Camp 7b) 65-79 Dark Priests
ANY general: [1E 199C (-)]
Camp 7b) 80-91 Dark Priests
Open the spoiler below for an optimised setup if you have more than 79 Dark Priests alive:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G5 (BLOCK)
Move your generals to garrison position G5:http://i232.photobucket.com/albums/e...psa95bcb0a.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
- Position C: BATTLE HARDENED general (only needed if you do not have a veteran general)
If you have a VETERAN general, send both generals right after each other:
From A to Camp 14) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 15) 120 Cultists, 80 Fanatics
VETERAN general: [107R 2S 1E 138C 2LB (90R - 100R - 107R 2S)] {50 seconds of fighting}
VETERAN general: [107R 1S 1E 138C 3XB (90R - 100R - 107R 1S)] {50 seconds of fighting}
VETERAN general: [107R 1S 1E 138C 3K (90R - 100R - 107R 1S)] {40 seconds of fighting}
MAJOR general: [89R 1S 1E 178C 1K (73R - 81R - 89R 1S)] {40 seconds of fighting}
MASTER of Martial Arts: [84R 1S 1E 134C (72R - 76R - 84R 1S)] {40 seconds of fighting}
Champion NUSALA: [75R 1S/E 89C (51R - 58R - 75R)] {30-40 seconds of fighting}
Champion NUSALA: [57R 1S 1E 82C 24XB (48R - 52R - 57R 1S)] {30 seconds of fighting}
If you have two BATTLE HARDENED generals, send all three generals right after each other:
From A to Camp 14) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 15) 120 Cultists, 80 Fanatics
ANY general: [162B (162B)] {20 seconds of fighting}
BATTLE HARDENED general: [162B (162B)] {10 seconds of fighting}
From C to Camp 15) 47-78 Fanatics
BATTLE HARDENED general: [1E 199C (-)] {30 seconds of fighting}
BATTLE HARDENED general: [199C 1K (-)] {20 seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 60 seconds. With the fight for camp 15 lasting a maximum of 50 seconds, a block of 110 seconds would be needed. Thus, you have at least 10 seconds spare time with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G6
Move your needed generals to garrison position G6:
http://i232.photobucket.com/albums/e...ps0fa2874d.jpg
If you have a MAJOR general or a MASTER of Martial Arts, kill camp 9 in one wave:
Camp 9) 50 Cultists, 150 Dark Priests
MAJOR general: [128R 6S 1E 134C 1K (113R - 124R - 128R 6S)]
MASTER of Martial Arts: [116R 5S 1E 98C (103R - 110R - 116R 5S)]
MASTER of Martial Arts: [115R 5S 1E 93C 6K (104R - 112R - 115R 5S)]
Champion NUSALA: [98R 1S 1E 65C (68R - 75R - 98R 1S)]
If you have a MAJOR general, you may also kill camp 9 in two waves:
Camp 9) 50 Cultists, 150 Dark Priests
ANY general: [103B (103B)]
Camp 9) 96-106 Dark Priests
MAJOR general: [1E 269C (-)]
Camp 9b) 107-118 Dark Priests
Open the spoiler below for an optimised setup if you have more than 106 Dark Priests alive:
Spoiler
If you have a VETERAN general:
Camp 9a) 50 Cultists, 150 Dark Priests
ANY general: [110B (110B)]
Camp 9b) 90-99 Dark Priests
VETERAN general: [1E 249C (-)]
Camp 9b) 100-111 Dark Priests
Open the spoiler below for an optimised setup if you have more than 99 Dark Priests alive:
Spoiler
If you have an ANY general:
Camp 9a) 50 Cultists, 150 Dark Priests
ANY general: [130B (130B)]
Camp 9b) 70-79 Dark Priests
ANY general: [1E 199C (-)]
Camp 9b) 80-91 Dark Priests
Open the spoiler below for an optimised setup if you have more than 79 Dark Priests alive:
Spoiler
Kill also camps 10 and 17 from here:
Camp 10) 80 Cultists, 120 Shadowsneakers
ANY general: [53R 147S/E (47R - 51R - 53R)]
ANY general: [53R 1M 146K (46R - 50R - 53R)]
VETERAN general: [50R 200S/E (44R - 48R - 50R)]
VETERAN general: [50R 1M 185K (44R - 48R - 50R)]
MASTER of Martial Arts: [50R 115S (44R - 48R - 50R)]
MASTER of Martial Arts: [50R 110E (44R - 48R - 50R)]
Champion ANSLEM: [26R 75E (26R)]
Champion NUSALA: [44R 70E (34R - 38R - 44R)]
Champion VARGUS: [37R 1S/E 142C (27R - 32R - 37R)]
Camp 17) 125 Shadowsneakers, 75 Dark Priests
ANY general: [96R 104S/E (88R - 92R - 96R)]
ANY general: [96R 2M 102K (88R - 92R - 96R)]
VETERAN general: [85R 165S/E (81R - 84R - 85R)]
VETERAN general: [85R 1E 164K (81R - 84R - 85R)]
MASTER of Martial Arts: [85R 50S/E (81R - 84R - 85R)]
Champion ANSLEM: [73R 77E (73R)]
Champion NUSALA: [67R 20E (39R - 43R - 67R)]
Champion VARGUS: [43R 1S/E 136C (14R - 22R - 43R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Optional Clearing of Eastern Route
Camps 1 - 6 can be skipped. If you want their 5400 XP, open the spoiler for details:
Spoiler
From here, skip the next post and jump to Part 4; Central block and final assault on the Witch Tower
The Dark Brotherhood
Part 3
Eastern attack route
(Landing Zone 3)
http://i232.photobucket.com/albums/e...ps6676b79b.jpg
QUICK LINKS: ... G1 ... G2 ... G3 ... G4 ... G5 ... G6 ... CLEARING THE NORTHWEST
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (BLOCK)
Move your best general and one normal general to garrison position G1:http://i232.photobucket.com/albums/e...ps59b1ae5b.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
Send both generals right after each other:
From A to Camp 1) 100 Cultists, 100 Fanatics
BLOCKING NORMAL general: [43S 155C (-)] {120 - 220 seconds of fighting, <0.1% chance of 100 seconds}
BLOCKING NORMAL general: [29E 171C (-)] {120 - 220 seconds of fighting}
BLOCKING MASTER of Defence: [23E 177C (-)] {100 - 300 seconds of fighting}
From B to Camp 2) 100 Cultists, 100 Shadowsneakers
BATTLE HARDENED general: [62R 138S/E (55R - 59R - 62R)] {40 seconds of fighting}
BATTLE HARDENED general: [62R 1M 137K (55R - 59R - 62R)] {30 seconds of fighting}
VETERAN general: [58R 192S (53R - 56R - 58R)] {30 (40) seconds of fighting}
VETERAN general: [58R 192E (53R - 56R - 58R)] {30 seconds of fighting}
VETERAN general: [58R 2M 190K (53R - 56R - 58R 1M)] {20 seconds of fighting}
MASTER of Martial Arts: [58R 110S/E (53R - 56R - 58R)] {20 seconds of fighting}
Champion ANSLEM: [31R 95E (31R)] {20 seconds of fighting}
Champion NUSALA: [51R 80E (40R - 44R - 51R)] {20 seconds of fighting}
Champion VARGUS: [48R 1S/E 131C (35R - 39R - 48R)] {30(40) seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 40 seconds. With the fight for camp 2 lasting a maximum of 40 seconds, a block of 80 seconds would be needed. Thus, you have at least 40 seconds spare time with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (BLOCK)
Move your generals to garrison position G2:http://i232.photobucket.com/albums/e...ps980cb167.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
- Position C: BATTLE HARDENED general (only needed if you do not have a veteran general)
If you have a VETERAN general, send both generals right after each other:
From A to Camp 3) 80 Cultists, 40 Shadowsneakers, 80 Fanatics
BLOCKING NORMAL general: [26S 174C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [12S 13E 170C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [23E 170C (-)] {120 - 220 seconds of fighting}
From B to Camp 4) 80 Cultists, 40 Shadowsneakers, 40 Fanatics, 40 Dark Priests
VETERAN general: [154R 96S (141R - 148R - 154R 1S)] {40 seconds of fighting}
VETERAN general: [154R 96E (141R - 148R - 154R)] {40 seconds of fighting}
VETERAN general: [153R 2M 95K (139R - 147R - 153R 1M)] {30 seconds of fighting}
MAJOR general: [122R 2M 146K (111R - 118R - 122R 1M)] {20 seconds of fighting}
MASTER of Martial Arts: [110R 110S/E (99R - 105R - 110R)] {20 seconds of fighting}
Champion ANSLEM: [116R 1E 33K (89R - 103R - 116R)] {30 seconds of fighting}
Champion NUSALA: [82R 1E 82K (53R - 59R - 82R)] {20(30) seconds of fighting}
Champion VARGUS: [126R 1S/E 53C (92R - 100R - 126R)] {30(40) seconds of fighting}
If you have two BATTLE HARDENED generals, send all three generals right after each other:
From A to Camp 3) 80 Cultists, 40 Shadowsneakers, 80 Fanatics
BLOCKING NORMAL general: [26S 174C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [12S 13E 170C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [23E 170C (-)] {120 - 220 seconds of fighting}
From B to Camp 4) 80 Cultists, 40 Shadowsneakers, 40 Fanatics, 40 Dark Priests
ANY general: [161B (161B)] {20 seconds of fighting}
BATTLE HARDENED general: [161B (161B)] {10 seconds of fighting}
BATTLE HARDENED general: [167R (167R)] {20 seconds of fighting}
From C to Camp 4) 13-40 Fanatics, 40 Dark Priests
BATTLE HARDENED general: [3R 1E 196C (0R - 0R - 3R)] {30 seconds of fighting}
BATTLE HARDENED general: [3R 196C 1K (0R - 0R - 3R)] {20 seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 65 seconds. With the fight for camp 4 lasting a maximum of 50 seconds, a block of 115 seconds would be needed. Thus, you have at least 5 seconds spare time with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCK)
Move your generals to garrison position G3:http://i232.photobucket.com/albums/e...psc8064c61.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
- Position C: BATTLE HARDENED general (only needed if you do not have a veteran general)
If you have a VETERAN general, send both generals right after each other:
From A to Camp 5) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 6) 120 Cultists, 80 Dark Priests
VETERAN general: [103R 5S 1E 141C (92R - 100R - 103R 5S)] {50 seconds of fighting}
VETERAN general: [120R 4S 1E 90C 35LB (105R - 117R - 120R 4S)] {40 seconds of fighting}
VETERAN general: [113R 1S 1E 110C 25XB (100R - 107R - 113R 1S)] {40 seconds of fighting}
VETERAN general: [103R 4S 1E 141C 1K (92R - 100R - 103R 4S)] {40 seconds of fighting}
VETERAN general: [113R 1S 1E 110C 25K (100R - 107R - 113R 1S)] {30 seconds of fighting}
MAJOR general: [90R 1S 1E 177C 1K (73R - 82R - 90R 1S)] {40 seconds of fighting}
MAJOR general: [92R 1S 1E 154C 22K (77R - 86R - 92R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [92R 1S 1E 96C 30LB (77R - 85R - 92R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [87R 1S 1E 109C 22XB (72R - 79R - 87R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [87R 1S 1E 109C 22K (72R - 79R - 87R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [83R 1S 1E 135C (71R - 76R - 83R 1S)] {40 seconds of fighting}
Champion NUSALA: [75R 1S/E 89C (51R - 58R - 75R)] {30-40 seconds of fighting}
Champion NUSALA: [57R 1S 1E 82C 24XB (48R - 52R - 57R 1S)] {30 seconds of fighting}
If you have two BATTLE HARDENED generals, first send generals A and B right after each other:
From A to Camp 5) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 6) 120 Cultists, 80 Dark Priests
ANY general: [162B (162B)] {20 seconds of fighting}
BATTLE HARDENED general: [162B (162B)] {10 seconds of fighting}
Send general C when general B has reached the indicated spot in the inset in the image above.
General C is to march behind general B. If he marches out before general B, recall all three generals.
From C to Camp 6) 47-78 Dark Priests
BATTLE HARDENED general: [1E 199C (-)] {30 seconds of fighting}
BATTLE HARDENED general: [199C 1K (-)] {20 seconds of fighting}
If general B is sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 75 seconds. With the fight for camp 6 lasting a maximum of 50 seconds, a block of 125 seconds would be needed. Since there is a chance of the block lasting only 120 seconds (especially if you do not have elite soldiers), I would refrain from using any combination of attack(s) on camp 6 that would last 50 seconds.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4
Move one normal general and two fast generals to garrison position G4:http://i232.photobucket.com/albums/e...ps0d4a2230.jpg
- Position A: NORMAL general
- Position B: BATTLE HARDENED general
- Position C: VETERAN general or BATTLE HARDENED general
First, kill camp 7:
Camp 7) 70 Cultists, 70 Shadowsneakers, 60 Dark Priests
ANY general: [162R 38S/E (156R - 160R - 162R)]
VETERAN general: [121R 129S (109R - 114R - 121R)]
VETERAN general: [119R 131E (107R - 113R - 119R)]
VETERAN general: [110R 3M 137K (102R - 107R - 110R 3M)]
MAJOR general: [101R 2M 155K (96R - 99R - 101R 1M)]
MASTER of Martial Arts: [95R 95S/E (89R - 93R - 95R)]
Champion ANSLEM: [81R 1E 65K (81R)]
Champion NUSALA: [68R 80E (39R - 45R - 68R)]
Champion VARGUS: [80R 1S/E 99C (67R - 73R - 80R)]
http://i232.photobucket.com/albums/e...ps0893b560.jpg
For the block, send all three generals right after each other:
From A to Camp 8) 80 Cultists, 120 Dark Priests
BLOCKING NORMAL general: [36S 164C (-)] {120 - 240 seconds of fighting, minimal chance of 100 seconds}
BLOCKING NORMAL general: [18S 16E 164C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [29E 168C (-)] {140 - 240 seconds of fighting}
If you have a MAJOR general or a MASTER of Martial Arts, follow this (only one wave needed):
From B to Camp 9) 50 Cultists, 150 Dark Priests
MAJOR general: [128R 6S 1E 134C 1K (113R - 124R - 128R 6S)] {30 (40) seconds of fighting}
MASTER of Martial Arts: [116R 5S 1E 98C (103R - 110R - 116R 5S)] {30 (40) seconds of fighting}
MASTER of Martial Arts: [115R 5S 1E 93C 6K (104R - 112R - 115R 5S)] {30 seconds of fighting}
Champion NUSALA: [98R 1S 1E 65C (68R - 75R - 98R 1S)] {30 seconds of fighting}
If you have a MAJOR general, you may also follow this:
From B to Camp 9) 50 Cultists, 150 Dark Priests
ANY general: [115B (115B)] {20 seconds of fighting}
BATTLE HARDENED general: [115B (115B)] {10 seconds of fighting}
From C to Camp 9) 86-106 Dark Priests
MAJOR general: [269C 1K (-)] {20 seconds of fighting}
If you have a VETERAN general, follow this:
From B to Camp 9) 50 Cultists, 150 Dark Priests
ANY general: [122B (122B)] {20 seconds of fighting}
BATTLE HARDENED general: [122B (122B)] {10 seconds of fighting}
From C to Camp 9) 78-99 Dark Priests
VETERAN general: [1E 249C (-)] {30 seconds of fighting}
VETERAN general: [249C 1K (-)] {20 seconds of fighting}
If you have two BATTLE HARDENED generals, follow this:
From B to Camp 9) 50 Cultists, 150 Dark Priests
ANY general: [142B (142B)] {20 seconds of fighting}
BATTLE HARDENED general: [142B (142B)] {10 seconds of fighting}
From C to Camp 9) 58-79 Dark Priests
BATTLE HARDENED general: [1E 199C (-)] {30 seconds of fighting}
BATTLE HARDENED general: [199C 1K (-)] {20 seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 75 seconds. With the fight for camp 9 lasting a maximum of 40 seconds, a block of 115 seconds would be needed. Thus, you have at least 5 seconds spare time with this block. Do not use any combination of attacks lasting more than 40 seconds on camp 9!
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G5
Move your needed generals to garrison position G5:
http://i232.photobucket.com/albums/e...psacdd84d2.jpg
Kill camps 10, 17 and 7 in this order:
Camp 10) 80 Cultists, 120 Shadowsneakers
ANY general: [53R 147S/E (47R - 51R - 53R)]
ANY general: [53R 1M 146K (46R - 50R - 53R)]
VETERAN general: [50R 200S/E (44R - 48R - 50R)]
VETERAN general: [50R 1M 185K (44R - 48R - 50R)]
MASTER of Martial Arts: [50R 115S (44R - 48R - 50R)]
MASTER of Martial Arts: [50R 110E (44R - 48R - 50R)]
Champion ANSLEM: [26R 75E (26R)]
Champion NUSALA: [44R 70E (34R - 38R - 44R)]
Champion VARGUS: [37R 1S/E 142C (27R - 32R - 37R)]
Camp 17) 125 Shadowsneakers, 75 Dark Priests
ANY general: [96R 104S/E (88R - 92R - 96R)]
ANY general: [96R 2M 102K (88R - 92R - 96R)]
VETERAN general: [85R 165S/E (81R - 84R - 85R)]
VETERAN general: [85R 1E 164K (81R - 84R - 85R)]
MASTER of Martial Arts: [85R 50S/E (81R - 84R - 85R)]
Champion ANSLEM: [73R 77E (73R)]
Champion NUSALA: [67R 20E (39R - 43R - 67R)]
Champion VARGUS: [43R 1S/E 136C (14R - 22R - 43R)]
If you have a VETERAN general, kill camp 7 in one wave:
Camp 7) 50 Cultists, 50 Shadowsneakers, 100 Dark Priests
VETERAN general: [138R 112S/E (127R - 132R - 138R)]
VETERAN general: [138R 1E 111K (127R - 132R - 138R)]
MAJOR general: [129R 135E (125R - 128R - 129R)]
MASTER of Martial Arts: [118R 87S/E (113R - 116R - 118R)]
Champion NUSALA: [91R 74E (63R - 68R - 91R)]
Champion VARGUS: [114R 1S/E 65C (103R - 108R - 114R)]
If you have an ANY general, kill camp 7 in two waves:
Camp 7a) 50 Cultists, 50 Shadowsneakers, 100 Dark Priests
ANY general: [154R (154R)]
ANY general: [147B (147B)]
Camp 7b) 65-79 Dark Priests
ANY general: [1E 199C (-)]
Camp 7b) 80-91 Dark Priests
Open the spoiler below for an optimised setup if you have more than 79 Dark Priests alive:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G6 (BLOCK)
Move your generals to garrison position G6:http://i232.photobucket.com/albums/e...psa1457691.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
- Position C: BATTLE HARDENED general (only needed if you do not have a veteran general)
If you have a VETERAN general, send both generals right after each other:
From A to Camp 14) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 15) 120 Cultists, 80 Fanatics
VETERAN general: [107R 2S 1E 138C 2LB (90R - 100R - 107R 2S)] {50 seconds of fighting}
VETERAN general: [107R 1S 1E 138C 3XB (90R - 100R - 107R 1S)] {50 seconds of fighting}
VETERAN general: [107R 1S 1E 138C 3K (90R - 100R - 107R 1S)] {40 seconds of fighting}
MAJOR general: [89R 1S 1E 178C 1K (73R - 81R - 89R 1S)] {40 seconds of fighting}
MASTER of Martial Arts: [84R 1S 1E 134C (72R - 76R - 84R 1S)] {40 seconds of fighting}
Champion NUSALA: [75R 1S/E 89C (51R - 58R - 75R)] {30-40 seconds of fighting}
Champion NUSALA: [57R 1S 1E 82C 24XB (48R - 52R - 57R 1S)] {30 seconds of fighting}
If you have two BATTLE HARDENED generals, send all three generals right after each other:
From A to Camp 14) 200 Cultists
BLOCKING NORMAL general: [75S 120C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [5S 54E 133C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
BLOCKING NORMAL general: [57E 137C (-)] {140 - 220 seconds of fighting, 0.2% chance of 120 seconds}
From B to Camp 15) 120 Cultists, 80 Fanatics
ANY general: [162B (162B)] {20 seconds of fighting}
BATTLE HARDENED general: [162B (162B)] {10 seconds of fighting}
From C to Camp 15) 47-78 Fanatics
BATTLE HARDENED general: [1E 199C (-)] {30 seconds of fighting}
BATTLE HARDENED general: [199C 1K (-)] {20 seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 60 seconds. With the fight for camp 15 lasting a maximum of 50 seconds, a block of 110 seconds would be needed. Thus, you have at least 10 seconds spare time with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Optional Clearing of Northwestern Route
Camps 1 - 6 can be skipped. If you want their 5400 XP, open the spoiler for details:
Spoiler
The Dark Brotherhood
Part 4
Central block and final assault on the Witch Tower
http://i232.photobucket.com/albums/e...ps06b68533.jpg
QUICK LINKS: ... G7 ... LOOTSPOT ... G8 ... WITCH TOWER ... USING AN ASSASSIN
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G7 (BLOCK)
Move your generals to garrison position G7:
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: NORMAL general
- Position D: NORMAL general
- Position E: NORMAL general
- Position F: BATTLE HARDENED general or MASTER of Martial Arts
- Position G: VETERAN general or BATTLE HARDENED general
http://i232.photobucket.com/albums/e...eJet/DBG7R.jpg
NB!
If you have played this before, please note that garrisons A, B, C and F have moved,
and that garrisons C and D are sent in reverse order now!
Do not try this block in a laggy situation. All generals must be sent within 3 seconds.
If you do this, you will have a total margin of only 5-10 seconds in the end.
Camp 19 (and possibly camp 18 too) will be almost gone when camp 23 finally dies (check the spoiler for a picture):
Spoiler
If you don't have a veteran general or enough cannoneers, or if you do not have enough generals,
or if you fear this 5-way block, browse down a bit to find alternative 4- and 3-way blocks.
If you own only four normal generals, you may still try this block by using a battle hardened general in position E.
Send all generals right after each other.
Be sure you know in which order and where to send each general.
Note especially the order of generals A and B, and that general C is sent before general D.
There is no time to check the guide once you've started to send them.
You may use a stop watch to help see if you've been fast enough.
Start sending general A at 0 seconds, and send all generals without hesitating.
When the last general has been sent, check the stop watch. It should read less than 20 seconds.
If it's over 25 seconds you are late and should retreat all generals (if you still can).
If you have at least one cannoneer in the last wave, then you do get an extra 10 seconds of spare time though.
From A to Camp 18) 60 Cultists, 70 Shadowsneakers, 70 Dark Priests
BLOCKING NORMAL general: [18S 178C (-)] {120-180 seconds of fighting}
BLOCKING NORMAL general: [1S 14E 177C (-)] {120-200 seconds of fighting}
BLOCKING NORMAL general: [14E 179C (-)] {120-200 seconds of fighting}
From B to Camp 19) 50 Shadowsneakers, 150 Dark Priests
BLOCKING NORMAL general: [123S 10C (-)] {120 seconds of fighting}
BLOCKING NORMAL general: [118E 20C (-)] {120 seconds of fighting}
BLOCKING NORMAL general: [1S 127E (-)] {120 seconds of fighting}
From C to Camp 22) 50 Cultists, 100 Shadowsneakers, 50 Fire Dancers
BLOCKING NORMAL general: [29S 170C (-)] {120-220 seconds of fighting, 0.2% chance of 100 seconds}
BLOCKING NORMAL general: [1S 22E 177C (-)] {120-180 seconds of fighting}
BLOCKING NORMAL general: [24E 175C (-)] {120-200 seconds of fighting, 0.1% chance of 100 seconds}
From D to Camp 20) 50 Cultists, 50 Shadowsneakers, 50 Fanatics, 50 Dark Priests
BLOCKING NORMAL general: [3R 15S 182C (-)] {120-200 seconds of fighting}
BLOCKING NORMAL general: [11E 189C (-)] {120-180 seconds of fighting}
From E to Camp 21) 60 Cultists, 140 Dark Priests
BLOCKING NORMAL general: [37S 161C (-)] {120-220 seconds of fighting, <0.1% chance of 100 seconds}
BLOCKING NORMAL general: [5S 25E 169C (-)] {120-220 seconds of fighting}
BLOCKING NORMAL general: [29E 170C (-)] {120-200 seconds of fighting}
If you have a MASTER of Martial Arts your best solution is probably to use him for the suicidal general F.
If you have a MASTER of Martial Arts and a BATTLE HARDENED general follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
MASTER of Martial Arts: [175B (175B)] {10 seconds of fighting}
From G to Camp 23) 0-2 Dark Priests, 1 Dark High Priest
BATTLE HARDENED general: [2R 1S 197XB (0R - 0R - 2R)] {30 seconds of fighting}
BATTLE HARDENED general: [2R 1E 196XB 1K (0R - 0R - 2R)] {20 seconds of fighting}
If you have a MASTER of Martial Arts and a VETERAN general follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
MASTER of Martial Arts: [156B (156B)] {10 seconds of fighting}
From G to Camp 23) 0-20 Dark Priests, 1 Dark High Priest
VETERAN general: [1S 51C 198XB (-)] {30 seconds of fighting}
VETERAN general: [1E 51C 197XB 1K (-)] {20 seconds of fighting}
If you have a MASTER of Martial Arts and a MAJOR general follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
MASTER of Martial Arts: [149B (149B)] {10 seconds of fighting}
From G to Camp 23) 0-20 Dark Priests, 1 Dark High Priest
MAJOR general: [1E 71C 197XB 1K (-)] {20 seconds of fighting}
If you have two MASTERs of Martial Arts follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
MASTER of Martial Arts: [145B (145B)] {10 seconds of fighting}
From G to Camp 23) 0-20 Dark Priests, 1 Dark High Priest
MASTER of Martial Arts: [1E 20C 199XB (-)] {20 seconds of fighting}
If you have a VETERAN general with Crossbows or Cannoneers, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
BATTLE HARDENED general: [185B (185B)] {10 seconds of fighting}
From G to Camp 23) 25-51 Dark Priests, 1 Dark High Priest
VETERAN general: [52B 198XB (25B - 37B - 51B)] {30 seconds of fighting}
VETERAN general: [51B 198XB 1K (25B - 37B - 51B)] {20 seconds of fighting}
VETERAN general: [50R 1E 65C 134K (20R - 34R - 50R 1E)] {20 seconds of fighting}
If you have a VETERAN general with Cannoneers, you may also opt to kill camp 23 in one wave:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
VETERAN general: [73R 50S 1E 126K (73R 44S - 73R 48S - 73R 50S)] {30 seconds of fighting}
MAJOR general: [128R 22S 1E 119K (128R 16S - 128R 21S - 128R 22S)] {30 seconds of fighting}
MASTER of Martial Arts: [86R 38S 1E 95K (86R 31S - 86R 36S - 86R 38S)] {30 seconds of fighting}
If you have a BATTLE HARDENED general with Cannoneers, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
BATTLE HARDENED general: [200B (200B)] {10 seconds of fighting}
From G to Camp 23) 11-37 Dark Priests, 1 Dark High Priest
BATTLE HARDENED general: [59R 1E 8C 132K (27R - 43R - 59R)] {30 seconds of fighting}
http://www.thesettlersonlinewiki.com...s/ornament.png
If you don't have enough normal generals for the 5-way block above, you may opt for a 3-way or 4-way block instead.
Open the spoiler for details about killing camps 18 and/or 19 first:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png
For the optional 4-way block, open the spoiler for details:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png
For the 3-way block, open the spoiler for details. This is the way to go if your best general is a BATTLE HARDENED general:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Lootspot
Unless you've played this adventure together from the beginning,
you should invite your friends (lootspot buyers) once the central block from G7 is done.
Each lootspot buyer should bring a general with 1R.
Your lootspot buyers will arrive in landing zones 2 and 3.
If you have already cleared all camps along those routes, let your lootspot buyers attack camp 13 before you kill camp 12 from G8 below.
Your friends may of course also help you by sacrificing cavalry on the witch tower or by attacking it with a master of martial arts.
Having to train 1000C alone is a rather daunting task... Split on 3 players, the whole task becomes a lot easier.
http://www.thesettlersonlinewiki.com...s/ornament.png Optional Clearing of Southwestern route, Garrison Position G8 (BLOCK)
Camps 1 - 10 and 11 - 13 can be skipped. If you want their 12310 XP, open the spoiler for details:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Final Assault on the Witch Tower
Once the central area has been cleared, the path towards the Witch Tower opens up.
There are three leader camps and one ordinary camp before the Witch Tower.
Only the one ordinary camp (25) must be killed. Most players don't bother about camps 24, 26 or 27.
http://i232.photobucket.com/albums/e...psdbe06f94.jpg
Camp 25) 66 Cultists, 66 Shadowsneakers, 66 Dark Priests
ANY general: [1: 159R, 2: 180C (159R)]
ANY general: [170R 30S/E (166R - 169R - 170R)]
VETERAN general: [120R 130S/E (110R - 115R - 120R)]
VETERAN general: [33R 99B 118XB (33R 77B - 33R 85B - 33R 99B)]
VETERAN general: [114R 2M 134K (106R - 111R - 114R 1M)]
MAJOR general: [104R 2M 155K (100R - 103R - 104R 1M)]
MASTER of Martial Arts: [98R 122S/E (91R - 95R - 98R)]
Champion NUSALA: [71R 80E (42R - 47R - 71R)]
Champion VARGUS: [83R 1S/E 96C (72R - 77R - 83R)]
Camps 24, 26 and 27 can be skipped. If you want their 6692 XP, open the spoiler for details.
I am only providing setups for those having a veteran general. Without a veteran, just skip these camps.
Spoiler
Using an Assassin on the Witch Tower
It is highly advantageous to use an Assassin on the tower.
If one of the players is level 50, and is prepared to use an Assassin now, please open the spoiler below.
Spoiler
Otherwise, in order to defeat the Witch Tower you will first have to defeat all auxiliary troops of the two Spawns.
Since the Spawns defend first, the only troops you can use are cavalry.
The 66 Dancing Dervishes are the hardest auxiliary troops to kill, and on average you will need some 11-12 cavalry per dervish.
A Master of Martial Arts corresponds to some 56-62 cavalry, and he will himself always kill 5 dancing dervishes.
A Champion Nusala will kill 11 dancing dervishes (10% chance) or 16 dancing dervishes (90% chance).
All in all you will need about 1000 cavalry to kill the 66 shadowsneakers, 66 firedancers and 66 dancing dervishes.
The cheapest way is of course to use your Master of Martial Arts (or Nusala) over and over again, in total 19 times, losing a total of only 19R.
Your first 5 attacks with a Master of Martial Arts and 1R will kill all shadowsneakers and firedancers.
After this 65 or 66 Dancing Dervishes are still alive.
if you do not have a Nusala, and if 66 dancing dervishes are alive, send your Master of Martial Arts with 5C against the dancing dervishes:
Camp 28f) 2 Spawns of Hell, 66 Dancing Dervishes
MASTER of Martial Arts: [5C (5C)]
Three times out of four this attack will kill six dancing dervishes, instead of five.
If 6 dancing dervishes are killed, then you will need another 12 attacks with your Master of Martial Arts and 1R.
If only 5 dancing dervishes were killed, then send another 5C with your next attack, and so on, till 6 of them die.
Successfully killing one extra dancing dervish with those 5C would save you the 19th attack.
Otherwise, after 17 such attacks of killing only 5 dancing dervished, you would still need two 1R attacks,
or one attack with 12C to kill them in the 18th wave:
Camp 28r) 2 Spawns of Hell, 6 Dancing Dervishes
MASTER of Martial Arts: [12C (12C)]
After this, move down to the final attack 28g against the Witch Tower, further down.
Using ordinary generals, the Witch Tower will require at least 5 waves of cavalry, and another wave or two to kill the spawns after that.
Camp 28a) 2 Spawns of Hell, 66 Shadowsneakers, 66 Firedancers, 66 Dancing Dervishes
ANY general: [200C (200C)]
Camp 28b) 2 Spawns of Hell, 25-32 Firedancers, 66 Dancing Dervishes
ANY general: [200C (200C)]
Camp 28c) 2 Spawns of Hell, 54-59 Dancing Dervishes
ANY general: [200C (200C)]
Camp 28d) 2 Spawns of Hell, 34-47 Dancing Dervishes
ANY general: [200C (200C)]
Try to kill all remaining Dancing Dervishes now. Normally there should be 18-20 remaining at this stage:
Camp 28e) 2 Spawns of Hell, 14-29 Dancing Dervishes
Camp 28e) 2 Spawns of Hell, 24 Dancing Dervishes VETERAN general: [250C (250C)]
Camp 28e) 2 Spawns of Hell, 23 Dancing Dervishes VETERAN general: [244C (244C)]
Camp 28e) 2 Spawns of Hell, 22 Dancing Dervishes VETERAN general: [234C (234C)]
Camp 28e) 2 Spawns of Hell, 21 Dancing Dervishes VETERAN general: [223C (223C)]
Camp 28e) 2 Spawns of Hell, 20 Dancing Dervishes VETERAN general: [213C (213C)]
Camp 28e) 2 Spawns of Hell, 19 Dancing Dervishes VETERAN general: [202C (202C)]
Camp 28e) 2 Spawns of Hell, 19 Dancing Dervishes ANY general: [200C (200C)]
Camp 28e) 2 Spawns of Hell, 18 Dancing Dervishes ANY general: [192C (192C)]
Camp 28e) 2 Spawns of Hell, 17 Dancing Dervishes ANY general: [181C (181C)]
Camp 28e) 2 Spawns of Hell, 16 Dancing Dervishes ANY general: [171C (171C)]
Camp 28e) 2 Spawns of Hell, 15 Dancing Dervishes ANY general: [160C (160C)]
Camp 28e) 2 Spawns of Hell, 14 Dancing Dervishes ANY general: [150C (150C)]
In most cases you should have been able to kill all Dancing Dervishes after the above five waves.
If some Dancing Dervishes would still be alive, you must kill them all before the last attacks.
If you have a VETERAN general with Cannoneers, you may leave up to 3 Dancing Dervishes alive.
Camp 28f) 2 Spawns of Hell, 0-11 Dancing Dervishes
Camp 28f) 2 Spawns of Hell, 13 Dancing Dervishes ANY general: [140C (140C)]
Camp 28f) 2 Spawns of Hell, 12 Dancing Dervishes ANY general: [130C (130C)]
Camp 28f) 2 Spawns of Hell, 11 Dancing Dervishes ANY general: [119C (119C)]
Camp 28f) 2 Spawns of Hell, 10 Dancing Dervishes ANY general: [109C (109C)]
Camp 28f) 2 Spawns of Hell, 9 Dancing Dervishes ANY general: [99C (99C)]
Camp 28f) 2 Spawns of Hell, 8 Dancing Dervishes ANY general: [88C (88C)]
Camp 28f) 2 Spawns of Hell, 7 Dancing Dervishes ANY general: [78C (78C)]
Camp 28f) 2 Spawns of Hell, 6 Dancing Dervishes ANY general: [67C (67C)]
Camp 28f) 2 Spawns of Hell, 5 Dancing Dervishes ANY general: [57C (57C)]
Camp 28f) 2 Spawns of Hell, 4 Dancing Dervishes ANY general: [46C (46C)]
Camp 28f) 2 Spawns of Hell, 3 Dancing Dervishes ANY general: [35C (35C)]
Camp 28f) 2 Spawns of Hell, 2 Dancing Dervishes ANY general: [25C (25C)]
Camp 28f) 2 Spawns of Hell, 1 Dancing Dervish ANY general: [13C (13C)]
If you have a VETERAN general with Cannoneers, you may opt to have up to 3 Dancing Dervishes alive now.
If you have a VETERAN general make sure you've killed all Dancing Dervishes:
Camp 28g) 2 Spawns of Hell, 3 Dancing Dervishes
VETERAN general: [104M 146K (91M - 100M - 104M)]
MAJOR general: [65R 60M 145K (65R 47M - 65R 57M - 65R 60M)]
Camp 28g) 2 Spawns of Hell, 2 Dancing Dervishes
VETERAN general: [23R 80M 147K (23R 68M - 23R 77M - 23R 80M)]
MAJOR general: [83R 40M 147K (83R 29M - 83R 37M - 83R 40M)]
Camp 28g) 2 Spawns of Hell, 1 Dancing Dervish
VETERAN general: [44R 58M 148K (44R 47M - 44R 55M - 44R 58M)]
MAJOR general: [104R 18M 148K (104R 8M - 104R 15M - 104R 18M)]
Camp 28g) 2 Spawns of Hell
VETERAN general: [250S (130S - 146S - 158S)]
VETERAN general: [150S 100E (128S - 145S - 150S)]
VETERAN general: [62R 38M 150K (62R 28M - 62R 36M - 62R 38M)]
MAJOR general: [119R 1M 150K (105R - 116R - 119R)]
MASTER of Martial Arts: [220S (173S - 199S - 220S)] (***
MASTER of Martial Arts: [189S 31E (173S - 189S 5E - 189S 24E)]
MASTER of Martial Arts: [9R 100M 111K (9R 89M - 9R 97M - 9R 100M)]
***) Please note that this attack has a 3.5% chance of losing all 220S and thus leaving one Spawn of Hell alive.
If that happens, please check attack 28h below regarding how to kill the remaining Spawn.
If you only have ANY generals, two waves will be needed against the two spawns:
Camp 28g) 2 Spawns of Hell
ANY general: [190S (190S)]
MASTER of Martial Arts: [179S (179S)]
MASTER of Martial Arts: [75R 145S (75R 145S)]
Camp 28h) 1 Spawn of Hell
ANY general: [200S (46S - 51S - 53S)]
ANY general: [40M 160S (40M 20S - 40M 24S - 40M 26S)]
ANY general: [60M 13S 127E (60M 7S - 60M 11S - 60M 13S)]
ANY general: [39R 161K (35R - 38R - 39R)]
MASTER of Martial Arts: [138R 82S (125R - 135R - 138R 9S)]
MASTER of Martial Arts: [138R 82E (125R - 135R - 138R)]
MASTER of Martial Arts: [66M 154S (58M - 64M - 66M 9S)]
MASTER of Martial Arts: [65M 155E (58M - 64M - 65M)]
http://www.thesettlersonlinewiki.com...s/ornament.png
All garrison setups have been simulated at least 5000 times, using this simulator.
Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.
All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...
On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.
All round blocks have been optimised using Andelar's TSO battle simulator V1.0.1 and double-checked using this simulator.
The duration of the blocks and attacks are based on this post.
Nice one Tage :) You have time to upload your guide, since I come back thursday and upload it then in front page. ;)
LOL :D
The theoretical maximum number of generals for one player is a bit lower than 20:So having 20 generals on the island requires you to have invited at least one friend. :)
- 5 normal generals
- 6 battle hardened generals
- 2 veteran generals
- 1 Grim Reaper (from the Halloween event)
- 1 Stronghelmet (from the first retail package)
When making that picture, I did have a good friend invited who sent all her 8 generals.
Then she sent hers back, and I moved my 12 generals around to get that picture. :)
I've just started doing Dark Brotherhood myself - But have only 1 vet, 3 normal generals and no Cannons.
Here's a variation for the central area that I worked out based on a couple of 1R blocks. The block is essentially zero risk because if it goes wrong you're only likely to lose 2 recruits, but it is a little tight. Also, it can be done even with just 4 normal generals - you can kill the central camp with 2 normal waves since time is not an issue, just that losses are higher.
First you have to kill the leader camps above and to the right of the central area, then you have to clear the four camps around the top of the central tower. Then you get this:
http://forum.thesettlersonline.com/a...1&d=1358348868
A close up of how your generals should look just before they go into combat:
http://forum.thesettlersonline.com/a...1&d=1358348958
If you had another normal general, I think you could clear out the leader to the south west of the central area and send another 1R block from there. That way you would only have to clear out three of the camps in the central area before doing the block to get to the central tower.
I have some things for your Victor guide, Tage:
Except that you use 201 soldiers, here is a better version:
ANY general: [46R 2S 123C 29XB (28R - 36R - 46R 1S)]
You prefer not using the full block when having only one BATTLE HARDENED general, now my calculations:
First, general A should be this:
BLOCKING NORMAL general: [4R 93E 25C(-)] {6 - 8.1 - 13 rounds of fighting}
You think it's worse? No it isn't, because Tage's has, including countdown, a 0,21% chance of 160 sec (the 101E one), otherwise 180 sec or higher, and mine a 0,04% chance of 160 sec
From A to Camp 3): 18 flags, 180 sec block time (normal general) (fail chance 0,04%)
From B to Camp 4): 28 flags, 160 sec block time (normal general)
From C to Camp 5): 42 flags, 40 sec fighting time (normal general)
From D to Camp 5): 40 flags (but not important, cause he starts fighting after C stops) 20 + 20 sec fighting time (fast general)
42 - 18 = 24 flags walking time = 80 seconds walking time
5 secondes for sending each general
all together, it means that you gonna expect this:
0 sec You send general A
5 sec You send general B
10 sec You send general C
25 sec You send general D
60 sec general A starts battle
100 sec general B starts battle
150 sec general C starts battle
155 sec general D arrives at camp 5
190 sec general C loses, general D starts battle
220 sec if the block fails, general A block stops here
230 sec general D wins battle, everyone returns home!
240 sec without general D, general A block stops
260 sec without general D, general B block stops
This means, you can do the first block with one BATTLE HARDENED general!
You need some E though.....
oh, and can you make a BATTLE HARDENED general section (max losses etc.) in your guide please? thanx in advance :)
p.s. nice work on BD, but my pony's are more valuable then trying your guide :p
Indeed. 5 flags for general C to march from the edge of the red area to the center of camp 23.
And on top of that also general D must make it all the way to that same camp before the block finishes,
so he really needs to march right behind general C.
But certainly doable. :)
I've done my own setup having a 1R block for general E as well.
The only reason I didn't mention it in the guide is the risk that general G would be too late, even if general F made it in time.
And if that would happen, then all five blocks would fight till the end and 700+ cavalry
(which you will still need for the witch tower) would be gone with the wind...
Unfortunately that wouldn't be worth it. Before the central area has been cleared,
the southwestern route cannot be cleared any other way than all the way from Landing Zone 1.
You cannot attack camp 12 from the north, because camp 6 would intercept him.