[KPA] adventure guides by herpyderp and Angella
Most of the guides require a Veteran, xbows and elite soldiers for now. They will most likely work with normal soldiers
when blocking is not involved but this has not been tested. Do so at your own risk :)
In my adventures, the more uncommon ones will have tight settings and there will be a small chance of losing one or
two soldiers. Most adventures should have little to no chance of this and if it doesn't say otherwise, assume your
soldiers are safe :)
The sim I use is: http://settlersonlinesimulator.com/d...pfsimulator/en
Also this is useful to check the contents of camps prior to starting the adventure or as an alternate simulator :)
For adventure rewards check out the TSO wiki's adventure article
(Here for the English translation)
One Player
Bandit's Nest [Vet and E]
Island Of Pirates [Vet and E]
Old Friends [Vet and E]
Witch Of The Swamp [Vet and E] [200 gen and LB by Angella]
Two Player
Dark Priests [200 Gen and LB by Angella]
Nords [Vet and E]
Stealing From The Rich [Vet and E]
Surprise Attack [Vet and E]
Three Player
Black Knights [Vet and E]
Victor The Vicious [Vet and E]
Coming soon:
None, I no longer have the free time. I'll keep an eye on this in case anything needs correcting.
WITCH OF THE SWAMP ( Tested & best)
This guide uses Normal General & The units: Recruits, Mitilia, Cavalary, Longbowmen & Soldiers
I have used 3 generals since it is more convenient when you do blocks, but you can do it with 2 generals too, might take a little longer.
There are 2 ways to fight the witch tower, 1: with cavalry loses & 2: with soldier & longbowmen loses.
For Cav loses:
Total Units: 409R 200C 150S 73LB
Units Lost: 409R 88C 30S
For Soldier & LB loses:
Total Units: 395R 200C 150S 50LB
Units Lost: 395R 91S 30LB
If you decide to block Camp 5 then u'll need 44R less for both & additional 30R 20S 20M with no loses if timed properly & full loss apart from the general if u fail to time it.
Here is the map. The numbers used here are in the you can attack them. Skipping can be only done through blocks...no other way that I know of.
http://imageshack.us/a/img842/7515/mapzv.jpg
The Generals that travel to this zone set up the garrison in the Landing Zone. You can move him as near as possible to the camps you attack.
Attacking Camp 1:
40 Cultists : 200C( 0 loses)
[http://imageshack.us/a/img528/6223/camp1d.jpg
Attacking Camp 2 & 3:
You could use a block here too, I just tried it out, works well, but i'm not giving it here since the loses are almost the same. So there's no point in actually using a block. If you want a block version, let me know & i'll add it for you.
Camp 2 - 50 Cultists : 7R 193C ( 3R-5R loses)
Camp 3 - 40 Cultists, 40 Fanatics : 15R 185C ( 10R loses)
http://imageshack.us/a/img10/8823/zone2.jpg
Attacking Camp 4:
60 Cultists : 15R 185C ( 10R loses)
http://imageshack.us/a/img593/3292/75668009.jpg
Attacking Camp 5 & 6:
Without Block
Camp 5 - 60 Shadowsneakers, 40 Dark Priests : 50R 60S ( 45R loses)
Camp 6 - 33 Cultists, 33 Dark Priests, 33 Shadowsneakers : 130R 70S (52R loses)
With Block
Camp 5 - 60 Shadowsneakers, 40 Dark Priests : 30R 20M 20S ( no loss if timed properly or you lose almost all except the general ) This gives you about 3 - 4 rounds of fight & so there is time for the 2nd general to attack the leader camp with just 1 round of fight.
Camp 6 - 33 Cultists, 33 Dark Priests, 33 Shadowsneakers : 130R 70S (52R loses) (better to use a battle hardened general. But if using normal gen...timing is very important)
http://imageshack.us/a/img507/3623/62010752.jpg
Let the general reach between the next 2 flags, you can attack the leader camp with the next general. (Again) Should work well if you have timed it properly.
http://imageshack.us/a/img17/3358/block2v.jpg
Attacking Camp 7:
120 Cultists : 60R 70S 70C ( 51R loses)
http://imageshack.us/a/img833/6978/53257351.jpg
Attacking Camp 8 & 9:
Block works really well here, place the generals in these positions & send them one after another attacking camp 8 first.
http://imageshack.us/a/img253/734/block3.jpg
Camp 8 - 80 Cultist, 60 Dark Priests : 1R ( 1R loss)
Camp 9 - 40 Cultists, 120 Shadowsneakers, 1 Dark High Priest : 50R 150S (50R 23S loses)
Attacking the Witch Tower: 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
http://imageshack.us/a/img13/4475/40287180.jpg
There are 2 ways of doing this as per the units available to you: Cavalry loss & Soldier loss. You will need 2 waves for both.
Cavalry Loss:
Wave 1: 112R 88C ( 112R 88C loses)
Wave 2: 72R 20S 35C 73LB ( 72R 7S loses)
Soldier & LB loses:
Wave 1: 170R 30LB ( 170R 30LB loses)
Wave 2: 100C 80S 20LB ( 68S loses)