Updated to be in line with my other guides, and also showing more precise information about the optional, tight block.
The block got 3.3 seconds tighter after the pathfinding algorithm changed, leaving only a couple of seconds spare time for it.
Old Friends
Average losses (best version): 366R 65C
Adventure Info:
Player Level: 36+
Difficulty: 4/10
Number of Players: 1
Duration: 2 days
Where to get?: Only as a reward from "Witch Of The Swamp"
http://i232.photobucket.com/albums/e...ps7cfda4ba.jpg
https://lh3.googleusercontent.com/-u...%2BFriends.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...ps561c7e46.jpg
QUICK LINKS: ... G1 (Camps 7-8) ... G2 (Camp 6) ... G2 (Camp 3)
You need to send troops 4 times if you choose to block and have one veteran general, otherwise 5 times.
Ten versions are presented below, with the following needed generals, troops, and lost troops:
One ANY general with Longbows, no block
Twice will a general be recovering from a loss. Thus, having at least three generals would speeds things up.- Units needed, average: 602R 116M 104C 136LB (970 units)
- Units needed, maximum: 607R 124M 104C 136LB (970 units)
- Units lost, minimum: 573R 21M 65C
- Units lost, average: 594R 33M 65C
- Units lost, maximum: 607R 41M 65C
One ANY general with Longbows
One NORMAL general needed for the blocks
A third general would shorten the waiting time from 8 hours to 4 hours.- Units needed, average: 493R 116M 104C 136LB (849 units)
- Units needed, maximum: 494R 121M 104C 136LB (855 units)
- Units lost, minimum: 473R 21M 65C
- Units lost, average: 485R 33M 65C
- Units lost, maximum: 494R 38M 65C
One ANY general with Longbows, no block
Twice will a general be recovering from a loss. Thus, having at least three generals would speeds things up.- Units needed, average: 612R 102S 104C 137LB (955 units)
- Units needed, maximum: 618R 102S 104C 137LB (961 units)
- Units lost, minimum: 588R 6S 65C
- Units lost, average: 604R 16S 65C
- Units lost, maximum: 618R 23S 65C
One ANY general with Longbows
One NORMAL general needed for the blocks
A third general would shorten the waiting time from 8 hours to 4 hours.- Units needed, average: 506R 102S 104C 137LB (849 units)
- Units needed, maximum: 507R 102S 104C 137LB (850 units)
- Units lost, minimum: 488R 6S 65C
- Units lost, average: 498R 16S 65C
- Units lost, maximum: 507R 23S 65C
One ANY general with Crossbows, no blocks
Twice will a general be recovering from a loss. Thus, having at least three generals would speeds things up.- Units needed, average: 610R 87S 65C 200XB (962 units)
- Units needed, maximum: 617R 87S 65C 200XB (969 units)
- Units lost, minimum: 572R 65C
- Units lost, average: 602R 65C
- Units lost, maximum: 617R 2S 65C
One ANY general with Crossbows
One NORMAL general needed for the blocks
A third general would shorten the waiting time from 8 hours to 4 hours.- Units needed, average: 502R 87S 65C 200XB (854 units)
- Units needed, maximum: 506R 87S 65C 200XB (858 units)
- Units lost, minimum: 472R 6S 65C
- Units lost, average: 494R 16S 65C
- Units lost, maximum: 506R 23S 65C
One VETERAN general with Longbows, no blocks
One ANY general- Units needed, average: 488R 190S 65C 171LB (914 units)
- Units needed, maximum: 497R 190S 65C 171LB (923 units)
- Units lost, minimum: 456R 65C
- Units lost, average: 487R 3S 65C
- Units lost, maximum: 497R 9S 65C
One VETERAN general with Longbows
One NORMAL general needed for the block- Units needed, average: 435R 171S 65C 171LB (842 units)
- Units needed, maximum: 439R 171S 65C 171LB (846 units)
- Units lost, minimum: 409R 65C
- Units lost, average: 434R 3S 65C
- Units lost, maximum: 439R 5S 65C
One VETERAN general with Crossbows, no blocks
One ANY general- Units needed, average: 420R 190S 94C 211XB (915 units)
- Units needed, maximum: 429R 190S 94C 211XB (924 units)
- Units lost, minimum: 395R 65C
- Units lost, average: 419R 65C
- Units lost, maximum: 429R 5S 65C
One VETERAN general with Crossbows
One NORMAL general needed for the block- Units needed, average: 367R 167S 94C 211XB (839 units)
- Units needed, maximum: 371R 167S 94C 211XB (843 units)
- Units lost, minimum: 348R 65C
- Units lost, average: 366R 65C
- Units lost, maximum: 371R 1S 65C
This guide includes one optional block of method 1. If you use the block, you will have to do it twice (and wait 4 hours in between).
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (OPTIONAL BLOCK)
Move one normal general and your best general to garrison position G1.
If you opt not to block, move at least your best general to G1:- Position A: NORMAL general
- Position B: ANY general or VETERAN general
http://i232.photobucket.com/albums/e...ps90f0f665.jpg
If you choose to block, you will have to block camp 7 twice, and wait 4 hours in between for your generals to recover.
For both blocks, follow the same procedure:- Send general A to camp 7 and general B to camp 8 when general A is about to reached the position shown in the circular inset above.
- If there is no lag, you can send general B, when general A has reached that position, in front of the stone behind him.
- Just after that position, he will turn 90° to the left. Once he has turned, it is too late for you to send general B.
- If the condition is laggy, you may have to send general B a little earlier, to compensate for the slow dispatch.
- In order to see whether your generals are well timed, check the upper left inset in the image above.
- At the moment when general A is about to disappear into the crack in the wall, general B should be in the upper half of the sandy beach.
- If general B is still near the shoreline, he is too slow, and you need to retreat them both.
- If general B is already entering the green, grassy area, he is too fast, and you need to retreat them both.
- Even if you feel they are timed correctly, do watch your main general closely, and retreat him if he gets intercepted by camp 7.
First, send general A to camp 7:
From A to Camp 7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
When general A is about to reach the position shown in the inset above, send general B to camp 8:
From B to Camp 8) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest
ANY general: [111R 65C (111R 65C)]
MASTER of Martial Arts: [111R 7C (111R 7C)]
When your generals have recuperated (after 4 hours), do the same block once more. First, send general A to camp 7:
From A to Camp 7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
When general A is about to reach the position shown in the inset above, send general B to camp 8:
From B to Camp 8) 1 Swamp Witch, 1 Dark High Priest
ANY general: [48R 38M 114LB (48R 21M - 48R 33M - 48R 38M)]
ANY general: [65R 18S 117LB (65R 6S - 65R 14S - 65R 17S)]
ANY general: [78R 1S 121XB (60R - 74R - 78R)]
VETERAN general: [78R 1S 171LB (60R - 74R - 78R)]
VETERAN general: [38R 1S 211XB (30R - 36R - 38R)]
MASTER of Martial Arts: [44R 16S 160LB (44R 7S - 44R 13S - 44R 16S)]
MASTER of Martial Arts: [38R 1S 181XB (30R - 36R - 38R)]
If you have a VETERAN general with Crossbows, or better, you may kill camp 8 in one attack, and thus won't need to block camp 7 more than once. These setups will require more soldiers, which are not included in the summary above. First, send general A to camp 7:
From A to Camp 7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
When general A is about to reach the position shown in the inset above, send general B to camp 8:
From B to Camp 8) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest
VETERAN general: 50R 46S 1E 75C 78XB (50R 32S - 50R 41S - 50R 46S)
VETERAN general: 68R 41S 1E 61C 79XB (68R 27S - 68R 35S - 68R 41S)
VETERAN general: 62S 4E 109C 75XB (51S - 60S - 62S 3E)
VETERAN general: 40R 52S 1E 157K (40R 39S - 40R 47S - 40R 52S) (provided for achievement no cavalry)
MAJOR general: 88R 28S 1E 75C 78XB (88R 14S - 88R 23S - 88R 28S)
MAJOR general: 67S 1E 202XB (51S - 59S - 67S) (provided for achievement no cavalry)
MASTER of Martial Arts: 103R 21S 1E 15C 80XB (103R 8S - 103R 17S - 103R 21S)
MASTER of Martial Arts: 120R 18S 1E 81XB (120R 4S - 120R 13S - 120R 18S) (provided for achievement no cavalry)
MASTER of Martial Arts: 5R 93S 122E (5R 74S - 5R 85S - 5R 93S) (provided for achievements no cavalry and no ranged units)
If you opt not to use the block, kill camps 7 and 8, one at a time:
Camp 7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes
ANY general: [115R 85M (102R - 111R - 115R 3M)]
ANY general: [113R 87S (102R - 110R - 113R 1S)]
VETERAN general [60R 190S (49R - 55R - 60R 4S)]
VETERAN general [60R 1S 189E (49R - 53R - 60R 1S)]
MAJOR general [54R 212S (48R - 52R - 54R)]
MAJOR general [54R 204E (48R - 52R - 54R)]
MASTER of Martial Arts [52R 160S (46R - 50R - 52R)]
MASTER of Martial Arts [51R 150E (46R - 50R - 51R)]
Camp 8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest
ANY general: [111R 65C (111R 65C)]
MASTER of Martial Arts: [111R 7C (111R 7C)]
Camp 8b) 1 Swamp Witch, 1 Dark High Priest
ANY general: [48R 38M 114LB (48R 21M - 48R 33M - 48R 38M)]
ANY general: [65R 18S 117LB (65R 6S - 65R 14S - 65R 17S)]
ANY general: [78R 1S 121XB (60R - 74R - 78R)]
VETERAN general: [78R 1S 171LB (60R - 74R - 78R)]
VETERAN general: [38R 1S 211XB (30R - 36R -38R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camp 6)
Move one or two generals to position G2:
http://i232.photobucket.com/albums/e...ps856428c4.jpg
If you have a MASTER of Martial Arts, you may use him for the suicide:
Camp 6a) 100 Cultists, 50 Dark Priests, 1 Dark High Priest
MASTER of Martial Arts: [1R (1R)]
Camp 6b) 100 Cultists, 25-28 Dark Priests, 1 Dark High Priest
ANY general: [99R 12S 2C 86XB (99R 5S - 99R 10S - 99R 11S)]
VETERAN general: [146R 2S 102E (131R - 144R - 146R 2S)] (provided for achievements no cavalry and no ranged units)
VETERAN general: [121R 2S 13C 114LB (106R - 117R - 92R 1S)]
VETERAN general: [92R 2S 23C 133XB (81R - 89R - 92R 1S)]
MAJOR general: [76R 1E 67C 126XB (65R - 72R - 76R)]
MASTER of Martial Arts: [98R 2S 12C 108LB (85R - 95R - 98R)]
MASTER of Martial Arts: [73R 1S 19C 127XB (64R - 71R - 73R)]
if you have a VETERAN general, kill camp 6 in one wave:
Camp 6) 100 Cultists, 50 Dark Priests, 1 Dark High Priest
VETERAN general: [165R 5S 80LB (157R - 165R 2S - 165R 4S)]
VETERAN general: [150R 100S (150R - 150R 19S - 150R 22S)] (provided for achievements no cavalry and no ranged units)
VETERAN general: [137R 2S 29C 82XB (124R - 134R - 137R)]
VETERAN general: [147R 2S 101XB (136R - 145R - 147R 1S)] (provided for achievement no cavalry)
MAJOR general: [119R 1S 1E 72C 77XB (105R - 116R - 119R 1S)]
MASTER of Martial Arts: [172R 3S 45LB (152R - 169R - 172R 2S)]
MASTER of Martial Arts: [136R 18S 66E (136R 7S - 136R 14S - 136R 18S)] (provided for achievements no cavalry and no ranged units)
MASTER of Martial Arts: [115R 1S 1E 27C 76XB (100R - 111R - 115R 1S)]
MASTER of Martial Arts: [126R 1E 83XB (111R - 122R - 126R)] (provided for achievement no cavalry)
If you have ANY general with Longbows:
Camp 6a) 100 Cultists, 50 Dark Priests, 1 Dark High Priest
ANY general: [191R (191R)]
ANY general: [172B (172B)]
Camp 6b) 0-13 Dark Priests, 1 Dark High Priest
ANY general: [25R 39C 136LB (20R - 24R - 25R)]
ANY general: [23R 1S 39C 137LB (20R - 22R - 23R)]
If you have ANY general with Crossbows:
Camp 6a) 100 Cultists, 50 Dark Priests, 1 Dark High Priest
ANY general: [200R (200R)]
ANY general: [185B (185B)]
Camp 6b) 1 Dark High Priest
ANY general : [200XB (-)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camp 3)
When camp 6 has been defeated, you will get the message that the quest has been completed:
http://i232.photobucket.com/albums/e...ps612a5ad1.jpg
If you opt to finish the adventure now, you will only get 4450 XP. If you kill camp 3, you will gain another 2360 XP.
Thus, if you want the full XP from this adventure, do not click to finish the adventure, until you have first attacked camp 3:
Camp 3) 80 Cultists, 40 Shadowsneakers, 40 Firedancers
ANY general: [117R 83M (101R - 109R - 117R)]
ANY general: [115R 85S (99R - 107R - 115R 1S)]
VETERAN general: [83R 150S (79R - 82R - 83R 1S)]
MASTER of Martial Arts: [75R 100S (69R - 72R - 75R 1S)]
If you still have a MASTER of Martial Arts who isn't recovering, you should use him for a suicidal first wave:
Camp 3a) 80 Cultists, 40 Shadowsneakers, 40 Firedancers
MASTER of Martial Arts: [1R (1R)]
Camp 3b) 80 Cultists, 30-32 Firedancers
ANY general: [45R 119C 36LB (35R - 38R - 44R)]
ANY general: [43R 1S 120C 36LB (35R - 38R - 43R)]
ANY general: [38R 2S 134C 26XB (33R - 36R - 38R 1S)]
VETERAN general: [29R 1S 220C (24R - 27R - 29R)]
MAJOR general: [26R 1E 243C (21R - 25R - 26R)]
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.