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Thread: [Guide] Killste : Collected Adventure Guides by Various Authors

  1. #591
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    The Dark Brotherhood
    Part 3

    Eastern attack route
    (Landing Zone 3)


    QUICK LINKS: ... G1 ... G2 ... G3 ... G4 ... G5 ... G6 ... CLEARING THE NORTHWEST




    Garrison Position G1 (BLOCK)
    Move your best general and one normal general to garrison position G1:
    • 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.




    Garrison Position G2 (BLOCK)
    Move your generals to garrison position G2:
    • 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.




    Garrison Position G3 (BLOCK)
    Move your generals to garrison position G3:
    • 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.




    Garrison Position G4
    Move one normal general and two fast generals to garrison position G4:
    • 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)]




    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!




    Garrison Position G5
    Move your needed generals to garrison position G5:



    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

    Camp 7b) 79 Dark Priests ANY general: [1E 199C (-)]
    Camp 7b) 80 Dark Priests ANY general: [3R 1E 196C (0R - 0R - 3R)]
    Camp 7b) 81 Dark Priests ANY general: [5R 1E 194C (0R - 0R - 5R)]
    Camp 7b) 82 Dark Priests ANY general: [7R 1E 192C (0R - 1R - 7R)]
    Camp 7b) 83 Dark Priests ANY general: [8R 1E 191C (0R - 3R - 8R)]
    Camp 7b) 84 Dark Priests ANY general: [10R 1E 189C (0R - 5R - 10R)]
    Camp 7b) 85 Dark Priests ANY general: [11R 1E 188C (0R - 6R - 11R)]
    Camp 7b) 86 Dark Priests ANY general: [13R 1E 186C (1R - 8R - 12R)]
    Camp 7b) 87 Dark Priests ANY general: [14R 1E 185C (2R - 9R - 14R)]
    Camp 7b) 88 Dark Priests ANY general: [16R 1E 183C (4R - 11R - 16R)]
    Camp 7b) 89 Dark Priests ANY general: [17R 1E 182C (5R - 12R - 17R)]
    Camp 7b) 90 Dark Priests ANY general: [19R 1E 180C (7R - 14R - 19R)]
    Camp 7b) 91 Dark Priests ANY general: [20R 1E 179C (9R - 16R - 20R)]





    Garrison Position G6 (BLOCK)
    Move your generals to garrison position G6:
    • 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.




    Optional Clearing of Northwestern Route
    Camps 1 - 6 can be skipped. If you want their 5400 XP, open the spoiler for details:
    Spoiler



    Camp 6) 120 Cultists, 80 Dark Priests
    ANY general: [1: 128R, 2: 62R 1E 137C (171R - 180R - 190R)]
    ANY general: [1: 161B, 2: 3R 1E 196C (161B - 161B - 3R 161B)]
    VETERAN general: 103R 5S 1E 141C (92R - 100R - 103R 5S)]
    VETERAN general: 1: 71B, 2: 34R 1S 1E 214C (20R 71B - 27R 71B - 34R 1S 71B)]
    VETERAN general: 1: 56B, 2: 42R 4S 1E 191C 12LB (28R 56B - 35R 56B - 42R 4S 56B)]
    VETERAN general: 1: 55B, 2: 42R 4S 1E 191C 12XB (29R 55B - 36R 55B - 42R 4S 55B)]
    MAJOR general: [88R 1S 1E 180C (73R - 81R - 88R 1S)]
    MASTER of Martial Arts: [83R 1S 1E 135C (71R - 76R - 83R 1S)]
    Champion NUSALA: [75R 1S/E 89C (51R - 58R - 75R)]

    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: [149R 101S/E (128R - 140R - 149R)]
    VETERAN general: [147R 1M 102K (126R - 138R - 147R)]
    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)]

    Camp 2) 100 Cultists, 100 Shadowsneakers
    ANY general: [62R 138S/E (55R - 59R - 62R)]
    VETERAN general: [58R 192S/E (53R - 56R - 58R)]
    MASTER of Martial Arts: [58R 110S/E (53R - 56R - 58R)]
    Champion ANSLEM: [31R 95E (31R)]
    Champion NUSALA: [51R 80E (40R - 44R - 51R)]
    Champion VARGUS: [48R 1S/E 131C (35R - 39R - 48R)]
    Last edited by Tage; 20.03.17 at 16:25. Reason: Tweaked Nusala för camps 6 & 15

  2. #592
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    The Dark Brotherhood
    Part 4

    Central block and final assault on the Witch Tower


    QUICK LINKS: ... G7 ... LOOTSPOT ... G8 ... WITCH TOWER ... USING AN ASSASSIN



    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



    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}



    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

    The most critical camp in the 5-way block is camp 19. Thus, we'll get rid of that one for the 4-way block.
    In order to kill camp 19, place your general(s) to the left of the green line in the image below.
    If you place your generals to the right of that line, you will get intercepted by camp 18.
    If you opt for the 3-way block, kill camp 18 first, followed by camp 19.



    Camp 19 may be killed in one wave, but with larger losses than if killed in two waves:

    Camp 19) 50 Shadowsneakers, 150 Dark Priests
    VETERAN general: [154R 96S (152R - 153R - 154R)]
    VETERAN general: [153R 97E (152R - 153R - 153R)]
    ANY general: [188R 12S (165R - 178R - 188R 2S)]


    For minimal losses, camp 19 should be killed in two waves:

    If you have an ANY general, follow this:

    Camp 19a) 50 Cultists, 50 Shadowsneakers, 100 Dark Priests
    ANY general: [138R (138R)]
    ANY general: [135B (135B)]

    Camp 19b) 70-79 Dark Priests
    ANY general: [1E 199C (-)]

    Camp 19b) 80-89 Dark Priests
    Open the spoiler below for an optimised setup if you have more than 79 Dark Priests alive:
    Spoiler

    Camp 19b) 79 Dark Priests ANY general: [1E 199C (-)]
    Camp 19b) 80 Dark Priests ANY general: [3R 1E 196C (0R - 0R - 3R)]
    Camp 19b) 81 Dark Priests ANY general: [5R 1E 194C (0R - 0R - 5R)]
    Camp 19b) 82 Dark Priests ANY general: [7R 1E 192C (0R - 1R - 7R)]
    Camp 19b) 83 Dark Priests ANY general: [8R 1E 191C (0R - 3R - 8R)]
    Camp 19b) 84 Dark Priests ANY general: [10R 1E 189C (0R - 5R - 10R)]
    Camp 19b) 85 Dark Priests ANY general: [11R 1E 188C (0R - 6R - 11R)]
    Camp 19b) 86 Dark Priests ANY general: [13R 1E 186C (1R - 8R - 12R)]
    Camp 19b) 87 Dark Priests ANY general: [14R 1E 185C (2R - 9R - 14R)]
    Camp 19b) 88 Dark Priests ANY general: [16R 1E 183C (4R - 11R - 16R)]
    Camp 19b) 89 Dark Priests ANY general: [17R 1E 182C (5R - 12R - 17R)]
    Camp 19b) 90 Dark Priests ANY general: [19R 1E 180C (7R - 14R - 19R)]
    Camp 19b) 91 Dark Priests ANY general: [20R 1E 179C (9R - 16R - 20R)]


    If you have a VETERAN general, follow this:

    Camp 19a) 50 Shadowsneakers, 150 Dark Priests
    ANY general: [114R (114R)]
    ANY general: [115B (115B)]

    Camp 19b) 90-99 Dark Priests
    VETERAN general: [1E 249C (-)]

    Camp 19b) 100-108 Dark Priests
    Open the spoiler below for an optimised setup if you have more than 99 Dark Priests alive:
    Spoiler

    Camp 19b) -99 Dark Priests VETERAN general: [1E 249C (-)]
    Camp 19b) 100 Dark Priests VETERAN general: [3R 1E 246C (0R - 0R - 3R)]
    Camp 19b) 101 Dark Priests VETERAN general: [5R 1E 244C (0R - 0R - 5R)]
    Camp 19b) 102 Dark Priests VETERAN general: [7R 1E 242C (0R - 1R - 7R)]
    Camp 19b) 103 Dark Priests VETERAN general: [8R 1E 241C (0R - 2R - 8R)]
    Camp 19b) 104 Dark Priests VETERAN general: [10R 1E 239C (0R - 3R - 10R)]
    Camp 19b) 105 Dark Priests VETERAN general: [11R 1E 238C (0R - 5R - 11R)]
    Camp 19b) 106 Dark Priests VETERAN general: [13R 1E 236C (0R - 7R - 12R)]
    Camp 19b) 107 Dark Priests VETERAN general: [14R 1E 235C (0R - 8R - 14R)]
    Camp 19b) 108 Dark Priests VETERAN general: [16R 1E 233C (2R - 10R - 16R)]
    Camp 19b) 109 Dark Priests VETERAN general: [17R 1E 232C (4R - 11R - 17R)]
    Camp 19b) 110 Dark Priests VETERAN general: [19R 1E 230C (6R - 13R - 19R)]
    Camp 19b) 111 Dark Priests VETERAN general: [20R 1E 229C (7R - 15R - 20R)]



    If you aim for the 3-way block, which you must if you don't have a VETERAN general and no cannoneers, kill camp 18 as well:

    If you have an ANY general, kill camp 18 in two waves for minimal losses:

    Camp 18a) 60 Cultists, 70 Shadowsneakers, 70 Dark Priests
    ANY general: [155R (155R)]

    Camp 18b) 57-70 Dark Priests
    ANY general: [200C (-)]


    Camp 18 may be killed in one wave as well:

    Camp 18) 60 Cultists, 70 Shadowsneakers, 70 Dark Priests
    ANY general: [175R 25S (164R - 170R - 175R)]
    VETERAN general: [124R 126S (114R - 119R - 124R)]
    VETERAN general: [123R 127E (114R - 119R - 123R)]



    For the optional 4-way block, open the spoiler for details:
    Spoiler

    With camp 19 out of the picture, you will now have a 3 seconds larger margin in the end (the time it would take to send general B):



    Do not try this block in a laggy situation. All generals must be sent within 4 seconds.
    If you do this, you will have a total margin of only 5-10 seconds in the end.
    Camp 18 may be almost gone when camp 23 finally dies.
    If you own only three 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.
    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 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 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: [72R 51S 127K (72R 44S - 72R 49S - 72R 51S)] {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}



    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

    With camps 18 and 19 out of the picture, the whole block becomes a lot safer.



    If you own only two 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.

    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 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 MAJOR general follow this:

    From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest
    BATTLE HARDENED general: [166B (166B)] {10 seconds of fighting}

    From G to Camp 23) 46-71 Dark Priests, 1 Dark High Priest
    MAJOR general: [71B 198XB 1K (46B - 56B - 71B)] {20 seconds of fighting}
    MAJOR general: [69R 1S 1E 65C 134K (35R - 53R - 69R 1S)] {20 seconds of fighting}
    MASTER of Martial Arts: [64R 1E 21C 134K (31R - 47R - 64R)] {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: [72R 51S 127K (72R 44S - 72R 49S - 72R 51S)] {30 seconds of fighting}


    If you have two BATTLE HARDENED generals, 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: [65R 1S 60C 74LB (40R - 47R - 65R)] {50 seconds of fighting}
    BATTLE HARDENED general: [30R 1S 78C 89XB (20R - 24R - 30R)] {40 seconds of fighting}
    BATTLE HARDENED general: [59R 1E 8C 132K (27R - 43R - 59R)] {30 seconds of fighting}
    BATTLE HARDENED general: [48R 1E 99C 52K (40R - 46R - 48R)] {30-40 seconds of fighting}

    Note that crossbows are better to use than cannoneers in the last attack.





    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.




    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


    Move your generals to garrison position G8:
    • 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 11) 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 12) 100 Cultists, 100 Fanatics
    VETERAN general: 112R 1S 1E 136C (95R - 105R - 112R 1S)] {50 seconds of fighting}
    VETERAN general: 112R 1S 1E 135C 1K (95R - 105R - 112R 1S)] {40 seconds of fighting}
    MAJOR general: 94R 1S 1E 173C 1K (76R - 87R - 94R 1S)] {40 seconds of fighting}
    MASTER of Martial Arts: 89R 1S 1E 129C (70R - 81R - 89R 1S)] {40 seconds of fighting}
    Champion ANSLEM: [98R 1S/E 51C (85R - 91R - 98R)] {30-40 seconds of fighting}
    Champion NUSALA: [75R 1S/E 89C (42R - 49R - 75R)] {30(40) seconds of fighting}


    You may also use two waves to kill camp 12. Send all three generals right after each other:

    From A to Camp 11) 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 12) 100 Cultists, 100 Fanatics
    BATTLE HARDENED general: [61B (61B)] {10 seconds of fighting}

    From C to Camp 12) 40-48-57 Cultists, 100 Fanatics
    VETERAN general: [49R 1E 200C (26R - 38R - 49R)] {40 seconds of fighting}


    If you have two BATTLE HARDENED generals, send all three generals right after each other:

    From A to Camp 11) 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 12) 100 Cultists, 100 Fanatics
    BATTLE HARDENED general: [156B (156B)] {10 seconds of fighting}

    From C to Camp 12) 50-79 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 12 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.


    The remaining four leader camps are easy to kill one by one:



    Camp 10) 100 Shadowsneakers, 100 Dark Priests
    ANY general: [120R 80S/E (109R - 115R - 120R)]
    VETERAN general: [108R 100S/E (105R - 107R - 108R)]
    MASTER of Martial Arts: [108R 35S/E (105R - 107R - 108R)]
    Champion ANSLEM: [98R 52E (98R)]
    Champion NUSALA: [83R 82E (55R - 59R - 83R)]
    Champion VARGUS: [65R 1S/E 114C (36R - 44R - 65R)]

    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)]

    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: [149R 101S/E (128R - 140R - 149R)]
    VETERAN general: [147R 1M 102K (126R - 138R - 147R)]
    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)]

    Camp 2) 100 Cultists, 100 Shadowsneakers
    ANY general: [62R 138S/E (55R - 59R - 62R)]
    VETERAN general: [58R 192S/E (53R - 56R - 58R)]
    MASTER of Martial Arts: [58R 110S/E (53R - 56R - 58R)]
    Champion ANSLEM: [31R 95E (31R)]
    Champion NUSALA: [51R 80E (40R - 44R - 51R)]
    Champion VARGUS: [48R 1S/E 131C (35R - 39R - 48R)]





    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.




    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

    Camp 24 (1900 XP) is the toughest of these optional camps, and is very seldom attacked.
    For minimal losses (which still aren't small) you need two waves with a veteran general:

    If you have a VETERAN general with Crossbows, follow this:

    Camp 24a) 66 Cultists, 1 Witch of the Swamp, 66 Dark Priests, 66 Firedancers
    VETERAN general: [153R 80C (153R 80C)]

    The second wave depends on the remaining number of dark priests and firedancers:

    Camp 24b) 1 Witch of the Swamp, 0-5 Dark Priests, 54-66 Firedancers
    Camp 24b) 54 Firedancers VETERAN general: [58R 1S 152C 39XB (39R - 52R - 58R)]
    Camp 24b) 55 Firedancers VETERAN general: [59R 1S 151C 39XB (40R - 54R - 59R)]
    Camp 24b) 56 Firedancers VETERAN general: [61R 1S 149C 39XB (41R - 55R - 61R)]
    Camp 24b) 57 Firedancers VETERAN general: [62R 1S 147C 40XB (43R - 57R - 62R)]
    Camp 24b) 58 Firedancers VETERAN general: [64R 1S 145C 40XB (45R - 58R - 64R)]
    Camp 24b) 59 Firedancers VETERAN general: [65R 1S 144C 40XB (46R - 60R - 65R)]
    Camp 24b) 60 Firedancers VETERAN general: [67R 1S 142C 40XB (47R - 61R - 67R)]
    Camp 24b) 61 Firedancers VETERAN general: [68R 1S 141C 40XB (49R - 63R - 68R)]
    Camp 24b) 62 Firedancers VETERAN general: [69R 1S 140C 40XB (50R - 64R - 69R)]
    Camp 24b) 63 Firedancers VETERAN general: [71R 1S 138C 40XB (51R - 65R - 71R)]
    Camp 24b) 64 Firedancers VETERAN general: [72R 1S 137C 40XB (53R - 67R - 72R)]
    Camp 24b) 65 Firedancers VETERAN general: [73R 1S 136C 40XB (54R - 68R - 73R)]
    Camp 24b) 66 Firedancers VETERAN general: [75R 1S 133C 41XB (56R - 70R - 75R)]
    Camp 24b) 1 Dark Priest VETERAN general: [76R 1S 132C 41XB (57R - 71R - 76R)]
    Camp 24b) 2 Dark Priests VETERAN general: [77R 1S 131C 41XB (58R - 72R - 77R)]
    Camp 24b) 3 Dark Priests VETERAN general: [78R 1S 130C 41XB (59R - 73R - 78R)]
    Camp 24b) 4 Dark Priests VETERAN general: [79R 1S 129C 41XB (60R - 74R - 79R)]
    Camp 24b) 5 Dark Priests VETERAN general: [80R 1E 128C 41XB (61R - 75R - 80R)]


    If you have a VETERAN general with Cannoneers, follow this:

    Camp 24a) 66 Cultists, 1 Witch of the Swamp, 66 Dark Priests, 66 Firedancers
    VETERAN general: [170R 80C (170R 80C)]

    The second wave depends on the remaining number of firedancers:

    Camp 24b) 1 Witch of the Swamp, 58-65 Firedancers
    Camp 24b) 58 Firedancers VETERAN general: [47R 1E 150C 52K (33R - 43R - 47R)]
    Camp 24b) 59 Firedancers VETERAN general: [48R 1E 148C 53K (34R - 45R - 48R)]
    Camp 24b) 60 Firedancers VETERAN general: [50R 1E 146C 53K (36R - 46R - 50R)]
    Camp 24b) 61 Firedancers VETERAN general: [51R 1E 145C 53K (37R - 48R - 51R)]
    Camp 24b) 62 Firedancers VETERAN general: [53R 1E 143C 53K (38R - 49R - 53R)]
    Camp 24b) 63 Firedancers VETERAN general: [54R 1E 142C 53K (40R - 50R - 54R)]
    Camp 24b) 64 Firedancers VETERAN general: [55R 1E 141C 53K (41R - 52R - 55R)]
    Camp 24b) 65 Firedancers VETERAN general: [56R 1E 140C 53K (42R - 53R - 56R)]
    Camp 24b) 65 Firedancers VETERAN general: [57R 1E 138C 54K (43R - 54R - 57R)]


    Compared to the previous one, Camp 26 (1650 XP) is an easy one:

    With a Champion NUSALA it may even be taken in one wave:

    Champion NUSALA: [124R 1S/E 40C (78R - 84R - 124R)]


    Otherwise, with a suicidal wave:

    Camp 26a) 66 Cultists, 66 Dark Priests, 66 Firedancers
    ANY general: [55B (55B)]

    The second wave depends on the remaining number of cultists:

    Camp 26b) 11-28 Cultists, 66 Dark Priests, 66 Firedancers
    Camp 26b) 11 Cultists VETERAN general: [69R 1S 180C (61R - 65R - 69R)]
    Camp 26b) 12 Cultists VETERAN general: [70R 1S 179C (61R - 66R - 70R)]
    Camp 26b) 13 Cultists VETERAN general: [71R 1S 178C (62R - 66R - 71R)]
    Camp 26b) 14 Cultists VETERAN general: [72R 1S 177C (62R - 67R - 72R)]
    Camp 26b) 15 Cultists VETERAN general: [72R 1S 177C (63R - 67R - 72R)]
    Camp 26b) 16 Cultists VETERAN general: [73R 1S 176C (64R - 68R - 73R)]
    Camp 26b) 17 Cultists VETERAN general: [74R 1S 175C (65R - 69R - 74R)]
    Camp 26b) 18 Cultists VETERAN general: [75R 1S 174C (66R - 70R - 75R)]
    Camp 26b) 19 Cultists VETERAN general: [75R 1S 174C (66R - 70R - 75R)]
    Camp 26b) 20 Cultists VETERAN general: [76R 1S 173C (67R - 71R - 76R)]
    Camp 26b) 21 Cultists VETERAN general: [76R 1S 173C (67R - 72R - 76R)]
    Camp 26b) 22 Cultists VETERAN general: [77R 1S 172C (68R - 73R - 77R)]
    Camp 26b) 23 Cultists VETERAN general: [78R 1S 171C (69R - 73R - 78R)]
    Camp 26b) 24 Cultists VETERAN general: [79R 1S 170C (70R - 74R - 79R)]
    Camp 26b) 25 Cultists VETERAN general: [80R 1S 169C (70R - 75R - 80R)]
    Camp 26b) 26 Cultists VETERAN general: [81R 1S 168C (71R - 76R - 81R)]
    Camp 26b) 27 Cultists VETERAN general: [81R 1S 168C (71R - 76R - 81R)]
    Camp 26b) 28 Cultists VETERAN general: [82R 1S 167C (72R - 77R - 82R)]


    Camp 27 (3142 XP) gives the most experience of these optional camps:

    Camp 27a) 66 Cultists, 66 Firedancers, 66 Dancing Dervishes, 2 Dark High Priests
    ANY general: [140B (140B)]

    The second wave depends on the remaining number of firedancers:

    Camp 27b) 3-30 Firedancers, 66 Dancing Dervishes, 2 Dark High Priests
    Camp 27b) 3 Firedancers VETERAN general: [76R 1S 173XB (63R - 73R - 76R)]
    Camp 27b) 4 Firedancers VETERAN general: [77R 1S 172XB (64R - 74R - 77R)]
    Camp 27b) 5 Firedancers VETERAN general: [78R 1S 171XB (65R - 75R - 78R)]
    Camp 27b) 6 Firedancers VETERAN general: [79R 1S 170XB (66R - 76R - 79R)]
    Camp 27b) 7 Firedancers VETERAN general: [80R 1S 169XB (67R - 77R - 80R)]
    Camp 27b) 8 Firedancers VETERAN general: [81R 1S 168XB (68R - 78R - 81R)]
    Camp 27b) 9 Firedancers VETERAN general: [82R 1S 167XB (69R - 79R - 82R)]
    Camp 27b) 10 Firedancers VETERAN general: [83R 1S 166XB (70R - 80R - 83R)]
    Camp 27b) 11 Firedancers VETERAN general: [84R 1S 165XB (71R - 81R - 84R)]
    Camp 27b) 12 Firedancers VETERAN general: [85R 1S 164XB (72R - 82R - 85R)]
    Camp 27b) 13 Firedancers VETERAN general: [86R 1S 163XB (73R - 83R - 86R)]
    Camp 27b) 14 Firedancers VETERAN general: [87R 1S 162XB (74R - 84R - 87R)]
    Camp 27b) 15 Firedancers VETERAN general: [88R 1S 161XB (75R - 85R - 88R)]
    Camp 27b) 16 Firedancers VETERAN general: [89R 1S 160XB (76R - 86R - 89R)]
    Camp 27b) 17 Firedancers VETERAN general: [90R 1S 159XB (77R - 87R - 90R)]
    Camp 27b) 18 Firedancers VETERAN general: [91R 1S 158XB (78R - 88R - 91R)]
    Camp 27b) 19 Firedancers VETERAN general: [92R 1S 157XB (79R - 89R - 92R)]
    Camp 27b) 20 Firedancers VETERAN general: [93R 1S 156XB (80R - 90R - 93R)]
    Camp 27b) 21 Firedancers VETERAN general: [94R 1S 155XB (81R - 91R - 94R)]
    Camp 27b) 22 Firedancers VETERAN general: [95R 1S 154XB (82R - 92R - 95R)]
    Camp 27b) 23 Firedancers VETERAN general: [96R 1S 153XB (83R - 93R - 96R)]
    Camp 27b) 24 Firedancers VETERAN general: [97R 1S 152XB (84R - 94R - 97R)]
    Camp 27b) 25 Firedancers VETERAN general: [98R 1S 151XB (85R - 95R - 98R)]
    Camp 27b) 26 Firedancers VETERAN general: [99R 1S 150XB (86R - 96R - 99R)]
    Camp 27b) 27 Firedancers VETERAN general: [100R 1S 149XB (87R - 97R - 100R)]
    Camp 27b) 28 Firedancers VETERAN general: [101R 1S 148XB (88R - 98R - 101R)]
    Camp 27b) 29 Firedancers VETERAN general: [102R 1S 147XB (89R - 99R - 102R)]
    Camp 27b) 30 Firedancers VETERAN general: [103R 1S 146XB (90R - 100R - 103R)]



    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

    First, you need to get rid of all Shadowsneakers and Firedancers. After all Shadowsneakers and Firedancers have been killed, an assassin would wipe out either the 2 Spawns of Hell, or all remaining Dancing Dervishes.

    The cheapest way is to use a Master of Martial Arts five times, each time making a suicide attack with 1R.
    The setups below show you several alternatives, based on how many time a suicide attack can be made:

    Camp 28a) 2 Spawns of Hell, 66 Shadowsneakers, 66 Firedancers, 66 Dancing Dervishes
    MASTER of Martial Arts: [1R (1R)]

    Camp 28b) 2 Spawns of Hell, 61-62 Firedancers, 66 Dancing Dervishes
    MASTER of Martial Arts: [177C (177C)] -> Move down to Assassin (attack 28f)
    MASTER of Martial Arts: [1R (1R)]

    Camp 28c) 2 Spawns of Hell, 45-47 Firedancers, 66 Dancing Dervishes
    MASTER of Martial Arts: [123C (123C)] -> Move down to Assassin (attack 28f)
    MASTER of Martial Arts: [1R (1R)]

    Camp 28d) 2 Spawns of Hell, 29-32 Firedancers, 66 Dancing Dervishes
    MASTER of Martial Arts: [65C (65C)] -> Move down to Assassin (attack 28f)
    MASTER of Martial Arts: [1R (1R)]


    After four attacks with MoMA and 1R, you should have no more than 15 firedancers alive. In rare cases you may however be left with 16 or 17 firedancers. Choose your next setup below, depending on the number of remaining firedancers:

    Camp 28e) 2 Spawns of Hell, 13-15 Firedancers, 66 Dancing Dervishes
    MASTER of Martial Arts: [1R (1R)]

    Camp 28e) 2 Spawns of Hell, 16 Firedancers, 66 Dancing Dervishes
    MASTER of Martial Arts: [5C (5C)]

    Camp 28e) 2 Spawns of Hell, 17 Firedancers, 66 Dancing Dervishes
    MASTER of Martial Arts: [10C (10C)]


    When all firedancers have been killed, use an Assassin to kill one of the remaining types of troops:

    Camp 28f) 2 Spawns of Hell, 65-66 Dancing Dervishes
    ASSASSIN


    The last attack depends on which units the assassin got rid off and which ones remain:

    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: [189S 31E (173S - 189S 5E - 189S 24E)]
    MASTER of Martial Arts: [9R 100M 111K (9R 89M - 9R 97M - 9R 100M)]

    Camp 28g) 65-66 Dancing Dervishes
    ANY general: [150LB (-)]
    ANY general: [100XB (-)]
    VETERAN general: [210S (-)]
    MASTER of Martial Arts: [200S (-)]



    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)]






    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.
    Last edited by Tage; 11.06.17 at 19:12. Reason: Added Anteria Generals

  3. #593
    Forum Explorer Killste's Avatar
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    Nice one Tage You have time to upload your guide, since I come back thursday and upload it then in front page.

  4. #594
    Pathfinder
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    Quote Originally Posted by Tage View Post

    For easy reference, the image below shows where your first 20 generals would land.
    "first 20 generals" LMAO

  5. #595
    Original Serf
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    Quote Originally Posted by sk8erboi View Post
    "first 20 generals" LMAO
    and what is so LMAO about having 20 generals?

  6. #596
    Aunt Irma’s Favourite Writer
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    LOL


    Quote Originally Posted by der_heikle_lukas View Post
    and what is so LMAO about having 20 generals?
    The theoretical maximum number of generals for one player is a bit lower than 20:
    • 5 normal generals
    • 6 battle hardened generals
    • 2 veteran generals
    • 1 Grim Reaper (from the Halloween event)
    • 1 Stronghelmet (from the first retail package)
    So having 20 generals on the island requires you to have invited at least one friend.

    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.

  7. #597
    Enlightened Sage
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    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:


    A close up of how your generals should look just before they go into combat:


    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.
    Attached Images
    Last edited by Gerontius; 16.01.13 at 15:13.

  8. #598
    Skilled Student
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    I have some things for your Victor guide, Tage:

    Quote Originally Posted by Tage View Post

    Camp 2) 50 Roughnecks, 100 Rangers
    ANY general: [55R 2S 144C (39R - 47R - 54R 1S)]
    VETERAN general: [38R 2S 180C 30LB (26R - 32R - 38R)]
    VETERAN general: [35R 2S 196C 17XB (25R - 31R - 35R)]
    Except that you use 201 soldiers, here is a better version:
    ANY general: [46R 2S 123C 29XB (28R - 36R - 46R 1S)]

    Quote Originally Posted by Tage View Post
    Garrison Position G1 (BLOCK)



    Send the first three generals right after each other, and general D when general C has reached the indicated spot:

    From A to Camp 3) 100 Roughnecks, 50 Guard Dogs
    BLOCKING NORMAL general: [110S (-)] {6 - 8.9 - 13 rounds of fighting}
    BLOCKING NORMAL general: [51S 56E (-)] {7 - 9.0 - 14 rounds of fighting}
    BLOCKING NORMAL general: [101E (-)] {7 - 8.6 - 14 rounds of fighting}

    From B to Camp 4) 50 Roughnecks, 60 Guard Dogs, 50 Rangers
    BLOCKING NORMAL general: [7S 193C (-)] {6 - 7.2 - 12 rounds of fighting}
    BLOCKING NORMAL general: [6E 194C (-)] {6 - 7.2 - 12 rounds of fighting}

    From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    BATTLE HARDENED general: [116R (116R)] {2 rounds of fighting}

    Send General D to leader camp 5 when General C is walking past garrison D (General D is to follow behind General C):

    From D to Camp 5) 90-98 Roughnecks, 1 One-Eyed Bert
    BATTLE HARDENED general: [92R 2S 106XB (62R - 77R - 92R)] {2 rounds of fighting}
    VETERAN general: [88R 3S 159LB (62R - 77R - 88R 2S)] {2 rounds of fighting}
    VETERAN general: [88R 3S 159XB (62R - 77R - 88R 2S)] {2 rounds of fighting}
    VETERAN general: [60R 9S 181XB (53R - 60R 3S - 60R 8S)] {1 round of fighting}

    The last version above is optional, and is only provided to show a possibility with a shorter fight.
    It may be considered if you need to use a normal general instead of a battle hardened general from garrison C.


    If general D is a BATTLE HARDENED general with Longbows, use these for generals C and D:

    From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    BATTLE HARDENED general: [145R (145R)] {2 rounds of fighting}

    Send General D to leader camp 5 when General C is walking past garrison D (General D is to follow behind General C):

    From D to Camp 5) 72-82 Roughnecks, 1 One-Eyed Bert
    BATTLE HARDENED general: [78R 2S 120LB (51R - 65R - 78R 1S)] {2 rounds of fighting}
    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
    Last edited by XiozZe; 16.01.13 at 18:38.

  9. #599
    Aunt Irma’s Favourite Writer
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    Newfoundland
    Quote Originally Posted by Gerontius View Post
    but it is a little tight
    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...



    Quote Originally Posted by Gerontius View Post
    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.
    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.

  10. #600
    Enlightened Sage
    Join Date
    Jan 2012
    Posts
    867
    World
    Northisle
    Quote Originally Posted by Tage View Post
    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.
    Are you sure? I fought my way in from landing zone 2 to star with and am pretty certain I can clear camps 9-13 down south without getting into trouble. (the adventure is still running as I write)

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