HLT now has roads that don't disappear. cleared cache. Logged off overnight. No joy. Polymers and Evil_J blocks for L4 no longer possible. Gonna try and wing it
*Edit* looks like the Polymer's block still works if all 4 garrisons are shifted South East 1 space, but it means killing an extra camp over the Evil_J version.
I think BB did some changes to some adventures when they added Adamantium Ore spawns.
Game changed because of the coop adventures - adventure zones have now different behaviour - landing zones, roads etc... People were complaining on test a while back. Make peace with life imperfections, no matter how much you test or manifest on forum, changes are dictated by other reasons - usually chance. From experience, somebody eventually picks up if there's a need.
Thank you for the sotv last block position btw.
PS: If the forum is still strictly moderated, pls add tags with "obsolete/subject to change" to adventure guides - sftr sotv db (positions, landing zones, order in which generals arriving). I'm certain others are severely changed.
Game changed because of the coop adventures - adventure zones have now different behaviour - landing zones, roads etc... People were complaining on test a while back. Make peace with life imperfections, no matter how much you test or manifest on forum, changes are dictated by other reasons - usually chance. From experience, somebody eventually picks up if there's a need.
I've done some SotV every week for almost a year now.
Those roads where still not there when we had the landing zone changes. Those roads came with the Adamantium Ore spawns.
The Dark Brotherhood
Part 4
Central block and final assault on the Witch Tower
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 VETERAN general
Position G: VETERAN general or BATTLE HARDENED general
NB!
If dirt roads are blocking the placement of generals, please exit the game and reload it.
That should remove all dirt roads from any adventure.
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.
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 which general.
Note especially the order of generals A and B, and that general D is a little hidden.
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 C 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}
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}
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:
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 (-)]
For the optional 4-way block, open the spoiler for details:
Spoiler
With general B out of the picture, general A can now be moved a little higher up to increase the margin by some 3-4 seconds:
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 which general.
Note especially that general D is a little hidden.
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 C 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}
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 generals A and B 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 which general.
Note especially that general D is a little hidden.
From C 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}
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 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.
Let each lootspot buyer attack camp 1 before you have cleared the southwestern attack route:
Your friends may of course also help you by sacrificing cavalry on the witch tower.
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 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:
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.
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:
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 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)]
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)]
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)]
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.
NOTICE: Position of General B is under general A from LEFT side!! Or General B interceptet from C18).
In Dark Brotherhood in central block generals D and F are the problem. General F can be moved to narrow passage above general D, and there's a perfect spot for him there (no difference in path distance from old spot), but I don't know what to do with general D. Is it good enough to just move it one square further and hope for the best?
In Dark Brotherhood adventure these are the changes in setup that worked for me in 5-way block with fast general (185B) + veteran (51B 198XB 1K). I believe it should work for all other troops too.
Not sure if anyone has mentioned this, but the last attack of SotV needs an update. Something has changed, so the two rightmost generals cannot be placed exactly like before, but needs to be moved a little more left. This small change requires that you wait a little after sending the first 2 gens, before sending the next, else the whole attack may fail, which again will result in huge and expensive losses.
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