Introduction, Help and Legend
All my adventure guides start with some general information, the mission, the loot and a map.
If you fulfil the mission, you will get one item from each slot shown in the loot.
In multiplayer adventures, each player who has killed at least one enemy unit, will get the full loot.
The experience (XP) shown in the loot is based on you killing all camps.
Some adventures have a mission that doesn't require you to kill all camps, just certain target camps (e.g. witch towers).
These adventure can thus also be played by skipping camps.
In such a case you will not get the full XP, only the XP for those camps that you have killed.
All my adventure guides are based on killing all camps and getting the full XP.
The map shows all relevant camps, with your own landing zone and garrison positions in white and enemy camps in yellow.
Within a garrison position (numbered G1, G2, etc.) there may be several exact positions where generals need to be placed.
These are especially important to follow for blocks, and are generally named A, B, C, etc.
Note also that you can always move (transfer) your generals across enemy territory without being attacked.
Multiplayer adventures often have several landing zones, and may have different sets of camps,
with identical numbers but different colours to distinguish them from each other.
Throughout all my guides the following colour codes are used to distinguish between different types of generals and setups:
- NORMAL general: Must be a normal (slow) general, the one you buy in the tavern
- ANY general: Can be any general, no soldiers needed
- ANY general: Can be any general
- ANY general with Crossbows
- ANY general with Cannoneers
- BATTLE HARDENED general: Must be a fast general, bought for gems in the shop
- BATTLE HARDENED general with Crossbows
- BATTLE HARDENED general with Cannoneers
- VETERAN general: Must be a veteran general, bought for gems in the shop, capable of holding 250 units
- VETERAN general with Crossbows
- VETERAN general with Cannoneers
Certain special generals, e.g. General Stronghelmet (from the original retail package) and Grim Reaper (from the Halloween event 2012) are battle hardened generals. The veteran general was introduced in the Easter (Spring) event 2012.
Throughout all my guides the following letters are used to denote different units:
- R = Recruit
- M = Militia
- S = Soldier
- E = Elite Soldier
- C = Cavalry
- B = Bowman
- LB = Longbowman
- XB = Crossbowman
- K = Cannoneer
All my guides include needed and lost troops for several combinations of generals and troops.
Choose the best setup that you can match, giving the lowest losses.
If you only have some, but not all needed units, e.g. soldiers or crossbows,
feel free to combine different setups on a camp-by-camp basis.
All my guides give an estimate of how many times you need to send troops to the island.
If you have the needed number of generals, you can of course send all troops at once.
If you don't have enough generals, or realise you've sent the wrong units or omitted some units,
unload one or several generals once they've arrived to the adventure, and send them home again.
This way you can use one or several generals over and over to move all needed units to an adventure.
Note that it takes 30 minutes for normal generals to reach an adventure and to return from it.
A fast general (battle hardened or veteran) travels twice as fast.
Red arrows in my maps indicate direct attacks. Dashed arrows are intercepted attacks.
Several of my guides include blocks, which are shown in orange arrows.
Open the next spoiler for more information about blocks.
Whenever I ask you to send generals right after each other (applicable for most blocks),
this means you should sent the next general at the moment the military tattoo (music) stops playing for the previous general.
This should cause the second general to march 3-4 seconds after the previous general.
If for some reason you cannot manage to send out your generals just after the music has finished,
do recall all generals and try again. Better to practice once too many than risking having a failed block.
Lag is the enemy of blocks, since it can cause generals not to march out when they should.
Most notably this can lead to two generals marching out at the exact same moment.
When doing blocks and noticing this is happening, I would normally recall all generals and send them again.
Even if almost all my blocks are designed so that they should work even if generals are marching out at the same time,
I have had situations where the second general has in fact marched faster than the first general.
When the adventure ends, your general will return to your home island.
A normal general will once again need 30 minutes to travel, and a fast general 15 minutes.
If you've left units unassigned to your general(s), these will need 100 minutes to find their way home.
You can see all these generals and unassigned troops in your star menu, with time remaining for them to arrive.
You cannot however see how many and which units are included in the troops that were unassigned.