
Map with Minion79's guide.
Guide[]
Units Required: | xxxC xxxS xxxM xxxLB |
Days to complete: |
While we compile our own guide please use this site to plan your battle. (Click for Adventure Guide )
This guide is meant for low to mid level 40 players, and assumes that you have access to a Veteran General for the adventure. It also assumes that you have access to Elite Soldiers and Crossbowmen. There are many block used throughout this adventure, and each block used has a picture accompanying it. This adventure guide will be split into five parts: The first arm, the middle, the other two arms, and finally the witch tower.
Part 1[]

This guide will be split into the three arms of the adventure, with a part for the middle few blocks and the witch tower. The camps are fairly identical between each landing zone arm. The first arm is split into sectors, with pretty much each sector consisting of a block.
Troops Required for Part 1 | 489 | 122 | 417 | 1 | 25 | 221 |
---|---|---|---|---|---|---|
Losses | 489 | 122 | 1 |
Sector 1[]

These camps will be blocked. Send generals directly after each other according to the table.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
1 |
100 Cultist 100 Fanatic |
A (BLOCK) Normal |
||
2 |
100 Cultist 100 Shadowsneaker |
B Veteran |
58 |
Sector 2[]

Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
3 |
80 Cultist 40 Shadowsneaker 80 Fanatic |
A (BLOCK) Normal |
||
4 |
80 Cultist 40 Shadowsneaker 40 Fanatic 40 Dark Priest |
B Veteran |
149 |
Sector 3[]

Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
5 | 200 Cultist |
A (BLOCK) Normal |
||
6 |
120 Cultist 80 Dark Priest |
B Veteran |
Sector 4[]

Camp 7 is not part of the block, so wipe it out with your vet first. Then proceed with the block of camp 8.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
7 |
70 Cultist 70 Shadowsneaker 60 Dark Priest |
C Veteran |
119 | |
8 |
80 Cultist 120 Dark Priest |
A (BLOCK) Normal |
||
9 |
50 Cultist 150 Dark Priest |
Wave 1: B BHG Wave 2: C Veteran |
Wave 1: Wave 2: |
122 |
Sector 5[]

Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
10 |
80 Cultist 120 Shadowsneaker |
A Veteran |
50 |
Part 2[]

Part 2 will be the middle section of the adventure, including a fairly difficult seven general block for the camps numbered in red. This guide will have three possible blocks for the six red camps, each using one Veteran, one Battle Hardened, and between three and five normal generals.
Sector 1[]
First, we will use our general to attack camps one and two. This will give us room to clear out the top arm and set up a block.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
1 |
125 Shadowsneaker 75 Dark Priest |
Veteran | 85 | |
2 |
50 Cultist 50 Shadowsneaker 100 Dark Priest |
Veteran | 138 |
Sector 2[]

This picture needs to be retaken. It was taken shortly after the block, not before. Either way, it shows you the proper garrison positioning for the block.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
3 | 200 Cultist |
A (BLOCK) Normal |
||
4 |
120 Cultist 80 Fanatic |
B Veteran |
Middle Block[]

This middle block comes in a few variations. You will need at least three normal generals, one battle hardened general, and one veteran general to do these blocks. I will show you the blocking troops and the general positioning for the six general and five general block. To set up for the six or five general block, one will notice that if you put your generals into the two spots highlighted in the above picture, you can attack and destroy camp 2 followed by camp 1 without them intercepting each other. Use the following table:
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
2 |
50 Shadowsneaker 150 Dark Priest |
Wave 1: Normal Wave 2: Veteran |
Wave 1: Wave 2: |
115 |
1 |
60 Cultist 70 Shadowsneaker 70 Dark Priest |
Veteran | 123 |
Six Generals[]

This block is extremely time sensitive, so make sure that all your generals are sent within 15-20 seconds. Anything sent over 20 seconds after the first general may not finish combat in time to save the first general. Notice that the numbering has changed slightly compared to the top map. This requires that you destroy camp 2, but leave camp 1 intact.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
1 |
60 Cultist 70 Shadowsneaker 70 Dark Priest |
A (BLOCK) Normal |
||
3 |
50 Cultist 50 Shadowsneaker 50 Fanatic 50 Dark Priest |
C (BLOCK) Normal |
||
4 |
50 Cultist 100 Shadowsneaker 50 Firedancer |
D (BLOCK) Normal |
||
5 |
60 Cultist 140 Dark Priest |
E (BLOCK) Normal |
||
6 |
50 Cultist 49 Shadowsneaker 100 Dark Priest 1 Dark High Priest |
Wave 1: F BHG Wave 2: G Veteran |
Wave 1: Wave 2: |
237 |
Five Generals[]

This block is fundamentally the same as the six general block, except you remove general A and kill camp 1 with your Veteran earlier. I will provide a picture, but the troop counts are the same as before, so no table. Use the one in the six general section.
Sector 3[]

This is a fairly simple block, with a regular general at position A and a veteran at position B.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
1 | 200 Cultist |
A (BLOCK) Normal |
||
2 |
100 Cultist 100 Fanatic |
B Veteran |
Part 3[]

Part 3 is very simple. You have successfully flanked an entire arm of the adventure, and you do not have to worry about blocks or your generals getting intercepted. This part is optional, do it for the exp.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
1 |
120 Cultist 80 Dark Priest |
Wave 1: Normal Wave 2: Veteran |
Wave 1: Wave 2: |
|
2 |
80 Cultist 40 Shadowsneaker 40 Fanatic 40 Dark Priest |
Veteran | 149 | |
3 |
100 Cultist 100 Shadowsneaker |
Veteran | 58 |
Part 4[]

Part 4 is very similar to part 3, but you have 4 camps. As with the last time, you do not need to block. However, this part contains a very useful lootspot, so you may want to hold off on killing the last camp until after your lootspot buyers have gotten their tag. The lootspot will be discussed at the end of the guide.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
1 |
100 Shadowsneaker 100 Dark Priest |
Veteran | 108 | |
2 |
70 Cultist 70 Shadowsneaker 60 Dark Priest |
Veteran | 119 | |
3 |
80 Cultist 40 Shadowsneaker 40 Fanatic 40 Dark Priest |
Veteran | 149 |
Part 5[]

This is the final, and actually only important sector. The only camp that needs to be killed in the whole adventure is the witch tower, so you can safely skip entire parts of the adventure if you don't care about the experience. Most of the camps in this part can be skipped, except for camp 2. However, even if you do care about the experience, you will want to skip the first camp labelled in red. The meager (1900) experience is not worth the huge losses. Finally, the witch tower is not a pleasant fight. You will lose a lot of cavalry in this fight unless you have some high level friends, which is a method to be described below.
Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
1 |
66 Cultist 66 Cark Priest 66 Firedancer 1 Witch of the Swamp |
Wave 1: Veteran Wave 2: Veteran |
Wave 1: Wave 2: |
|
2 |
66 Cultist 66 Shadowsneaker 66 Dark Priest |
Veteran | 120 | |
3 |
66 Cultist 66 Dark Priest 66 Firedancer |
Wave 1: Normal Wave 2: Veteran |
Wave 1: Wave 2: |
|
4 |
66 Cultist 66 Firedancer 66 Dervishes 2 Dark High Priest |
Wave 1: Normal Wave 2: Veteran |
Wave 1: Wave 2: |
|
5 |
66 Shadowsneaker 66 Firedancer 66 Dancing Dervish 2 Spawn of Hell |
Wave 1: Normal Wave 2: Normal Wave 3: Normal Wave 4: Normal Wave 5: Veteran Wave 6: Veteran Wave 7: Veteran |
Wave 1: Wave 2: Wave 3: Wave 4: Wave 5: See below Wave 6 See below Wave 7: |
There are slightly more efficient ways to beat each camp, which I have rounded to worst case scenario because of inconsequential loss differences and most of the camps were skippable. The witch tower, however, is not. First, depending on how many dancing dervishes are alive after the first 4 waves, you should send 11C for each one, with 250C for anything more than 23 left. The sixth wave should once again have 11C for each dancing dervish left, up to 140C for 13 left over.
Lootspot[]
Remember that camp we didnt finish killing back in Part 3? Well get your lootspotters to attack the first easy camp in that arm with 1 Recruit each. Then, send your veteran to the leader camp if you want the exp.

Camp | Contains | General | Troops | Losses |
---|---|---|---|---|
4 |
100 Cultist 100 Shadowsneaker |
Veteran | 58 |
Tips[]
One will notice that there are only four types of units in the final witch tower. One will also notice that WPP, or Weak Point Potions can destroy a single unit type. A smart reader will use this.
Rewards[]

Slot 1 | Slot 3 + 4 | Slot 5 | Slot 6 | Slot 8 |
---|---|---|---|---|
1,600 (11.1%) |
3,400 (0.1%) | |||
Slot 2 | Slot 7 | |||