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The Dark Brotherhood Tactical map complete xp vet gen

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[]

DB guide S1

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[]

DB guide S1-1

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

171

29

2

100 Cultist

100 Shadowsneaker

B

Veteran

58

192

58


Sector 2[]

DB guide S1-2
Camp Contains General Troops Losses
3

80 Cultist

40 Shadowsneaker

80 Fanatic

A (BLOCK)

Normal

170

23

4

80 Cultist

40 Shadowsneaker

40 Fanatic

40 Dark Priest

B

Veteran

149

101

149

Sector 3[]

DB guide S1-3
Camp Contains General Troops Losses
5 200 Cultist

A (BLOCK)

Normal

137

57

6

120 Cultist

80 Dark Priest

B

Veteran

113

1

1

110

25

113

1

Sector 4[]

DB guide S1-4

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

131

119
8

80 Cultist

120 Dark Priest

A (BLOCK)

Normal

168

29

9

50 Cultist

150 Dark Priest

Wave 1: B

BHG

Wave 2: C

Veteran

Wave 1:

122

Wave 2:

249

1

122

Sector 5[]

DB guide S1-5
Camp Contains General Troops Losses
10

80 Cultist

120 Shadowsneaker

A

Veteran

50

200

50

Part 2[]

DB guide S2 map

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

165

85
2

50 Cultist

50 Shadowsneaker

100 Dark Priest

Veteran

138

112

138

Sector 2[]

DB guide S2-1

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

137

57

4

120 Cultist

80 Fanatic

B

Veteran

107

138

1

3

1

107

1

Middle Block[]

DB guide S2-2-56

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:

115

Wave 2:

249

1

115
1

60 Cultist

70 Shadowsneaker

70 Dark Priest

Veteran

123

127

123
Six Generals[]
DB guide S2-2-6

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

179

14

3

50 Cultist

50 Shadowsneaker

50 Fanatic

50 Dark Priest

C (BLOCK)

Normal

189

11

4

50 Cultist

100 Shadowsneaker

50 Firedancer

D (BLOCK)

Normal

175

24

5

60 Cultist

140 Dark Priest

E (BLOCK)

Normal

170

29

6

50 Cultist

49 Shadowsneaker

100 Dark Priest

1 Dark High Priest

Wave 1: F

BHG

Wave 2: G

Veteran

Wave 1:

185

Wave 2:

52

198

237
Five Generals[]
DB guide S2-2-5

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[]

DB guide S2-3

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

137

57

2

100 Cultist

100 Fanatic

B

Veteran

112

136

1

1

112

1

Part 3[]

DB guide S3 map

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:

55

Wave 2:

42

191

4

12

1

42

55

4

2

80 Cultist

40 Shadowsneaker

40 Fanatic

40 Dark Priest

Veteran

149

101

149
3

100 Cultist

100 Shadowsneaker

Veteran

58

192

58

Part 4[]

DB guide S4 map

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

142

108
2

70 Cultist

70 Shadowsneaker

60 Dark Priest

Veteran

119

131

119
3

80 Cultist

40 Shadowsneaker

40 Fanatic

40 Dark Priest

Veteran

149

101

149

Part 5[]

DB guide S5 map

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:

153

80

Wave 2:

80

128

41

1

233

80

2

66 Cultist

66 Shadowsneaker

66 Dark Priest

Veteran

120

130

120
3

66 Cultist

66 Dark Priest

66 Firedancer

Wave 1:

Normal

Wave 2:

Veteran

Wave 1:

55

Wave 2:

82

167

1

82

55

4

66 Cultist

66 Firedancer

66 Dervishes

2 Dark High Priest

Wave 1:

Normal

Wave 2:

Veteran

Wave 1:

140

Wave 2:

103

146

1

103

140

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:

200

Wave 2:

200

Wave 3:

200

Wave 4:

200

Wave 5:

See below

Wave 6

See below

Wave 7:

150

100

950 - 1150

150

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.

DB guide ls
Camp Contains General Troops Losses
4

100 Cultist

100 Shadowsneaker

Veteran

58

192

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%)
2,000  (5.5%)
1,300  (11.1%)
1,500  (5.5%)
400  (22.2%)
600  (11.1%)
300  (22.2%)
500  (11.1%)

1,000  (25%)
1,000  (25%)
1,000  (25%)
1,000  (25%)

7,500  (25%)
600  (25%)
300  (25%)
600  (25%)

+3,000 (24%)
+500 (24%)
1 (5%)
1 Witch Tower (5%)
300  (24%)
600  (18%)

3,400  (0.1%)
2,200  (0.1%)
3,400  (0.1%)
2,060  (0.1%)
Nothing! (99.6%)

Slot 2 Slot 7

3,000  (50%)
2,400  (50%)

up to
51,978 
or up to 520 

Adventures
1 Player Adventures Bounty Hunter • The Lost Skull • The Island of the Pirates • Witch of the Swamp • Horseback • Traitors • Old Friends • Bandit Nest • Wild Mary (Adventure) • Tropical Sun • The Invasion of the Nords • Pirate Life • Sleepy Reef • The Sleeping Volcano
2 Player Adventures Dark Priests • Stealing from the Rich • Sons of the Veld • The Nords • Surprise Attack • Motherly Love
3 Player Adventures Gunpowder • Victor the Vicious • Roaring Bull • The Black Knights • The Dark Brotherhood • Secluded Experiments
Co-op Adventures The Siege • The Buccaneer Roundup • Raiding the Raiders • Lakeside Treasure • Tomb Raiders • Whirlwind
Epic Adventures The Valiant Little Tailor • The Clever Little Tailor • The Heroic Little Tailor • The Sons of the Little Tailor • The Betrayed Little Tailor
Event Adventures Save the Christmas Feast • The Stolen Sleigh • More Secluded Experiments • Return to Bandit Nest • The End of the World
Easter Event A New Egg Hunt • Hunting Eggs • Lost Easter Eggs • Nearly a Picasso • Sabotage • The Cousin's Island • The Egg Hunt Begins • The Egg Hunt Continues • Garrun the Trapper
20th Anniversary Old Ruins • The Shaman • A New Experience • Hero Wanted • The Jester's Map • Retro Style • Nothing Special