The Dark Priests
LS Castle+ Average Losses (Martial with Crossbows): 219R
Average Losses (Veteran with Cannoneers): 318R 12B
Adventure Info:
Player Level: 26+
Difficulty: 3/10
Number of Players: 2
Duration: 2 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 150 map fragments
This guide is based on a single player doing everything in this 2-player adventure.
A suggestion for when to sell the lootspot is included below, under garrison position G4.
You need to send troops 4-5 times.
This guide contains several optional setups.
Ten versions are summarized below, with the number of needed generals and troops and with the following lost troops:
One NORMAL general, no blocks
- Units needed, average: 459R 8M 193C 135LB (795 units)
- Units needed, maximum: 484R 8M 193C 135LB (820 units)
- Units lost, minimum: 393R 4C
- Units lost, average: 454R 3M 12C
- Units lost, maximum: 484R 8M 19C
Two NORMAL generals, using one 1R block (or one round block)
- Units needed, average: 444R 8M 193C 135LB (780 units)
- Units needed, maximum: 463R 8M 193C 135LB (799 units)
- Units lost, minimum: 383R 4C
- Units lost, average: 439R 3M 12C
- Units lost, maximum: 463R 8M 19C
Two NORMAL generals with Longbows, using one round block
- Units needed, average: 437R 8M 161S 194C 135LB (935 units)
- Units needed, maximum: 451R 8M 161S 194C 135LB (949 units)
- Units lost, minimum: 382R 4C
- Units lost, average: 436R 3M 12C
- Units lost, maximum: 451R 8M 3S 19C
Two NORMAL generals with Crossbows, using one round block
- Units needed, average: 399R 161S 194C 88XB (842 units)
- Units needed, maximum: 417R 161S 194C 200XB (972 units)
- Units lost, minimum: 357R 4C
- Units lost, average: 398R 12C
- Units lost, maximum: 417R 2S 19C
One BATTLE HARDENED general with Longbows
One NORMAL general, using two round blocks
- Units needed, average: 422R 8M 161S 194C 135LB (920 units)
- Units needed, maximum: 435R 8M 161S 194C 135LB (933 units)
- Units lost, minimum: 370R 4C
- Units lost, average: 421R 3M 12C
- Units lost, maximum: 435R 8M 3S 19C
One BATTLE HARDENED general with Crossbows
One NORMAL general, using two round blocks
- Units needed, average: 391R 161S 194C 88XB (834 units)
- Units needed, maximum: 408R 161S 194C 200XB (963 units)
- Units lost, minimum: 344R 4C
- Units lost, average: 387R 12C
- Units lost, maximum: 408R 3S 19C
One BATTLE HARDENED general with Cannoneers
One NORMAL general, using two round blocks
- Units needed, average: 376R 161S 194C 100K (831 units)
- Units needed, maximum: 391R 161S 194C 100K (846 units)
- Units lost, minimum: 347R 4S
- Units lost, average: 376R 8S
- Units lost, maximum: 391R 9S
One VETERAN general with Longbows
One NORMAL general, using two round blocks
- Units needed, average: 338R 200S 249C 18B 123LB (928 units)
- Units needed, maximum: 352R 200S 249C 18B 123LB (942 units)
- Units lost, minimum: 296R 4C 5B
- Units lost, average: 336R 12C 12B
- Units lost, maximum: 352R 2S 19C 18B
One VETERAN general with Crossbows
One NORMAL general, using two round blocks
- Units needed, average: 300R 200S 249C 18B 148XB (915 units)
- Units needed, maximum: 314R 200S 249C 18B 148XB (929 units)
- Units lost, minimum: 267R 4C 5B
- Units lost, average: 299R 12C 12B
- Units lost, maximum: 314R 2S 19C 18B
One Master of Martial Arts with Crossbows +LS buyer with MOMA on big Castle
One NORMAL general, using two round blocks
One NORMAL general, using two round blocks
- Units needed, average: 209R 191E 200C 95XB (595 units)
- Units needed, maximum: 280R 191E 200C 95XB (666 units)
- Units lost, minimum: 153R
- Units lost, average: 219R
- Units lost, maximum: 280R
One VETERAN general with Cannoneers
One NORMAL general, using two round blocks
- Units needed, average: 319R 200S 249C 18B 148XB 183K (1117 units)
- Units needed, maximum: 331R 200S 249C 18B 148XB 183K (1129 units)
- Units lost, minimum: 291R 5B
- Units lost, average: 318R 12B
- Units lost, maximum: 331R 2S 18B
- Units needed, average: 347R 200S 249C 183K (979 units)
- Units needed, maximum: 360R 200S 249C 183K (992 units)
- Units lost, minimum: 313R
- Units lost, average: 346R
- Units lost, maximum: 360R
This guide includes two round blocks of method 2. One of the round blocks can be replaced by a 1R block of method 1.
If you opt to use the 1R block, do watch your main general and be prepared to recall him, if he gets intercepted.
Game flow, garrison settings and losses (minimum - average - maximum):
Garrison Position G1 (Camps 5-6, BLOCK)
Move your best general and one normal general (for the block) to garrison position G1:
- Position A: NORMAL general (needed for the block)
- Position B: VETERAN general or BATTLE HARDENED general or ANY general
This is probably one of the easiest blocks in all adventures, and a very good place to practice your first block.
If you still do not want to try any blocks, kill camp 5 first:
Camp 5) 20 Thugs, 10 Guard Dogs
ANY general: [70R (11R - 16R - 22R)]
ANY general: [20R 42S (11R - 16R - 20R)]
MASTER of Martial Arts: [14R 23S (8R - 11R - 14R)]
The block can be either a round block or a 1R block. The round block is always recommended if you do have the troops needed.
Send both generals right after each other:
From A to Camp 5) 20 Thugs, 10 Guard Dogs
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
BLOCKING NORMAL general: [55C (-)] {120 - 180 seconds of fighting}
BLOCKING NORMAL general: [19S (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [16E 1C (-)] {120 - 240 seconds of fighting}
From B to Camp 6) 20 Thugs, 20 Guard Dogs, 20 Rangers, 1 Skunk
ANY general: [200R (25R - 33R - 41R)] {80 seconds of fighting}
ANY general: [39R 161S (25R - 33R - 39R 1S)] {80 seconds of fighting}
BATTLE HARDENED general: [39R 161S (25R - 33R - 39R 1S)] {40 seconds of fighting}
VETERAN general: [37R 200S (25R - 32R - 37R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [19R 175S (12R - 16R - 19R)] {20 seconds of fighting}
The marching time through the corner of the red area of camp 5 is less than 10 seconds.
Garrison Position G2 (Camps 11-12, BLOCK)
Move your best general and one normal general (for the block) to garrison position G2:
- Position A: NORMAL general (needed for the block)
- Position B: VETERAN general or BATTLE HARDENED general
If you do not have a fast general (veteran or battle hardened), or if you don't want to use the block, kill camps 11 and 12 one at a time:
Camp 11) 60 Cultists, 20 Dark Priests
ANY general: [18R 182C (12R - 15R - 17R)]
ANY general: [16R 1S 183C (12R - 15R - 16R)]
VETERAN general: [10R 1S 239C (7R - 9R - 10R)]
Camp 12) 25 Cultists, 25 Shadowsneakers, 30 Fanatics, 10 Firedancers
ANY general: [140R (44R - 51R - 55R)]
ANY general: [54R 72S (44R - 51R - 54R 1S)]
Master of Martial Arts [54R 72S (31R)]
If you have a fast general, the following round block is recommended.
Send general B at the moment when general A appears outside his camp:
From A to Camp 11) 60 Cultists, 20 Dark Priests
BLOCKING NORMAL general: [124C (-)] {120 - 220 seconds of fighting}
From B to Camp 12) 25 Cultists, 25 Shadowsneakers, 30 Fanatics, 10 Firedancers
BATTLE HARDENED general: [140R (44R - 51R - 55R)] {30 seconds of fighting}
BATTLE HARDENED general: [54R 72S (44R - 51R - 54R 1S)] {30 seconds of fighting}
The marching time through the red area of camp 11 takes about 50-55 seconds.
Despite this I have successfully done this block with two normal generals as well.
It is rather tight, 55 + 60 = 115 seconds marching and fighting time for the main general.
It is doable, but requires that there is no delay with sending general B after general A has appeared.
Garrison Position G3 (Camps 7-10)
Move your best general to garrison position G3:
Camp 7) 30 Cultists, 40 Dark Priests
ANY general: [7R 193C (2R - 4R - 6R)]
ANY general: [5R 1S 194C (2R - 4R - 5R)]
VETERAN general: [1S 249C (-)]
MASTER of Martial Arts: [1S 191C (-)]
Next, attack camp 9. The general will be intercepted by camp 8, and then continue to camp 9.
Camp 9) 30 Dark Priests, 30 Shadowsneakers (Camp 8) and 30 Cultists, 20 Shadowsneakers, 10 Firedancers (Camp 9)
ANY general: [140R (53R - 58R - 60R)]
ANY general: [60R 65S (53R - 58R - 60R)]
MASTER of Martial Arts: [34R 33S (28R - 30R - 34R)]
Camp 10) 40 Cultists, 30 Dark Priests, 20 Shadowsneakers, 1 Witch of the Swamp
ANY general: [98R 8M 60C 34LB (71R 4C - 97R 3M 12C - 98R 8M 19C)]
ANY general: [89R 28M 18S 65C (79R 4C - 89R 18M 12C - 89R 28M 3S 19C)] (provided for achievement quest)
ANY general: [75R 1S 70C 54XB (56R 4C - 70R 12C - 75R 19C)]
ANY general: [112R 1S 87K (102R - 109R - 112R)]
VETERAN general: [189R 61S (155R - 178R - 189R)] (provided for achievement quests)
VETERAN general: [187R 63E (152R - 175R - 187R)] (provided for achievement quests)
VETERAN general: [62R 1S 113C 74LB (46R 4C - 58R 12C - 62R 19C)]
VETERAN general: [49R 1S 112C 88XB (36R 4C - 45R 12C - 49R 19C)]V
ETERAN general: [66R 1E 183K (60R - 64R - 66R)]
MAJOR general: [66R 1E 188K (60R - 64R - 66R)]
MASTER of Martial Arts: [78R 142S (60R - 73R - 78R)]
MASTER of Martial Arts: [49R 1E 159K (39R - 45R - 49R)]
Garrison Position G4 (Camps 13-15, LOOTSPOT)
Move your best general and (at least) one extra general, for the suicide(s), to garrison position G4:
A lootspot buyer can be invited now and asked to sacrify the 31R needed in attack 13a.
This is recommended if you swap two of these lootspots with a friend,
and especially if you have only 2 generals and need them both for the attack on camp 15.
Instead of sacrificing the 31R, a lootspot buyer can also bring 1C to be sent either onto camp 14 (from G2) or onto camp 15.
Camp 13a) 30 Shadowsneakers, 50 Fanatics, 10 Firedancers
ANY general: [31R (31R)]
The above setup has about one chance in 50 of leaving 1 Shadowsneaker alive.
If that happens, you have a 60% chance of losing one cavalry in the next attack.
All-in-all, count on losing one cavalry per 100 attacks.
If you prefer losing 100R over 1C, send 32R in the above suicidal wave instead.
Camp 13b) 0-1 Shadowsneakers, 48-50 Fanatics, 10 Firedancers
ANY general: [173C (0C - 0C - 1C)]
If you, or your lootspot buyer, has a MASTER of Martial Arts, the cheapest way is to use him for the suicidal wave.
With only 1R he would kill all Shadowsneakers and 15-17 Fanatics:
Camp 13a) 30 Shadowsneakers, 50 Fanatics, 10 Firedancers
MASTER of Martial Arts: [1R (1R)]
Camp 13b) 33-35 Fanatics, 10 Firedancers
ANY general: [135C (-)]
MASTER of Martial Arts: [76C (-)]
If you have a Master of Martial Arts, it is cheaper to use him for a suicidal first wave on the dark castle:
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
MASTER of Martial Arts: [1R (1R)]
Camp 15b) 40 Cultists, 25-28 Dark Priests, 1 Dark High Priest
ANY general: [95R 15S 56C 34LB (95R - 95R 9S - 95R 14S)]
ANY general: [95R 1S 71C 34XB (77R - 90R - 95R)]
ANY general: [74R 1E 61C 64K (57R - 67R - 74R)]
VETERAN general: [66R 1S 103C 80LB (53R - 63R - 66R)]
VETERAN general: [40R 1S 112C 97XB (32R - 38R - 40R)]
MAJOR general: [36R 1E 139C 94XB (30R - 35R - 36R)]
MASTER of Martial Arts: [62R 1S 81C 76LB (50R - 59R - 62R)]
MASTER of Martial Arts: [36R 1S 88C 95XB (29R - 34R - 36R)]
Otherwise, if you have a veteran general or cannoneers, the witch tower should be killed in one wave:
Camp 15) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [90R 9S 1E 100K (90R 4S - 90R 8S - 90R 9S)]
VETERAN general: [137R 113S (120R - 133R - 137R)]
VETERAN general: [108R 1S 18B 123LB (97R 5B - 106R 12B - 108R 18B)]
VETERAN general: [83R 1S 18B 148XB (78R 5B - 82R 12B - 83R 18B)]
VETERAN general: [112R 1S 94K (100R - 110R - 112R)]
MASTER of Martial Arts: [125R 95S (106R - 119R - 125R)]
MASTER of Martial Arts: [96R 18B 1S 105LB (83R 5B - 92R 12B - 96R 18B)]
MASTER of Martial Arts: [71R 18B 1S 130XB (63R 5B - 69R 12B - 71R 18B)]
MASTER of Martial Arts: [100R 1E 119K (85R - 95R - 100R)]
Note that it isn't really advantegeous to use cannoneers if you have a veteran general or master of martial arts.
Use them only if you have the cannoneers, but lack the otherwise needed bowmen and crossbowmen.
It is better to be able to kill the dark high priest with crossbowmen in the second round,
before he (having last strike, just like cannoneers) gets a chance to fire a second time.
If you do not have a veteran general, you will have to send a suicidal wave first.
Note that the suicidal wave depends on whether you have crossbows for the second wave:
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [124R (124R)]
ANY general: [131B (131B)]
Camp 15b) 0-16 Dark Priests, 1 Dark High Priest
ANY general: [30R 35C 135LB (20R - 25R - 30R)]
ANY general: [52R 114S 34C (40R - 48R - 52R)] (provided for achievement quests)
ANY general: [24R 2S 39C 135LB (20R - 23R - 24R 1S)]
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [134R (134R)]
ANY general: [145B (145B)]
Camp 15b) 1 Dark High Priest
ANY general: [200XB (-)]
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [114R (114R)]
ANY general: [116B (116B)]
Camp 15b) 14-32 Dark Priests, 1 Dark High Priest
ANY general: [23R 1S 88C 88XB (20R - 22R - 23R)]
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [108R (108R)]
ANY general: [107B (107B)]
Camp 15b) 26-40 Dark Priests, 1 Dark High Priest
VETERAN general: [29R 1S 91C 129LB (20R - 26R - 29R)]
VETERAN general: [23R 1S 144C 82XB (20R - 22R - 23R)]
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