Skip to content
WikilyWIKILY
All games10 Wikis · pick your game
The Town

Battles

18 battles, from the Town districts and floodgates to the sewers and the Sewer Arena, with the defense power, squads and rewards of each.

Battles are started at the guard post, on the Day of Sloth only, and fought with zombie squads and the defenses built around the base. Each one names a minimum defense power and a number of squads, and is won by taking every enemy flag and holding them until the end.

18
Battles
7
Arena rounds
144
Highest defense power
Sloth
Battle day
Defense power decides whether a battle can start

The number next to the sword is the total from the barricades and archer towers plus the squads brought from the Barracks. Better zombie equipment raises a squad's power, and hired mercenaries add to the total.

Every battle

Break Through to the Port
Break Through to the Port

1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: First... Sludge?

Eastern Districts: Active Scouting
Eastern Districts: Active Scouting

1 squad, 12 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: Hope It Doesn't go South.

Eastern Districts Purge
Eastern Districts Purge

2 squads, 20 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Hope It Doesn't go South.

Market Square Purge
Market Square Purge

2 squads, 22 defense power required. Rewards: 6 Zombie goo and 4 Town Gratitude. Quest: Plaza Battle.

Central Districts Purge: Part I
Central Districts Purge: Part I

2 squads, 36 defense power required. Rewards: 1 Defender's Emblem, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.

Central Districts Purge: Part II
Central Districts Purge: Part II

3 squads, 56 defense power required. Rewards: 1 Victory Banner, 6 Zombie goo and 4 Town Gratitude. Quest: Street Battles.

Closing the Western Floodgate
Closing the Western Floodgate

3 squads, 56 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Water Locked.

Closing the Eastern Floodgate: Part I
Closing the Eastern Floodgate: Part I

3 squads, 80 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.

Closing the Eastern Floodgate: Part II
Closing the Eastern Floodgate: Part II

3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Steamy Royal.

Battle at the Lake
Battle at the Lake

3 squads, 64 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Still Standing on Stilts.

Operation POTATO: Part I
Operation POTATO: Part I

3 squads, 72 defense power required. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.

Operation POTATO: Part II
Operation POTATO: Part II

3 squads, fought straight after the previous part. Rewards: 10 Zombie goo and 8 Town Gratitude. Quest: Dirt Rights.

Break Through to the Bathhouse Basement
Break Through to the Bathhouse Basement

3 squads, 96 defense power required. Rewards: 3 Keys for Looters, 1 Victory Banner, 4 Zombie goo and 1 Defender's Emblem. Quest: Steamy Royal.

Final Battle
Final Battle

4 squads, 144 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: The Last Battle.

Sewer Brawl I
Sewer Brawl I

1 squad, 8 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.

Sewer Brawl II
Sewer Brawl II

2 squads, 24 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude. Quest: Battles in the Sewers.

Sewer Cleanup I
Sewer Cleanup I

1 squad, 6 defense power required. Rewards: 3 Keys for Looters, 4 Zombie goo and 3 Town Gratitude.

Sewerena (The Sewer Arena)
Sewerena (The Sewer Arena)

7 arena rounds, from 36 to 116 defense power and 2 to 4 squads.

Defenses

Barricades and archer towers are built around the base. Health and damage are base values; the War Supplier and War Engineer perks raise them.

Barricades and archer towers in battle.

Barricades and archer towers in battle.
DefenseHealthDamageRangeSpikes deal back
Barricade I400 (440 with War Supplier)Does not attackNoneNone
Barricade II600 (660 with War Supplier)Does not attackNoneNone
Barricade III800 (880 with War Supplier)Does not attackNoneNone
Spiked Barricade I250 (275 with War Supplier)Does not attackNone3 (4 with War Engineer)
Spiked Barricade II450 (495 with War Supplier)Does not attackNone5 (7 with War Engineer)
Spiked Barricade III600 (660 with War Supplier)Does not attackNone7 (10 with War Engineer)
Fortified Barricade I600 (660 with War Supplier)Does not attackNoneNone
Fortified Barricade II800 (880 with War Supplier)Does not attackNoneNone
Fortified Barricade III1000 (1100 with War Supplier)Does not attackNoneNone
Archer Tower I150 (200 with War Supplier)8 (12 with War Engineer)7None
Archer Tower II300 (400 with War Supplier)16 (20 with War Engineer)7None
Archer Tower III450 (550 with War Supplier)24 (30 with War Engineer)7None

Weapons

The squads' bows and pikes and the Keeper's swords. Bows reach 6, pikes 2. Sword damage rises with the Sword Master perk; zombie perks such as Blindseye and Impaler raise bow and pike damage.

Squad weapons: base damage (with perks in brackets), range and time between attacks.

Squad weapons: base damage (with perks in brackets), range and time between attacks.
WeaponTypeDamageRangeAttack pause
Simple BowBow4 (7 with Blindseye)61s
Reinforced BowBow8 (11 with Blindseye)61s
Battle BowBow15 (18 with Blindseye)61s
Heavy BowBow22 (25 with Blindseye)61s
Simple PikePike2 (4 with Impaler)20.65s
Light PikePike4 (6 with Impaler)20.65s
Battle PikePike6 (8 with Impaler)20.65s
Knight's SpearPike10 (12 with Impaler)20.65s

Your own swords: base damage, and with the Sword Master perk in brackets.

Your own swords: base damage, and with the Sword Master perk in brackets.
SwordDamageValue
Rusty Sword4 (6 with Sword Master)10 copper
Bronze Sword5 (7 with Sword Master)3 silver
Iron Sword7 (9 with Sword Master)30 silver
Steel Sword10 (12 with Sword Master)2 gold 50 silver
Master Sword13 (16 with Sword Master)Not sold

Mercenaries

Mercenaries from the Barracks cost more after every battle they win. Paying the fifth price starts the quest Inflation; once it is finished they are paid in wine instead of coin.

Mercenary price, rising after each battle won with them.

Mercenary price, rising after each battle won with them.
HirePrice
First hire5 silver
After 1 win with them7 silver 50 copper
After 2 wins with them10 silver
After 3 wins with them15 silver
After 4 wins with them20 silver
After 5 wins with them1 gold
After the quest Inflation3 Wine (gold quality)

Battle potions

Battle questions

When can a battle not start?

When it is not the Day of Sloth, or when the defense power (barricades, archer towers, squads and hired mercenaries) is below the battle's requirement.

What unlocks more squad slots?

Defender's Emblems unlock squad slots in the Barracks; Break Through to the Port, Eastern Districts: Active Scouting, Central Districts Purge: Part I and Break Through to the Bathhouse Basement each award one. Zombies only fight with armor and a pike or bow.

What are Keys for Looters for?

Break Through to the Bathhouse Basement, Final Battle, Sewer Brawl I, Sewer Brawl II, Sewer Cleanup I and Sewerena (The Sewer Arena) pay in them. They are used at the Port Club to place an order with the Looters.