The Lost City – YGG + BRS + VAR (Mordechaj)


REQUIRED UNITS

  • 4x
  • 225 Recruit [-225]
  • 498 Mounted Swordsman [-388]
  • 195 Knight [-83]
  • 185 Armored Marksman
  • 195 Mounted Marksman
  • 65 Besieger

REQUIRED SKILLS

BRS VAR MGG
Juggernaut 3/3
Overrun 3/3
Unstoppable Charge 3/3
Garrison Annex 3/3
Master Planner 1/1
Juggernaut 2/3
Overrun 3/3
Unstoppable Charge 3/3
Garrison Annex 3/3
Master Planner 1/1
First Aid 3/3
Juggernaut 3/3
Just A Flesh Wound 3/3
Garrison Annex 3/3
1-Up 1/1

REQUIRED RESOURCES

50.000 25.000 5.000 1.800 1.800
650 375 225 100

Quests in Adventure:

Mission Name Mission Description
Excavation Produce and use 6 Desert Shovels to remove all sand covering the City of Glory
Bandits Galore! Defeat all 6 desert bandit leaders.
Unleash The Power Liberate one od the altars and activate it with the proper offering.
Brak The Seals Activate the Altar of Nature
Activate the Altar of Fire
Activate the Altar of Wind
Activate the Altar of Water
Activate the Altar of Stone
Activate the Altar of Metal

Buffs in Provision House:

Appearance Name Costs Production Time
Provision House Rarity Provision House
Ritual Offering: Water 50.000 + 5.000 =
  • Level 1 – 30:00 minutes
  • Level 2 – 15:00 minutes
  • Level 3 – 10:00 minutes
  • Level 4 – 07:30 minutes
  • Level 5 – 06:00 minutes
  • Level 6 – 05:00 minutes
  • 06:00 minutes
Ritual Offering: Metal 100 =
Ritual Offering: Nature 25.000 =
Ritual Offering: Stone 650 =
Ritual Offering: Fire 225 =
Ritual Offering: Wind 375 =
Ritual Offering: Magic Stone 1 =
  • Level 1 – 15:00 minutes
  • Level 2 – 07:50 minutes
  • Level 3 – 05:00 minutes
  • Level 4 – 03:45 minutes
  • Level 5 – 03:00 minutes
  • Level 6 – 02:30 minutes
  • 03:00 minutes
Desert Shovel 300 + 300 =
  • Level 1 – 05:00 minutes
  • Level 2 – 02:30 minutes
  • Level 3 – 01:40 minutes
  • Level 4 – 01:15 minutes
  • Level 5 – 01:00 minute
  • Level 6 – 00:50 seconds
  • 01:00 minuta


During this venture, you can use special buffs that will allow us to reduce losses. Each altar must be activated immediately after the defeat of the leader and the conquest of the zone:


Nature – Makes enemy horsemen and mounted bowmen always deal minimum damage for the duration of the adventure.


Stone – Makes enemy swordclashers, swordwielders and swordmasters always deal minimum damage for the duration of the adventure.


Wind – Makes enemy dune marksmen, desert marksmen and mounted bowmen always deal minimum damage for the duration of the adventure.


Water – Makes your knights and other mounted units always deal maximum damage for the duration of the adventure.


Fire – Makes your arquebus-wielding units always deal maximum damage for the duration of the adventure.


Metal – Makes your sword-wielding units and artillery always deal maximum damage for the duration of the adventure.


Powerful Ritual Offering – You can use on any altar instead of the above rituals.


In the first wave we can use MSW instead normal General. Losses will be little bit smaller.



Garrison Camp Enemy Units Our Attacks
G1 1 150 Stone Cannon, 140 Sword Clasher 1 wave (BRS) 195 Mounted Marksman [losses: 0]
G1 2 200 Mounted Bowman, 200 Dune Marksman 1 wave (BRS) 195 Knight [losses: 83K]
G1 3 200 Sword Clasher, 100 Dune Marksman, Silly Thief 1 wave (BRS) 32 Mounted Swordsman, 163 Mounted Marksman [losses: 32MS]
G1 Altar Activate the Altar
G1 4 350 Desert Marksman 1 wave (BRS) 195 Mounted Marksman [losses: 0]
G1 5 250 Desert Marksman, 80 Stone Cannon 1 wave (BRS) 195 Mounted Marksman [losses: 0]
G1 6 300 Mounted Bowman, Greedy Thief 1 wave (VAR) 130 Mounted Swordsman, 65 Besieger [losses: 130MS]
G1 Altar Activate the Altar
G2 7 100 Sword Master, 70 Mounted Bowman, 70 Stone Cannon 1 wave (YGG) 75 Recruit
2 wave (YGG) 1 Recruit
3 wave (BRS) 11 Mounted Swordsman, 30 Armored Marksman, 154 Mounted Marksman [losses: 11MS, 75Re]
G2 8 100 Sword Clasher, 100 Horseman, 100 Sword Wielder 1 wave (BRS) 46 Mounted Swordsman, 149 Mounted Marksman [losses: 46MS]
G2 9 100 Sword Wielder, 80 Horseman, 30 Dune Marksman, Smart Thief 1 wave (YGG) 150 Recruit
2 wave (BRS) 6 Mounted Swordsman, 189 Mounted Marksman [losses: 6MS, 150Re]
G2 Altar Activate the Altar
G2 10 300 Stone Cannon 1 wave (BRS) 195 Mounted Marksman [losses: 0]
G2 11 100 Sword Master, 70 Desert Marksman BLOCK
G2 12 75 Mounted Bowman, 75 Sword Master, Mysterious Thief 1 wave (VAR) 63 Mounted Swordsman, 132 Armored Marksman [losses: 63MS]
G2 Altar Activate the Altar
G3 13 50 Sword Master, 50 Horseman, 50 Desert Marksman 1 wave (VAR) 50 Mounted Swordsman, 145 Armored Marksman [losses: 50MS]
G3 14 100 Sword Master, 100 Horseman BLOCK
G3 15 300 Desert Marksman, 150 Dune Marksman, Mysterious Thief 1 wave (BRS) 8 Mounted Swordsman, 187 Mounted Marksman [losses: 8MS]
G3 Altar Activate the Altar
G4 16 140 Sword Clasher, 140 Horseman 1 wave (BRS) 27 Mounted Swordsman, 167 Mounted Marksman [losses: 27MS]
G4 17 150 Sword Wielder, 60 Desert Marksman, Sneaking Thief 1 wave (YGG) 1 Recruit
2 wave (BRS) 15 Mounted Swordsman, 180 Mounted Marksman [losses: 15MS]
G4 Altar Activate the Altar

BLOCKS:

See how to make blocks


More information can be found in the guide: How Make Blocks


Remember blocks you do on your own responsibility, there is always a risk that the block can fail.

Camp 11Camp 14

From Ga (200 Mounted Swordsman) send General to camp 11, shortly after
from W (1 wave (VAR) 63 Mounted Swordsman, 132 Armored Marksman) send Vargus to camp 12.

From Gb (160 Mounted Swordsman, 40 Armored Marksman) send General to camp 14, shortly after
from W (1 wave (BRS) 8 Mounted Swordsman, 187 Mounted Marksman) send Boris to camp 15.

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