The Lost City – RES + YGG + CLO + NUS + BRS + SYL + MMA (TOGUM)




REQUIRED UNITS:

  • 2x
  • 4 Recruit [-4]
  • 374 Swordsman [-374]
  • 191 Mounted Swordsman
  • 140 Armored Marksman
  • 204 Mounted Marksman
  • 133 Besieger

REQUIRED SKILLS:

RES YGG CLO NUS
First Aid 3/3
Juggernaut 2/3
Overrun 3/3
Unstoppable Charge 3/3
Battle Frenzy 3/3
Garrison Annex 3/3
Master Planner 1/1
First Aid 3/3
Juggernaut 3/3
Overrun 1/3
Battle Frenzy 1/3
Garrison Annex 3/3
Master Planner 1/1
First Aid 2/3
Juggernaut 3/3
Overrun 3/3
Unstoppable Charge 3/3
Battle Frenzy 3/3
Garrison Annex 3/3
Master Planner 1/1
First Aid 2/3
Rapid Fire 3/3
Overrun 3/3
Unstoppable Charge 3/3
Battle Frenzy 3/3
Garrison Annex 3/3
Master Planner 1/1
BRS SYL MMA
First Aid 1/3
Juggernaut 3/3
Overrun 3/3
Unstoppable Charge 3/3
Garrison Annex 3/3
Weekly Maintenance 1/3
Master Planner 1/1
First Aid 2/3
Juggernaut 3/3
Overrun 3/3
Unstoppable Charge 3/3
Garrison Annex 3/3
Master Planner 1/1
First Aid 2/3
Juggernaut 3/3

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
  • Level 7 – 04:17 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
  • Level 7 – 02:09 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
  • Level 7 – 00:43 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.




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 (RES) 44 Swordsman, 150 Mounted Marksman, 21 Besieger [losses: 43S]
G1 3 200 Sword Clasher, 100 Dune Marksman, Silly Thief 1 wave (CLO) 20 Swordsman, 1 Mounted Swordsman, 194 Mounted Marksman [losses: 20S]
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 (RES) 82 Swordsman, 133 Besieger [losses: 81S]
G1 Altar Activate the Altar
G2 7 100 Sword Master, 70 Mounted Bowman, 70 Stone Cannon 1 wave (RES) 43 Swordsman, 140 Armored Marksman, 32 Mounted Marksman [losses: 42S]
G2 8 100 Sword Clasher, 100 Horseman, 100 Sword Wielder 1 wave (BRS) 40 Swordsman, 1 Mounted Swordsman, 154 Mounted Marksman [losses: 40S]
G2 9 100 Sword Wielder, 80 Horseman, 30 Dune Marksman, Smart Thief 1 wave (BRS) 42 Swordsman, 25 Armored Marksman, 127 Mounted Marksman [losses: 42S]
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 1 wave (RES) 18 Swordsman, 85 Armored Marksman, 112 Mounted Marksman [losses: 17S]
G2 12 75 Mounted Bowman, 75 Sword Master, Mysterious Thief 1 wave (YGG) 6 Swordsman
2 wave (RES) 11 Swordsman, 204 Mounted Marksman [losses: 16S]
G2 Altar Activate the Altar
G3 13 50 Sword Master, 50 Horseman, 50 Desert Marksman 1 wave (NUS) 1 Recruit
2 wave (SYL) 1 Recruit
3 wave (MMA) 1 Recruit
4 wave (BRS) 195 Mounted Marksman [losses: 3R]
G3 14 100 Sword Master, 100 Horseman 1 wave (RES) 29 Swordsman, 120 Armored Marksman, 66 Mounted Marksman [losses: 28S]
G3 15 300 Desert Marksman, 150 Dune Marksman, Mysterious Thief 1 wave (BRS) 12 Swordsman, 1 Mounted Swordsman, 182 Mounted Marksman [losses: 12S]
G3 Altar Activate the Altar
G4 16 140 Sword Clasher, 140 Horseman 1 wave (RES) 24 Swordsman, 176 Mounted Marksman [losses: 23S]
G4 17 150 Sword Wielder, 60 Desert Marksman, Shrewd Thief 1 wave (YGG) 1 Recruit
2 wave (RES) 11 Swordsman, 204 Mounted Marksman [losses: 1R, 10S]
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 11-12Camp 14-15

From Ga (190 Mounted Swordsman, 4 Armored Marksman) send General to camp 11, shortly after
from G2.1 (1 wave (YGG) 6 Swordsman) and
from W (2 wave (RES) 11 Swordsman, 204 Mounted Marksman) send Generals to camp 12.

From Gb (160 Mounted Swordsman, 40 Armored Marksman) send General to camp 14, shortly after
from W (1 wave (BRS) 12 Swordsman, 1 Mounted Swordsman, 182 Mounted Marksman) send Boris to camp 15.

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