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Thread: [Adventure] Old Friends

  1. #1
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    [Adventure] Old Friends




    Difficulty: 4/10
    Duration: 2 days
    Max Player: 1
    EXP: 6810

    There is NO Trap on the adventure island.

    Overview

    Your troops will arrive the island at the "Arrival" sector as shown on the picture above.
    You can skip two minor camps if you move to "Start Here" sector.
    The clean order is followed the numerical order of camps (camp 1,2,3...,6).

    Troops to Bring

    R = Recruit, M = Militia, LB = Longbowman, C = Cavalry

    400R
    100R+100M
    80R+120LB
    125R+75C
    --------------
    Total : 705R +100M +120LB + 75C

    Combat and Losses

    Camp 1
    Cultist: 100, Shadowsneaker: 50, Dancing Dervish: 20
    Send: 130R 70M => Loss: 101R to 128R

    Camp 2
    Cultist: 70, Shadowsneaker: 50, Firedancer: 10
    Send: 100R 100M => Loss: 44R to 50R

    Camp 3
    Cultist: 100, Shadowsneaker: 50
    Send: 100R+100M => Loss: 49R to 56R

    Camp 4
    Cultist: 100, Dark Priest: 50, Dark High Priest: 1
    Send: 1st 200R, 2nd 50R 50M 100LB => Loss: 220R to 225R

    Camp 5
    Cultist: 80, Shadowsneaker: 40, Firedancer: 40
    Send: 120R 80M => Loss: 102R to 119R

    Camp 6
    Cultist: 50, Dark Priest: 50, Dark High Priest: 1, Witch of the swamp: 1
    Send: 1st 125R 75C, 2nd 80M 120LB => Loss: 125R 75C 53M to 70M

    Total Losses: 641R to 703R, 75C, 53M to 70M

    Enjoy the adventure!

    Rewards



    Attached Images
    Last edited by cliffkuo; 10-16-11 at 12:14 am.

  2. #2
    Soldier
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    Nice guide Cliffkuo!

  3. #3
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    Thanks, tell me if anywhere is confused or need to be improved.

  4. #4
    Settler Wallstreet's Avatar
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    Excellent post cliffkuo, note that you can do camp 1, 6(witch tower), and 4(bone church) to complete this adventure without having to do ANY other camps. After doing camp 1, you do the witch tower next, and then place your garrison just south east of the bone church and your general wont enter either agro of the 2 camps on each side of the bone church. This way does make it so you lose some exp however as you wont be attacking the leader at 5.

    Also to save a few losses on the witch tower I will share my formula:

    Wave 1 - 90 recruit, 4 militia, 3 soldiers, 65 cavalry, 2 longbowmen.

    Wave 2 - 90 recruit, 60 soldiers, and 50 longbowmen.

    dont ask how I got the numbers for wave 1(spent over an hour on combat sim and I assure you this is most optimal)this way you will save your 53-70 militia and 10 extra cav at the cost of 55 recruits, 4 militia, 3 soldiers, and 2 longbowmen. Not much but thought it was worth noting. Again, thanks for posting this cliffkuo, nice work
    Last edited by Wallstreet; 10-16-11 at 02:00 pm.
    Honey Badger

  5. #5
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    Thank you Wallstreet, you are right. I can skip two more minor camps on this adventure.
    I will update this guide if I can find more Old Friends adventures.
    Also, thanks for the formula.

  6. #6
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    Would be great if we could get a compilation of all these adventure guides. Have you guys seen any more of these floating around?

  7. #7
    Mayor Wimpy's Avatar
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    I give up. Where do I find this Old Friends adventure. Not on list in trader. What have I missed?
    If something can go wrong, it will.

  8. #8
    Settler Jigsaw's Avatar
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    It is a possible reward of the witch of the swamp adventure, just like motherly love is a possible reward of doing pirates. They can only be gotten through the adventure.

  9. #9
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    After doing camp1 then the witch tower, then bone church. You can attack camp 5 directly before hitting the *quest complete* button. This will give you full experience. Just move an extra garrison over to the witch tower sector and send it after the bone church is dead.

  10. #10
    Mayor EpsilonSilver's Avatar
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    Quote Originally Posted by Danneskjold View Post
    Would be great if we could get a compilation of all these adventure guides. Have you guys seen any more of these floating around?
    http://forum.castleempireonline.com/...ght=adventures

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