The Settlers Online Old Friends Adventure Guide

The Settlers Online Old Friends Adventure Guide by Killste

“Old Friends” is an adventure that you only get as a reward from the adventure “Witch Of The Swamp”.

Adventure Infos:
Player Level: 32+
Difficulty: 4/10
Number of Players: 1
Duration: 2 days
Where to get?: only as reward from “Witch Of The Swamp”

Tactical map & garrison settings (R/B/C/S/A Vet Version (Mifa’s tactical map)



Units need: 337R 74C 85B 196S 111A
Max losses: 337R 65B 28S

Tage’s garrison setups, with normal and veteran, with and without crossbows

Adventure Info:
Player Level: 32+
Difficulty: 4/10
Number of Players: 1
Duration: 2 days
Where to get?: Only as a reward from “Witch Of The Swamp”

You need at least 2 generals. If you choose to use the block, at least one must be a normal general.

You need to send troops 4 times if you choose to block and have one veteran general, otherwise 5 times.

This guide includes one optional block of method 1.

Four versions are presented below;

  • NORMAL generals.
  • NORMAL generals with Crossbows.
  • VETERAN general (one of them).
  • VETERAN general (one of them) with Crossbows.

If you chose to use the optional block, at least one general must be a normal one.

NORMAL generals

  • Units needed, no block: 627R 102S 65C 176LB (970 units)
  • Units needed, blocked: 516R 102S 65C 176LB (859 units)
  • Units lost, no block, minimum: 597R 6S 65C
  • Units lost, no block, average: 615R 16S 65C
  • Units lost, no block, maximum: 627R 23S 65C
  • Units lost, blocked, minimum: 497R 6S 65C
  • Units lost, blocked, average: 507R 16S 65C
  • Units lost, blocked, maximum: 516R 23S 65C

NORMAL generals with Crossbows

  • Units needed, no block: 617R 87S 65C 200XB (969 units)
  • Units needed, blocked: 506R 87S 65C 200XB (858 units)
  • Units lost, no block, minimum: 572R 65C
  • Units lost, no block, average: 602R 65C
  • Units lost, no block, maximum: 617R 2S 65C
  • Units lost, blocked, minimum: 472R 6S 65C
  • Units lost, blocked, average: 494R 16S 65C
  • Units lost, blocked, maximum: 506R 23S 65C

VETERAN general

  • Units needed, no block: 497R 190S 65C 171LB (923 units)
  • Units needed, blocked: 439R 171S 65C 171LB (846 units)
  • Units lost, no block, minimum: 456R 65C
  • Units lost, no block, average: 487R 3S 65C
  • Units lost, no block, maximum: 497R 9S 65C
  • Units lost, blocked, minimum: 409R 65C
  • Units lost, blocked, average: 434R 3S 65C
  • Units lost, blocked, maximum: 439R 5S 65C

VETERAN general with Crossbows

  • Units needed, no block: 429R 190S 94C 211XB (924 units)
  • Units needed, blocked: 371R 167S 94C 211XB (843 units)
  • Units lost, no block, minimum: 395R 65C
  • Units lost, no block, average: 419R 65C
  • Units lost, no block, maximum: 429R 5S 65C
  • Units lost, blocked, minimum: 348R 65C
  • Units lost, blocked, average: 366R 65C
  • Units lost, blocked, maximum: 371R 1S 65C

Game flow, garrison settings and losses (minimum – average – maximum):

Camp 7 (CAN BE BLOCKED) and Camp 8 (LEADER)

If you choose not to block camp 7, move at least one general to position G1.

NORMAL general:
7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [113R 87S (102R – 110R – 113R 1S)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
8b) 1 Swamp Witch, 1 Dark High Priest [65R 18S 117LB (65R 6S – 65R 14S – 65R 17S)]

NORMAL general with Crossbows:
7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [113R 87S (102R – 110R – 113R 1S)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
8b) 1 Swamp Witch, 1 Dark High Priest [78R 1S 121XB (60R – 74R – 78R)]

VETERAN general:
7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [60R 190S (43R – 55R – 60R 1S)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
8b) 1 Swamp Witch, 1 Dark High Priest [78R 1S 171LB (60R – 74R – 78R)]

VETERAN general with Crossbows:
7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [60R 190S (43R – 55R – 60R 1S)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
8b) 1 Swamp Witch, 1 Dark High Priest [38R 1S 211XB (30R – 36R -38R)]

If you choose to block camp 7, move two generals to position G1.

There are only two possible locations for your generals at G1.
The blocking general should be at position A, the attacking general at position B:

You will need to block camp 7 twice, and between the blocks you will have to wait 4 hours for them to recover.

  1. Send the blocking, normal general with 1R from garrison position A to camp 7
  2. When general A reaches the bush inside the white circle below, send the main attack from garrison B to camp 8

This should be the view when general A is about to attack camp 7, and general B soon will enter the red influence area of that camp:

NORMAL generals:
7a) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
7b) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8b) 1 Swamp Witch, 1 Dark High Priest [65R 18S 117LB (65R 6S – 65R 14S – 65R 17S)]

NORMAL generals with Crossbows:
7a) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
7b) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8b) 1 Swamp Witch, 1 Dark High Priest [78R 1S 121XB (60R – 74R – 78R)]

NORMAL general and VETERAN general:
7a) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
7b) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8b) 1 Swamp Witch, 1 Dark High Priest [78R 1S 171LB (60R – 74R – 78R)]

NORMAL general and VETERAN general with Crossbows:
7a) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8a) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest [111R 65C (111R 65C)]
7b) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes [1R (1R)]
8b) 1 Swamp Witch, 1 Dark High Priest [38R 1S 211XB (30R – 36R -38R)]

Camp 6 (LEADER)

Move one or two generals to position G2.

NORMAL general:
6a) 100 Cultists, 50 Dark Priests, 1 Dark High Priest [200R (200R)] or [185B (185B)]
6b) 1 Dark High Priest [23R 1S 176LB (20R – 22R – 23R)]

NORMAL generals with Crossbows:
6a) 100 Cultists, 50 Dark Priests, 1 Dark High Priest [200R (200R)] or [185B (185B)]
6b) 1 Dark High Priest [200XB (-)]

VETERAN general:
6) 100 Cultists, 50 Dark Priests, 1 Dark High Priest [165R 5S 80LB (157R – 165R 2S – 165R 4S)]

VETERAN general and Crossbows:
6) 100 Cultists, 50 Dark Priests, 1 Dark High Priest [137R 2S 29C 82XB (124R – 134R – 137R)]

Camp 3 (LEADER)

When camp 6 has been defeated, you will get the message that the quest has been completed:

If you want the full XP from this adventure, do not click to finish the quest, until you have first attacked camp 3:

NORMAL general:
3) 80 Cultists, 40 Shadowsneakers, 40 Firedancers [115R 85S (99R – 107R – 115R 1S)]

VETERAN general:
3) 80 Cultists, 40 Shadowsneakers, 40 Firedancers [83R 167S (79R – 82R – 83R 1S)]

All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
I prefer having it so tight, that in most cases that one soldier survives and actually saves one recruit by taking the last hits in the battle.
That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds of times…

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