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Tundra Adventure

From Whiteout Survival Wiki
Tundra Adventure
Tundra Adventure
Event
TypeSolo
CadenceRecurring (7 days, caravan 8)

Tundra Adventure is a board game-style solo event in Whiteout Survival in which players roll dice to move across a board of tiles, each granting rewards, and collect Adventure Coins. The board, the Adventurer Drill and the Odyssey run for seven days, while the Adventure Caravan stays open an eighth.

How it works

Players start on the Starting Tile and roll dice to move along the Main Board, landing on tiles that grant rewards. Two kinds of dice are used:

  • Common Dice roll randomly from 1 to 6. They come from the board's point milestones, from the daily missions of the Adventurer Drill and from the Odyssey chests.
  • Illusion Dice let the player pick the number rolled, from 1 to 6.

Common Dice are thrown in one of two ways: a Normal Roll throws a single die, a Quintuple Roll throws five at once.

Components

The event is made up of several parts:

  • Main Board -- the board the player moves around.
  • Adventurer Drill -- daily tasks that reward extra dice.
  • Odyssey of Adventure -- a puzzle grid; completing rows and columns grants bonus rewards.
  • Adventure Caravan -- the shop where the currency earned during the event is spent.

Board tiles

The board is made of four kinds of named tile, with a mobile chest wandering between them.

  • Starting Tile — adds 1 XP to two Item Tiles drawn at random, whether the player stops on it or merely passes over it.
  • Treasure Tile — pays Adventure Coins: 3,000 (40%), 1,500 (30%), 600 (20%), 400 (8%) or 200 (2%).
  • Event Tile — most often, 43% of the time, adds 2 XP to the next Item Tile stopped on. Otherwise it pays 50 Adventure Coins (20%), 250 (18%), 500 (6.5%) or 2,500 (0.5%), hands out an Illusion Dice (2%), pushes the player back one to four tiles (2%) or sends them straight to the final tile (2%).
  • Item Tile — comes in three kinds, Essence Stones, Fire Crystals and Gems. Stopping on one adds 1 XP to that particular tile, raising its level and with it the size of its reward. A tile is level 1 at 0 XP, then reaches level 2 at 1 XP, level 3 at 3 XP, level 4 at 7 XP and level 5 at 15 XP.
  • Blue Chest — sits on a random tile, and moves to another one once a player has stopped on it.

A Gems tile pays 1,000 gems at level 1, rising by a thousand a level to 5,000 at level 5. An Essence Stones tile gives an Essence Stones Chest of the tile's level, holding 3 essence stones (4%), 2 essence stones (10%), 100 Hero Gear XP (21%), 40 Hero Gear XP (30%) or 20 Hero Gear XP (35%). A Fire Crystals tile gives a Fire Crystal Chest of the tile's level: 20 fire crystals (2%), 10 (8%), 6 (20%), 50 minutes of general speedup (30%) or 25 minutes (40%).

In a state that has not yet reached the Fire Crystal Age, the Fire Crystal Chest is replaced by a General Speedups Chest of the same level, holding 6 hours (2%), 3 hours (8%), 2 hours (20%), 1 hour (30%) or 30 minutes (40%).

The blue chest holds 10 Mythic General Hero Shards (3%), 4 shards (10%), 2 shards (15%), 2,500 Adventure Coins (5%), 1,000 coins (12%), 500 coins (25%), 15 hours of general speedup (10%) or 6 hours (20%).

Milestones

Points earned on the board unlock ten milestones in turn: 100 Adventure Coins at 30 points, one Common Dice at 60, 500 coins at 120, two dice at 180, 1,000 coins at 300, three dice at 600, 3,000 coins at 900, six dice at 1,200, 5,000 coins at 1,500 and ten dice at 2,000.

Adventurer Drill

Six daily missions, resetting at 00:00 UTC, pay Adventure Points — a currency distinct from the Adventure Coins earned on the board — along with Common Dice.

  • Daily login — 200 Adventure Points, one Common Dice and 50 minutes of general speedup.
  • Use 1,000 minutes of general speedups — 100 Adventure Points, one Common Dice and 100 minutes of general speedup.
  • Defeat 10 beasts — 100 Adventure Points, one Common Dice and 50 minutes of troop speedup.
  • Use epic recruitment twice — 100 Adventure Points, 50 Hero Gear XP and 50 minutes of research speedup.
  • Complete 5 Intel missions — 100 Adventure Points, 10,000 Hero EXP and two 10,000-resource chests.
  • Gain 30,000 power by training or promoting troops — 100 Adventure Points, 50 Hero Gear XP and two 10,000-resource chests.

All six done in a day come to 700 Adventure Points and three Common Dice. The Treasure Hunt Tome, a paid unlock priced at the third tier, doubles what the daily missions pay and opens rewards of its own.

Odyssey of Adventure

The fifteen missions are not worth the same, and the gap is wide — from 150,000 points to 2,700,000, one to eighteen.

Six pay 2,700,000 points: buying one pack of 2,500 gems or more, logging in for a day, gathering 20M resources, spending 1,000 Chief Stamina, defeating 30 beasts, and carrying out 15 Intel missions.

Four pay 550,000: training 3,000 troops of level 1 or above, using 2,000 minutes of speedups, healing 30 wounded soldiers, and rallying five Polar Terrors.

Five pay 150,000: using 2,500 gems, making 150 alliance contributions, claiming 15 online rewards, gathering 10M resources, and fighting 20 arena challenges.

Fifteen missions fill a grid whose line rewards are claimed five times and whose column rewards are claimed three. A completed line gives one Common Dice, a completed column two Common Dice and 5,000 resources, and the Adventurer's Chest awarded for the whole grid gives five Common Dice, two Mythic General Hero Shards and 2,000 gems.

Before the Fire Crystal Age those chests pay speedups instead: one hour of general speedup for a line, three hours for a column and ten hours for the Adventurer's Chest.

Packs

Seven Adventure resource packs are sold during the event, each level unlocked by having bought the one below it. Levels 1 to 6 are limited to one purchase a day, level 7 to five.

Adventure Caravan

The caravan outlives the rest of the event by a day. Its stock of Mythic General Hero Shards is renewed on the eighth day, and the two limited city skins and two limited march skins it offers are withdrawn at random each time the event comes back.

Conversions

When the event ends, unused items convert automatically: each Adventure Coin becomes 1,000 resources, each Common Dice a 10,000-resource chest, and each Illusion Dice 100 gems.

See also