Hela cast her curse, causing a purple fog to descend upon the Strange City. When the fog lifted, all that remains are endless shadows and the lingering whispers of dark magic.
Within the whispers lies a power that corrupts the heart. Any creature that hears the whispers will be led astray, fall into despair, and willingly submit to Hela's will, becoming her puppet. Hela seeks to replace Odin as the god whom the people worship.
However, a god should bring blessings and protection to their followers, not disaster and despair. Viking warriors, Odin has sent a revelation. Answer Odin's call, venture into the Strange Horror Realm, break Hela's curse, rescue those trapped in despair, and wage a righteous battle against the forces of darkness.
Plan against your current event. This guide describes the captured configuration. Chronicle offsets begin at Stage 1โs start, and the listed effects apply at stage end. Use the plannerโs UTC anchor for forecast dates; verify live Chronicles and objective windows before moving.
THE RULES OF THIS REALM
Campaign briefing
Rules
Relocate+
Chiefs can relocate to Strange Horror Realm when their Chief Hall reaches level 24. Relocating to the Strange Horror Realm is free, but relocating out of the Strange Horror Realm will cost 1 Random Relocator.
City Territory Description+
When in the Strange Horror Realm, you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to a valid Tribe Territory. When you are located in your own valid Tribe Territory, your City will be protected and cannot be attacked or Rallied against by other Tribes. If the ownership of the Territory where your City is located changes to the enemy Team Tribe, your City will be forcibly relocated to the starting area of your Kingdom. (Fixed Relocators cannot be used in the Strange Horror Realm).
In the Strange Horror Realm, you cannot relocate to a Territory of another Kingdom within the same Team. However, you can relocate to a Territory of a Tribe within the same Battalion, where your City will be protected and cannot be attacked or Rallied against by other Tribes.
Tribe Buildings+
Tribes can expand their Tribe Territory in the Strange Horror Realm by constructing Forts and Flag Towers. Only Tribe Flag Towers can be constructed on another Kingdom's starting area.
Regular Content
KvK Points+
In the Strange Horror Realm, you can earn points through various actions. Points are divided into Member Credit, Battalion Points, and Team Points. Points will affect the distribution of ranking rewards on the corresponding rankings list, and determine the stage rewards you can claim in Achievements.
Elusive Guard+
In the Strange Horror Realm, there are many Elusive Guards that have been enchanted by [Hela's Curse]. Their levels range from 56 to 65. Defeating them will earn you points and other rewards.
Damned Royal Rider+
In the Strange Horror Realm, there are numerous wandering Damned Royal Riders, with levels ranging from 21 to 25. Only by initiating a Rally attack can they be defeated, and defeating them will yield a large amount of rewards.
Resource Points+
The Strange Horror Realm is rich in resources, and the Resource Point levels here are a lot better compared to the original Kingdom.
Special Rules
Changing Times+
The Strange Horror Realm will constantly alternate between [War Period] and [Armament Period] throughout the entire season. By choosing the appropriate Period Strategies according to each period, you can greatly enhance your campaign.
Battalion Introduction+
Form a tight Battalion with Tribes from the same Team, Reinforcing and Rallying with one another, and participate in even larger battles. Share the Castle bonuses, and strive for victory.
Tribe members can relocate to Cities of Tribes in the same Battalion for protection, as they will be immune to attacks from members of other Teams there.
Members of the same Battalion can launch attacks on other Teams' buildings that are adjacent to Cities belong to their Battalion.
Team Introduction+
In the Strange Horror Realm, each Kingdom will be divided into four Teams: [Inferno], [Boulder], [Torrent], and [Hollow]. The final Team that occupies the Lv 8 Castle [Palace of Despair] will win.
Team Settlement+
Teams will be allocated different Season Team Rewards based on the results of the season. This includes precious rewards such as the season's draw chances.
Team Relationship+
Players from the same Team will be displayed in a special color on the map.
Season Summon+
After [Hela's Curse] ends, Odin will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of [Hela's Curse], the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Castles occupied by the Battalion. During the Season Summoning, there is a chance to obtain legendary Heroes, legendary Mounts, and limited legendary skills.
War Merit+
In Kingdom Mayhem, killing enemy Troops from opposing Teams earns War Merit. Different Troop tiers correspond to different amounts of War Merit. War Merit can be exchanged for uncommon items and War Materials in both the [War Merit Shop] and [Supply Shop]. (Only killing Troops Tier 4 and above will earn War Merit.)
Supply Shop+
In Kingdom Mayhem, when Chiefs of the same Kingdom gather a certain amount of resources, the Supply Shop will automatically be replenished with a corresponding ratio of resources. Chiefs can exchange War Merit for various basic resources in the Supply Shop. The Supply Shop has no storage limit, and the more resources the same Kingdom gathers in Kingdom Mayhem, the more resources the Supply Shop has for exchange. When Kingdom Mayhem ends, all remaining unredeemed resources in the Supply Shop will be offered to the gods. Please make your exchanges in time, Chief.
Campaign Totem+
In Kingdom Mayhem, the gods bestow blessings upon every brave Viking Chief who fights in battle. Chiefs can construct Campaign Totems within their Territories and obtain blessings from the gods by consuming [Campaign Points]. These blessings only take effect within Kingdom Mayhem, and at the end of the season, the Campaign Totems will disappear.
Healing Potions+
In Kingdom Mayhem, all Chiefs will receive a certain amount of Healing Potions at regular intervals. Chiefs can use the Infirmary to heal heavily wounded Troops, who will recover immediately without consuming any resources. Every 2 Healing Potions can heal 1% of heavily wounded Troops. There is a storage limit for Healing Potions, so Chiefs should plan their usage wisely.
Regular Building
Kingdom Fortress+
The Kingdom Fortress is the main base for each Kingdom to represent their Expedition to Kingdom Mayhem. Occupy and construct the long-abandoned Kingdom Fortress to restore its former glory. After successfully repairing the Kingdom Fortress, Chiefs can relocate to the Territory of any Tribe within the same Kingdom. Once the Kingdom Fortress is first occupied, it will be contestable every 2 days.
Legion Stronghold+
Legion Strongholds are the foundation for the Vikings to continue their advance, and they hold significant strategic importance. After a Legion Stronghold is occupied for the first time, it will be open for contention every 1 days.
Passes+
The Pass is the only route to other areas. After defeating the Defenders and occupying the Pass, you can set up Tribe Flag Towers in adjacent areas.
Plague Castle+
The Plague Castle is the center where Hela spreads plagues and diseases. The castle is filled with various plagues that constantly spread outwards, eroding the creatures that come near it.
The Plague Castle will be contestable every 1 days. Once occupied, all members of the Battalion will receive buffs.
Decrepit Castle+
The Decrepit Castle is a stronghold used by Hela to speed up the aging of creatures. The spell within the castle consumes youth, causing creatures within the castle's range to rapidly age, losing their might and life force.
The Decrepit Castle will be contestable every 1 days. Once occupied, all members of the Battalion will receive buffs.
Silent Castle+
The Silent Castle is the core used by Hela to spread death and despair. The castle is filled with undead and spirits, spreading the aura of death under Hela's control.
The Silent Castle will be contestable every 1 days. Once occupied, all members of the Battalion will receive buffs.
Palace of Despair+
The Palace of Despair is located in the center of the Strange Horror Realm. It is the source of evil power in the realm, including demonic whispers, plagues, aging, and death.
The Palace of Despair will be contestable every 2 days. Once occupied, all members of the Battalion will receive buffs.
Corrupted Church+
The Corrupted Church will be contestable every 51 hours for 1 hours. Defeat all Troops from other Teams within the Corrupted Church to temporarily occupy it. After occupying the Corrupted Church, all members of the same Team within the entire Corrupted Church area will receive the corresponding points continuously.
Dead Forest+
The Dead Forest will be contestable every 75 hours for 1 hours. Defeat all Troops from other Teams within the Dead Forest to temporarily occupy it. After occupying the Dead Forest, all members of the same Team within the entire Dead Forest area will receive the corresponding points continuously.
Manor+
In Kingdom Mayhem, when the Manor is in Tribe Territory, Tribe members can attack the Manor Leader. The first defeat of the Manor Leader will grant generous rewards, and Tribe members can individually challenge the Manor Guards. After a successful challenge, the Manor will belong to the Chief, who will automatically receive Campaign Points at regular intervals. These Campaign Points can be used to research corresponding Campaign Tech at the Campaign Totem to receive blessings from the gods.
Air Dock+
After laying down Tribe buildings and including an Air Dock among them, you can occupy the corresponding Air Dock. Through the Air Dock, you can launch troops quickly over the air to other Air Docks under your control.
Troops dispatched to Team Air Docks on the battlefield must be at least Tier 5.
Map Preview
Map Preview+
No description is included for this rule in the captured data. Check the current in-game season restrictions.
Season Restrictions
List of available Heroes+
No description is included for this rule in the captured data. Check the current in-game season restrictions.
List of available skills+
No description is included for this rule in the captured data. Check the current in-game season restrictions.
Legion Stronghold
When this Stage ends (regardless of whether the goals were achieved), all Legion Strongholds in the Strange Horror Realm will activate immediately. You can only attack a Legion Stronghold that borders your Tribe Territory.
02
Recapture the Stronghold
Ends +2d
Duration 1d ยท offsets from Stage 1 start
Kingdom Fortress
Kingdom Fortress
When this Stage ends (regardless of whether the goals were achieved), all Kingdom Fortresses in the Strange Horror Realm will activate immediately. You can only attack a Kingdom Fortress that borders your Tribe Territory.
Level 57 Elusive Guard
Level 57 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 57 Elusive Guards will randomly respawn within the Strange Horror Realm.
03
Rebuild the Fortress
Ends +3d
Duration 1d ยท offsets from Stage 1 start
Corrupted Church
Corrupted Church
When this Stage ends (regardless of whether the goals were achieved), all Corrupted Churches in the Strange Horror Realm will activate immediately. After eliminating all troops of hostile teams in the Corrupted Church, a countdown for the temporary occupation of the Corrupted Church will be triggered automatically.
Chronicle effect 23
No localized description in this snapshot.
Air Dock (Team usable)
Air Dock (Team usable)
When this Stage ends (regardless of whether the goals were achieved), Troops can use Air Docks occupied by Tribes from the same Team to Quick Travel.
04
Corrupted Church
Ends +4d
Duration 1d ยท offsets from Stage 1 start
Level 5 Pass (Single Direction)
Level 5 Pass (Single Direction)
When this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in the Strange Horror Realm will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.
Level 58 Elusive Guard
Level 58 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 58 Elusive Guards will randomly respawn within the Strange Horror Realm.
05
Breaking Through I
Ends +6d
Duration 2d ยท offsets from Stage 1 start
Plague Castle (Level 5 Castle)
Plague Castle (Level 5 Castle)
When this Stage ends (regardless of whether the goals were achieved), all Plague Castles in the Strange Horror Realm will activate immediately. You can only attack a Plague Castle that borders your Tribe Territory.
06
Plague Castle
Ends +7d
Duration 1d ยท offsets from Stage 1 start
Level 22 Damned Royal Rider
Level 22 Damned Royal Rider
When this Stage ends (regardless of whether the goals were achieved), Level 22 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal Riders consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
Level 59 Elusive Guard
Level 59 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 59 Elusive Guards will randomly respawn within the Strange Horror Realm.
07
Purify Curse
Ends +9d
Duration 2d ยท offsets from Stage 1 start
Level 6 Pass (Single Direction)
Level 6 Pass (Single Direction)
When this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in the Strange Horror Realm will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.
08
Breaking Through II
Ends +11d
Duration 2d ยท offsets from Stage 1 start
Decrepit Castle (Level 6 Castle)
Decrepit Castle (Level 6 Castle)
When this Stage ends (regardless of whether the goals were achieved), all Decrepit Castles in the Strange Horror Realm will activate immediately. You can only attack a Decrepit Castle that borders your Tribe Territory.
Level 60 Elusive Guard
Level 60 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 60 Elusive Guards will randomly respawn within the Strange Horror Realm.
09
Decrepit Castle
Ends +13d
Duration 2d ยท offsets from Stage 1 start
Level 23 Damned Royal Rider
Level 23 Damned Royal Rider
When this Stage ends (regardless of whether the goals were achieved), Level 23 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal Riders consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
10
Consolidate the Win
Ends +15d
Duration 2d ยท offsets from Stage 1 start
Silent Castle (Level 7 Castle)
Silent Castle (Level 7 Castle)
When this Stage ends (regardless of whether the goals were achieved), all Silent Castles in the Strange Horror Realm will activate immediately. You can only attack a Silent Castle that borders your Tribe Territory.
Level 61 Elusive Guard
Level 61 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 61 Elusive Guards will randomly respawn within the Strange Horror Realm.
11
Silent Castle
Ends +17d
Duration 2d ยท offsets from Stage 1 start
12
Initial Phase Settlement
Ends +19d
Duration 2d ยท offsets from Stage 1 start
Level 7 Pass (Full Open)
Level 7 Pass (Full Open)
When this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in the Strange Horror Realm will become fully open, and Passes can be attacked by all teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.
Lifting of Palace of Despair Area Restrictions
Lifting of Palace of Despair Area Restrictions
When this Stage ends, the restrictions in the Palace of Despair area will be lifted, and Tribes can build Tribe Flag Towers in the Palace of Despair area, as well as relocate there.
Chronicle effect 15
No localized description in this snapshot.
13
Breaking Through III
Ends +21d
Duration 2d ยท offsets from Stage 1 start
Dead Forest
Dead Forest
When this Stage ends (regardless of whether the goals were achieved), all Dead Forests in the Strange Horror Realm will activate immediately. After eliminating all troops of hostile teams in the Dead Forest, a countdown for the temporary occupation of the Dead Forest will be triggered automatically.
Level 24 Damned Royal Rider
Level 24 Damned Royal Rider
When this Stage ends (regardless of whether the goals were achieved), Level 24 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal Riders consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
Level 62 Elusive Guard
Level 62 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 62 Elusive Guards will randomly respawn within the Strange Horror Realm.
14
Going All Out
Ends +23d
Duration 2d ยท offsets from Stage 1 start
Palace of Despair (Level 8 Castle)
Palace of Despair (Level 8 Castle)
When this Stage ends (regardless of whether the goals were achieved), all Palaces of Despair in the Strange Horror Realm will activate immediately. You can only attack a Palace of Despair that borders your Tribe Territory.
15
Mid-Phase Settlement
Ends +26d
Duration 3d ยท offsets from Stage 1 start
Level 63 Elusive Guard
Level 63 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 63 Elusive Guards will randomly respawn within the Strange Horror Realm.
16
Breaking Through IV
Ends +28d
Duration 2d ยท offsets from Stage 1 start
17
Strategic Conquest
Ends +30d
Duration 2d ยท offsets from Stage 1 start
Level 64 Elusive Guard
Level 64 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 64 Elusive Guards will randomly respawn within the Strange Horror Realm.
18
Capturing Cities and Lands
Ends +32d
Duration 2d ยท offsets from Stage 1 start
Level 6 Pass (Full Open)
Level 6 Pass (Full Open)
When this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in the Strange Horror Realm will become fully open, and Passes can be attacked by all teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.
19
Press the Advantage
Ends +34d
Duration 2d ยท offsets from Stage 1 start
Level 65 Elusive Guard
Level 65 Elusive Guard
When this Stage ends (regardless of whether the goals were achieved), Level 65 Elusive Guards will randomly respawn within the Strange Horror Realm.
20
Breaking Through V
Ends +36d
Duration 2d ยท offsets from Stage 1 start
Level 25 Damned Royal Rider
Level 25 Damned Royal Rider
When this Stage ends (regardless of whether the goals were achieved), Level 25 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal Riders consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
21
Merciless
Ends +38d
Duration 2d ยท offsets from Stage 1 start
Level 5 Pass (Full Open)
Level 5 Pass (Full Open)
When this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in the Strange Horror Realm will become fully open, and Passes can be attacked by all teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.
22
Final Settlement
Ends +40d
Duration 2d ยท offsets from Stage 1 start
FIND YOUR NEXT OBJECTIVE
Objective directory
The interactive planner lets you search and focus every mapped objective. The directory below groups game objects by name and level; repeated sites are counted, not silently collapsed into one location.
LEVEL 8
Palace of Despair
1 mapped site
First linked milestone: after stage 14LEVEL 7
Silent Castle
2 mapped sites
First linked milestone: after stage 10LEVEL 7
Level 7 Pass
4 mapped sites
First linked milestone: after stage 12LEVEL 7
Medium Checkpoint
8 mapped sites
Timing: consult the scenario rulesLEVEL 7
Dead Forest
2 mapped sites
First linked milestone: after stage 13LEVEL 6
Level 6 Pass
8 mapped sites
First linked milestone: after stage 7LEVEL 6
Decrepit Castle
4 mapped sites
First linked milestone: after stage 8LEVEL 5
Kingdom Fortress
8 mapped sites
First linked milestone: after stage 2LEVEL 5
Legion Stronghold
16 mapped sites
First linked milestone: after stage 1LEVEL 5
Level 5 Pass
16 mapped sites
First linked milestone: after stage 4LEVEL 5
Air Dock
20 mapped sites
Timing: consult the scenario rulesLEVEL 5
Plague Castle
8 mapped sites
First linked milestone: after stage 5LEVEL 5
Small Checkpoint
8 mapped sites
Timing: consult the scenario rulesLEVEL 5
Corrupted Church
2 mapped sites
First linked milestone: after stage 3LEVEL 5
War Air Dock
16 mapped sites
Timing: consult the scenario rules
FOR YOUR TEAM, YOUR BRIEFING, YOUR ANALYSIS
Take the map with you.
High-resolution tactical maps for your teamโs plans and briefings.
123 locations mapped; 71 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.