Intruder

"Intruder" is a special event that originally ran May 7-31, 2020 (originally scheduled to end on May 27, but extended). In it, you battle against the forces of Chancellor Doomerville to obtain special exclusive rewards. The event features a special campaign, which continues the storyline from the end of the "Revival" mission, in which the special unit "Phantom" infiltrates the Reinstein fortress to liquidate Chancellor Doomerville and his lieutenants. For the official announcement and details, the official post is here and the updated announcement is here. In 2021, the event was relaunched, running from April 29 to May 25. No changes were made to the event in the 2021 version. The event reappeared in 2022 from August 12 to September 1, again with no changes to the event.

## Campaign

The campaign contains 20 areas increasing in difficulty, spiraling through the rooms of the fortress (starting at the lower left) to reach the throne room in the center. The first area is free, but the rest must be unlocked using special materials from the event, either Tokens of Dominion Guard  or Lieutenant stripes . There is no heroic mode for the campaign.

As with all special events, you do not have to unlock the maps in order, but they naturally increase in difficulty and rewards. If you do not have the necessary tokens or stripes, you can also substitute gold for the unlock costs, at the rate of 5 gold per token or 25 gold per stripe. Be warned that five of the maps require lieutenant stripes to run even after they have been unlocked.

In "Commendable prudence", "Honored reward", and "Keller", you will face the enemy heroes General Singer, General Adler, and General Keller, respectively, and receive a special chest as a reward. Finally, the last level features Doomerville himself in a special golden tank.

To reflect the fact that this is a small elite unit working in a fortress, your troop deployments in most maps are quite small -- often you will only be able to take a few units, and vehicles and supports are not available throughout the campaign. On the other hand, the last map has an extra-large troop loadout that extends to a second screen. Make sure to check this screen too, so that you don't take any troops that you didn't want.

Most levels drop exactly one security chest as a reward; in the cases where more than one is possible, the relative probabilities are listed in the table below. As mentioned, the levels with Singer, Adler, and Keller drop their own special chests, and the final level drops both a Security chest IV and Doomerville's chest.

Some maps (the four that require stripes to run other than the last map) feature a special lieutenant enemy; if you kill him, you receive an additional bonus. This bonus is, however, simply another chest with the same rarity as the regular chest drop from the mission, so given the rarity of stripes, this is almost certainly not worth it.

* The base chance is supposed to be 15%, but in this level (unlike all other levels) the chest and the stripe are mutually exclusive, so since you always get the chest, you will never get a stripe in this level.

## Event resources

The various items that can be obtained through the event are as follows:

Tokens of Dominion Guard are awarded from each battle you win, with more awarded as you get to the more difficult battles later in the campaign. They are used to unlock most of the maps in the event, as well as to purchase items in the shop.

Lieutenant stripes have a chance to drop from most battles that you fight, but with only one possible and the chances relatively low, they are considerably rarer. They are used to unlock some of the later maps in the event. The maps with Doomerville lieutenants, as well as Doomerville himself, require these both to unlock and to run. Finally, they are used to unlock some of the more powerful items in the shop. Tokens can be exchanged for stripes in the shop at the rate of 100  for 10 .

Finally, there are several different kinds of chests available. There are four levels of security chest (I, II, III, and IV); you will always get exactly one for each level beaten (except for the three that drop special chests), with a better chance to get higher level chests on later levels. These contain keys and punch cards that can be used to open Doomerville's safe; for more details, see the section below. Singer's, Adler's, and Keller's chests are dropped in the levels where you defeat them ("Commendable prudence", "Honored 'reward'", and "Keller", respectively), and contain rare Doomerville master keys in addition to the regular keys and punches. Defeating Doomerville himself in the last level yields both a security chest IV and a Doomerville's chest, which contains a Doomerville master key.

## Event shop

The items available in the shop are as follows. As is the case for many events, the more powerful items must first be unlocked with resources gained during the event. For this event, lieutenant stripes  are used to unlock shop items. Note that the prices of Chancellor Doomerville and the skins were changed several times during the event; the prices listed here reflect the current price. The last page in the shop, containing the two tank skins, Betrayal, and the Conqueror Marks, was added in the May 22 update.

## Doomerville's safe

During the event, Chancellor Doomerville's safe appears in the base. Using the keys, punch cards, and master keys you get from the special event chests, you can progressively unlock the safe, providing daily and one-time rewards. The mechanics of the chest are similar to the Christmas tree from the Blood on the Snow event.

There are five levels of each possible unlocking tool, and they drop from the chests as follows:

* Security chest I (15m): 1 level I+ key
* Security chest II (30m): 1 level I (50%) or II (50%) key, and 1 level I punch card
* Security chest III (1h): 1 level II (50%) or III (50%) key, and 1 level I (50%) or II (50%) punch card
* Security chest IV (1h30m): 1 level III (50%) or IV (50%) key, and 1 level II (50%) or III (50%) punch card
* Singer's Chest (instant): 1 level I (93%) or II (7%) Dumerville master key, and 1 level I+ key
* Adler's Chest (instant): 1 level I (85%) or II (15%) Dumerville master key, 1 level II (50%) or III (50%) key, and 1 level I (50%) or II (50%) punch card
* Keller's Chest (instant): 1 level I (67%) or II (33%) Dumerville master key, 1 level III (50%) or IV (50%) key, and 1 level II (50%) or III (50%) punch card
* Doomerville's Chest (instant): 1 level I (64%), II (31%), or III (5%) Dumerville master key

+Note: for these two drops, if you get a key to the east block, it will be level II instead.

There are ten different keys, and ten spots for them (the ten around the perimeter of the safe): keys to the north, northeast, east, southeast, south, southwest, west, northwest, upper, and lower block. Similarly, there are four punch cards, and four spots for them: infantry, stormtrooper, ranger, and crusader lieutenant punch cards. Finally, the spot in the center is reserved for the master key.

Tools may also be exchanged for tools of the next level up, at the rate of 5 keys or punch cards (they don't have to be the same) for one of the next level. Master keys can only be exchanged for other master keys, at the same rate.

The unlock level of the safe is determined by the total value of all the tools, with level I keys and punch cards counting as 1 point, level II as 2 points, etc. The master keys count as 5 points per level, except that level IV and V master keys are worth 25 and 30 points, respectively. In order to get the highest level and unlock Mergen Dordge as the special reward, you must have all slots filled with level V tools.

## End of event rewards

At the end of the event, additional rewards were given out based on the total ranking, as determined by the number of tokens  accumulated. The overall rewards were as follows:

 176-525 | * **Resources**: 750 , 750 , 750 , 750 , 750
 526-1050 | * **Resources**: 1000 , 1000 , 1000 , 1000 , 1000
* **Items**: 20 damage manuals, 20 armor manuals, 20 health manuals, 20 accuracy manuals, 20 skills manuals, 20 evasion manuals, 30 keys, 20 resonators, 20 flywheels
 1051-2100 | * **Resources**: 1250 , 1250 , 1250 , 1250 , 1250
* **Items**: 30 damage manuals, 30 armor manuals, 30 health manuals, 30 accuracy manuals, 30 skills manuals, 30 evasion manuals, 40 keys, 30 resonators, 30 flywheels
 2101-3500 | * **Resources**: 1500 , 1500 , 1500 , 1500 , 1500
* **Items**: 40 damage manuals, 40 armor manuals, 40 health manuals, 40 accuracy manuals, 40 skills manuals, 40 evasion manuals, 50 keys, 40 resonators, 40 flywheels
* **Units**: 5x Gas bomb, 5x Armageddon, 7x Captured "Battleship", 7x "Lightning" troop defector, 7x "Rage of the Dominion" deserter, 13x "Dominion fist" defector, 13x "Phoenix" defector
 3501-5250 | * **Resources**: 1750 , 1750 , 1750 , 1750 , 1750
* **Items**: 50 damage manuals, 50 armor manuals, 50 health manuals, 50 accuracy manuals, 50 skills manuals, 50 evasion manuals, 60 keys, 50 resonators, 50 flywheels
* **Units**: 7x Gas bomb, 7x Armageddon, 10x Captured "Battleship", 10x "Lightning" troop defector, 10x "Rage of the Dominion" deserter, 15x "Dominion fist" defector, 15x "Phoenix" defector
 5251-7000 | * **Resources**: 2000 , 2000 , 2000 , 2000 , 2000
* **Items**: 60 damage manuals, 60 armor manuals, 60 health manuals, 60 accuracy manuals, 60 skills manuals, 60 evasion manuals, 80 keys, 60 resonators, 60 flywheels
* **Units**: 10x Gas bomb, 10x Armageddon, 13x Captured "Battleship", 13x "Lightning" troop defector, 13x "Rage of the Dominion" deserter, 17x "Dominion fist" defector, 17x "Phoenix" defector
 7001+ | * **Heroes**: Mergen Dordge
* **Resources**: 2500 , 2500 , 2500 , 2500 , 2500
* **Items**: 75 damage manuals, 75 armor manuals, 75 health manuals, 75 accuracy manuals, 75 skills manuals, 75 evasion manuals, 100 keys, 75 resonators, 75 flywheels
* **Units**: 15x Gas bomb, 15x Armageddon, 15x Captured "Battleship", 15x "Lightning" troop defector, 15x "Rage of the Dominion" deserter, 20x "Dominion fist" defector, 20x "Phoenix" defector
* **Equipment**: 1x Trench helmet, 1x "EDC", 1x Armored officer's coat, 1x Sapper shovel

## Detailed map information

The tables below give more detailed information on each map, including the description, troop loadout, and specific details on the levels of the enemy troops.

 **Strategic points** | 1x Field healing, 1x Victorious courage

 **Strategic points** | 1x Machine gun, 1x Field healing

 **Strategic points** | 2x Machine gun

 **Strategic points** | 1x Machine gun, 1x Mortar

 **Strategic points** | 1x Victorious courage

 **Strategic points** | 1x Field healing

 **Strategic points** | None

 **Strategic points** | 2x Victorious courage

 **Tips** | * This map has three Dominion turrets that will shoot at your hero for the entire battle. They are on an inaccessible ledge above the rest of the room.
* If your hero cannot survive the turrets for long, plan to bring troops that will allow you to end the battle quickly.
* Long-range units can also destroy the turrets. Regular rangers can only reach the first two, but better sniper units can get all three.

 **Strategic points** | None

 **Strategic points** | 1x Field healing, 1x Victorious courage

 **Strategic points** | 2x Victorious courage

 **Strategic points** | 1x Victorious courage

 **Strategic points** | 1x Victorious courage

 **Strategic points** | 1x Field healing

 **Strategic points** | None

 **Strategic points** | None

 **Strategic points** | 1x Victorious courage

 **Strategic points** | 1x Field healing

 **Tips** | * To win, you must defeat the Golden Menno Doomerville boss, which has 600,000 health.
* The Golden Menno Doomerville does damage similar to a Fighter level convoy boss.
* Enemy troops will be deployed from their spawn circle. The enemy will run out of troops around 3:30 left on the clock.
* The Golden Menno Doomerville forecasts its attack with an animation of the commander popping out of the cupola.
* Unlike a normal mission (but like a convoy mission), losing your hero does not result in an immediate loss.