
Weekly Alliance Event
Royal City Scramble
This is a battle of alliances within one kingdom for the Royal City. It lasts eight hours, chooses a King, and allows battles between your server's alliances.
Original images are preserved. Text within them remains in the original language.
The usual weekly turmoil on the map of your kingdom: alliances of one server fight each other, and the head of the winners becomes the King. This not the four-hour inter-kingdom phase of the War of the Kingdoms.
Take the city along with the turrets. A turret controlled by another alliance charges and fires at the Royal City garrison. The center alone cannot be held for long.
What does a commotion solve?
The head of the winning alliance receives the ravenn and the right to distribute royal chests.
The winning alliance receives the honor of being the owner of the Royal City and control of the central point.
Participants receive final rewards for the honor points they accumulate, even if their alliance did not take the city.
Who can participate and what to prepare
- Check access. The event window is shown from the level 15 Sanctuary. Before the Renaissance, alliances that own a city of level 6 participate; later the restriction is lifted.
- Free the infirmary. Most of the losses will end up there, so occupied beds will quickly stop the alliance's momentum.
- Stock up on healing boosts. Eight hours of combat are won by repeated exits, not by one strong blow.
- Appoint a collection leader. The garrison capacity of an object is determined by the size of the assault of the player who occupied it.
- Separate voice roles. One coordinator is responsible for the city, another is responsible for the turrets, the third monitors treatment and reserves.
- Think about teleports. On the cursed land you cannot turn on the shield; The Falcon Tower there stops working and stops tasks.
Battlefield
The Royal City stands in the center, with turrets all around. Marches move faster across the cursed land, so reinforcements and counterattacks come quickly.
city
Your city + your turrets: sustainable control. Your city + someone else's turret: the garrison receives heavy periodic damage.
How objects work
| Condition | What's going on | What to do |
|---|---|---|
| An ally already holds the object | The arriving detachment strengthens the garrison | Fill the facility with strong reinforcements |
| The object is held by another alliance | When you enter the battle begins | Attack in a gathering rather than in scattered campaigns |
| Alien turret against your city | After charging, the turret fires at defenders | Remove the threat until the next salvo |
| Your alliance holds the city | Control time accumulates | Renew the garrison and save turrets |
Alliance roles
Names one current target, monitors holding time and prohibits chaotic collections.
They capture the center with the best forces and set the maximum size of its garrison.
Synchronously occupy or recapture towers that threaten the city garrison.
They immediately fill occupied objects and replace wounded units before the defense drops.
Keeps free marches and strengthens the point at which the opponent's next rally is aimed.
Monitors the infirmary, notes other leaders and reports the arrival time in advance.
Battle plan for the city
Each presenter should have his own point, and the participants should have an understanding of who to strengthen first.
A city without turret cover turns into a trap for its own garrison.
Don't expect the garrison to be completely destroyed. Withdraw weakened units and immediately fill the vacancies.
Stop the gathering, which is capable of knocking out the city, and return the turrets before their next salvo.
The first alliance to reach four hours of retention wins. If no one has done this in eight hours, the longest control time decides.
Take the Royal City
- The city and turrets get separate leaders.
- Garrisons are filled immediately after capture.
- The reserve is not wasted on random fights.
- The treatment works continuously in short cycles.
- The coordinator maintains a single hold timer.
Collect personal honor points
- Move to the cursed land, remembering the absence of a shield.
- Look for resource cells with a red hammer and attack them.
- After the battle, heal in small batches of 200-300 fighters.
- Use the help of the alliance and repeat the cycle.
- Stop at 100,000 points: the maximum personal level has been reached.
Common mistakes
- Confuse the internal eight-hour turmoil with the four-hour phase of the War of the Kingdoms.
- Capture the city, leaving the turrets to other alliances.
- Send single trips against a full object instead of a general gathering.
- Introduce all units into garrisons and remain without a mobile reserve.
- Teleport to the cursed land with the expectation of turning on the shield later.
- Start the event with a full infirmary.
- Continue spending boosts after 100,000 personal points if the city is not the target.
Internal event → 8 hours → alliances of one kingdom are at war with each other → we take the city together with turrets → we update the garrisons → we keep a reserve → we close 4 hours of control → the head of the winners becomes the King.
Internal event rules verified by page Last Asylum Wiki: Royal Trouble. Practice scoring - by Royal City Scramble Event Guide. Retrieved September 18, 2026; Before starting, check the numbers with the event window of your version of the game.