Season 3 Week 1: Build the Engine
Plan d'exploitation jour par jour de la semaine 1 couvrant les bâtiments saisonniers, la résistance à la malédiction, les protecteurs, les vers des sables, les forteresses, les villes et l'arme du maréchal.
Build the resource engine before chasing optional power. Repair every seasonal building, take the Protector’s Field to its useful early breakpoint, unlock Blessing Fountain production, raise Curse Resistance for the next declared target and follow one alliance route through Strongholds and cities.
Your first hour
- Open the Season Calendar. Record the actual countdowns. Published historical schedules are preparation aids; the live screen decides when your warzone unlocks each mission.
- Claim the available introduction and goal rewards. Small early Mithril and Sacred Water amounts have their greatest value before production is established.
- Donate to the shared unlock missions. Week 1 begins with warzone-wide repair and donation goals for the Protector’s Field, Curse Research Lab and Blessing Fountain.
- Repair seasonal buildings immediately. A finished Fountain starts producing; an unread notification does not.
- Check the alliance order. Confirm the Alliance Center position, resistance rally leader, Stronghold route and first city window before relocating or launching.
- Kill only useful first targets. Raise seasonal zombie levels deliberately, watching Curse Resistance and stamina rather than emptying stamina on low-value repetition.


The Week 1 building order
| Priority | Building | Week 1 rule | Pourquoi |
|---|---|---|---|
| 1 | Blessing Fountain | Start production, then work towards the live level-15 Fountain unlock chain. | Every hour gained early produces Water for the remainder of the season. |
| 2 | Curse Research Lab | Raise resistance towards the next Stronghold, city or seasonal enemy called by leadership. | Being below the resistance requirement can destroy damage output regardless of visible squad power. |
| 3 | Protector’s Field | Community-tested opening plans normally take it to level 10, then pause while scarce seasonal resources fund production and resistance. | Level 10 opens the important early Protector functions without immediately competing for as much Mithril and Water. |
| 4 | Alliance Center | Relocate into its useful area and help repair it as soon as R4/R5 places the structure. | It creates shared territory, buffs and the foundation for later Spice systems. |
| 5 | Altar | Upgrade when Protector strength is part of the declared alliance plan. | It improves special seasonal troops but should not starve the opening economy. |
The Week 1 spending test: will this purchase increase production, reach a required resistance breakpoint or make the next scheduled alliance capture possible? If not, it can probably wait.
Understand the resource loop
→
→
→
Week 1 day-by-day operating plan
Repair and produce
Donate to the three Ancient Tech unlocks, repair the Protector’s Field, Curse Research Lab and Blessing Fountain, begin Sacred Water production and start Purge Action progression.
Terminez la journée avec : all available buildings repaired, production active and the alliance rally leader named.
Build the Alliance Center
R4/R5 initiates the Center placement and repair. Members relocate into the planned area, continue Fountain/Lab development and help Protector conversions when the live system requests it.
Terminez la journée avec : a functioning alliance base area and a published route towards the first city.
First city window
The commonly documented schedule opens level 1 cities around twelve hours after the Day 3 reset. Oasis activity also begins during the opening week. Check the live countdown before declaring.
Terminez la journée avec : the planned city captured, first-capture rewards claimed and greenification beginning from connected land.
Marshall’s Exclusive Weapon
Marshall’s weapon opportunity commonly arrives on Day 4. Five stars are required to activate an Exclusive Weapon. Buy or spend only if Marshall belongs in your long-term Tank plan.
Terminez la journée avec : a deliberate weapon decision—not an impulse purchase caused by a seven-day timer.
Strengthen the route
Collect every quiet Mithril source, continue Strongholds, greenify connected territory and raise the Lab towards the level 2 city requirement.
Terminez la journée avec : healed troops, full rally instructions and enough resistance for the next operation.
Level 2 city window
The documented schedule commonly opens level 2 cities around twelve hours after the Day 6 reset. Confirm protection timers, adjacent territory and siege losses before declaring.
Terminez la journée avec : a clean capture and no competing alliance declarations.
Audit and prepare Week 2
Claim weekly rankings and goals, check unresolved Vault/Compass items, review production, heal and prepare for Archaeology, Return of the Dead, higher cities, Trade Posts and Hero Swap.
Terminez la journée avec : no unclaimed rewards and a clear Week 2 upgrade target.
The events running around Week 1
| Event | What it rewards or measures | How to approach it |
|---|---|---|
| Purge Action | Your highest seasonal zombie kill and the speed of reaching it. | Push when resistance and stamina make the next level realistic; do not waste stamina repeatedly failing. |
| Digging Stronghold Clash | Alliance Stronghold level and capture speed, with daily settlement in the documented version. | Use the chosen resistance leader, fill rallies quickly and follow the mapped route. |
| Sandworm Crisis | Seasonal boss activity and rewards. | Check size, resistance and alliance positioning. Avoid unplanned attacks that disrupt scheduled operations. |
| City Clash S3 | Unlocks city levels and governs declarations/captures. | Connect territory first, verify the countdown and remember an alliance can only declare one city target at a time. |
| Build an Oasis | Greenified tiles, Profession EXP, progress and later Artifacts. | Greenify from valid connected land and follow the shared route instead of drawing isolated personal patterns. |
City and Stronghold combat
- Resistance before power: compare the target requirement with the leader’s resistance before blaming heroes or gear.
- One rally caller: early captures are faster when members join the correct rally immediately.
- One city declaration: do not trap the alliance in the wrong siege because a target looked convenient.
- Expect real troop losses: city siege rules can include direct deaths. Enter healed and with leadership approval.
- Claim everything: participation, first-capture, alliance and distributed loot rewards may live in different interfaces.
Desert Protectors: powerful, temporary and easy to waste
Official support describes Protectors as stronger seasonal soldiers created through conversion and alliance assistance. They disappear after participating in battle and cannot be healed like ordinary troops. Build the system, help conversions and preserve them for declared operations.
- Do not deliberately create troop deaths before the conversion screen confirms what will happen.
- Do not attach Protectors to ordinary farming attacks.
- Check the Protector count and unlocked skills before the alliance relies on them.
- Use leadership calls to decide between a capture, record attempt, important boss or later war.
R4/R5 Week 1 command sheet
- Publish the server-time opening windows copied from the live Season Calendar.
- Name the primary Curse Resistance rally leader and a backup.
- Place the Alliance Center and tell members exactly where to relocate.
- Map the Strongholds needed to connect level 1 and level 2 city targets.
- Assign one city declaration caller and one rally caller.
- State whether the alliance is ranking, progressing efficiently or conserving stamina in each event.
- Record target resistance, rally result, troop losses and rewards after each new capture level.
- Publish the Week 2 preview before Sunday: Oasis, Archaeology, Return of the Dead, higher cities, Trade Posts and Hero Swap.
End-of-week checklist
- Season Calendar checked and important times saved
- Protector’s Field repaired and early breakpoint reviewed
- Blessing Fountain production running continuously
- Curse Research Lab aimed at a real target
- Alliance Center repaired and members positioned correctly
- Daily Purge and Stronghold rewards claimed
- Level 1 and level 2 city operations completed or scheduled
- Marshall weapon decision made deliberately
- Oasis greenification connected to the alliance route
- Week 2 resources, healing and instructions prepared
Week 1 mistakes that cost the whole season
- Delaying Fountain production while upgrading an optional seasonal building.
- Taking the Protector’s Field beyond the planned opening breakpoint without comparing resource costs.
- Launching against a cursed target because squad power looks high.
- Emptying stamina before daily rankings or first-kill opportunities are understood.
- Buying an Exclusive Weapon pass for a hero outside the account’s long-term squad plan.
- Greenifying isolated tiles that do not help area completion.
- Failing to claim goal and alliance rewards hidden behind separate buttons.
References and evidence
- Official Last War Support — S3 Season Resources (Mithril, Sacred Water, Spices and Fountain progression).
- Official Last War Support — Desert Protector (conversion, strength, consumption and skill thresholds).
- Official Last War Support — Build an Oasis (greenification, progression and Artifact rules).
- Last War Tutorial — Season 3 Week 1 (community-recorded mission order, city timings and event windows).
- Game Zone Academy — Complete Season 3 Guide et Pre-Season Preparation.
Evidence reviewed 27 July 2026. The live Season Calendar, target panel, building costs and alliance instructions override historical timings and community recommendations.
Record this mission file
Your completion is saved privately in this browser. Sign in as a member to sync it between devices.
Was this guide helpful?
Your feedback helps us improve the next update.