Alfheim’s Defense
Alfheim’s Defense: Start Here
This is a Conquest Season of Kingdom Mayhem, fought in Alfheim, the realm of the elves, and the game's own rules decide it in one sentence: the Team that holds the level-8 Lair, Decaywood Palace, wins. Not points. Not rankings. One building, held at the end.
- Get your Chief Hall to level 24 before your kingdom enters. That is the gate. See before you enter.
- Bring a Random Relocator. Moving in is free; moving out costs one, and Fixed Relocators do not work in Alfheim.
- Play all five preparation stages. They feed your Team's ladder of buffs, and the best-ranked Teams also win an attack buff for the war. See preparation.
- Join a Battalion and stay in it. Lairs are held by Battalions, their buffs go to every Battalion member, and your summons at the end are counted from them. See Battalions.
- Awaken a Divinity as soon as you are in Alfheim. Heimdall, Tyr or Freya: one of them, chosen for how you play. The button sits on the in-season hub. See Divine Awakening.
- Earn War Merit from the first day. A Team with 0 War Merit gets no Settlement Reward.
The win condition
The Rules screen's Special Rules tab divides the kingdoms into four Teams and names the winner: the Team that holds Decaywood Palace, the level-8 Lair, wins the season. Your Team can lead every ranking list and still lose. Decaywood Palace opens late, when the Chronicles track says so, and what counts is who holds it at the end.
When the season is over, the end-of-season hub reads: “The decay and filth have been successfully cleansed, and Alfheim has returned to its former tranquility.”
What the game calls this season
The season's name is Alfheim's Defense. In full, the game's notices call it the Kingdom Mayhem Conquest Season, Alfheim's Defense. The game gives it no number: Kingdom Mayhem numbers its first three seasons and names its Conquest Seasons. The hub's header reads Conquest Season over Alfheim's Defense, and nothing else.
The premise
Darkness has covered the realm of the elves. The dark elves are spreading decay and filth through Alfheim, and the Rules screen opens by asking you to help defend it. The source is at the very center: Decaywood Palace, which the game describes as standing at the heart of Alfheim and draining the life out of the whole realm. The Lairs around it are tainted by the same rot, and they open, level by level, before the Palace does.
How the season is shaped
| Layer | What it is |
|---|---|
| Four Teams | Inferno, Boulder, Torrent, Hollow, two kingdoms each — see the four Teams |
| Battalions | Tribes of one Team, sharing the Lair bonuses — see Battalions |
| A preparation event | Erosion of the Dark Forest: five stages on a Day 1 to Day 9 track, scored Team against Team — see preparation |
| A Divinity for every Chief | Divine Awakening: Heimdall for rallies and garrisons, Tyr for battles on the map, Freya for gathering and Team buffs — see Divine Awakening |
| A staged quest track | Chronicles, with Solo, Tribe, Team and Battalion quests. One of its stages opens Decaywood Palace — see Chronicles |
| A Lair ladder | Poison Insect Lair (level 5) → Poison Ivy Lair (6) → Corrupt Insect City (7) → Decaywood Palace (8), plus two timed battlefields — see the Lairs |
| A five-day summon | After the season, the Hall of Valor opens a 5-day Season Summon, paid out by the Lairs your Battalion held — see the Season Summon |
What will catch you out
- Four Teams, not two. There are three enemy Teams, and two of them can gang up on you.
- Lairs open one level at a time. The hub's strip opens the Poison Insect Lair first, then the Poison Ivy Lair, then Corrupt Insect City, with the Passes opening level by level along the way.
- The three lower Lairs can change hands every day. Poison Insect Lair, Poison Ivy Lair and Corrupt Insect City are each open to contest every day. Holding one once is not holding it.
- You can only attack Decaywood Palace from your own border. Its side must touch your Tribe Territory. Build toward it before it opens.
- Your summons are earned by your Battalion. The Season Summon count each member gets is set by the level and number of Lairs the Battalion holds at the end.
Where to start reading
- Not in yet? Before you enter, then preparation.
- Just landed? The schedule, then your Team, then the map.
- Playing daily? Every login.
- Leading a Tribe? For tribe leaders.
- In a hurry? Always and never is this whole guide on one page.
- Don't bring a plan from an earlier map. The Lairs, the field enemies, Divine Awakening and the win condition are all set by this season's own Rules.
- Don't chase a ranking at the expense of the Lairs. Rankings pay; Decaywood Palace wins, and the Lairs pay your summons.
- Don't fight the kingdom you are paired with. You share a Team, its points and its settlement result.
- Don't arrive without a Random Relocator. It is the only way out before the season ends.