MANOR QUEST
MANOR QUEST

Manor heroes. Stronger together.

Answer questions. Recruit heroes. Defend your world.

Manor Quest · Year 60 / 40 adventurers
CHAPTER 01 · The Quest Gates

Manor heroes in Manor Quest

Wave 1
Manor Quest · Hold the entrance and welcome the hero squad.

Your shared adventure begins at the gates.

Wave 1 of 10Next boss: wave 10 · Stronger enemies in every chapter
Chapter map · 300 waves +
  1. 1. The Quest Gates

    Manor Quest · Hold the entrance and welcome the hero squad.

    Waves 1–10 · Your chapter
  2. 2. The Watchtower House

    Manor Quest · Protect the house at the heart of your world.

    Waves 11–20
  3. 3. The Library Watch

    Manor Quest · Keep the story scrolls safe from the slimes.

    Waves 21–30
  4. 4. Courtyard Guardians

    Manor Quest · Protect the tiled-roof courtyard.

    Waves 31–40
  5. 5. Gatehouse Rally

    Manor Quest · Hold the curved entrance drive.

    Waves 41–50
  6. 6. Rainy Playground

    Manor Quest · Guard the playground through the rain.

    Waves 51–60
  7. 7. Sports Hall Entrance

    Manor Quest · Defend the bright green entrance hall.

    Waves 61–70
  8. 8. Sports Hall Defence

    Manor Quest · Hold the sports hall forecourt.

    Waves 71–80
  9. 9. Drop-off Courtyard

    Manor Quest · Keep the minibus courtyard safe.

    Waves 81–90
  10. 10. Evening Gate Watch

    Manor Quest · Guard the gates as evening falls.

    Waves 91–100
  11. 11. Abingdon Market Watch

    Abingdon · Guard the town-centre gathering place.

    Waves 101–110
  12. 12. County Hall Keepers

    Abingdon · Protect the museum from a wave of curious slimes.

    Waves 111–120
  13. 13. The Bun Throwing Beacon

    Abingdon · Keep the celebration supplies safe.

    Waves 121–130
  14. 14. Abbey Gardens Adventure

    Abingdon · Hold the garden paths through the next wave.

    Waves 131–140
  15. 15. Abbey Meadow Rally

    Abingdon · Build a defence beside the meadow.

    Waves 141–150
  16. 16. The Abbey Buildings

    Abingdon · Guard the old stone doorways.

    Waves 151–160
  17. 17. Abingdon Bridge Patrol

    Abingdon · Stop the slimes at the crossing.

    Waves 161–170
  18. 18. St Helen’s Wharf

    Abingdon · Protect the riverside landing place.

    Waves 171–180
  19. 19. Where the Ock Meets the Thames

    Abingdon · Hold the meeting point of the rivers.

    Waves 181–190
  20. 20. The Thames Guardians

    Abingdon · Face the riverside boss together.

    Waves 191–200
  21. 21. Oxford’s Dreaming Spires

    Oxford · Carry the Manor banner into the city.

    Waves 201–210
  22. 22. The Bodleian Bookkeepers

    Oxford · Keep the enchanted books in their reading rooms.

    Waves 211–220
  23. 23. Radcliffe Camera Watch

    Oxford · Defend the famous domed landmark.

    Waves 221–230
  24. 24. The Weston Story Vault

    Oxford · Protect the next chapter of the adventure.

    Waves 231–240
  25. 25. Ashmolean Artefact Rescue

    Oxford · Guard the gallery doors through an elite wave.

    Waves 241–250
  26. 26. Natural History Night Watch

    Oxford · Keep the slimes away from the specimens.

    Waves 251–260
  27. 27. Pitt Rivers Storykeepers

    Oxford · Protect objects and the stories they carry.

    Waves 261–270
  28. 28. The Botanic Garden Defence

    Oxford · Protect the plants with a carefully placed squad.

    Waves 271–280
  29. 29. The Science Instrument Quest

    Oxford · Guard the instruments before the final journey.

    Waves 281–290
  30. 30. Home to Manor Quest

    Manor Quest · Bring everything you have learned home for the final defence.

    Waves 291–300

Real places inspire our imaginary adventure. The battlefield layout is adapted for play. After chapter 30, Manor Legends continues with harder waves. Failed waves can always be retried.

The Manor · 100 / 100 HP
Escapes cost HP: ordinary 20 · elite 30 · boss 60. Keep the school above 0 to win.
Choose your heroes. Hold the path.24 × 18 squares · Room for the whole year
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Building the battlefield…
Open squares: place heroes Path: monsters onlyHover over a hero to see their range
Enemy field guide · 3 available enemy types

Armour changes the damage enemies take. Mix physical, magic and control weapons. Bosses have four times their type’s health; elite waves have extra health.

Meadow Slime

A steady, unarmoured scout.

Any weapon works well.Health ×1 · Speed ×1

Bramble Runner

Light-footed and quick, but fragile.

Glue and frost buy time.Health ×0.72 · Speed ×1.4

Tinback Beetle

Metal plates block 35% of physical damage.

Magic bypasses its armour.Health ×1.15 · Speed ×0.8

Your hero, your defence

0 heroes deployed · 0 in reserve

Choose your hero

Pick one of 114 heroes. Each character belongs to one classmate. Your first choice is free; changing later costs 1,000 coins.