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Hall of Chief Event Guide

The Hall of Chief event is the most important event for early and mid-game progression in Whiteout Survival. With proper planning and resource management, you can maximize your points and rewards, giving you a huge advantage as a free-to-play or almost free-to-play player.

What to Save Before Hall of Chief

To get the most out of Hall of Chief, save the following until the event starts:

  • Building Upgrades: Command Center, Storage, Infirmary, and Barricade. These buildings give a lot of power—do not upgrade them before Hall of Chief begins.
  • Research: Hold off on Battle and Economy research trees, as these give the best points during the event. For Growth research, only unlock the first Command Tactics and keep the rest at level one (except Tooling Up for construction time reduction).

  • Hero Shards: If you’ve bought both March and Construction packs, you’ll have Natalia shards. Do not unlock or upgrade Natalia—she is not useful for F2P, and her shards are best saved for the Hall of Chief shards day. You should also aim to have at least 150 Gina shards by the second day of the Hall of Chief event, as these will be used to maximize your points during the shards stage.

  • Speedups: Save all speedups for use during the event.
  • Troop Upgrades: Hold off on major troop upgrades until Hall of Chief.

Do not save upgrades for resource buildings and shelter—upgrade these as soon as possible. Reaching Shelter level 9 or 10 early guarantees 100 gems daily from Chief Approval Rating and ensures a good supply of resources.

Steel Management:
- For all resource and shelter upgrades that require steel, only upgrade to max level 5 until the end of Hall of Chief. Afterward, you can aim for 10, then 15, then 20. Steel is in low supply and is needed for research, which gives a better steel-to-power/points ratio.

Hero Shard Strategy

  • Natalia: Save all shards and do not unlock or upgrade her until the Hall of Chief shards day.
  • Other Heroes: Only 1-star the top 5 arena heroes (Molly, Sergey, Bahiti, Cloris, Smith) before Hall of Chief. This helps you reach at least top 100 in Arena daily, and possibly top 50 if you time your attempts well (try to do your last 3 attempts in the final 50 ranks).
  • Gem Usage: Do not use gems for more than 3 extra Arena attempts per day.
  • After Hall of Chief: Focus on Sergey, Jessie, Gina, Molly, and Bahiti. For more details, see the Heroes Guide in the Heroes tab.

Day 1 Hall of Chief: Power Push

  • Plan to finish Furnace 16 at UTC 00:01 on the first day of Hall of Chief.
  • Aim to complete Embassy 16 and Furnace 17 by UTC 23:59 on the same day.
  • As soon as Furnace 16 is done, immediately start Embassy 16 and troop camp upgrades to unlock Tier 6 troops.
  • Once these are started, you can begin upgrading all other buildings and research you have saved.
  • Prioritize research upgrades during Hall of Chief, as they offer the best steel-to-points ratio.
  • Use speedups and saved resources efficiently to maximize your score.
  • To make full use of alliance help, always wait to receive all available helps before using speedups. For example, if an upgrade takes 5 hours and your alliance help cap is 25, wait until you have 25/25 helps (usually 30–45 minutes) before speeding up the rest.
  • Do not wait until the end of the day to rush all your speedups. Use speedups as soon as you receive full alliance help for each upgrade or research. Rushing everything at the end wastes speedups because you won't have time to benefit from alliance help reductions.
  • With proper management of your upgrades and limited use of building speedups, your timing should align so that Furnace 16 finishes early on the first day of Hall of Chief, setting you up for optimal progression.
  • Do not speed up past Furnace 17—you will not be able to reach Furnace 19 before day 3 for the troop training stage. Even if possible, it is too wasteful in terms of speedups. Instead, aim to hit Furnace 19 at UTC 00:01 on the last day of Hall of Chief.

With good preparation, you should be able to aim for top 10 in Hall of Chief on day 1, as long as you have saved well.

Day 2 Hall of Chief: Shards, Wheel, and Gathering

Day 2 of Hall of Chief focuses on hero shards, the wheel event, and gathering. Here’s how to optimize as a free-to-play player:

  • Wheel Event: As F2P, it is recommended not to spin the wheel at all, not even the free spin. Save your free spin tokens for Generation 2 (Flint), where they will have more value.
  • Shards: Use the hero shards you have saved, especially Gina shards (usually obtained the day before Day 2). Immediately level up Gina’s first skill in Expedition when the day starts. At this point, you should have around 150 Gina shards, making her 3 stars.
  • Pregathering: Try to time your marches so all troops return to base from gathering at UTC 00:01. Spend the next 1–2 hours joining Gina rallies, finishing intel missions, and using Gina with saved stamina.
  • Gathering: After completing all 50 rallies, activate the city bonus gathering speed for 8 hours (never use the 24-hour bonus). Here’s why:
    • If you send your troops out 10 minutes before the 8-hour buff ends, the gathering speed bonus applies as long as the troops reach the resource tile before the buff expires. For example, if gathering takes 3 hours, you get 8 + 3 = 11 hours of boosted gathering.
    • By using two 8-hour gathering buffs (total 16 hours), you can cover 22 hours of boosted gathering with just 500 gems, instead of spending 600 gems for a single 24-hour buff.
  • Order of Actions: Once you finish all Gina rallies and intel missions, start your gathering runs with the 8-hour city bonus active.

With this approach, you can typically aim for top 20–50 in the rankings for Day 2. If you are lucky and efficient, you might even reach the top 20, but it is unlikely to get top 10 since you are not spinning the lucky wheel.

This approach maximizes your points and rewards for Day 2 while conserving resources and gems for future events.

Day 3 Hall of Chief: Troop Training and Promotion

Day 3 focuses on troop training, and the strategy is similar to gathering: time your troop collection for UTC 00:01 to maximize your points and event duration.

  • Troop Promotion vs. Training: Always prioritize promoting existing troops over training new ones. Promoting troops gives more points per resource and time spent compared to training from scratch.
  • For example, if you have unlocked Tier 7 troops, first promote all Tier 6 to Tier 7, then promote Tier 5 to Tier 7, and so on. Only start training new Tier 7 troops after all possible promotions are done.
  • Timing: Queue up troop promotions and training so that you can collect them right at UTC 00:01 when the event stage begins. This ensures you get the maximum points as soon as possible.
  • Troop Numbers: By this point in the event, as long as your camps have not been idle, you should have around 80,000 troops ready for promotion and training.
  • Speedup Management: Do not use all your speedups on Day 3. Save about 60% of your speedups for the last day. While training troops on the last day gives slightly fewer points, the goal is to reach Furnace 19 and unlock Tier 8 troops on the final day. Saving speedups allows you to train Tier 8 troops, which are valuable for both Hall of Chief points and preparing for Crazy Joe after the event.

With this approach, you can typically aim for top 50 in the rankings for Day 3.

This method ensures you get the most points for your resources and time, while also preparing you for the final push and future events.

Day 4 Hall of Chief: Beast and Polar Rallying

Day 4 is focused on rallying Beasts and Polar Terrors. If you count the points, Polar Rallying gives 90k points while Beast gives 30k. Polar rallies cost 25 stamina (23 with Gina), and Beast rallies cost 10 stamina (9 with Gina), making Polar rallies much more efficient for points.

How to Optimize Day 4

  • Prioritize Polar Rallies: Always prioritize Polar rallies over Beast rallies, as they give three times the points per rally.
  • Stamina Management: The day before, do not claim the 120 Patrick stamina from daily rewards. Let your stamina naturally regenerate up to 200, and only claim the 120 Patrick stamina at 23:59 UTC the day before Day 4. This allows you to start Day 4 with up to 320 stamina.
  • Early Rallying: At the start of Day 4, immediately use Gina to call Polar rallies and get your stamina below 200 as quickly as possible (since stamina does not regenerate above 200). Use your other marches to join as many rallies as possible.
  • Efficient Use: Always use Gina for Polar rallies to reduce stamina cost and maximize the number of rallies you can do.
  • Stamina Can Limit: With a maximum of using 10 stamina cans, try to aim for top 50 in the rankings for Day 4 as well.
  • Intel Mission Timing: The second last and last intel missions can be delayed until the next day. Check the expiry time to ensure they do not expire before the next day, allowing you to save stamina for Polar Terror rallies at the start of the new day.

By following this strategy, you maximize your points from rallying and make the most efficient use of your stamina on Day 4.

Last Day of Hall of Chief: Furnace 19 and Tier 8 Troops

On the final day of Hall of Chief, your main goal should be to reach Furnace 19 at UTC 00:01. The moment Furnace 19 is completed, immediately start upgrading your Embassy and troop camps to unlock Tier 8 troops.

  • Upgrade Order: Begin with the Infantry Camp first, as you want the highest number of infantry for your troop composition. Infantry are the backbone of most formations and will be the most useful for both defense and events like Crazy Joe.
  • Continue with Other Camps: After Infantry Camp, proceed to upgrade the Marksman and Lancer Camps as resources and speedups allow.
  • Start Training Tier 8 Troops: As soon as each camp reaches level 19, start training Tier 8 troops right away. Use the speedups you have saved (about 60% from previous days) to maximize the number of Tier 8 troops you can produce before the event ends.
  • Maximize Points: Training Tier 8 troops on the last day will give you strong points for Hall of Chief and also prepare you for upcoming events.

By following this plan, you ensure you get the most value from your upgrades and speedups, and set yourself up for success in both Hall of Chief and future alliance events.

Ultimately, by following all these strategies, you should aim for top 20 overall in Hall of Chief. The majority of your points will likely come from the first day, so strong preparation and execution early on are key to securing a high final ranking.

For a detailed power breakdown and more tips, refer to the Hall of Chief wiki page.