A Prickly Business

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A Prickly Business
Co-op Campaign: Floran, Mission 2



At the heavily protected Reserves, the arrival of the Outlaws has been anticipated by the Floran Commanders.
Objectives
Wulfar and the Twins must clear the vines protecting the treasure by destroying both enemy Strongholds.
Structures
14
4
--
2
--
--
--
--
Information
Map Type: Co-op Campaign
Fog of War: No
Reward Stars:  (14 Turns)
S-Rank: 12 Turns
Previous Map
Next Map
❮ Fog and Forest
Rendevous ❯


A Prickly Business is the 2nd mission of the Floran route in the co-op campaign.

You play as Wulfar and the Twins battling to reach the Iron Root reserves of the Floran, under the guard of Greenfinger and Nuru.

Objective[edit]

Victory: Reach the Treasure, and have both Wulfar and the Twins escape.

Defeat: Wulfar or the Twins are defeated.

Completion Rewards[edit]

Rank Turn Requirement Rewards
E
D 26
C 22
B 17
A 14
S 12

Unlocks[edit]

Map[edit]

A Prickly Business map

The path across the river is initially blocked by vines. These vines take no damage and remain full health indefinitely. Vines on the bridge are removed by destroying the Stronghold nearest to them, while both Strongholds must be destroyed to access the treasure.

All units and structures on the central island begin inactive, they will not move, attack, or use Groove. However, they can be activated through several means. Upon destroying a Stronghold, Greenfinger and Nuru will begin to move on the players, and Nuru may use her Groove. Upon destroying both Strongholds, Greenfinger will also enable his Groove. Damaging either Commander will also allow them to advance on the players early. Damaging any of the 4 units surrounding the treasure will enable them to advance upon the player. Lastly, taking a Barracks or a destroying a Stronghold will activate all units and structures on the central island--but Nuru and Greenfinger will not use Groove until their respective amount of Strongholds are destroyed.

After taking the treasure, a highlighted zone appears, where both Wulfar and the Twins must reach to complete the mission. This will begin enemy reinforcements, with a Giant, Mage, and Archer each former Stronghold's corner to the North-East and South-West. Additionally if one (and only one) Commander is defeated, an extra Giant and Mage will spawn at the North of the centre island. Afterwards, if the enemy has less than 8 units on the map, for the first time they will spawn 2 Warships, then they will spawn additional Giants, Cavalry, and Mages, across the map on all subsequent times, creating an infinitely replenishing army.

Greenfinger and Nuru do not need to be defeated to complete the mission, and defeating both of them does not grant an automatic victory.

The weather is Severe for the first two turns, after that it becomes Always Sunny. Upon taking the treasure, the next turn and all subsequent turns will have Severe weather. However, Severe weather does not affect Riflemen.

Story[edit]

13th May, Iron Root Reserves

As Wulfar and the Twins move towards the Iron Root, they are spotted by Nuru's scouts. With this intel, Greenfinger and Nuru position themselves at the Iron Root to defend against the Outlaws. The Iron Root is protected by extremely powerful vines, so the Outlaw family prepares a pincer strike, to take out the key Strongholds defending the treasure.

After successfully escaping the Gloomwoods with the Floran treasure, Errol and Orla reflect on their skills and differences from Wulfar, but are interrupted yet again by Vesper arriving to receive her gold. Now three of the heists are complete, they need only one more to pay Enid's ransom.

Strategy[edit]

Dialogue[edit]

Opening Cutscene
(Enter Nuru)

Hey!

Nuru! I thought you had gone westward to hunt in the Lost Leagues?

And I thought you were at the Great Tree!

Anyway, never mind that - it's lucky I ran into you.

Lucky? How so?

Scouts just told me there's a band of Outlaws working their way north through the Gloomwoods.

From the path they're taking, it sounds to me like they're heading for Iron Root.

The gold reserves...

Yeah!

And guess what? The scouts say one of the Outlaw chiefs has come in person!

And this is cause for excitement?

Yeah! I reckon we're in for a pretty good fight!

...I suspect you're right.

Can't let those Outlaws get their mitts on our gold!

Quite so.

Let's put the pedal to the metal!

(Exit Nuru)

Slasher: ...?

Stabber: Metal petal?

Judging by the context, I believe she means us to make haste.

Mission Dialogue

Introduction Dialogue

Ready, you two? Here's the plan...

The Vines surroundin' the hold are impenetrable.

But they're fed by the roots of the Western and Eastern Strongholds...

So if we destroy the Strongholds, we destroy the Vines.

Then we can grab the gold and run. Escape boats will arrive for us when the time comes.

Got it, Da!


Start of enemy Turn 2

Hmm... A pincer manoeuvre...

They've certainly thought this through.

But they're vastly outnumbered... and they have to get past the two of us too!

Yes. Perhaps they are not as wily as they think...


Destroy Western Stronghold

That's the Western Stronghold defeated. Goodbye, Vines.


Destroy Eastern Stronghold

We chopped down their Stronghold! We're a couple o' wee lumberjacks!

...How old are you two?

Ten.

And a half!

But we're very mature for our age.

Aye! Me especially.


Destroy 1 Stronghold

(Outer vines disappear)

It's workin', kids.

Hmph. They've taken down one of the Strongholds. Just one left.

Just one Stronghold, yes. But also you and I. They still have to get through us.

That was some brilliant tough guy talk.

Thank you. I've been practising.


Destroy both Strongholds (No commanders defeated)

(Inner vines disappear)

We've done it, weans. Time to take the gold.

The vines are gone!

Let's get 'em Greenfinger!


Destroy both Strongholds (Nuru defeated)

(Inner vines disappear)

We've done it, weans. Time to take the gold.

Stop! That gold belongs to the Floran!


Destroy both Strongholds (Greenfinger defeated)

(Inner vines disappear)

We've done it, weans. Time to take the gold.

Keep your mitts off your gold!


Destroy both Strongholds (Nuru and Greenfinger defeated)

(Inner vines disappear)

We've done it, weans. Time to take the gold.


Ally unit reaches treasure

You should know that the Floran do not suffer thieves gladly.

And you should know that we're not leavin' without that gold.

It seems my warning has fallen on deaf ears. I had to try.


Commander reaches treasure

Gold grabbed!

Succinctly put. Which is good, because this is no time for dallyin'.

(Barges arrive)

We have to get ourselves to the boats.


End of enemy turn after treasure is taken

(Enemies spawn)

They're bringin' in reinforcements. Get to the boats.


End of enemy turn, when below 8 units (after treasure is taken)

Warships?! More reinforcements?! How many Floran are there in these woods?!


Defeat Nuru (First Commander)

Nuru! Are you alright?

I will be... but they're tougher than they look...


Defeat Nuru (Second Commander)

We're not gonna let you get away with this. You just wait!


Defeat Greenfinger (First Commander)

Greenfinger!


Defeat Greenfinger (Second Commander)

My people will not forget the wrongs you have done them.


Wulfar escapes (First Commander escaped)

Hurry up, kids. I need youse on that boat!


Errol and Orla escape (First Commander escaped)

We made it onto the boat, Da! We're ready to go when you are!


Wulfar and the Twins escape

All aboard!

Anchors aweigh! Quick!


Wulfar is defeated

Da!!


Errol and Orla are defeated

Errol! Orla!

Completion Cutscene

That was tough...

Those Florans are no joke.

(Enter Ranger)

Outlaw: Chief, We've got a problem.

Outlaw: A wheel's come off the loot wagon. We need someone to lift the cart so we can fix it back on...

(Exit Ranger and Wulfar)

One day, I'm gonnae be big enough to lift a wagon!

Hmph...

Why're ye poutin?

I dinnae think I'll ever be like Da...

. . .

Well, ye're a wee magician wi' a pretty necklace, and Da's a bloomin' great giant wi' a hammer! What d'ye expect?

There's no need to pile it on...

I wasnae!

I just meant... I just meant that ye do yer own thing...

I do too - everybody does.

Aye, but you could shoot a flea off a dog's back at seventy paces...

And YOU can shoot MAGICAL MISSILES out of a COIN!

Och, aye! Just never the missle I'm tryin' to shoot!

Errol, yer always moanin'!

Shut yer gob or I'll shoot ye in the face.

(Vesper appears)

Now that I'd like to see.

Da!!

(Enter Wulfar)

Ye alright, kids?

Aye.

I've not touched a single cyan hair on their teeny tiny heads.

I'm just here for the gold.

Follow me.

(Exit Wulfar and Vesper)

Ye reckon ye could hit her wi' a fireball?

Not on purpose.

...Probably for the best. We still dinnae know where she's keepin' Enid.

Unused Dialogue

Wulfar's Stronghold is destroyed

They've taken out the Stronghold. We're beaten, weans.

Errol and Orla's Stronghold is destroyed

Oh no! Our Stronghold!

Trivia[edit]

  • This is the only mission to feature multiple enemy strongholds at once.
  • The map likely originally included Ally Strongholds to be defended, based on unused dialogue.