Lord of the Dead
Lord of the Dead | ||
Campaign: Act 1, Mission 4 | ||
With Cherrystone overwhelmed, Mercia must get her people to safety. | ||
Objectives | ||
Safely evacuate all villagers and escape Cherrystone! Get Mercia to safety! | ||
Structures | ||
Information | ||
Map Type: | Campaign | |
Fog of War: | No | |
Reward Stars: | (13 Turns) | |
S-Rank: | 11 Turns | |
Unlocks | ||
Aurania codex entry Arcade mode unlock | ||
Previous Map |
Next Map | |
❮ Worst Enemies Forever |
Beyond the Border ❯ |
Lord of the Dead is the 4th mission in Act 1 of the single player campaign.
You play as Mercia evacuating villagers away from the Felheim legion, before their main forces arrive.
This mission functions as a tutorial for Wagons and commander Grooves.
Objective[edit]
Victory: Safely evaculate all villages and escape Cherrystone.
Defeat: Mercia or any villager is defeated, OR the villagers are left stranded by not moving them from the West road
Completion Rewards[edit]
Rank | Turn Requirement | Rewards |
---|---|---|
E | ||
D | 24 | |
C | 20 | |
B | 15 | |
A | 13 | |
S | 11 |
Unlocks[edit]
- Arcade mode.
- Lore for Aurania in the codex.
- Access to Act 2: Mission 1, Beyond the Border.
Map[edit]
Villagers to be rescued appear on the West road edge at the end of the player's turn on turns 1, 3, 5, 7, and 9.
From Turn 9 and onwards, the weather will change from Always Sunny, to Always Severe (Raining). This will cause Archers to have reduced range.
At the end of certain enemy turns, enemy reinforcements will arrive at the edges of the map. These reinforcements are listed below:
- Turn 1: South: 2 Soldiers and 1 Archer.
- Turn 2: North-West: 1 Soldier, 1 Spearman
- Turn 3: South: 1 Soldier, 2 Spearmen
- Turn 4: North-West: 1 Soldier, 1 Spearman
- Turn 5: South: 2 Soldiers, 1 Cavalry
- Turn 6: North-West: 1 Soldier, 1 Archer
- Turn 7: North-West: 1 Cavalry
- Turn 8: South: 1 Archer, 2 Spearmen
- Turn 10: North-West: 1 Archer, 2 Spearmen; South: 1 Soldier, 2 Archers, 2 Spearman, and Valder
- From Turn 11 and any future turn when Valder has less than 9 units:
- North-West: 1 Soldier, 1 Spearman
- West: 1 Soldier, 1 Archer
- South: 2 Spearmen, 1 Cavalry
Story[edit]
10th June, Greensweep
Valder's army has invaded with full force, and the villagers on the outskirts of Cherrystone are in danger. Mercia personally supports the villagers evacuating Cherrystone. With the power of the Fell Gauntlet, Valder could not be stopped, and continues his advance without resistance.
Having safely escaped, Mercia and Emeric seek reinforcements to help them reclaim Cherrystone. Emeric suggests they seek Empress Tenri of Heavensong, an old friend of Mercival's, far East of Cherrystone. Though far, they continue onwards to seek aid, and hope to return with a capable force. But as they enter the Northern woods, a mysterious shadow trails behind them.
Strategy[edit]
Community Guides[edit]
Title | Author | Date | Link | Additional notes |
---|---|---|---|---|
Wargroove [Switch] - Act 1 Walkthrough - S Rank | D4veY's Guides | 5 February 2019 | YouTube | Outdated (Version 1.3) |
Wargroove - THE COMPLETE S-RANK GUIDE | horheristo | 13 February 2019 | YouTube | Outdated (Version 1.3) |
Kitsune's Campaign S Rank Strategies and Walkthroughs | Kitsune (AKA ophelia arcadia) |
27 December 2019 | Steam Community | Outdated (Version 1.3) Includes videos |
Wargroove Walkthrough and Guide | Haeravon | 10 March 2019 | neoseeker | Outdated (Version 1.3) |
Wiki Guides[edit]
No guides are written yet. Feel free to contribute by adding your own!
Dialogue[edit]
- (Enter Valder and Felheim army)
So we meet at last... Queen Mercia of Cherrystone.
My Queen, that's Valder, Lord of the Felheim Legion, master of the Fell Gauntlet.
Ragna has power, but lacks discipline.
This is a battle we cannot win.
So we retreat... But where do we go?
The Gloomwoods. It's our only option.
Does the Queen of Cherrystone give up her throne so easily?
Let's start the retreat. We have no choice...
- (Exit Mercia, Emeric, and Caesar)
Introduction dialogue
Has word spread? Does everyone know we're leaving?
They do - the citizenry is already on the move.
- (Villager arrives)
They're coming via the west road, but the Felheim Legion isn't far behind.
We have to get them out of here, fast!
Indeed. We had best use the Wagon to ferry them toward out Stronghold.
Vehicles like these cover a lot of ground, on roads especially. They're the fastest way to
I suggest you climb into this one yourself, and then order it out towards the Villagers.
- (Enter Wagon)
Now you can move the Wagon south, closer to the location of the Villagers.
The Wagon can only hold one unit at a time, and Villagers count as a unit. When you arrive,
exit the Wagon using 'Drop' so that the Villagers can climb aboard.
- (Exit Wagon)
Okay, I made it! I'd better get these Villagers into the Wagon.
Yes, you can drop them off near our Barracks.
Now I'm here, I can look out for enemy troops.
Yes, and with the Wagon near the Barracks, you're able to ferry more units to your side.
Alternate the use of the Wagon to transport your troops to battle and the Villagers to
[Introduction] Selecting anything except entering the Wagon
I should climb into that Wagon!
[Introduction] Selecting anything except moving the Wagon and unloading Mercia to the marked location
I need to move the Wagon further south, towards the Villagers.
Start of Valder's turn 1:
The Felheim Legion! I have to protect the Villagers! What if we lose one of the groups?!
Go! As a Commander, you're strong enough to handle this first wave on your own.
End of Mercia's turn 3
- (Villager arrives)
More refugees have arrived on the west road, and others will follow.
End of Mercia's turn 5
- (Villager arrives)
More Villagers. We'll keep you safe!
End of Mercia's turn 7
- (Villager arrives)
Another group of refugees, Your Majesty.
End of Mercia's turn 9
- (Villager arrives)
These are the last of the refugees. Once they're safe, you must escape too!
Start of Mercia's turn 10
- (Begins raining)
This weather... Valder must be near.
We must hurry! Though it will be harder now - our ranged ground units won't be able to fire
End of Valder's turn 10
- (Several enemies and Valder arrives)
Fleeing your kingdom... A true queen would face ruin with her head held high.
My Queen, do not engage Valder in battle.
You can't defeat him, but you can save these people.
You're right. I won't let them down!
Attacking Valder
Mercia reaches 100% Groove
I feel... I don't know... fired up?
It's your Groove, Queen Mercia - you have charged it for the very first time.
Grooves are a gift. Commanders like you and I charge them as we battle.
You must use your Groove to benefit your forces.
I want to use it to heal them.
Focus your energy and cast a Healing Aura. It will restore some measure of health to you
and any nearby friends and allies.
When used at the right time, this ability may very well turn the tide of battle.
Using Mercia's Healing Aura
That was amazing! Can I do that all the time?
Only when you have fought enough to charge your Groove fully.
The charge will slowly buid up on its own, but fighting and defeating enemies will accelerate
Therefore, if a weakened enemy is nearby, it's sensible to land the finishing blow yourself,
the quicker to charge your Groove.
But remember, we can't afford to lose you, so don't overstretch yourself.
Okay, I understand! Thanks, Emeric.
Start of Mercia's turn when villager arrives if the West road is blocked
Queen Mercia, we must keep the Villagers moving and the west road clear.
If the road is blocked, no more refugees will be able to get through.
End of Mercia's turn when villager arrives if the West road is blocked
Our failure to keep the west road clear has left some of our people stranded among the
Evacuated first villager
Well done, Queen Mercia. The first of the Villagers have made it safely to the pass.
Evacuated last Villager
That was the last of the Villagers. Time to get yourself to safety too, Queen Mercia.
Mercia's Stronghold is destroyed AFTER evacuating all refugees
There's nothing you can do. Get to the pass, mercia!
Evacuated Mercia
You've made it! Well done, my Queen.
Mercia is defeated
A villager refugee is defeated
Queen Mercia... The refugees...
The Villagers... I've failed them...
Mercia's Stronghold is destroyed BEFORE evacuating all refugees
We can't rest here, it's not safe.
And we can't return without reinforcements.
Valder is a skilled commander. And the gauntlet he wields is an artefact of immense power.
To defeat him, we'll have to destroy it.
But we haven't the strength to do that alone.
We need to head east to Heavensong and seek aid from Empress Tenri.
Your father and the Empress were old friends.
If anyone can help us, it's her.
- (Exit Mercia, Emeric and Caesar)
- (Enter Sedge)
- (Exit Sedge)