An Old Friend
An Old Friend | ||
Campaign: Act 3, Mission 2 | ||
Deep in the Lost Leagues Emeric decides strange times call for strange magic. | ||
Objectives | ||
Commune with Mercival's ghost! | ||
Structures | ||
Information | ||
Map Type: | Campaign | |
Fog of War: | No | |
Reward Stars: | (25 Turns) | |
S-Rank: | 21 Turns | |
Unlocks | ||
Emeric playable in Arcade Cacophony Codex entry | ||
Previous Map |
Next Map | |
❮ We Meet Again |
High Vampire of the West ❯ |
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An Old Friend is the 2nd mission in Act 3 of the single player campaign.
You play as Emeric, trying to reach and communicate with the summoned ghost of Mercival, defending from undead hordes awakened from the unstable magic.
Objective[edit]
Victory: Commune with Mercival's ghost 4 times
Defeat: Emeric is defeated.
Completion Rewards[edit]
Rank | Turn Requirement | Rewards |
---|---|---|
E | ||
D | 46 | |
C | 38 | |
B | 29 | |
A | 25 | |
S | 21 |
Unlocks[edit]
- Emeric playable in Arcade mode.
- Access to Act 3: Mission 3, High Vampire of the West.
Map[edit]
Emeric must reach a specific map location 4 times on the map, along the main road. Each time, several enemies will spawn at various locations. These will only spawn when Emeric reaches Mercival, allowing you to initiate the enemy's arrival when you choose to do so. When Emeric reaches the final location, the stage is completed.
The player begins with 2400 gold. This allows 8 uses of the Mage heal spell.
There are no reinforcements or replenishing gold of any kind. You must rely upon the initial resources to cross the entire stage.
The weather is Always Severe (Raining), as a result enemy Archers have reduced range, however enemy Aeronauts take reduced damage.
Story[edit]
25th June, Quagmarsh
Along the Lost Leagues, lies a special marsh, bridging the world of the living and dead together. Emeric sees an opportunity to commune with the ghost of Mercival using a variety of necromantic magic. However, the magic draws undead towards him, and they often disrupt the connection with Mercival's spirit.
Mercival explains the story of Cacophony, and their creation, Requiem. In a time of a massive war, known as the Great Dissonance, the nation of Cacophony brought in a weapon named Requiem to end the war, but it was too powerful and unstable, refusing to come under their control. In desperation against the destructive force, they were able to seal the weapon by binding it to the soul of their own princess. Even now, Requiem remains dormant, and its threat will return upon the world.
With the connection to Mercival's spirit gone, Emeric is forced to return to meet Mercia, and explain to her the threat of Requiem. But, for now, they must reach Heavensong, and continue through the Lost Leagues.
Strategy[edit]
Dialogue[edit]
- (Enter Emeric and Mercia)
My Queen... I need to request something of you.
Request something? ... Um, go ahead.
These marshlands have an unusual property. A property we may be able to take advantage of.
The barrier between the world of the dead and the world of the living is particularly thin here...
If I invoke certain kinds of magic... It may allow me to speak with those who have passed...
As such, I am asking you - both as my queen and as his daughter - if I may attempt to reach King Mercival...
I'm afraid that would be impossible.
Only the one who casts the spell is able to see and speak with the spirits.
I understand... You talk to him for the both of us. And let him know how much I miss him...
Please stay in the camp, even if you hear the sounds of combat.
This is necromantic magic, and it will draw the undead to me.
Introduction Dialogue
I can begin the spell using the surface of that pool ahead
Once I start, the undead will sense our presence. They'll be drawn towards the magic,
Start of Emeric's Turn 2 if Mercival has not been spoken to
I should move into position to cast the spell.
Any unit moves into the first summoning pool before speaking to Mercival first
The surface of the water must not be disturbed if my magic is to work here.
Emeric is in position for speaking to Mercival while another unit is in the pool
Once the disturbance to the water is gone, I shall cast the spell.
Commune with Mercival's spirit (1)
I will begin casting the spell.
- (Cutscene starts)
- (Enter Mercival's spirit)
And I! Emeric, listen, we don't have much time.
It's more than the hordes, Emeric. There's--
- (Cutscene closes)
- (Many undead appear, and Mercival's spirit warps away)
This magic is so unstable... The undead presence has disrupting my link with Mercival
The King's spirit is still close by. We must fight our way through and attempt to reach
All enemies defeated before speaking to Mercival for the second time
Emeric, where are you? There's more I must say!
Start of Emeric's turn when Emeric is near Mercival's second meeting location
Speaking with Mercival again will draw yet more undead towards us. I should gather
the troops and keep everyone close.
Commune with Mercival's spirit (2)
- (Cutscene starts)
What's happening now was begun aeons ago - before Felheim, before Cherrystone;
A great war between nations long forgotten.
- (Cutscene closes)
- (Many undead appear, and Mercival's spirit warps away)
All enemies defeated before speaking to Mercival for the third time
What I have to say is of the utmost importance. Mercia must know what lies ahead!
Commune with Mercival's spirit (3)
- (Cutscene starts)
It was called the Great Dissonance. It was a monstrous, bloody struggle...
So many died that there wasn't land enough to bury them...
After a decade of conflict, a nation called Cacophony, acting in despair and desperation...
...sought to end the bloodshed once and for all.
They brought something into the world...
Something they couldn't control... Something evil.
No, a weapon of far greater power...
- (Cutscene closes)
- (Many undead appear, and Mercival's spirit warps away)
All enemies defeated before speaking to Mercival for the fourth time
Hurry, old friend... My time is short.
Commune with Mercival's spirit (4)
- (Cutscene starts)
Yes - Requiem's creators sought to wield it, just like any other weapon...
Requiem, however, had its own ideas.
Its creators realised their folly too late.
They sought to destroy it, but its power had become much greater than their own.
However, with a backbreaking effort, they did finally manage to banish it.
But a high price was exacted...
A sacrifice. Made to seal away the darkness.
Even so, Requiem was not weakened, merely contained.
Anchored to the soul of the Princess of Cacophony...
It still sleeps, shackled inside the Dragon's Cradle.
And now Felheim seeks this 'Requiem'?
- (Exit Mercival's spirit)
I need to return to camp and inform Mercia of this...
- (Exit Emeric)
Emeric is defeated