High Vampire of the West

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High Vampire of the West
Campaign: Act 3, Mission 3



They've taken everything the Lost Leagues had to throw at them, except this final foe.
Objectives
Escape Sigrid's army and deliver Mercia to safety!
Structures
9
1
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1
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1
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Information
Map Type: Campaign
Fog of War: No
Reward Stars:  (20 Turns)
S-Rank: 17 Turns
Unlocks
Puzzle game mode
Sigrid additional lore
Previous Map
Next Map
❮ An Old Friend
Welcome to Heavensong ❯


High Vampire of the West is the 3rd mission in Act 3 of the single player campaign.

You play as Mercia and Nuru, attempting to flee Sigrid's assault.

This mission introduces Nuru's groove.

Objective[edit]

Victory: Have Mercia reach the exit, or defeat Sigrid

Defeat: Mercia or Nuru is defeated

Completion Rewards[edit]

Rank Turn Requirement Rewards
E
D 37
C 31
B 24
A 20
S 17

Unlocks[edit]

Map[edit]

High Vampire of the West map

Sigrid summons reinforcements any time she has less than 20 units on the field. In general, enemies will spawn from either the South-West, North-West, or North roads, but only after Mercia has arrived at them, so enemies will spawn closely behind her, but not in front of her.

Technical explanation[edit]

More specifically, each unit type is bound to a cycle to determine when they spawn, and the cycle only proceeds when Sigrid has less than 20 units and has less than 3 of that unit type. Due to how it's designed, the spawn order of units will be different every time, depending on how many units Sigrid has on each turn.

The spawn locations that are active is determined by where Mercia or Nuru has traveled (in theory Nuru can set off the spawn locations without Mercia moving to them). For some units, they are also only active after specific turns:

  • Aeronauts - Turn 3
  • Ballista - Turn 7
  • Sky Riders - Turn 9
  • Dragons - Turn 12

Story[edit]

30th June, Quagmarsh

Following quickly behind Ragna's trail, by Valder's orders, Sigrid arrives to kill Queen Mercia. Supported by her new friend, Nuru helps Mercia, and stalls Sigrid until Mercia can escape.

With Mercia's safe escape, Sigrid is forced to leave, saying their deaths are inevitable. Having evades the Felheim assaults, Mercia's group get through the Lost Leagues, and on their way to to the Heavensong border, in search of help against Felheim.

Strategy[edit]

The only goal is to get Mercia to the exit. As soon as you secure the Barracks with Nuru, purchase a Wagon. Distract the initial enemies with Nuru, and have the Wagon bolt past them safely. Purchase many aeronauts, for the sole purpose of clearing the roads and attacking the trebuchets. As soon as Mercia can enter the Wagon, get in it, and ride away. So long as you provide basic aerial support, you will never even be threatened by the Emberwing, and can complete the stage well under S rank requirements.

Dialogue[edit]

Opening Cutscene
(Enter Sigrid)

Vampire!

Mercia, stay back!

Grrrr!

So much drama, just for me? I'm flattered.

Who are you?

I am Sigrid, High Vampire of the west.

And you, Queen Mercia, are about to meet your maker.

Back off, you old bat!

Nuru, I've heard of her! She's dangerous!

The Queen is right - we must leave. Now!

Have you not yet tired of running?

Must I pursue you to the ends of the earth?

Why limit yourself? Why not drop off the face of the planet?

Nuru--

It's okay, Mercia, I've got this. You and Emeric get to safety while I hold this bloodsucker off.

Thank you, Nuru.

Mission Dialogue

Introduction Dialogue

Mercia, make for the east road!

I'll keep the way clear.

Okay, I'm coming!


Start of Sigrid's turn 3

Fleeing is pointless. You're simply delaying the inevitable.


Mercia reaches halfway point

Phew! About halfway there now.

Keep it up, Mercia! We can do this!


Mercia reaches near exit

Almost there!

You can make it! We've got this!


Recruit a Swooper

I see you've recruited a Swooper.

Time to do some magic!

The Swooper is an extremely fast air-to-air unit.

And its Hex ability reduces all surrounding enemies health by 10%

Don't worry, old man - I've done my homework!


Start of Player's turn with Nuru at 100% Groove

Awesome! I'm ready to use my Groove!

What is your Groove, Nuru?

It's a teleportation beam that lets me bring in a friendly unit right next to me!

Woah! Just like that?

Well, I still have to pay for it!


End of Sigrid's turn after Mercia reaches halfway point

(Sigrid appears)

How long must I pursue you, Coward Queen!


Fellbat appears

A Fellbat?! Quick, Mercia! We have to get out of here as fast as possible!

I'm coming!

Yes, outrun the Fellbats... What an ingenious plan.


Defeat a Fellbat

Haha! Take that, Fellbat!

What?! How...?

Don't think this makes a difference. You're still going to die.


Defeat Sigrid

Ha! Take that you old bloodsucker!

Thank you, Nuru! Let's get out of here!


Mercia reaches exit

You made it, Mercia!

Haha! Yes! I'm... so... tired...


Nuru is defeated

Nuru! No! This is all my fault. She fell protecting me.


Mercia is defeated

Mercia! How could this happen...? I was supposed to protect her...

Completion Cutscene

This means nothing. You've simply earned them a brief reprieve.

Their deaths are inevitable.

Wow. You're a real sore loser aren't you, lady?

...

I am adrift in a sea of morons...

(Exit Sigrid)

If that's what immortality looks like, you can keep it.

Post-mission Cutscene

This terrain is no joke...

You're right, but...

Emeric, these dunes... We must be in Heavensong!

You're right, My Queen. We've reached the border

We did it!

There will surely be a Heavensong battalion stationed nearby.

Border scouts positioned to stop marauders from the Lost Leagues stealing into Heavensong.

That's great! We've got so many enemies... It will be really nice to meet somebody who's actually pleased to see us.

Unused Dialogue

Start of Player's turn 1

Alright, Leafwings, go take out those boneheads!

We need to get our friends to safety!

Trivia[edit]

  • Within the stage is an event to have Nuru talk about the Leafwings (see Unused Dialogue), however it cannot be triggered without modifying the stage.
  • Despite having a Stronghold on the far East of the map, there is no dialogue or defeat condition if it is destroyed.