Fog and Forest

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Fog and Forest
Co-op Campaign: Floran, Mission 1



The dense Floran forests present a foggy challenge.
Objectives
Neutralise the enemy Barracks
Structures
2
1
1
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Information
Map Type: Co-op Campaign
Fog of War: Yes
Reward Stars:  (13 Turns)
S-Rank: 11 Turns
Previous Map
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❮ Fledgling Thieves
A Prickly Business ❯


Fog and Forest is the 1st mission of the Floran route in the co-op campaign.

You play as Wulfar and the Twins entering into the Floran woods to meet with an old aquintance, to find a path to the Floran Iron Root reserves.

Objective[edit]

Victory: Neutralise the Floran Barracks.

Defeat: Wulfar or the Twins are defeated.

Completion Rewards[edit]

Rank Turn Requirement Rewards
E
D 24
C 20
B 15
A 13
S 11

Unlocks[edit]

Map[edit]

  • Fog and Forest initial view
  • Fog and Forest without fog

Each ally Player begin with 1500 gold, while the enemy Floran begin with 10,000 gold, providing practically limitless funds for recruitment.

Upon Errol & Orla approaching the Merfolk, it will join their team. Similarly, upon defeating all enemies within a wide range of the Villager, they will join Wulfar's team as a Soldier.

A Mage can be see on the far West of the mage, however upon approach it will become an enemy.

Once the enemy Barracks is within the Player's sight it will begin recruiting reinforcements. It will only recruit a unit if it did not recruit on the previous turn.

Story[edit]

13th May, The Floran Lands

Entering into the Floran woods, the Outlaw family's next goal is the elusive Iron Root reserves of the Floran. However, the Iron Root is hidden from outsiders, so Wulfar makes his way to meet with an old acquaintance who will be able to lead him to it. However, as trespassers in Floran hunting grounds, they must be cautious to make their way safely through the woods.

Upon meeting Neba, they learn of the Iron Root's location along the river.Though a scary place for Errol and Orla, they make their way through the fog and towards the Iron Root to begin the heist.

Strategy[edit]

Dialogue[edit]

Opening Cutscene

Stabber: Did Khemba hear sssomething?

Slasher: Russstling...

Slasher: Maybe rabbit?

Stabber: Maybe deer?

Slasher: Sssomething, sssomewhere...

Stabber: Prey.

Slasher: Time to hunt!

(Exit Stabber and Slasher)
(Enter Wulfar and the Twins)

Are they huntin' us?

Not unless yer a wee bunny.

But I read in a book that... That Floran eat humans...

No way!

No one's gettin' eaten.

But they are dangerous, and this forest is littered wi' them.

So keep yer voices down and yer guards up.

Mission Dialogue

Introduction Dialogue

Right, here's the plan: the path to the Iron Root reserves is kept kidden from outsiders...

But there's a barracks to the northwest of here where I think we'll find some answers. We're gonnae head there.

There's a Floran there - Neba - who owes me a favour...

...They'll be able to point us in the right direction.

This fog is so dense...

Aye, and thick wi' Florans too. Use the battlepups to scout ahead.

And dinnae forget, riflemen can see great distances too - especially from mountaintops.


Ally unit approaches Merfolk

Plip plip...

Look at that! It's a wee mermy! Let's go and take a closer look, Errol!


Errol & Orla approaches Merfolk

What's a wee frogman doing here? D'you fellas no live in the sea?

Plip! Plip plip, pliplip.

Um... What?

I think he said something about... plums? No, not plums... Floran!

Pliplip! Plip plip!

He, um, he want's to get upriver...? But, er, but the Floran are stoppin' him.

Och, no worries frogman - you just come wi' us!

Plip!

(Merfolk joins Errol & Orla's team)


Villager in Player's sight

Oh! Thank goodness! Humans!! Help me! I need help!

That man's yellin' loud enough to wake the dead...

I'm coming over, pal. Just keep yer ruddy voice down...


Ally unit approaches Villager

Oh no, it worked. -I'm sorry. It was a trap. I'm bait...

They said if I didn't do it, they'd eat me!

Tricksy wee plant people...


Lured attention of nearby enemies before approaching Villager

It was a trap. I'm sorry! They said, "Be bait or be eaten!" It was terrifying!


Get sight on nearby enemies before approaching Villager

It was a trap. I'm sorry! They said, "Be bait or be eaten!" It was terrifying!


Defeated nearby enemies and saved the Villager

Can I come with you? Please? I don't want to be alone in these woods!

I'll make myself useful, I promise.

(Villager converts to Soldier and joins Wulfar's team)


Ally unit approaches neutral Alchemist

Hello. Who are you?

We're Outlaws! We're huntin' Floran treasure!

Oh, really? Doesn't that make you thievesss...?

(Alchemist transforms into Shaman)

Ah! Shaman! Magic sneaky shaman disguise!


Wulfar is defeated

Da! No!


Errol & Orla are defeated

Orla! Errol!


Neutralised enemy Barracks

Neba? You in there?

Wulfar... Long time no sssee...

Aye, Neba. It's time for ye to pay up on that favour ye owe me.

I wannae know the way to Iron Root.

...Fine. But this makes us sssquare. Just follow the river north. It flows past Iron Root.

Thanks. Errol, Orla... Let's go.

Coming, Da!

Completion Cutscene

That fog's pretty useful for sneakin'. I can see why Floran like these woods so much.

I dinnae like it. It's too spooky.

Spooky?!

What're ye worried about, Errol? Ghoulies and ghosties and wee devilish beasties?

(Enter Quagmutt)

Yer such a scaredy-cat!

Quagmutt: Arf!

AAH!!

(Exit Quagmutt)

Hahaha!

. . .

Och, shut yer face!

Trivia[edit]

  • Neba is one of only 6 named NPCs to feature in the game, alongside Tóki the skeleton, Sho the Heavensong bomb maker, and the 3 outlaws Greg, Paul, and Neil.
  • This is the only official mission to feature the "Soldier 2 Extra" portrait of the Floran.
  • Wulfar states the Rifleman can see "great distances". This is in reference to their old vision range of a staggering 9, but was since reduced.
  • This mission reveals Errol knows how to speak Mermish, just like Emeric, however is not especially fluent.