High Vampire of the West
|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.|
|Escape Sigrid's army and deliver Mercia to safety!|
|Fog of War:||No|
|Reward Stars:|| (20 Turns)|
|Puzzle game mode|
Sigrid additional lore
|❮ An Old Friend
||Welcome to Heavensong ❯|
High Vampire of the West is the 3rd mission in Act 3 of the single player campaign.
This mission introduces Nuru's groove.
Victory: Have Mercia reach the exit, or defeat Sigrid
Defeat: Mercia or Nuru is defeated
- Puzzle mode.
- Pages 3 to 8 for Sigrid's bio in the codex.
- Access to Act 4: Mission 1, Welcome to Heavensong.
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.
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
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.
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.
- (Enter Sigrid)
Start of Sigrid's turn 3
Mercia reaches halfway point
Mercia reaches near exit
Recruit a Swooper
Start of Player's turn with Nuru at 100% Groove
End of Sigrid's turn after Mercia reaches halfway point
- (Sigrid appears)
Defeat a Fellbat
Mercia reaches exit
Nuru is defeated
Mercia is defeated
- 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.