Many a Mage

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Many a Mage
Co-op Campaign: Cherrystone, Mission 2



A group of Mages protect the wondrous treasures that fill the Celandine Vault.
Objectives
Have Wulfar or the Twins grab the treasure.
Structures
15
3
2
--
5
4
2
4
Information
Map Type: Co-op Campaign
Fog of War: No
Reward Stars:  (22 Turns)
S-Rank: 18 Turns
Previous Map
Next Map
❮ An Infamous Foe
Rendevous ❯


Many a Mage is the 2nd mission of the Cherrystone route in the co-op campaign.

You play as Wulfar and the Twins battling into Cherrystone's Celandine Vault to steal the treasure, which is guarded by Emeric and his apprentice Mages.

Objective[edit]

Victory: Reach the Treasure, and have both Wulfar and the Twins escape.

Defeat: Wulfar or the Twins are defeated.

Completion Rewards[edit]

Rank Turn Requirement Rewards
E
D 40
C 32
B 25
A 22
S 18

Unlocks[edit]

Map[edit]

  • Many a Mage map
  • Map after Emeric summons Crystals

On Emeric's first turn, he will summon in 4 Crystals (see images) providing the West land mass a considerable defencive coverage. Unlike usual, every mage within the front 3 Crystals's aura will provide an additional +10% health per turn, sustaining the Crystals' health indefinitely until the mages are defeated or the crystals are destroyed. Similarly, the West-most crystal will restore 30% health per turn when Emeric is in its range.

If an ally stands on the lever near the drawbdrige, the drawbridge will be lowered, connecting the two landmasses permanently.

Emeric's army will not advance until approached or injured by a player. Once Emeric has less than 4 Mages on the map, the Barracks will become active and begin recruiting units. Alternatively, if any ally units go beyond the shore of the island, Emeric will become active, advancing on the player, allowing recruitments from the Barracks, and allow all enemy units to move.

If either Emeric's Barracks are neutralised, Emeric is defeated or the gate towards the Treasure Room is destroyed, Mercia and Caesar will arrive at the end of Emeric's turn. Afterwards, if Emeric's team has less than 10 units on the map, they will receive additional randomised reinforcements, creating an infinitely replenishing army.

Story[edit]

12th May, Celandine Vault

Having reached the Cleandine Vault of Cherrystone, the outlaw family spot the great mage Emeric training apprentices. Though Errol is quite fascinated by Emeric's magic, they quickly move on to prepare for the heist. But having let Caesar run away, it won't be long before reinforcements catch wind of their presense.

With the gold secured and the group evacuated, they safely retreat from the vault to meet up with Vesper. Errol seems down about having fought Emeric, and Orla gives some backhanded emotional support, but they're interrupted by Vesper arriving to collect her gold. With that, two of the payments have been made to save Enid. And as they leave Cherrystone, some of the outlaws are glad to have left the nation so stern on criminal activity, but are left unhappy the tyrannical Caesar made his escape.

Strategy[edit]

Dialogue[edit]

Opening Cutscene

Alchemist 1: It's no use...

Alchemist 1: No matter how hard I try I can't summon anything bigger than a pebble.

From pebble to rock to boulder to mountain...

It has been but a few short months. Don't lose heart, young alchemist.

Lithomancy is, and has always been, the trickiest form of elemental magic.

And summoning a Cherrystone is an incredibly advanced technique.

Alchemist 2: We... We never expected to pick it up quickly...

Alchemist 2: It's just that, in practise, the slow progress is... frustrating.

I understand.

Unfortunately, the frustration is part of the training.

Forbearance is the cornerstone of lithomancy. The magic demands it of you.

Alchemist 2: Oh...

But perhaps we should finish your training early today. I think you might benefit from a rest.

Alchemist 1: Thank you, Sir Emeric!

(Exit Alchemists)

Ahh... To be young, diligent and impatient. It's like being stuck between a rock and a hard place.

Or a pebble and a Cherrystone.

Hm?

What was that sound?

...I must have imagined it.

(Exit Emeric)
(Enter Wulfar and the Twins)

They summon Cherrystones?

Is that why Cherrystone is called Cherrystone? 'Cause they're all making Cherrystones all the time?

No. They're called Cherrystones because they were developed by that mage, and he's from Cherrystone.

Aye. I suppose that does make more sense...

He's one of the greatest mages alive, you know.

Bet he's no good wi' a slingshot, though.

. . .

Alright, you two...

It's time to start the heist.

Mission Dialogue

Introduction Dialogue

The vault is on that island across from us.

Wow... Look at all those mages. I've never seen so many in one place.

Aye! And they're standin' between us and the gold.

Them and this water...

Yes. I raised the drawbridge.

I knew I heard something...

Maybe ye could just use that wee lever there and let the bridge down again?

Nice try, young lady, but I don't plan on doing you any favours.

Not to worry, wean. We have boats and we can get balloons. We'll get to that lever.

They've no Ports to counter us - though we'd better keep an eye out for enemy air units.

We've got another boat coming to help us escape too. Right, Da?

Aye, son. It'll arrive soon. Once we've got the gold.

How very confident you are of your success... That confidence may proce misplaced.


Start of Emeric's Turn 1

If you're serious about pursuing this plan, I should let you know...

...We'll be giving you a good run for our money.

[Elder Shield]
(Cherrystone crystal appears)

Mages - summon your Cherrystones!

(Three Cherrystone crystals appear)

Wow... He's been teaching them his technique... This is amazin'

How about ye pick yer jaw off the floor so we can get on wi' beating 'em up!


End of Emeric's Turn 2

Mages! Do not let your crystals fail!

(Crystals recover health)

Woah... Those Mages are keepin' the crystals running just by being near 'em.

Hmm... So if we defeat the Mages, the crystals will be easier to deal with...


Defeat one Crystal

Gah! Sir Emeric, we lost a crystal!


Defeat two Crystals

Another crystal down...! This isn't good!


Defeat three Crystals

Sir Emeric! Our third crystal has shattered!


Defeat all four Crystals

No! That was the last crystal!

Take heart- this isn't the end. I still have the power to summon more Cherrystones.


Emeric uses Elder Shield (after initial 4 crystals)

These Outlaws must not reach the gold!


Ally army reaches shoreline

They've reached our shores.

We're ready for them, Sir Emeric!


Ally army reaches past shoreline

Your decision to come here was a terrible error in judgement.

It wasnae ma decision. But it will be ma victory.


Ally on lever, lower drawbridge

(Drawbridge lowers)

That's the drawbridge down. Let's get our troops across.


Enemy Barracks neutralised

That's their Barracks down!

No more Mages!


Destroyed treasure room Gate

We've made it into the vault!

Oh my goodness... Look at all that gold!

Ooh, shiny!


Mercia and Caesar arrive (Emeric undefeated)

What in the world?! What's going on here?!

Arf! Woof woof woof!

So this is what you were trying to tell me, Caesar?

No wonder you were so upset!


Mercia and Caesar arrive (Emeric defeated)

What in the world?! What's going on here?!

Arf! Woof woof woof!

So you've been trying to warn me about these Outlaws, Caesar?

If only I'd arrived sooner, I could have stopped Emeric getting hurt...


Wulfar or the Twins reach the treasure

We've done it! We've got the gold!

Right, kids - time to make our way to the escape boat!


Mercia's first reinforcement wave arrives (Treasure not reached)

They're sendin' in reinforcements! We need to grab the gold and get out of here!


Mercia's first reinforcement wave arrives (Treasure reached)

They're sendin' in reinforcements! We need to get to that escape boat!


Mercia's third reinforcement wave arrives

What are they doin'? Sendin' their whole army after us?

Aye, maybe. Let's not wait to find out.


Defeat Emeric (Mercia present)

Emeric! No!

I won't let them win!


Defeat Emeric (Caesar present, Mercia not present)

Whine...

Grrr!


Defeat Emeric (Caesar and Mercia not present)

I... I've failed...


Defeat Mercia (Emeric and Caesar present)

Queen Mercia!

I won't let the Outlaws win!

Grrr!


Defeat Mercia (Emeric present, Caesar not present)

Queen Mercia!

I won't let the Outlaws win!


Defeat Mercia (Caesar present, Emeric not present)

Whine!

Grrr!


Defeat Mercia (Emeric and Caesar not present)

I... couldn't... stop them...


Defeat Caesar (Mercia present)

Caesar! No!!

Don't worry, Caesar. I'll get these Outlaws.


Defeat Caesar (Emeric present, Mercia not present)

Caesar!!

I won't let the Outlaws win!


Defeat Caesar (Emeric and Mercia not present)

Whimper...


Defeat Emeric (Treasure not reached)

Right, time to grab that gold!


Defeat Emeric, Caesar, and Mercia (Treasure not reached)

Sorry, big yin, it's nothin personal. We just need that hold.


Defeat Emeric, Caesar, and Mercia (Treasure reached)

That's the last of the big yins. Let's get to the escape boat, kids!


Wulfar escapes (Twins not escaped)

Come and get on the boat, weans!


Twins escape (Wulfar not escaped)

Da, come get on the boat wi' us!


Wulfar and the Twins escape

Ha! They didnae stand a chance, Cherrystones or not Cherrystones!

I still wish I knew how to summon those things, though...

Pah! What for?! Didnae do them much good against us, did it!

Aye! Ye did well, kids! Let's be gettin' on.

Ha! They didnae stand a chance, Cherrystones or not Cherrystones!


Wulfar is defeated

Da, no!


Errol and Orla are defeated

Errol! Orla!


Ally Stronghold is destroyed

No! Our Stronghold!

Completion Cutscene

That mage Emeric is so good at magic. I'll never be as good as him...

Ye just beat him in a battle, Errol!

Yer always so gloomy. Get over yerself.

Ye did well, Son.

Yer a great mage and a great commander.

Be proud of yerself.

See, Da agrees with me.

. . .

But ye just said I was always so gloomy, and to get over maself!

Och, it's the same thing! I was just bein' supportive!

(Vesper appears)

Quel dommage!

With a twin like that, who needs enemies?

Shut yer face!

Just a joke, just a joke.

I can't have you turn on each other now, anyway. It wouldn't make financial sense.

Come and get yer money, Vesper.

No time for pleasantries, Wulfar?

A little rude, n'est-ce pas?

. . .

Always so po-faced. Lead the way, then.

(Exit Wulfar and Errol)
(Exit Vesper and Orla)

Outlaw 1: I'll be glad to get out of Cherrystone. They're so intolerant of criminal activity here.

Outlaw 1: Still, at least we got the gold.

Outlaw 2: Yer right. I suppose it's been worth it. In these situations, one should adopt a positive mindset.

Outlaw 2: Chasing down Caesar, for example...

Outlaw 2: So the tyranical cur escaped. We might not be happy about it, but perhaps it's for the best.

Outlaw 2: When you are adamant in yer pursuit of retribution, you only open yerself up to self-destruction. Voltaire said that.

Outlaw 1: No he didn't.

Outlaw 2: . . .

Outlaw 2: Yes he did.

Outlaw 1: I don't think he did.

Outlaw 2: Look, the point is that it's better to rise above the temptation of vengeance. That's how you elevate yerself.

Outlaw 1: So, what you're saying is...

Outlaw 1: Don't get mad, get thievin'?

Outlaw 2: Exactly!

(Exit Outlaw 1)

Outlaw 2: Wait. No...

Outlaw 2: No, that's not what I meant!

Outlaw 2: Come back! I hadn't finished expounding!

(Exit Outlaw 2)

Trivia[edit]

  • This is one of only two missions in the Co-op Campaign to begin the player with a Port.
    • It is also one of only 3 missions to feature Ports.
  • This is one of only two missions in the Co-op Campaign to begin the player with a Tower.