| Article Stub
This article is marked as a stub for the following reason:
|Co-op Campaign: Felheim, Mission 2|
|Fleeing the Felheim battlefield, the Outlaws need to escape their pursuers.|
|Get Wulfar and the Twins to the escape zone.|
|Map Type:||Co-op Campaign|
|Fog of War:||No|
|Reward Stars:|| (14 Turns)|
|❮ A Frosty Reception
The Getaway is the 2nd and final mission of the Felheim route in the co-op campaign.
Victory: Have the Twins and Wulfar escape.
Defeat: Wulfar or the Twins are defeated.
- One of the four completions required to unlock:
The allied teams can be split according to unit type, with Wulfar controlling all Aerial units and a Tower, and the Twins having all Naval units and a Port. There are also an additional enemy Tower and Port for them to capture respectively.
The only available land units in the mission are the 2 Mages and Commanders. There are no Barracks to replenish the Land army for either side.
After at least 1 ally unit enters the South half of the map, the Port and Tower at the South-most island will begin recruiting new units.
After at least 10 units enter the South half of the map, OR at least a single unit reaches the South-most island, Ragna will arrive with a large army at the North edge of the map, including 2 Warships, 2 Harpoon Ships, 2 Turtles, and 2 Aeronauts. Afterwards, if Ragna has less than 15 units on the map, she will spawn additional, random, reinforcements at the North edge, creating an infinitely replenishing army.
11th May, Felheim
After escaping the fortress with its vast quantities of gold, Wulfar and the Twins continue their escape. With Ragna quickly behind them, they must make their way through the army to get to safety.
When they escape, Vesper appears. The twins learn that Wulfar and Vesper had once been friends. Despite Wulfar's belief in "honour amongst thieves", Vesper has cast that aside, and insists on receiving her gold. With the first heist complete, the first step to Enid's rescue is complete, but a long series of heists still awaits them...
- (Outlaws chased by Felheim troops)
- (Scene transition)
- (Enter Wulfar, Errol, and Orla)
- (Exit Wulfar, Errol, and Orla)
Neutralise all Water Villages in the North-East
Neutralise all Villages in the North-West
Neutralise Port in the North-East
Neutralise Tower in the North-West
Defeated all siege weaponry on middle islands
Start of Wulfar's turn when an allied unit has reached the South half
Start of Ragna's turn when at least 10 allied unit have reached the South half
- (Many units spawn)
Destroyed all siege weaponry on South island (Ragna has not arrived)
Destroyed all siege weaponry on South island (Ragna has arrived)
Neutralised all recruitment buildings on South island (Ragna has not arrived)
Neutralised all recruitment buildings on South island (Ragna has arrived)
Wulfar first allied Commander to approach South island
Errol & Orla first allied Commander to approach South island
Wulfar reaches escape zone (First Commander)
Errol & Orla reach escape zone (First Commander)
Both Wulfar and the Twins reach escape zone
Wulfar is defeated
Errol & Orla are defeated
- (Enter Wulfar, Errol, and Orla)
- (Vesper appears)
- (Exit Wulfar and Vesper)
- 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.
- Despite featuring Ragna in dialogue, she does not appear as a unit in the mission.