Wargroove 2
23 Achievements
1,000
PC
Xbox One
Xbox Series
Master Tactician
Achieve the top rank on all maps in Campaign mode.
100
0.08%
How to unlock the Master Tactician achievement in Wargroove 2 - Definitive Guide
Complete all optional objectives on all campaign maps. Most maps will have 2 optional objectives, and completing both by the end of the match will award 3 stars. Some maps, primarily those lacking actual combat and tutorial missions, lack bonus objectives and just award 1 star. I would recommend doing these on story difficulty so you can focus on the objectives
There's several archetypal objectives, such as "Complete in X rounds", "Beat the boss with character Y" or "Get Z kills with Unit A".
Tutorial missions
Tutorial missions 1-3: 1 star; just complete the map
Tutorial mission 4:
* Capture 2 villages; have any unit that can capture (basically every unit at this point) reach and take control of 2 villages. General good practice to get into as that's your main source of gold
* Use Lytra's Groove to fling an enemy into the sea; use Lytra's groove charge to force an enemy onto a water tile. This will also unlock
Breaking Ground
Mission 1:
* Defeat 3 Cavalry units with Spearmen; have perforators (spear wielding mice) deal the final blow to three greenguards (fluffalo-riding floran, the floran cavalry). If a greenguard attacks a peforator and dies to the counterattack, it still counts
* Prevent any enemy unit from entering the encampment; there's a glowing white square around the base. Stop them getting into it
Mission 2:
* Use a third path; have any unit step onto the water. You don't actually have to take the water path
* Win without attacking Bulrush; counterattacking Bulrush doesn't invalidate this objective. Focus on taking out the enemy stronghold
Mission 3:
* Defeat Muru within 11 turns; basically rush the enemy with a mix of archers, spearmen and Rhomb and defeat the enemy commander before the 12-turn limit is reached. It's these sorts of objectives where having the lower difficulty makes a difference for inexperienced players
* Win without using cavalry units; at the start, choose 4 spearmen and just never recruit a chevalier
Mission 4:
* Reach the objective in 7 or fewer turns; basically rush to the other end of the room with either commander and avoid all unnecessary fights
* Lose no more than 4 units; basically minimise casualties. The best way to do this is by rushing to the other end of the room with either commander and avoiding all unnecessary fights
Mission 5:
* Use Pistil's Groove to strike 5 targets at once; get 5 units (both your own and the enemies) on connected tiles then use Pistil's groove
* Prevent the enemy from capturing the watchtower; it's in the centre of the map. Just capture it yourself and stop the enemy from taking it
Mission 6:
* Capture all watchtowers; there's five watchtowers, two to the south, two to the north and one in the centre. By choosing to split your forces at the start, one of the northern watchtowers will automatically be captured on turn 2
* Defeat 5 enemies using the dog critical hit; the "dog" in this case is the Entomon beetle. To perform a crit with this unit, have another "dog" next to the target. Only the final blow needs to be a crit, so enemies can be weakened to ensure a crit defeat. If the attack has an exclamation mark next to the damage then it's a critical hit
Mission 7:
* Push 3 enemies into a chasm; have any unit grab the tenshō (there's one on each side) then have them use the "strong wind" command to push an enemy onto an abyss map tile. There has to be a space between the enemy and the tenshō user for this to work
* Win without cutting down a single tree; capture the sawmills then ignore them. Limits your economy but still doable on the lowest difficulty
Mission 8:
* Don't let Pistil's machines be defeated; the harvester (giant) and pullbot (frog) must be alive at the end of the mission. During the final objective of getting all 3 commanders to safety, send the two bots ahead to ensure they're not in danger (I managed to lose the harvester when the bridge collapsed in the final cutscene and had to redo the mission)
* Ensure that 4 enemies take a plunge; basically ensure that none of the units die or get off either the western or northern bridges before they collapse. I had my swordsmen/spearmen blockade the end of the current bridge to stop the enemy units from escaping or from being killed by counterhits. I could only get this to trigger by making all four plunge at the same time, though others say it's possible to drop them individually. The eastern and southern bridges only collapse in the final cutscene, and it's a lot simpler to get this done on the aforementioned bridges
Mission 9: 1 star
Mission 10:
* Defeat the enemy commander in 10 or fewer turns; have Pistil and Lytra rush to the boss. He'll slowly weaken himself to impede you with weak vines so will be an easy kill at the end as long as you do it by turn 10. You'll get backup to help cut down the vines
* Don't lose more than 4 units; rush the boss. There's health potions to pick up to restore lost health
Dark Skies
Mission 1:
* Visit an old friend; there's a grave directly north of the starting positions. Take Koji to it
* Don't lose any archers; keep your archers/hawkbows alive. You start with 4 and they're needed to take out the aeronaut/vampire enemies but should otherwise be kept in the back lines
Mission 2:
* Defeat Oddvar using a pair of seasoned hunters; reach the glowing barracks on the west side of the map before the enemy does. Doing so will add two mini commanders in the form of dogs. These are the seasoned hunters that must deal the final blow to Oddvar (the boss). If the enemy gets to the barracks first, the dogs are lost
* Capture all lumber mills; there's 4 lumber mills, one in each corner. You'll have to take the northern pair from the enemy
Mission 3:
* Win in 10 or fewer turns; you can spend a couple of turns setting up an economy on the first island but ideally by turn 6 you should be on the third island
* Use the twins to defeat the enemy commander; have Orla and Errol deal the final blow to Vesper
Mission 4, 1 star
Mission 5:
* Win without defeating the Guardian; the Guardian is the blue robot that attacks every other turn. Just ignore it
* Defeat both enemy commanders in the same turn; it's a balancing game of getting Orla/Errol and Koji weak enough to be taken out within the same turn
Mission 6, 1 star
Mission 7:
* Win without attack Oddvar; as with Bulrush in Breaking Ground's mission 2, counterhits don't count as attacks. Focus on the enemy stronghold, especially with dragons
* Defeat 5 enemies with the air trooper critical hit; the air trooper is the ostrich-type bird with a rider. For this mission, the unit is the golden crane. To land a critical hit, there must be a golden crane on the opposite side of the attacking crane. Again, weaken the enemies first to ensure crits kill
Mission 8:
* Use Valder to defeat Prince Harmon; have your commander Valder deal the final blow against Prince Harmon/"Ragna"
* Win without recruiting more than 5 new units; I recommend saving your recruits for the hard hitters, like dragons and giants. Make use of captured buildings to heal, as while you do get two starter mages it tends to be cheaper just to drain buildings of their health. I erred on the side of caution and counted the two guardians on the map as part of the 5 recruitments
Mission 9:
* Win in 12 or fewer turns; simple enough
* Defeat the enemy commander with a bird; the "bird" in this case refers to Koji's sparrow bombs rather than the air troopers. Get Koji to 200% groove by boosting Orla and Errol's groove and he'll summon 2 bombs. Personally I used this video guide to achieve this
Rising Tides
Mission 1:
* Keep the barge in perfect shape; it must not be hit at all. I hid it two tiles left and one tile up from its starting position and used the two riflemen and a mage to blockade the path and stop any enemy riverboats from attacking it
* Determine whether giants can swim; use Wulfar's Tee-Off groove to punt the Oni/Giant onto a deep sea tile
Mission 2:
* Keep all of Wulfar's starting units alive; Wulfar starts with 7 units (Wulfar, soldier, spearman, rifleman, archer, mage, barge). Keep them alive and use the mage to heal if need be
* Find a hidden treasure; centre island, furthest north eastern corner marked by a dirt X. A yellow soldier will be standing on it at first. Clear them out then plonk one of your own units on that tile
Mission 3:
* Capture all three recruit structures before Cap'n arrives; the hideout is a freebie. Use the thieves to ransack the port and barracks and have your starting soldiers follow up for the capture. The captain arrives after 5 turns have passed
* Defeat 5 units with the Captain's Sabre item; when Nadia arrives, she'll drop 2 items called Captain's Sabres. Have 2 units equip those items then defeat 5 enemies between them
Mission 4:
* Reach the bonus area; I sent a siren/aeronaut unit across the map to reach the glowing square on the northern side
* Prevent the Oaracle from scoring 10+ points; I found aggression was the name of the game here. Coordinate where your units are attacking to overwhelm weaker enemies and hope the Oaracle divides her efforts. The struggle here is more stopping before reaching 20 kills to get the bonus area objective
Mission 5:
* Defeat Ryota with Nadia; I had Wulfar, his riflemen and soldiers clear out the enemies in the centre/upper area, Nadia's giant and rifleman take care of the eastern side and took everybody else south to clean up Ryota's crew, dealing the final blow with Nadia
* Defeat Ryota in five turns or fewer; simple enough on the lowest difficulty
Mission 6, 1 star mission
Mission 7:
* Finish the fourth puzzle
* Score 2 holes in 1; use Wulfar's Tee-Shot to punt 2 enemies into abyss tiles
The solutions:
Mission 8, 1 star
Mission 9:
* Win by defeating Ryota's stronghold; use the "strange new unit" to keep Ryota bound in place and out of trouble
* Performed 10 critical hits with a strange new unit: I'm unsure of the exact requirements. Basically you need to track down a character called Grandmother Chizoba, and this is done by capturing villages. She turned up after I captured 9 villages at the start of the fifth turn. Finding her will unlock the kraken/seachild unit. To land crits, attack enemy units that don't have any allied units or settlements next to them. You only need to land the hits for this one rather than kill enemies
All Together
Mission 1, 1 star
Mission 2:
* Win in 12 or fewer turns; I'd recommend rushing for the third isle at the start of turn 5
* Defeat all enemy commanders; the enemy commanders include Emeric, Mercia, Wulfar, Nadia, Ragna, Valder, Rhomb and Nuru. Turn 1, defeat Emeric. Turn 2, Wulfar and Nadia turn up. Try and defeat them by turn 5. Make your way to the second island to summon Ragna and Valder, then to the third island to summon Rhomb, with Nuru turning up a turn later. Ryota, Vesper and Pistil will join your side along the way
Mission 3, 1 star
If you miss any objectives, you can go back and replay any level. Just be sure to pick up both secondary objectives
There's several archetypal objectives, such as "Complete in X rounds", "Beat the boss with character Y" or "Get Z kills with Unit A".
Tutorial missions
Tutorial missions 1-3: 1 star; just complete the map
Tutorial mission 4:
* Capture 2 villages; have any unit that can capture (basically every unit at this point) reach and take control of 2 villages. General good practice to get into as that's your main source of gold
* Use Lytra's Groove to fling an enemy into the sea; use Lytra's groove charge to force an enemy onto a water tile. This will also unlock
The Splish Splash! achievement in Wargroove 2 worth 21 pointsGive a unit a bath with Lytra's groove.
Breaking Ground
Mission 1:
* Defeat 3 Cavalry units with Spearmen; have perforators (spear wielding mice) deal the final blow to three greenguards (fluffalo-riding floran, the floran cavalry). If a greenguard attacks a peforator and dies to the counterattack, it still counts
* Prevent any enemy unit from entering the encampment; there's a glowing white square around the base. Stop them getting into it
Mission 2:
* Use a third path; have any unit step onto the water. You don't actually have to take the water path
* Win without attacking Bulrush; counterattacking Bulrush doesn't invalidate this objective. Focus on taking out the enemy stronghold
Mission 3:
* Defeat Muru within 11 turns; basically rush the enemy with a mix of archers, spearmen and Rhomb and defeat the enemy commander before the 12-turn limit is reached. It's these sorts of objectives where having the lower difficulty makes a difference for inexperienced players
* Win without using cavalry units; at the start, choose 4 spearmen and just never recruit a chevalier
Mission 4:
* Reach the objective in 7 or fewer turns; basically rush to the other end of the room with either commander and avoid all unnecessary fights
* Lose no more than 4 units; basically minimise casualties. The best way to do this is by rushing to the other end of the room with either commander and avoiding all unnecessary fights
Mission 5:
* Use Pistil's Groove to strike 5 targets at once; get 5 units (both your own and the enemies) on connected tiles then use Pistil's groove
* Prevent the enemy from capturing the watchtower; it's in the centre of the map. Just capture it yourself and stop the enemy from taking it
Mission 6:
* Capture all watchtowers; there's five watchtowers, two to the south, two to the north and one in the centre. By choosing to split your forces at the start, one of the northern watchtowers will automatically be captured on turn 2
* Defeat 5 enemies using the dog critical hit; the "dog" in this case is the Entomon beetle. To perform a crit with this unit, have another "dog" next to the target. Only the final blow needs to be a crit, so enemies can be weakened to ensure a crit defeat. If the attack has an exclamation mark next to the damage then it's a critical hit
Mission 7:
* Push 3 enemies into a chasm; have any unit grab the tenshō (there's one on each side) then have them use the "strong wind" command to push an enemy onto an abyss map tile. There has to be a space between the enemy and the tenshō user for this to work
* Win without cutting down a single tree; capture the sawmills then ignore them. Limits your economy but still doable on the lowest difficulty
Mission 8:
* Don't let Pistil's machines be defeated; the harvester (giant) and pullbot (frog) must be alive at the end of the mission. During the final objective of getting all 3 commanders to safety, send the two bots ahead to ensure they're not in danger (I managed to lose the harvester when the bridge collapsed in the final cutscene and had to redo the mission)
* Ensure that 4 enemies take a plunge; basically ensure that none of the units die or get off either the western or northern bridges before they collapse. I had my swordsmen/spearmen blockade the end of the current bridge to stop the enemy units from escaping or from being killed by counterhits. I could only get this to trigger by making all four plunge at the same time, though others say it's possible to drop them individually. The eastern and southern bridges only collapse in the final cutscene, and it's a lot simpler to get this done on the aforementioned bridges
Mission 9: 1 star
Mission 10:
* Defeat the enemy commander in 10 or fewer turns; have Pistil and Lytra rush to the boss. He'll slowly weaken himself to impede you with weak vines so will be an easy kill at the end as long as you do it by turn 10. You'll get backup to help cut down the vines
* Don't lose more than 4 units; rush the boss. There's health potions to pick up to restore lost health
Dark Skies
Mission 1:
* Visit an old friend; there's a grave directly north of the starting positions. Take Koji to it
* Don't lose any archers; keep your archers/hawkbows alive. You start with 4 and they're needed to take out the aeronaut/vampire enemies but should otherwise be kept in the back lines
Mission 2:
* Defeat Oddvar using a pair of seasoned hunters; reach the glowing barracks on the west side of the map before the enemy does. Doing so will add two mini commanders in the form of dogs. These are the seasoned hunters that must deal the final blow to Oddvar (the boss). If the enemy gets to the barracks first, the dogs are lost
* Capture all lumber mills; there's 4 lumber mills, one in each corner. You'll have to take the northern pair from the enemy
Mission 3:
* Win in 10 or fewer turns; you can spend a couple of turns setting up an economy on the first island but ideally by turn 6 you should be on the third island
* Use the twins to defeat the enemy commander; have Orla and Errol deal the final blow to Vesper
Mission 4, 1 star
Mission 5:
* Win without defeating the Guardian; the Guardian is the blue robot that attacks every other turn. Just ignore it
* Defeat both enemy commanders in the same turn; it's a balancing game of getting Orla/Errol and Koji weak enough to be taken out within the same turn
Mission 6, 1 star
Mission 7:
* Win without attack Oddvar; as with Bulrush in Breaking Ground's mission 2, counterhits don't count as attacks. Focus on the enemy stronghold, especially with dragons
* Defeat 5 enemies with the air trooper critical hit; the air trooper is the ostrich-type bird with a rider. For this mission, the unit is the golden crane. To land a critical hit, there must be a golden crane on the opposite side of the attacking crane. Again, weaken the enemies first to ensure crits kill
Mission 8:
* Use Valder to defeat Prince Harmon; have your commander Valder deal the final blow against Prince Harmon/"Ragna"
* Win without recruiting more than 5 new units; I recommend saving your recruits for the hard hitters, like dragons and giants. Make use of captured buildings to heal, as while you do get two starter mages it tends to be cheaper just to drain buildings of their health. I erred on the side of caution and counted the two guardians on the map as part of the 5 recruitments
Mission 9:
* Win in 12 or fewer turns; simple enough
* Defeat the enemy commander with a bird; the "bird" in this case refers to Koji's sparrow bombs rather than the air troopers. Get Koji to 200% groove by boosting Orla and Errol's groove and he'll summon 2 bombs. Personally I used this video guide to achieve this
Rising Tides
Mission 1:
* Keep the barge in perfect shape; it must not be hit at all. I hid it two tiles left and one tile up from its starting position and used the two riflemen and a mage to blockade the path and stop any enemy riverboats from attacking it
* Determine whether giants can swim; use Wulfar's Tee-Off groove to punt the Oni/Giant onto a deep sea tile
Mission 2:
* Keep all of Wulfar's starting units alive; Wulfar starts with 7 units (Wulfar, soldier, spearman, rifleman, archer, mage, barge). Keep them alive and use the mage to heal if need be
* Find a hidden treasure; centre island, furthest north eastern corner marked by a dirt X. A yellow soldier will be standing on it at first. Clear them out then plonk one of your own units on that tile
Mission 3:
* Capture all three recruit structures before Cap'n arrives; the hideout is a freebie. Use the thieves to ransack the port and barracks and have your starting soldiers follow up for the capture. The captain arrives after 5 turns have passed
* Defeat 5 units with the Captain's Sabre item; when Nadia arrives, she'll drop 2 items called Captain's Sabres. Have 2 units equip those items then defeat 5 enemies between them
Mission 4:
* Reach the bonus area; I sent a siren/aeronaut unit across the map to reach the glowing square on the northern side
* Prevent the Oaracle from scoring 10+ points; I found aggression was the name of the game here. Coordinate where your units are attacking to overwhelm weaker enemies and hope the Oaracle divides her efforts. The struggle here is more stopping before reaching 20 kills to get the bonus area objective
Mission 5:
* Defeat Ryota with Nadia; I had Wulfar, his riflemen and soldiers clear out the enemies in the centre/upper area, Nadia's giant and rifleman take care of the eastern side and took everybody else south to clean up Ryota's crew, dealing the final blow with Nadia
* Defeat Ryota in five turns or fewer; simple enough on the lowest difficulty
Mission 6, 1 star mission
Mission 7:
* Finish the fourth puzzle
* Score 2 holes in 1; use Wulfar's Tee-Shot to punt 2 enemies into abyss tiles
The solutions:
Mission 8, 1 star
Mission 9:
* Win by defeating Ryota's stronghold; use the "strange new unit" to keep Ryota bound in place and out of trouble
* Performed 10 critical hits with a strange new unit: I'm unsure of the exact requirements. Basically you need to track down a character called Grandmother Chizoba, and this is done by capturing villages. She turned up after I captured 9 villages at the start of the fifth turn. Finding her will unlock the kraken/seachild unit. To land crits, attack enemy units that don't have any allied units or settlements next to them. You only need to land the hits for this one rather than kill enemies
All Together
Mission 1, 1 star
Mission 2:
* Win in 12 or fewer turns; I'd recommend rushing for the third isle at the start of turn 5
* Defeat all enemy commanders; the enemy commanders include Emeric, Mercia, Wulfar, Nadia, Ragna, Valder, Rhomb and Nuru. Turn 1, defeat Emeric. Turn 2, Wulfar and Nadia turn up. Try and defeat them by turn 5. Make your way to the second island to summon Ragna and Valder, then to the third island to summon Rhomb, with Nuru turning up a turn later. Ryota, Vesper and Pistil will join your side along the way
Mission 3, 1 star
If you miss any objectives, you can go back and replay any level. Just be sure to pick up both secondary objectives
4 Comments
Thank you, 😊 Handy guide to have next to me rather than keep going in menu, and helpful tips for objectives. E.g Mission 5, get 5 units (both your own and the enemies) on connected tiles then use Pistil's groove. I spent too long trying to get enemies together 🤦
By Raisedlegend on 23 Sep 2024 18:25
Glad to hear it. They're good at using exact words for what needs to be done, like using "target" v "enemy" or "hit" v "defeat", just a couple of Dark Skies ones that are ambiguous. I actually did the Pistil's Groove one unintentionally, forgot to check the objectives until after I got it
By CiphriusKane on 23 Sep 2024 18:58
Complete all optional objectives on all campaign maps. Most maps will have 2 optional objectives, and completing both by the end of the match will award 3 stars. Some maps, primarily those lacking actual combat and tutorial missions, lack bonus objectives and just award 1 star. I would recommend doing these on story difficulty so you can focus on the objectives
There's several archetypal objectives, such as "Complete in X rounds", "Beat the boss with character Y" or "Get Z kills with Unit A".
Tutorial missions
Tutorial missions 1-3: 1 star; just complete the map
Tutorial mission 4:
* Capture 2 villages; have any unit that can capture (basically every unit at this point) reach and take control of 2 villages. General good practice to get into as that's your main source of gold
* Use Lytra's Groove to fling an enemy into the sea; use Lytra's groove charge to force an enemy onto a water tile. This will also unlock
Breaking Ground
Mission 1:
* Defeat 3 Cavalry units with Spearmen; have perforators (spear wielding mice) deal the final blow to three greenguards (fluffalo-riding floran, the floran cavalry). If a greenguard attacks a peforator and dies to the counterattack, it still counts
* Prevent any enemy unit from entering the encampment; there's a glowing white square around the base. Stop them getting into it
Mission 2:
* Use a third path; have any unit step onto the water. You don't actually have to take the water path
* Win without attacking Bulrush; counterattacking Bulrush doesn't invalidate this objective. Focus on taking out the enemy stronghold
Mission 3:
* Defeat Muru within 11 turns; basically rush the enemy with a mix of archers, spearmen and Rhomb and defeat the enemy commander before the 12-turn limit is reached. It's these sorts of objectives where having the lower difficulty makes a difference for inexperienced players
* Win without using cavalry units; at the start, choose 4 spearmen and just never recruit a chevalier
Mission 4:
* Reach the objective in 7 or fewer turns; basically rush to the other end of the room with either commander and avoid all unnecessary fights
* Lose no more than 4 units; basically minimise casualties. The best way to do this is by rushing to the other end of the room with either commander and avoiding all unnecessary fights
Mission 5:
* Use Pistil's Groove to strike 5 targets at once; get 5 units (both your own and the enemies) on connected tiles then use Pistil's groove
* Prevent the enemy from capturing the watchtower; it's in the centre of the map. Just capture it yourself and stop the enemy from taking it
Mission 6:
* Capture all watchtowers; there's five watchtowers, two to the south, two to the north and one in the centre. By choosing to split your forces at the start, one of the northern watchtowers will automatically be captured on turn 2
* Defeat 5 enemies using the dog critical hit; the "dog" in this case is the Entomon beetle. To perform a crit with this unit, have another "dog" next to the target. Only the final blow needs to be a crit, so enemies can be weakened to ensure a crit defeat. If the attack has an exclamation mark next to the damage then it's a critical hit
Mission 7:
* Push 3 enemies into a chasm; have any unit grab the tenshō (there's one on each side) then have them use the "strong wind" command to push an enemy onto an abyss map tile. There has to be a space between the enemy and the tenshō user for this to work
* Win without cutting down a single tree; capture the sawmills then ignore them. Limits your economy but still doable on the lowest difficulty
Mission 8:
* Don't let Pistil's machines be defeated; the harvester (giant) and pullbot (frog) must be alive at the end of the mission. During the final objective of getting all 3 commanders to safety, send the two bots ahead to ensure they're not in danger (I managed to lose the harvester when the bridge collapsed in the final cutscene and had to redo the mission)
* Ensure that 4 enemies take a plunge; basically ensure that none of the units die or get off either the western or northern bridges before they collapse. I had my swordsmen/spearmen blockade the end of the current bridge to stop the enemy units from escaping or from being killed by counterhits. All 4 enemies have to go swimming at the same time. The eastern and southern bridges only collapse in the final cutscene, and it's a lot simpler to get this done on the aforementioned bridges
Mission 9: 1 star
Mission 10:
* Defeat the enemy commander in 10 or fewer turns; have Pistil and Lytra rush to the boss. He'll slowly weaken himself to impede you with weak vines so will be an easy kill at the end as long as you do it by turn 10. You'll get backup to help cut down the vines
* Don't lose more than 4 units; rush the boss. There's health potions to pick up to restore lost health
Dark Skies
Mission 1:
* Visit an old friend; there's a grave directly north of the starting positions. Take Koji to it
* Don't lose any archers; keep your archers/hawkbows alive. You start with 4 and they're needed to take out the aeronaut/vampire enemies but should otherwise be kept in the back lines
Mission 2:
* Defeat Oddvar using a pair of seasoned hunters; reach the glowing barracks on the west side of the map before the enemy does. Doing so will add two mini commanders in the form of dogs. These are the seasoned hunters that must deal the final blow to Oddvar (the boss). If the enemy gets to the barracks first, the dogs are lost
* Capture all lumber mills; there's 4 lumber mills, one in each corner. You'll have to take the northern pair from the enemy
Mission 3:
* Win in 10 or fewer turns; you can spend a couple of turns setting up an economy on the first island but ideally by turn 6 you should be on the third island
* Use the twins to defeat the enemy commander; have Orla and Errol deal the final blow to Vesper
Mission 4, 1 star
Mission 5:
* Win without defeating the Guardian; the Guardian is the blue robot that attacks every other turn. Just ignore it
* Defeat both enemy commanders in the same turn; it's a balancing game of getting Orla/Errol and Koji weak enough to be taken out within the same turn
Mission 6, 1 star
Mission 7:
* Win without attack Oddvar; as with Bulrush in Breaking Ground's mission 2, counterhits don't count as attacks. Focus on the enemy stronghold, especially with dragons
* Defeat 5 enemies with the air trooper critical hit; the air trooper is the ostrich-type bird with a rider. For this mission, the unit is the golden crane. To land a critical hit, there must be a golden crane on the opposite side of the attacking crane. Again, weaken the enemies first to ensure crits kill
Mission 8:
* Use Valder to defeat Prince Harmon; have your commander Valder deal the final blow against Prince Harmon/"Ragna"
* Win without recruiting more than 5 new units; I recommend saving your recruits for the hard hitters, like dragons and giants. Make use of captured buildings to heal, as while you do get two starter mages it tends to be cheaper just to drain buildings of their health. I erred on the side of caution and counted the two guardians on the map as part of the 5 recruitments
Mission 9:
* Win in 12 or fewer turns; simple enough
* Defeat the enemy commander with a bird; the "bird" in this case refers to Koji's sparrow bombs rather than the air troopers. Get Koji to 200% groove by boosting Orla and Errol's groove and he'll summon 2 bombs. Personally I used this video guide to achieve this
Rising Tides
Mission 1:
* Keep the barge in perfect shape; it must not be hit at all. I hid it two tiles left and one tile up from its starting position and used the two riflemen and a mage to blockade the path and stop any enemy riverboats from attacking it
* Determine whether giants can swim; use Wulfar's Tee-Off groove to punt the Oni/Giant onto a deep sea tile
Mission 2:
* Keep all of Wulfar's starting units alive; Wulfar starts with 7 units (Wulfar, soldier, spearman, rifleman, archer, mage, barge). Keep them alive and use the mage to heal if need be
* Find a hidden treasure; centre island, furthest north eastern corner marked by a dirt X. A yellow soldier will be standing on it at first. Clear them out then plonk one of your own units on that tile
Mission 3:
* Capture all three recruit structures before Cap'n arrives; the hideout is a freebie. Use the thieves to ransack the port and barracks and have your starting soldiers follow up for the capture. The captain arrives after 5 turns have passed
* Defeat 5 units with the Captain's Sabre item; when Nadia arrives, she'll drop 2 items called Captain's Sabres. Have 2 units equip those items then defeat 5 enemies between them
Mission 4:
* Reach the bonus area; I sent a siren/aeronaut unit across the map to reach the glowing square on the northern side
* Prevent the Oaracle from scoring 10+ points; I found aggression was the name of the game here. Coordinate where your units are attacking to overwhelm weaker enemies and hope the Oaracle divides her efforts. The struggle here is more stopping before reaching 20 kills to get the bonus area objective
Mission 5:
* Defeat Ryota with Nadia; I had Wulfar, his riflemen and soldiers clear out the enemies in the centre/upper area, Nadia's giant and rifleman take care of the eastern side and took everybody else south to clean up Ryota's crew, dealing the final blow with Nadia
* Defeat Ryota in five turns or fewer; simple enough on the lowest difficulty
Mission 6, 1 star mission
Mission 7:
* Finish the fourth puzzle
* Score 2 holes in 1; use Wulfar's Tee-Shot to punt 2 enemies into abyss tiles
The solutions:
Mission 8, 1 star
Mission 9:
* Win by defeating Ryota's stronghold; use the "strange new unit" to keep Ryota bound in place and out of trouble
* Performed 10 critical hits with a strange new unit: I'm unsure of the exact requirements. Basically you need to track down a character called Grandmother Chizoba, and this is done by capturing villages. She turned up after I captured 9 villages at the start of the fifth turn. Finding her will unlock the kraken/seachild unit. To land crits, attack enemy units that don't have any allied units or settlements next to them. You only need to land the hits for this one rather than kill enemies
All Together
Mission 1, 1 star
Mission 2:
* Win in 12 or fewer turns; I'd recommend rushing for the third isle at the start of turn 5
* Defeat all enemy commanders; the enemy commanders include Emeric, Mercia, Wulfar, Nadia, Ragna, Valder, Rhomb and Nuru. Turn 1, defeat Emeric. Turn 2, Wulfar and Nadia turn up. Try and defeat them by turn 5. Make your way to the second island to summon Ragna and Valder, then to the third island to summon Rhomb, with Nuru turning up a turn later. Ryota, Vesper and Pistil will join your side along the way
Mission 3, 1 star
If you miss any objectives, you can go back and replay any level. Just be sure to pick up both secondary objectives
There's several archetypal objectives, such as "Complete in X rounds", "Beat the boss with character Y" or "Get Z kills with Unit A".
Tutorial missions
Tutorial missions 1-3: 1 star; just complete the map
Tutorial mission 4:
* Capture 2 villages; have any unit that can capture (basically every unit at this point) reach and take control of 2 villages. General good practice to get into as that's your main source of gold
* Use Lytra's Groove to fling an enemy into the sea; use Lytra's groove charge to force an enemy onto a water tile. This will also unlock
The Splish Splash! achievement in Wargroove 2 worth 21 pointsGive a unit a bath with Lytra's groove.
Breaking Ground
Mission 1:
* Defeat 3 Cavalry units with Spearmen; have perforators (spear wielding mice) deal the final blow to three greenguards (fluffalo-riding floran, the floran cavalry). If a greenguard attacks a peforator and dies to the counterattack, it still counts
* Prevent any enemy unit from entering the encampment; there's a glowing white square around the base. Stop them getting into it
Mission 2:
* Use a third path; have any unit step onto the water. You don't actually have to take the water path
* Win without attacking Bulrush; counterattacking Bulrush doesn't invalidate this objective. Focus on taking out the enemy stronghold
Mission 3:
* Defeat Muru within 11 turns; basically rush the enemy with a mix of archers, spearmen and Rhomb and defeat the enemy commander before the 12-turn limit is reached. It's these sorts of objectives where having the lower difficulty makes a difference for inexperienced players
* Win without using cavalry units; at the start, choose 4 spearmen and just never recruit a chevalier
Mission 4:
* Reach the objective in 7 or fewer turns; basically rush to the other end of the room with either commander and avoid all unnecessary fights
* Lose no more than 4 units; basically minimise casualties. The best way to do this is by rushing to the other end of the room with either commander and avoiding all unnecessary fights
Mission 5:
* Use Pistil's Groove to strike 5 targets at once; get 5 units (both your own and the enemies) on connected tiles then use Pistil's groove
* Prevent the enemy from capturing the watchtower; it's in the centre of the map. Just capture it yourself and stop the enemy from taking it
Mission 6:
* Capture all watchtowers; there's five watchtowers, two to the south, two to the north and one in the centre. By choosing to split your forces at the start, one of the northern watchtowers will automatically be captured on turn 2
* Defeat 5 enemies using the dog critical hit; the "dog" in this case is the Entomon beetle. To perform a crit with this unit, have another "dog" next to the target. Only the final blow needs to be a crit, so enemies can be weakened to ensure a crit defeat. If the attack has an exclamation mark next to the damage then it's a critical hit
Mission 7:
* Push 3 enemies into a chasm; have any unit grab the tenshō (there's one on each side) then have them use the "strong wind" command to push an enemy onto an abyss map tile. There has to be a space between the enemy and the tenshō user for this to work
* Win without cutting down a single tree; capture the sawmills then ignore them. Limits your economy but still doable on the lowest difficulty
Mission 8:
* Don't let Pistil's machines be defeated; the harvester (giant) and pullbot (frog) must be alive at the end of the mission. During the final objective of getting all 3 commanders to safety, send the two bots ahead to ensure they're not in danger (I managed to lose the harvester when the bridge collapsed in the final cutscene and had to redo the mission)
* Ensure that 4 enemies take a plunge; basically ensure that none of the units die or get off either the western or northern bridges before they collapse. I had my swordsmen/spearmen blockade the end of the current bridge to stop the enemy units from escaping or from being killed by counterhits. All 4 enemies have to go swimming at the same time. The eastern and southern bridges only collapse in the final cutscene, and it's a lot simpler to get this done on the aforementioned bridges
Mission 9: 1 star
Mission 10:
* Defeat the enemy commander in 10 or fewer turns; have Pistil and Lytra rush to the boss. He'll slowly weaken himself to impede you with weak vines so will be an easy kill at the end as long as you do it by turn 10. You'll get backup to help cut down the vines
* Don't lose more than 4 units; rush the boss. There's health potions to pick up to restore lost health
Dark Skies
Mission 1:
* Visit an old friend; there's a grave directly north of the starting positions. Take Koji to it
* Don't lose any archers; keep your archers/hawkbows alive. You start with 4 and they're needed to take out the aeronaut/vampire enemies but should otherwise be kept in the back lines
Mission 2:
* Defeat Oddvar using a pair of seasoned hunters; reach the glowing barracks on the west side of the map before the enemy does. Doing so will add two mini commanders in the form of dogs. These are the seasoned hunters that must deal the final blow to Oddvar (the boss). If the enemy gets to the barracks first, the dogs are lost
* Capture all lumber mills; there's 4 lumber mills, one in each corner. You'll have to take the northern pair from the enemy
Mission 3:
* Win in 10 or fewer turns; you can spend a couple of turns setting up an economy on the first island but ideally by turn 6 you should be on the third island
* Use the twins to defeat the enemy commander; have Orla and Errol deal the final blow to Vesper
Mission 4, 1 star
Mission 5:
* Win without defeating the Guardian; the Guardian is the blue robot that attacks every other turn. Just ignore it
* Defeat both enemy commanders in the same turn; it's a balancing game of getting Orla/Errol and Koji weak enough to be taken out within the same turn
Mission 6, 1 star
Mission 7:
* Win without attack Oddvar; as with Bulrush in Breaking Ground's mission 2, counterhits don't count as attacks. Focus on the enemy stronghold, especially with dragons
* Defeat 5 enemies with the air trooper critical hit; the air trooper is the ostrich-type bird with a rider. For this mission, the unit is the golden crane. To land a critical hit, there must be a golden crane on the opposite side of the attacking crane. Again, weaken the enemies first to ensure crits kill
Mission 8:
* Use Valder to defeat Prince Harmon; have your commander Valder deal the final blow against Prince Harmon/"Ragna"
* Win without recruiting more than 5 new units; I recommend saving your recruits for the hard hitters, like dragons and giants. Make use of captured buildings to heal, as while you do get two starter mages it tends to be cheaper just to drain buildings of their health. I erred on the side of caution and counted the two guardians on the map as part of the 5 recruitments
Mission 9:
* Win in 12 or fewer turns; simple enough
* Defeat the enemy commander with a bird; the "bird" in this case refers to Koji's sparrow bombs rather than the air troopers. Get Koji to 200% groove by boosting Orla and Errol's groove and he'll summon 2 bombs. Personally I used this video guide to achieve this
Rising Tides
Mission 1:
* Keep the barge in perfect shape; it must not be hit at all. I hid it two tiles left and one tile up from its starting position and used the two riflemen and a mage to blockade the path and stop any enemy riverboats from attacking it
* Determine whether giants can swim; use Wulfar's Tee-Off groove to punt the Oni/Giant onto a deep sea tile
Mission 2:
* Keep all of Wulfar's starting units alive; Wulfar starts with 7 units (Wulfar, soldier, spearman, rifleman, archer, mage, barge). Keep them alive and use the mage to heal if need be
* Find a hidden treasure; centre island, furthest north eastern corner marked by a dirt X. A yellow soldier will be standing on it at first. Clear them out then plonk one of your own units on that tile
Mission 3:
* Capture all three recruit structures before Cap'n arrives; the hideout is a freebie. Use the thieves to ransack the port and barracks and have your starting soldiers follow up for the capture. The captain arrives after 5 turns have passed
* Defeat 5 units with the Captain's Sabre item; when Nadia arrives, she'll drop 2 items called Captain's Sabres. Have 2 units equip those items then defeat 5 enemies between them
Mission 4:
* Reach the bonus area; I sent a siren/aeronaut unit across the map to reach the glowing square on the northern side
* Prevent the Oaracle from scoring 10+ points; I found aggression was the name of the game here. Coordinate where your units are attacking to overwhelm weaker enemies and hope the Oaracle divides her efforts. The struggle here is more stopping before reaching 20 kills to get the bonus area objective
Mission 5:
* Defeat Ryota with Nadia; I had Wulfar, his riflemen and soldiers clear out the enemies in the centre/upper area, Nadia's giant and rifleman take care of the eastern side and took everybody else south to clean up Ryota's crew, dealing the final blow with Nadia
* Defeat Ryota in five turns or fewer; simple enough on the lowest difficulty
Mission 6, 1 star mission
Mission 7:
* Finish the fourth puzzle
* Score 2 holes in 1; use Wulfar's Tee-Shot to punt 2 enemies into abyss tiles
The solutions:
Mission 8, 1 star
Mission 9:
* Win by defeating Ryota's stronghold; use the "strange new unit" to keep Ryota bound in place and out of trouble
* Performed 10 critical hits with a strange new unit: I'm unsure of the exact requirements. Basically you need to track down a character called Grandmother Chizoba, and this is done by capturing villages. She turned up after I captured 9 villages at the start of the fifth turn. Finding her will unlock the kraken/seachild unit. To land crits, attack enemy units that don't have any allied units or settlements next to them. You only need to land the hits for this one rather than kill enemies
All Together
Mission 1, 1 star
Mission 2:
* Win in 12 or fewer turns; I'd recommend rushing for the third isle at the start of turn 5
* Defeat all enemy commanders; the enemy commanders include Emeric, Mercia, Wulfar, Nadia, Ragna, Valder, Rhomb and Nuru. Turn 1, defeat Emeric. Turn 2, Wulfar and Nadia turn up. Try and defeat them by turn 5. Make your way to the second island to summon Ragna and Valder, then to the third island to summon Rhomb, with Nuru turning up a turn later. Ryota, Vesper and Pistil will join your side along the way
Mission 3, 1 star
If you miss any objectives, you can go back and replay any level. Just be sure to pick up both secondary objectives
2 Comments
Thank you, 😊 Handy guide to have next to me rather than keep going in menu, and helpful tips for objectives. E.g Mission 5, get 5 units (both your own and the enemies) on connected tiles then use Pistil's groove. I spent too long trying to get enemies together 🤦
By Raisedlegend on 23 Sep 2024 18:25
Glad to hear it. They're good at using exact words for what needs to be done, like using "target" v "enemy" or "hit" v "defeat", just a couple of Dark Skies ones that are ambiguous. I actually did the Pistil's Groove one unintentionally, forgot to check the objectives until after I got it
By CiphriusKane on 23 Sep 2024 18:58