Winds of Fate
Contents
- 1 Introduction
- 2 General Strategy
- 3 Scenario 1: The Hunt
- 4 Scenario 2: Reclamation
- 5 Scenario 2X: Victory Feast
- 6 Scenario 3: The Contention
- 7 Scenario 3X: Final Departure
- 8 Scenario 4: Journey
- 9 Scenario 5: Threshold
- 10 Scenario 5X: Early Arrival
- 11 Scenario 6: Landfall
- 12 Scenario 6X: Winds of Fate
- 13 Scenario 7: Harvest
- 14 Scenario 8: Overlook
- 15 Scenario 9: Ancestor
- 16 Scenario 10: Fire Meets Steel
- 17 Scenario 11: Crosswind
- 18 Scenario 12: Epilogue
Introduction
This is the walkthrough for the mainline drakes campaign, Winds of Fate. It was formerly known as Wings of Victory or Wings of Valour. It is a hard level campaign with 11 scenarios and 4 levels of difficulty (Normal/Challenging/Difficult/Nightmare).
Synopsis
The story of how the drakes first arrived on the Great Continent.
Note: This walkthrough has many spoilers. Read at your own discretion.
General Strategy
In this campaign, the player will have access to all recruits of the MP Default Era's Drakes faction, but not all at once. Most of the recruit list will unlock with story progression and some unit-trees might be temporarily unavailable due to story reasons. With that being stated, I would suggest prioritizing on the following:
- Get a Drake Flare and advance him to a Drake Flameheart. The Leadership ability has predominant value in this campaign as you will mostly be suffering losses throughout since Drakes will mostly get 20%-40% defense on most of the maps (with the exception of the Glider caste, whose defenses range from 30-50). Thus, having a Flameheart to coordinate the attacks of level 2 and level 1 Drakes and Saurians will be paramount to this campaign.
- Reshan: This hero-class Drake Glider will be available for the nine out of the eleven scenarios. Having him advance early to Sky Drake and later to Hurricane Drake is advised. He can be valuable as both a scout and a mixed-fighter.
- Gorlack: The protagonist. He starts at level 1 as a Drake Burner. He is the only Drake Burner in this campaign to be able to advance to the fearsome and devastating Armageddon Drake. Feeding him XP should be one of the main focus points of any player of this campaign. Do not worry about any XP deficiency for other units. You will have plenty of chances to farm experience points.
- Saurian Oracles and Saurian Soothsayers. Having these units will benefit you greatly, especially in the last scenario.
- Drake Blademasters. Drake Fighter recruitment is available onwards from scenario 2. Levelling them is recommended as they can dish out big damage during the day, are fast and deadly.
- Drake Arbiters and Wardens. The scenario designs do not really favor the Drake Clasher caste but you can recruit level 2 drakes and saurians at the very end of the campaign so just try to have 2 or 3 arbiters on hand. Drake Thrashers are not that useful in any of the scenarios.
- Fire and Inferno Drakes. These are probably what should be filling your recall list, second only to Drake Warriors and Blademasters. Throughout the campaign, these units will be your main source of damage during the day time schedules.
- Read the How-To-Play Drakes page if you are not familiar with how Drakes are played.
Scenario 1: The Hunt
This is a large map scenario where you start with a set amount of drake units. Burners and Gliders. You can see 2 villages on the map. Try to capture them. They have 1 Drake Warrior and 1 Drake Fighter in them. You have to kill a specific amount of units to win. There are several AI sides, each fighting the other. If you position your drakes carefully, you can get to a farming spot where you can +16 XP per kill (level 2 enemy) units. This is located at the eastern shore of the island. The counter counts for any unit your side kills so try not to kill only level 1 units as you are denying the XP farm you deserve.
Scenario 2: Reclamation
This is the scenario where your drakes will be fighting orcs. You start near the southwestern shore with a few spawned units and Reshan. There is an enemy leader nearest to you. Your first task: annihilate that orc and prevent him from recruiting any units after the first turn. Orcs will also recruit "boat" units. These have 0% defense on villages so lure them their and instantly kill them with drakes. One of the southern villages has a Clasher unit. On first dawn, Karron will arrive with his Flight of Drakes. They will be targeting side 3. There is a lore book at the north of the island. You win by accomplishing two things: encircling the enemy orc leader (the orange one) with your drakes and destroying all boat units. Karron's flight will not follow your instructions and try to kill all the orcs so you have to capture the orcish leader first.
For your benefit, it is recommended to try levelling Gorlack here to level 3 or very near it. Same goes for Reshan.
Scenario 2X: Victory Feast
Cutscene Only Scenario.
Scenario 3: The Contention
Reshan is your only recalled unit in this scenario. You have to defeat Karron or resist until the end of turns. Your recruit list will be subjected to the Ways of Morogor. To explain it..you can recruit one unit type at a time and then it will reset. You will also have 2 Intendants from the fighter caste (Drake Warrior) and the clasher caste (Drake Thrasher). Karron will have the same (intendants from each other caste). Karron has a Drake Arbiter unit and this should be taken out as soon as possible. He is a real nuisance. The key to victory is having village ownership of 7+ villages at all times and outlasting Karron's units. Do not worry if you lose units here. They get sent to your recall list. You should focus on getting clashers to take out Karron if you manage to reach him.
If you succeed in defeating Karron, you will get an item Dragon Claws which will give Gorlack a superior melee damage boost.
Scenario 3X: Final Departure
Cutscene Only Scenario.
Scenario 4: Journey
You start with your keep on the southwestern isle. There are enemy merfolk leaders north and east of your location. There are enemy naga as well on the northeastern isle. However, if Reshan can get near the naga leader, they will become your allies. Reshan can do this effortlessly if he is a level 2 Sky Drake or higher. Using Fire Drakes and Drake Warriors here is recommended.
On set intervals (night time), the merfolk leader (the purple one) will summon a Kraken and the naga leader will summon sea serpents. Krakens are menacing to battle and should be lured out of deep water. Try to kill as many Krakens as possible while retaining 100% village ownership. Krakens provide +24 XP to the unit which killed it so take this as an opportunity to get experience drakes (Blademasters, Flamehearts, Inferno and Hurricane Drakes).
Clashers are not available for this scenario (story reasons).
Scenario 5: Threshold
You start of the southwestern edge of the Three Sisters island with some spawned units. There is a loyalist enemy side and several monster sides and an allied saurian side. Try to eradicate that lieutenant on the castle by turn 1 or turn 2. When he dies, the saurians flip over to your side. Recruiting and recalling units have been disabled in this scenario. There are three temples north of your starting location. Moving units onto them will give you free units (2 saurian augurs, 1 skirmisher, 1 swamp lizard and 1 water serpent and 2 rats). There is no gold carryover and monster spawns are infinite. Try to use this scenario as a means to farm XP for your current set of units. This scenario offers a very good opportunity to get Gorlack to level 4. You win this scenario by capturing all villages so try to delay that and focus on farming some XP.
There is also a lore book at the northern reef of the map.
Scenario 5X: Early Arrival
Cutscene Only Scenario.
Scenario 6: Landfall
Scenario 6X: Winds of Fate
Cutscene Only Scenario.
Scenario 7: Harvest
Scenario 8: Overlook
Scenario 9: Ancestor
Scenario 10: Fire Meets Steel
Scenario 11: Crosswind
Scenario 12: Epilogue
Cutscene Only Scenario.