2. Fiery Warpath
Power Type: Physical / Tactical / Hydro / Arcane
Minimum Rank: Baron/Baroness
Minimum Recommended Traps: Enraged Rhinobot / Zugzwang’s First Move / Steam Laser Mk. I / Acronym Trap
Objective: Catch a Warmonger to reach Muridae Market / Acquire the Oasis Water Node Trap
Recommended Area Progression Plan: Where Should I Go Next?
The Sandtail Call to Arms can be collected when you‘re still a Lord/Lady, provided you’ve caught the necessary mice. Then, when you rank up, the Warpath can be visited immediately.
Once you’ve traveled to the Fiery Warpath, which is the first area of the Sandtail Desert region, you will notice the extensive HUD (heads up display). In much the same way as the Tower or the Iceberg, the Warpath features a unique game mechanic which makes it very interesting and somewhat difficult during the first visit.
Wave 1 features a group of Warriors, one of Archers, and one of Scouts. They are all weak to Physical traps. Any trap weaker than the Enraged RhinoBot is not recommended here. For every breed, a set number has to be caught. You can speed up things, though, by Streaking (no, not that kind, silly!).
If you get to a Streak of 3, meaning catching either 3 Archers, Scouts, or Warriors in a row, this will intimidate the other mice of this type and 2 more will retreat. Getting to a Streak of 6 will make 4 more mice turn around and head back home, a Streak of 9 makes 6 more mice retreat.Streaks can be achieved more easily by buying and arming special Warpath Charms, either regular ones or those strengthened by Magic Essence. These Charms will help attract a certain type of mouse, but they can fail in doing so. Catching any different mouse type, FTCs or FTAs will break a Streak. This is the reason why some hunters use SB+ in the Warpath, to avoid FTAs. Some only use SB+ after achieving a Streak of 3, others whenever they are close to a Streak of either 3 or 6 to improve the odds.
Leaving the Warpath by traveling somewhere else will NOT reset your progress, even Streaks will remain untouched and waiting for you when you return.
Caravan Guards add more mice to a Wave when FTCd, one for each type of mouse. Although if you have friends in the same area, sometimes they are able to prevent Caravan Guards from doing so. If a certain type of mouse has been already extinguished from the Wave, Caravan Guards do not re-mobilize them or cause more to appear.
Crimson Commanders, when caught, demoralize a Wave to such an extent that the number of mice equal to your Streak at the time of the catch will retreat. This goes for every single type of mouse left in the Wave. This means that if you‘re at a Streak of 6 in Wave 1 and catch a Commander, 6 Archers, 6 Scouts and 6 Warriors will retreat. This way you can wipe out even more mice in one go in Waves 2 and 3, because they feature even more breeds. You’ll receive a Commander Charm every time you complete a first, second, and third Wave. These will maximize the attraction rate of Commanders. Use them wisely!
Caravan Guard Mice and Crimson Commanders will completely retreat after a certain number of mice have been caught in each Wave. They’ll disappear when there are 10 (or fewer) mice left in Wave 1, 18 in Wave 2 and 26 in Wave 3.
Upon reaching a Streak of 7 or higher, there is a chance you’ll encounter a Gargantuamouse. Those are there to keep you from streaking endlessly. The higher the Streak, the higher the chance to encounter one. After a Streak of 9 the chance of attracting a Garga is already very high. Streaks of 9+ can happen, but very rarely do. Gargas are pretty hard to catch with Physical traps, but incredible easy to catch with your Ice Maiden. The trouble is that you don‘t know when you‘ll attract one, and of course your IM is near useless in terms of catching anything else in the Warpath. It‘s always a gamble. When you feel like it, after achieving a Streak of 7, 8 or 9, arm your IM and, if you‘re not hunting with SB+, maximize your Attraction rate, for example by arming the Wooden Base with Target. I’d strongly advise to not leave it to chance though and use SB+ in a situation like that.
Wave 2 features the same types of mice, although the Physical Waves are stronger now and the numbers have increased. On top of that, two more breeds have been added, Cavalry and Mages. Cavalry mice are weak to Tactical traps, Mages are weak to Hydro traps. Depending on the traps in your inventory it could be possible, however, that your RageBot might still be more effective for those.
You can‘t buy Warpath Charms specifically designed for Cavalry or Mages, but they do exist. You can craft them. The problem is: in order to that you‘ll need ingredients that are dropped by the exact same mice you want to catch. Cavalry mice drop Horseshoes, Mages drop Mage Cloths. On your first visit to the Warpath you‘ll either have to tough it out until you’ve gathered some of those, or you‘ll buy some from other players in the Marketplace.Wave 3 is pretty similar to Wave 2, only the mice have become even harder to catch and another breed has been added, Artillery mice, who are weak to Arcane weapons like your Acronym trap. There are no charms for these, so usually you either try to wipe them out by the use of Commander Charms, or, if you don’t have enough of those, clear every other breed while using the appropriate charms and go for Artillery mice afterwards. Wave 3 is pretty extensive. You can be lucky in Wave 1 and 2 and rush through them in a comparatively short amount of time, but you should calculate for Wave 3 to last you a few days of active hunting.Wave 4 is different to the other Waves. There are no Support Mice and none of the mice you‘ve encountered so far, only 12 Theurgy Wardens and a Warmonger. The Warmonger might be attracted to your trap instantly, but it can only be caught once the 12 Wardens have been caught. The Warmonger is what the entire Warpath is about, because it sometimes drops loot that you‘ll need to craft the new traps in this area. These ingredients are Sandblasted Metals, Sphynx Crystals and Oasis Beads. Of course, if you have the gold, you can buy all of them on the Marketplace.
Your first Warmonger is guaranteed to drop you either a Metal, a Crystal, or a Bead. One of the latter and you can begin to save up for a new trap. The trouble is that you need two Metals for the Physical trap, plus those are the most valuable and therefore most expensive pieces. From your second Monger onward the loot they‘ll have with them is random and may or may not include more trap loot. It is not uncommon for hunters to go through the Warpath 10, 20 or even more times and not scoring two Metals, a Crystal and a Bead.
Catching your first Warmonger will also make it possible to advance to the next area.There is a secret tent that the generals of the Marching Flame use to discuss tactics and strategy. This is the only place where you can catch the elusive Artillery Commander. Using a Warpath Portal Projector during Wave 4 will get you there. Once five Theurgy Wardens have been caught, the Artillery Commander can be caught as well. Portal Projectors are made by combining a Warpath Portal Console with a Warpath Portal Core. Both can only be obtained through Warpath maps as a rare chest loot, or via the Marketplace. The Artillery Commander drops an Artillery Strike Console which will enable you to wipe out an entire Wave at the touch of a button.