Fiery Warpath

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Traveling out of the Fiery Warpath will not affect a Hunter's current progress or streak.

Fiery Warpath
Region: Sandtail Desert
Minimum Rank: Baron/Baroness
Travel Requirement: Sandtail Call to Arms
Recommended Power Type: Varies by Wave
and mouse
Number of Mice: 20
Shops: Cartographer
Charm Shoppe
Cheese Shoppe
General Store
Lose Gold: Yes
Lose Points: Yes
Lose Cheese: Yes
Release Date: 22 March 2011
The Marching Flame has attacked and pillaged much of the Sandtail Desert and now their warpath is headed towards Gnawnia! Their battalions attack in waves and seem to endlessly march over the horizon. All that stands between them and conquering Gnawnia are the brave hunters who camp here.

Overview

The Fiery Warpath is a location in the Sandtail Desert region requiring a minimum rank of Baron/Baroness and a Sandtail Call to Arms to enter, which can be obtained as a reward for completing the Capture the Mystic and Technic Kings Adventure in the Seasonal Garden and Zugzwang's Tower.

Mice in this location may steal points, gold, or multiple pieces of cheese if not captured.

Hunters must earn 1 Warpath Victory by defeating the Warmonger Mouse in order to travel to the Muridae Market location.

Waves

There are four waves of mice that Hunters must defeat in order to reach the Warmonger Mouse and defeat The Marching Flame. Hunters must defeat each wave before they can face the next wave.

Waves 1 through 3
Streaks
Streaks only occur in Wave One, Wave Two, and Wave Three.
A streak is obtained by capturing the same type of mouse one after another.

Capturing 3 of the same mouse in a row will cause 2 additional mice of the same type to retreat.
Capturing 6 of the same mouse in a row will cause 4 additional mice of the same type to retreat.
Capturing 9 of the same mouse in a row will cause 6 additional mice of the same type to retreat.

A message appears in the Hunter's Journal when a streak causes mice to retreat:
I caught [X] [Mouse Name] Mice in a row! This demoralizing blow has caused [X] more of them to retreat!

Failures to catch or attract any mouse will break a streak.
Capturing any other mouse type will break a streak.
Various Fiery Warpath Charms can be used to target specific mice to help build streaks.

Failing to capture a Caravan Guard Mouse will cause one mouse of each type to be added to a wave. However, if a Hunter has one or more friends also hunting in the Fiery Warpath, reinforcements may be prevented. Catching this mouse ends a streak, but does not add mice to the wave.
Capturing a Crimson Commander Mouse will cause a number of mice equal to the current streak to retreat from each group. A streak of 0 will result in 1 mouse from each group retreating. Catching this mouse ends a streak.
When Hunters achieve a streak of 7 or more, it becomes possible to attract the Gargantuamouse. The likelihood of attracting this mouse increases as the streak grows. Catching this mouse ends a streak.

Once all mice in a wave have been defeated, Hunters will move on to the next wave of mice.

Hunters may use an Artillery Strike Launch Box to launch an Artillery Strike during Waves 1-3 and defeat an entire wave of mice. Launching an Artillery Strike creates anentry in the Hunter's Journal:

The mice scattered in terror as a rain of explosive steel shattered the earth!
I moved to the next wave.

Wave 4
Hunters must capture 12 Theurgy Warden mice before they will be able to capture the Warmonger Mouse.
Hunters may encounter the Warmonger Mouse before capturing all 12 Theurgy Wardens, but will be unable to capture it unless they arm an Ultimate Charm.
Capturing a Warmonger Mouse will earn Hunters a Warpath Victory and will reset the Fiery Warpath to Wave One.
Warpath Victories are required for entering Muridae Market and for purchasing certain items in Muridae Market Shops and Fiery Warpath Shops.

Artillery Commander's Tent
During Wave Four Hunters may enter the Artillery Commander's Tent by using a Warpath Portal Projector. Hunters must capture 5 Theurgy Warden mice before they will be able to capture the Artillery Commander Mouse.
Hunters may encounter the Artillery Commander Mouse before capturing all 5 Theurgy Wardens, but will be unable to capture it unless they arm an Ultimate Charm.
Capturing an Artillery Commander Mouse will earn Hunters an Artillery Strike Launch Box and will return them to their position in Wave Four.

Heads-Up Display

The Fiery Warpath HUD shows the following information.

Waves 1 -3

  • Left
  • The current Wave
  • The number of Warpath Victories earned by the Hunter
  • The number of the Hunter's friends hunting in the location.
  • The current streak and the mouse type it represents
  • The Artillery Launch button
Active only if Hunters own an Artillery Strike Launch Box
Not present unless Hunters have at least 1 part of a Warpath Portal Projector in their inventory
  • Center
  • The various groups of mice in the current wave and the number remaining to be caught.
  • The mice are shown in the following order from left to right
Warrior (Wave 1 - 3)
Scout (Wave 1 - 3
Archer (Wave 1 - 3)
Cavalry (Waves 2 - 3)
Mage (Waves 2 - 3)
Artillery (Wave 3)
A targeting reticle will appear over the mouse being targeted with a charm
  • Right

Wave 4

  • Left
  • The current Wave
  • The number of Warpath Victories earned by the Hunter
  • The number of the Hunter's friends hunting in the location.
  • Center and Right
  • Right
Present only when Hunters own a Warpath Portal Projector

Artillery Commander's Tent

  • Left
  • The current Wave
  • The number of Warpath Victories earned by the Hunter
  • The number of the Hunter's friends hunting in the location.
  • Center and Right

Mice Locator

Mouse
Points
Gold
Group
Wave
One

Wave
Two

Wave
Three

Wave
Four

Artillery
Commander's
Tent

Artillery Commander 250,000 500,000 Command X
Caravan Guard 900 900 Support X X X
Crimson Commander 10,000 1,000 Support X X X
Crimson Ranger 22,000 3,000 Archer X
Crimson Titan 20,000 3,300 Warrior X
Crimson Watch 24,200 3,600 Scout X
Desert Archer 12,800 2,100 Archer X
Desert Soldier 11,500 2,400 Warrior X
Flame Archer 19,900 2,700 Archer X
Flame Ordnance 33,000 1,600 Artillery X
Flame Warrior 18,000 3,000 Warrior X
Gargantuamouse 25,000 4,000 Support X X X
Inferno Mage 26,500 1,000 Mage X
Magmarage 30,000 1,000 Mage X
Sandwing Cavalry 26,400 6,000 Cavalry X
Sand Cavalry 24,000 5,200 Cavalry X
Sentinel 21,300 3,300 Scout X
Theurgy Warden 81,000 3,000 Command X X
Vanguard 14,000 2,600 Scout X
Warmonger 198,000 27,000 Command X

Mice with Special Requirements

Catching a Relic Hunter Mouse in the Fiery Warpath will not break a streak.

Wave One

Hunters must defeat 35 Desert Soldier mice, 35 Vanguard mice, and 35 Desert Archer mice to defeat Wave One.

The Crimson Commander and Caravan Guard will retreat once there are 10 or fewer mice remaining in the wave.

The Gargantuamouse can be attracted only while Hunters have a streak of 7 or more mice.

Upon completing Wave One, the following message will be displayed on the Journal:

As the last [Mouse Name] was captured by my trap, the First Wave was defeated. I was awarded one Commander's Charm.
Onward to victory!

Wave One Mice

Mice in Wave One are primarily weak to Physical weapons.
The Gargantuamouse is very unlikely to be captured using anything other than a Draconic weapon.
Fiery Warpath Charms can be used to improve the attraction of specific mice.
Standard Cheese and SUPER|brie+ will attract all mice in Wave One.
SUPER|brie+ increases attraction of the Crimson Commander mouse and reduces the attraction of the Caravan Guard mouse.

Mouse
Points
Gold
Very
Effective

Effective
Less
Effective

Class
Initial
Wave
Size
Loot
Power Type Weakness
Caravan Guard 900 900 - - Physical
Hydro
Tactical
Support -
Crimson Commander 10,000 1,000 Hydro
Draconic
Physical
Arcane
Tactical
- - Support -
Desert Archer 12,800 2,100 - Physical Hydro
Tactical
Archer 35
Desert Soldier 11,500 2,400 - Physical Hydro
Tactical
Warrior 35
Gargantuamouse 25,000 4,000 Draconic - Arcane
Hydro
Tactical
Physical
- - Ancient Relic
Flameshard
Vanguard 14,000 2,600 - Physical Hydro
Tactical
Scout 35

Wave Two

Hunters must defeat 40 Flame Warrior mice, 40 Sentinel mice, 40 Flame Archer mice, 45 Sand Cavalry mice, and 20 Inferno Mage mice to defeat Wave Two.

The Crimson Commander and Caravan Guard will retreat once there are 18 or fewer mice remaining in the wave.

The Gargantuamouse can be attracted only while Hunters have a streak of 7 or more mice.

Upon completing Wave Two, the following message will be displayed on the Journal:

As the last [Mouse Name] was captured by my trap, the Second Wave was defeated. I was awarded one Commander's Charm.
Onward to victory!

Wave Two Mice

Mice in Wave Two have several weaknesses:

Archer, Scout, and Warrior mice are primarily weak to Physical weapons.
Cavalry mice are primarily weak to Tactical weapons.
Mage mice are primarily weak to Hydro weapons.

The Gargantuamouse is very unlikely to be captured using anything other than a Draconic weapon.
Fiery Warpath Charms can be used to improve the attraction of specific mice.
Standard Cheese and SUPER|brie+ will attract all mice in Wave Two.
SUPER|brie+ increases attraction of the Crimson Commander mouse and reduces the attraction of the Caravan Guard mouse.

Mouse
Points
Gold
Very
Effective

Effective
Less
Effective

Class
Initial
Wave
Size
Loot
Power Type Weakness
Caravan Guard 900 900 - - Physical
Hydro
Tactical
Support -
Crimson Commander 10,000 1,000 Hydro
Draconic
Physical
Arcane
Tactical
- - Support -
Flame Archer 19,900 2,700 - Physical Hydro
Tactical
Archer 40
Flame Warrior 18,000 3,000 - Physical Hydro
Tactical
Warrior 40
Gargantuamouse 25,000 4,000 Draconic - Arcane
Hydro
Tactical
Physical
- - Ancient Relic
Flameshard
Inferno Mage 26,500 1,000 - Hydro Physical
Tactical
Mage 20 Heatproof Mage Cloth
Sand Cavalry 24,000 5,200 - Tactical Physical
Hydro
Cavalry 45 Desert Horseshoe
Sentinel 21,300 3,300 - Physical Hydro
Tactical
Scout 40

Wave Three

Hunters must defeat 50 Crimson Titan mice, 50 Crimson Watch mice, 50 Crimson Ranger mice, 60 Sandwing Cavalry mice, 30 Magmarage mice, and 20 Flame Ordnance mice to defeat Wave Three.

The Crimson Commander and Caravan Guard will retreat once there are 26 or fewer mice remaining in the wave.

The Gargantuamouse can be attracted only while Hunters have a streak of 7 or more mice.

Upon completing Wave Three, the following message will be displayed on the Journal:

As the last [Mouse Name] was captured by my trap, the Third Wave was defeated. I was awarded one Commander's Charm.
Onward to victory!

Wave Three Mice

Mice in Wave Three have several weaknesses:

Archer, Scout, and Warrior mice are primarily weak to Physical weapons.
Cavalry mice are primarily weak to Tactical weapons.
Mage mice are primarily weak to Hydro weapons.
Artillery mice are primarily weak to Arcane weapons.

The Gargantuamouse is very unlikely to be captured using anything other than a Draconic weapon.
Fiery Warpath Charms can be used to improve the attraction of specific mice.
Standard Cheese and SUPER|brie+ will attract all mice in Wave Three.
SUPER|brie+ increases attraction of the Crimson Commander mouse and reduces the attraction of the Caravan Guard mouse.

Mouse
Points
Gold
Very
Effective

Effective
Less
Effective

Class
Initial
Wave
Size
Loot
Power Type Weakness
Caravan Guard 900 900 - - Physical
Hydro
Tactical
Support -
Crimson Commander 10,000 1,000 Hydro
Draconic
Physical
Arcane
Tactical
- - Support -
Crimson Ranger 22,000 3,000 - Physical Hydro
Tactical
Archer 50
Crimson Titan 20,000 3,300 - Physical Hydro
Tactical
Warrior 50
Crimson Watch 24,200 3,600 - Physical Hydro
Tactical
Scout 50
Flame Ordnance 33,000 1,600 - Arcane Hydro
Physical
Tactical
Artillery 20
Gargantuamouse 25,000 4,000 Draconic - Arcane
Hydro
Tactical
Physical
- - Ancient Relic
Flameshard
Magmarage 30,000 1,000 - Hydro Physical
Tactical
Mage 30 Heatproof Mage Cloth
Sandwing Cavalry 26,400 6,000 - Tactical Physical
Hydro
Cavalry 60 Desert Horseshoe

Wave Four

Hunters must catch 12 Theurgy Wardens in Wave Four before they will be able to capture the Warmonger Mouse.
The Warmonger may be encountered prior to catching all 12 Theurgy Wardens, but Hunters will not be able to capture it without using an Ultimate Charm.

Upon capturing a Warmonger, hunters start over with Wave One and the following message appears in the journal:

As I captured a Warmonger Mouse, a new battalion of mice was seen on the horizon.
The hunt must continue!

Wave Four Mice

Mice in Wave Four are primarily weak to Physical weapons.
Monger Charms improve loot drops from the Warmonger Mouse
Standard Cheese and SUPER|brie+ will attract both mice in Wave Four
The Warmonger Mouse is guaranteed to drop an Oasis Bead, Sandblasted Metal, or Sphynx Crystal the first time it is caught.

Mouse
Points
Gold
Very
Effective

Effective
Less
Effective

Wave
Size
Standard
Loot
Additional Loot
With
Monger Charm
Arrmed
Power Type Weakness
Theurgy Warden 81,000 3,000 - Physical Hydro
Tactical
12 Flameshard
Simple Orb
Warmonger 198,000 27,000 Physical Arcane
Hydro
Tactical
- 1 Ancient Relic
Flameshard
Simple Orb
Ultimate Luck Charm
Ultimate Power Charm
Warpath Commander's Charm

Trap Parts:
Oasis Bead
Sandblasted Metal
Sphynx Crystal
Lucky Power Charm
Super Luck Charm
Super Power Charm

Increased chance of:
Oasis Bead
Sandblasted Metal
Sphynx Crystal

Artillery Commander's Tent

To access the Artillery Commander's Tent, Hunters must acquire 1 Warpath Victory, 150 Flameshards, 1 Warpath Portal Core, and 1 Warpath Portal Console in order to purchase the Warpath Portal Projector. The Warpath Portal Projector will allow Hunters to enter the Artillery Commander's Tent during Wave Four. It is consumed in the process, replaced with a Ruined Portal Projector collectible.

Warpath Portal Cores and Warpath Portal Consoles are found as rewards in Warpath Treasure Chests and Rare Warpath Treasure Chests. They can be traded on the Marketplace.

Hunters must catch 5 Theurgy Wardens in the Artillery Commander's Tent before they will be able to capture the Artillery Commander.
The Artillery Commander may be encountered prior to catching all 5 Theurgy Wardens, but Hunters will not be able to capture it without using an Ultimate Charm.

Upon capturing an Artillery Commander, hunters will be returned to Wave Four and the following message appears in the journal:

As I captured Artillery Commander Mouse, a strange metallic suitcase clunked onto the ground. Flipping it open, I was faced with an odd electronic interface which is used to call down an artillery strike against waves of mice in the Fiery Warpath!

To reenter the Artillery Commander's Tent Hunters will need to purchase another Warpath Portal Projector. Hunters may enter the Artillery Commander's Tent multiple times without affecting their position in Wave Four.

Artillery Commander's Tent Mice

Theurgy Warden Mouse is primarily weak to Physical weapons while Artillery Commander Mouse is primarily weak to Arcane weapons.
Standard Cheese and SUPER|brie+ will attract both mice in Artillery Commander's Tent
The Artillery Commander Mouse is guaranteed to drop an Artillery Strike Launch Box each time it is caught.

Mouse
Points
Gold
Wave
Size
Loot
Theurgy Warden 81,000 3,000 5 Flameshard
Simple Orb
Artillery Commander 250,000 500,000 1 Artillery Strike Launch Box

Hunting Strategy

Hunters must defeat waves of The Marching Flame in order to confront and defeat the Warmonger Mouse.
Mice in the Fiery Warpath are attracted to Standard Cheese and SUPER|brie+, though the higher attraction rate of SUPER|brie+ is preferable when trying to build streaks.
A variety of Fiery Warpath Charms are available to Hunters to help defeat the mice of the The Marching Flame.

Waves

Each wave must be defeated before Hunters can continue on to the next wave.
Hunters are rewarded with a Warpath Commander's Charm for defeating each wave except the 4th.
Defeating the 4th wave by capturing the Warmonger Mouse rewards Hunters with 1 Warpath Victory.

  • Wave 1
There are 105 total mice in this wave.
Hunters will encounter three classes of mice in Wave 1. All 3 classes are primarily weak to Physical weapons.
35 Desert Soldier (Warrior) mice
35 Vanguard (Scout) mice
35 Desert Archer (Archer) mice
Support mice can be encountered until 10 or fewer mice remain in the wave.
The Gargantuamouse can be encountered when streaks reach 7 or more mice.
  • Wave 2
There are 185 total mice in this wave.
Hunters will encounter five classes of mice in Wave 2.
These 3 classes are primarily weak to Physical weapons:
40 Flame Warrior (Warrior) mice
40 Sentinel (Scout) mice
40 Flame Archer (Archer) mice
These mice are primarily weak to Tactical weapons:
45 Sand Cavalry (Cavalry) mice
These mice are primarily weak to Hydro weapons:
20 Inferno Mage (Mage) mice
Support mice can be encountered until 18 or fewer mice remain in the wave.
The Gargantuamouse can be encountered when streaks reach 7 or more mice.
  • Wave 3
There are 260 total mice in this wave.
Hunters will encounter six classes of mice in Wave 3.
These 3 classes are primarily weak to Physical weapons:
50 Crimson Titan (Warrior) mice
50 Crimson Watch (Scout) mice
50 Crimson Ranger (Archer) mice
These mice are primarily weak to Tactical weapons:
60 Sandwing Cavalry (Cavalry) mice
These mice are primarily weak to Hydro weapons:
30 Magmarage (Mage) mice
These mice are primarily weak to Arcane weapons:
20 Flame Ordnance (Artillery) mice
Support mice can be encountered until 26 or fewer mice remain in the wave.
The Gargantuamouse can be encountered when streaks reach 7 or more mice.
  • Wave 4
In Wave 4 Hunters must defeat 12 Theurgy Warden mice before they will be able to capture the Warmonger Mouse. Mice in Wave 4 are primarily weak to Physical weapons.
Hunters may encounter the Warmonger Mouse before capturing all 12 Theurgy Wardens, but will not be able to catch it. Once the 12th Theurgy Warden is captured, they are removed from the population and the Warmonger becomes vulnerable to Hunters.
Hunters may use an Ultimate Charm to capture a Warmonger before all 12 Theurgy Warden mice are captured.
The Warmonger Mouse is guaranteed to drop an Oasis Bead, Sandblasted Metal, or Sphynx Crystal the first time it is caught by a Hunter. Monger Charms can increase the chance of those trap loots for subsequent hunts, but trap loot drops are not guaranteed.
  • Artillery Commander's Tent
During Wave Four Hunters may enter the Artillery Commander's Tent by using a Warpath Portal Projector.
Hunters must capture 5 Theurgy Warden mice before they will be able to capture the Artillery Commander Mouse.
Hunters may encounter the Artillery Commander Mouse before capturing all 5 Theurgy Wardens, but will be unable to capture it unless they arm an Ultimate Charm.
Capturing an Artillery Commander Mouse will earn Hunters an Artillery Strike Launch Box and will return them to their position in Wave Four.

Streaks

Building streaks is the quickest way to defeat the mice found in the Fiery Warpath.
A streak is obtained by capturing the same class of mouse one after another.

Capturing 3 of the same mouse in a row will cause 2 additional mice of the same type to retreat.
Capturing 6 of the same mouse in a row will cause 4 additional mice of the same type to retreat.
Capturing 9 of the same mouse in a row will cause 6 additional mice of the same type to retreat.

Failures to catch or attract any mouse will break a streak.
Capturing any other mouse type will break a streak.
Various Fiery Warpath Charms can be used to target specific mice to help build streaks.

There is a 'basic' charm for each class of mouse (except for Artillery) which increases the attraction rate of that unit, and a 'super' version that also provide a power bonus against each unit.

Mice that are forced to the retreat do not count as "caught" for a Hunter's statistics. They simply leave the area, reducing the number of mice Hunters need to catch to defeat the wave.
Leaving the Fiery Warpath will not affect a streak.

Artillery Strike

During Waves 1 - 3 Hunters may launch an Artillery Strike if they have an Artillery Strike Launch Box in their inventory. An Artillery Strike cannot be launched to defeat Wave 4 mice.

Launching an Artillery Strike will consume the Artillery Strike Launch Box and defeat the current Wave of mice instantly, allowing the Hunter to move to the next Wave of mice.

Support Mice

Support mice cannot form streaks, but can add and subtract mice from the current Wave. These mice are only found in waves 1 - 3.
Support mice retreat when the size of the Wave is reduced to a certain point. They can no longer be attracted after this point is reached.

Wave 1: 10 or fewer mice remaining.
Wave 2: 18 or fewer mice remaining.
Wave 3: 26 or fewer mice remaining.

There are two Support mice.

Capturing this mouse will break a streak, but will not add mice to the Wave.
Failure to capture this mouse will add 1 mouse of each class to the wave.
If Hunters have at least one friend hunting in the Fiery Warpath, there is a chance that these reinforcements will be prevented.
Arming SUPER|brie+ reduces the attraction rate of this mouse.
Hunter's Journal messages:
Strength in numbers! After I failed to catch a Caravan Guard Mouse, members of my hunting party were able to prevent the mouse reinforcements from arriving!
or
Failing to capture a Caravan Guard Mouse allowed reinforcements to arrive!
More mice have been added to the wave!
Capturing this mouse will cause a number of mice equal to the current streak to retreat from each group. A streak of 0 will result in 1 mouse from each group retreating. Catching this mouse ends a streak.
A failure to capture this mouse will break a streak and will not add or subtract any mice from the wave.
Arming SUPER|brie+ increases the attraction rate of this mouse.
Hunter's Journal message:
By capturing a Crimson Commander Mouse I demoralized the remaining mice in this wave!
My current streak was [X].
[X] of each mouse have retreated!

Gargantuamouse

When Hunters achieve a streak of 7 or more in waves 1 - 3, it becomes possible to attract the Gargantuamouse. The likelihood of attracting this mouse increases as the streak grows. Catching this mouse ends a streak.

This mouse's primary weakness is to Draconic weapons. Arcane, Hydro, Physical, and Tactical weapons are less effective and are much less likely to capture this mouse.

Using a Gargantua Charm will reduce the population to just the Gargantuamouse, but will not guarantee that Hunters catch the mouse. It is still possible to fail to attract a mouse with this charm, so Hunters should arm SUPER|brie+ for the best possible attraction rate. This charm is always consumed, so Hunters should be prepared to disarm their supply immediately after taking a hunt.

When a hunter fails to capture a Gargantuamouse, the following message will appear on the Hunter's Journal:

Fearing that I was gaining the upper hand, the Warmonger released a Gargantuamouse, putting an end to my streak.

The Gargantuamouse cannot be encountered in Wave 4.

Location-Specific Effects

Traps

  • The Warpath Thrasher is a Limited Edition trap that provides a bonus of 4500 power and 24 luck in waves 1-3 of the Fiery Warpath. The extra power and luck effect is quickly reduced to zero as the number of available mice is reduced to 50% of the starting total of all mice in the wave.
  • The Warden Slayer Trap is a Limited Edition trap that provides +2,500 power and +2,500% power bonus during Wave Four.

Charms

  • Archer Charms
These charms increase the chance of encountering the Desert Archer Mouse in Wave 1, the Flame Archer Mouse in Wave 2, and the Crimson Ranger Mouse in Wave 3.
  • Cavalry Charms
These charms increase the chance of encountering the Sand Cavalry Mouse in Wave 2 and the Sandwing Cavalry Mouse in Wave 3. Arming these charms in Wave 1 will reduce the chance of encountering a Caravan Guard Mouse and won't be consumed.
  • Commander Charms
These charms increase the chance of encountering the Crimson Commander Mouse in Waves 1-3.
  • Gargantuamouse Charms
  • Gargantua Charm - Arming this charm with a streak of 7 or more will reduce the mouse population to just the Gargantuamouse. It is still possible to fail to attract or fail to catch the Gargantuamouse while this charm is armed.
  • Mage Charms
These charms increase the chance of encountering the Inferno Mage Mouse in Wave 2 and the Magmarage Mouse in Wave 3. Arming these charms in Wave 1 will reduce the chance of encountering a Caravan Guard Mouse and won't be consumed.
  • Scout Charms
These charms increase the chance of encountering the Vanguard Mouse in Wave 1, the Sentinel Mouse in Wave 2, and the Crimson Watch Mouse in Wave 3.
  • Warmonger Charms
These charms increase the variety of charms and quantity of orbs that are dropped by the Warmonger Mouse. They also increase the chance that the Warmonger Mouse will drop an Oasis Bead, Sandblasted Metal, or Sphynx Crystal as loot.
  • Warrior Charms
These charms increase the chance of encountering the Desert Soldier Mouse in Wave 1, the Flame Warrior Mouse in Wave 2, and the Crimson Titan Mouse in Wave 3.
  • Miscellaneous Charms

Adventure Book

Hunters must complete Capture the Mystic and Technic Kings in the Seasonal Garden and Zugzwang's Tower to obtain the Sandtail Call to Arms in order to enter the Fiery Warpath.
Hunters can Push Back The Marching Flame by catching the Warmonger Mouse and obtaining a Warpath Victory.

Library Assignments

Tournaments

Fiery Warpath mice are worth points during some Tournaments.

Treasure Maps

Many mice in the Fiery Warpath are often found on Muridae Protector Treasure Maps, Relic Hunter Treasure Maps and Warpath Treasure Maps.

Hunting tips by Larry

The Marching Flame are preparing to invade Gnawnia. Their Fiery Warpath to the castle has reached a standoff in the Sandtail Desert where you must hold them back at all costs! These mice are highly organized, you must defeat each wave before progressing to the next.

Capturing the same type of mouse multiple times in a row will demoralize the troops, causing that type to regroup off the battlefield. The higher your streak, the more will retreat. Capturing a Crimson Commander while having a high streak will cause even more to retreat as they carry the commands throughout the battalion.

The King has stocked a Charm Shoppe that will help you achieve these high streaks and outmaneuver your enemy. The Marching Flame is equally prepared, though. Failing to capture Caravan Guard Mice will allow reinforcements to arrive. According to the King's scouts, SUPER|brie+ is known to attract more Crimson Commanders and less Caravan Guards.

Within the fourth and final wave is their leader, a Warmonger Mouse. Be warned that although the Warmonger Mouse can be encountered at any time during this wave, they will be immune to capture until you have defeated all of the Theurgy Warden Mice that guard them. When you succeed in catching a Warmonger Mouse, the rewards will be great. However, after capturing your first, the Warmongers will be keen to your threat and will guard their loot more closely.

Best of luck hunter! No victory is too small and no defeat is too great. One mouse or one hunter could turn the tide of the war. Gnawnia needs to you succeed!

Shops

These are the shops that can be found in the Fiery Warpath:

Cartographer

Item
Cost
Refund
Requires
Warpath Scroll Case 5 Ancient Relics - None
Warpath Portal Projector 150 Flameshards
1 Warpath Portal Core
1 Warpath Portal Console
- 1 Warpath Victory

Charm Shoppe

Item
Cost
Per Piece
Refund
Per Piece
Warpath Warrior Charm 350
1 Ionized Salt
240
Super Warpath Warrior Charm 100
1 Magic Essence
120
Warpath Scout Charm 350
1 Ionized Salt
240
Super Warpath Scout Charm 100
1 Magic Essence
120
Warpath Archer Charm 350
1 Ionized Salt
240
Super Warpath Archer Charm 100
1 Magic Essence
120

Cheese Shoppe

Item
Cost
Per Piece
Refund
Per Piece
Swiss 100 100
Brie 200 200
Gouda 600 600

General Store

Item
Cost
Per Piece
Refund
Per Piece
Requires
Salt 6 2 -
Curds and Whey 12 3 -
Ionized Salt 450 150 -
Gold Leaf 26,000 13,000 -
Oasis Water Node Trap Blueprints 800,000 760,000 1 Warpath Victory
Sphynx Wrath Blueprints 900,000 870,000 1 Warpath Victory
Sandstorm MonstroBot Blueprints 999,000 940,000 3 Warpath Victory

Links


Locations
Gnawnia:  • Meadow   • Town of Gnawnia   • Windmill   • Harbour   • Mountain
Valour:  • King's Arms   • Tournament Hall   • King's Gauntlet
Whisker Woods:  • Calm Clearing   • Great Gnarled Tree   • Lagoon
Burroughs:  • Laboratory   • Mousoleum   • Town of Digby   • Bazaar   • Toxic Spill
Furoma:  • Training Grounds   • Dojo   • Meditation Room   • Pinnacle Chamber
Bristle Woods:  • Catacombs   • Forbidden Grove   • Acolyte Realm
Tribal Isles:  • Cape Clawed   • Elub Shore   • Nerg Plains   • Derr Dunes
 • Jungle of Dread   • Dracano   • Balack's Cove
Varmint Valley:  • Claw Shot City   • Gnawnian Express Station   • Fort Rox
Queso Canyon:  • Queso River   • Prickly Plains   • Cantera Quarry   • Queso Geyser
Rodentia:  • S.S. Huntington IV   • Seasonal Garden   • Zugzwang's Tower   • Crystal Library
 • Slushy Shoreline   • Iceberg   • Sunken City
Sandtail Desert:  • Fiery Warpath   • Muridae Market   • Living Garden   • Twisted Garden
 • Lost City   • Cursed City   • Sand Dunes   • Sand Crypts
Hollow Heights:  • Fungal Cavern   • Labyrinth   • Zokor   • Moussu Picchu   • Floating Islands
Folklore Forest:  • Foreword Farm   • Prologue Pond   • Table of Contents   • Bountiful Beanstalk
 • School of Sorcery   • Draconic Depths
Rift Plane:  • Gnawnia Rift   • Burroughs Rift   • Whisker Woods Rift   • Furoma Rift
 • Bristle Woods Rift • Valour Rift
Events:  • Great Winter Hunt: Great Winter Taiga
 • Cinnamon Hill   • Golem Workshop   • Ice Fortress
 • Halloween: Gloomy Greenwood
 • MouseHunt Birthday: The SUPER|brie+ Factory
 • Ronza: Ronza's Traveling Shoppe
 • Historic uses: King's Party Zone   • Festive Comet
Others:  • King's Stockade   • Vacant Lot