MHG Search
Share on Facebook Visit our Facebook page
 

Back to index

Back to Chapter 23: Crystal Library

Chapter 24: Fiery Warpath



  • To gain access to the Fiery Warpath, you need to complete the "Capture the Mystic and Technic Kings" achievement in your Adventure Book. The Sandtail Call to Arms is among the rewards, and unlocks the Fiery Warpath on your map.
  • You also need to achieve the rank of Baron or Baroness.
  • Once you are ready (stock up on Brie, as you'll be needing lots of it), travel to the Fiery Warpath.
    • Gouda does give slightly more attraction but is probably not worth its cost here. Super Brie may be used to increase your chance of getting streaks.
  • The Fiery Warpath mice are grouped into four waves. When you first enter, you will encounter mice from the first wave. The heads-up display will show you how many mice of each type you have to repel before moving on the the next wave.
  • You may hover over the mouse icons in the heads-up display. This displays the mouse's name, its power-type weakness (as an icon), and its class.
  • It also displays your current streak. You get streaks by catching the same mouse in consecutive hunts, without any misses or failures-to-attract.
  • Note: Your progress and streak does not reset if you leave the Fiery Warpath.
  • To help create streaks, you may wish to acquire some charms from the Charm Shoppe. These charms will increase your chance of attracting mice of a particular class.
  • These charms also come in two strengths, regular and "super". The regular charms require Ionized Salt to purchase (you may purchase Ionized Salt from the General Store here). The super charms require Magic Essence to purchase, and also give a power bonus against the mice of that class.
  • Streaks are really helpful; achieving a streak of 3 will repel 2 more mice of that class, reducing the number of mice you have to catch. Achieving a streak of 6 will repel 4 more mice of that class.
  • Beware though, as if you achieve a streak of 7, you have a chance of encountering the Gargantuamouse, which will end your streak. The greater your streak increases past 7, the higher the chance.
  • If you can catch him though, you will get Flameshards, which will be needed to craft extremely powerful traps.
  • It is recommended to switch your trap to the Ice Maiden when you achieve a streak of 8 or 9, to have a better chance of catching the Gargantuamouse.
    • If you wait for a streak of 9, you get to repel 6 more mice, however, you have quite a high chance of encountering the Gargantuamouse. So if you're prioritizing Gargantuamice catches, go for 8, otherwise, go for 9.
  • There are also two "support" mice that may be encountered during waves 1 through 3:
    • The Crimson Commander mouse, if caught, will repel a number of mice from each class, equal to your current streak (or 1 if you don't have a streak).
    • The Caravan Guard mouse, if missed, may reinforce the wave, increasing the number of mice you have to repel. However, your friends in the area may prevent the reinforcement; the more friends you have, the higher the chance of this happening.
    • Using Super Brie instead of Gouda or Brie increases the attraction of Crimson Commanders, and decreases the attraction of Caravan Guards.
  • Here are the mice in each wave:
    • Wave 1
      • Wave 1 mice are quite simple to catch; they are all weak to Physical traps. The Enraged RhinoBot is recommended. Defeating this wave will get you a Commander's Charm, which can be used to help attract a Commander.
      • Support mice will retreat from the wave when there are 10 or less mice remaining.
      • Mouse Amount in wave Weakness Class Points Gold Loot
        Desert Soldier 35 Physical Warrior 11,500 2,400  
        Vanguard 35 Physical Scout 14,000 2,600  
        Desert Archer 35 Physical Archer 12,800 2,100  
    • Strategy note: It can be worthwhile to use charms to help eliminate entire classes of mice. This narrows down the pool of mice to attract, making streaks easier. Additionally, when a class is eliminated, it won't return, not even if a Caravan Guard reinforces the wave.
    • Wave 2
      • Here things get a little more complicated. Additional power types appear, and additional classes appear whose charms must be crafted rather than bought. Defeating this wave will get you another Commander's Charm.
      • Support mice will retreat from the wave when there are 18 or less mice remaining.
      • Mouse Amount in wave Weakness Class Points Gold Loot
        Flame Warrior 40 Physical Warrior 18,000 3,000  
        Sentinel 40 Physical Scout 21,300 3,300  
        Flame Archer 40 Physical Archer 19,900 2,700  
        Sand Cavalry 45 Tactical Cavalry 24,000 5,200 Desert Horseshoe
        Inferno Mage 20 Hydro Mage 26,500 1,000 Heatproof Mage Cloth
      • To craft Cavalry and Mage charms, you'd want to buy some Charmbits from the Mountain Charm Shoppe, and collect some Simple Orbs from the mice there. Here are the recipes:
        • Warpath Mage Charm: 1 Heatproof Mage Cloth + 1 Ionized Salt + 1 Simple Orb + 2 Charmbits
        • Warpath Cavalry Charm: 1 Desert Horseshoe + 1 Ionized Salt + 1 Simple Orb + 2 Charmbits
        • Super Warpath Mage Charm: 1 Heatproof Mage Cloth + 1 Magic Essence + 1 Simple Orb + 2 Charmbits
        • Super Warpath Cavalry Charm: 1 Desert Horseshoe + 1 Magic Essence + 1 Simple Orb + 2 Charmbits
      • When hunting for Simple Orbs, buying and using Prospector's Charms while in the Mountain may help.
    • Wave 3
      • Things get even more complicated with the Flame Ordnance mouse, which is of a class that doesn't have a corresponding charm, and weak to a power type that the other mice are completely resistant to. He is thus best saved for last; eliminate all the mice of the other classes first and you can then hunt them with relative ease. Defeating this wave will get you yet another Commander's Charm.
      • Support mice will retreat from the wave when there are 26 or less mice remaining.
      • Mouse Amount in wave Weakness Class Points Gold Loot
        Crimson Titan 50 Physical Warrior 20,000 3,300  
        Crimson Watch 50 Physical Scout 24,200 3,600  
        Crimson Ranger 50 Physical Archer 22,000 3,000  
        Sandwing Cavalry 60 Tactical Cavalry 26,400 6,000 Desert Horseshoe
        Magmarage 30 Hydro Mage 30,000 1,000 Heatproof Mage Cloth
        Flame Ordnance 20 Arcane Artillery 33,000 1,600  
    • Wave 4
      • The Warmonger mouse may now be encountered, but is completely immune until 12 Theurgy Warden mice are caught.
      • Mouse Amount in wave Weakness Points Gold Loot
        Theurgy Warden 12 Physical 81,000 3,000 Flameshard
        Simple Orb
        Warmonger 1 Physical 198,000 27,000 Flameshard
        Oasis Bead
        Sphynx Crystal
        Sandblasted Metal
        Ultimate Luck Charm
        Ultimate Power Charm
        Warpath Commander's Charm
  • The first time you catch the Warmonger, you are guaranteed one of Oasis Bead, Sphynx Crystal, or Sandblasted Metal. On subsequent catches these drops are no longer guaranteed.
    • If you get the Oasis Bead or Sphynx Crystal, craft the respective trap (details below)
    • If you get the Sandblasted Metal, you'd likely want to sell it in the Marketplace and use the gold to buy a Sphynx Crystal, so that you can quickly craft a Sphynx Wrath.
  • For every defeat of the Warmonger mouse you also get a Warpath Victory token; these are needed to purchase blueprints from the general store, for extremely powerful traps. The Warpath Victory tokens are not spent when purchasing the blueprints, and is only a prerequisite. Here are the recipes:
    • Oasis Water Node Trap, a Hydro trap (est. cost: 2,000,800 gold):
      • Points required: 76 million
      • 1 Oasis Water Node Trap Blueprints (800,000 gold, 1 Warpath Victory required)
      • 1 Oasis Bead
      • 1,000 Living Shards (from Town of Digby GS)
      • 1 Coconut Milk (from Cape Clawed GS)
      • 150 Flameshards
    • Sphynx Wrath, a Tactical trap (est. cost: 1,628,000 gold):
      • Points required: 78 million
      • 1 Sphynx Wrath Blueprints (900,000 gold, 1 Warpath Victory required)
      • 1 Sphynx Crystal
      • 28 Gold Leaves (from Fiery Warpath GS)
      • 200 Flameshards
    • Sandstorm MonstroBot, a Physical trap (est. cost: 3,004,080 gold):
      • Points required: 100 million
      • 1 Sandstorm MonstroBot Blueprints (999,000 gold, 3 Warpath Victories required)
      • 400 Flameshards
      • 2 Sandblasted Metal
      • 1 RhinoBot Parts
      • 1 Digby Drillbot Parts
      • 1 DeathBot Parts
  • If you wish to craft all these traps, be prepared to either stay here for a while or spend a lot of gold in the Marketplace; it can be difficult waiting for the right piece of loot to drop from the Warmonger!
  • Once you have caught at least 1 Warmonger Mouse, you can move on to the next area.

Continue to Chapter 25: Muridae Market


MHG Search
Share on Facebook Visit our Facebook page