Tooth and Tail Wiki
Advertisement

Story mode contains the single player campaign of the game. It takes players through the beginning of the revolution into its conclusion. The player begins by taking command of the Longcoats, a group of mercenaries hired and led by the aristocrat Bellafide, a mouse whose recent loss of his only son to the lottery has caused him to revolt against the corrupt rule of the Civilized. This chapter of the game focuses on teaching the players the basic features and functions of the game, as well as providing much of the background for the world and characters within. As the first chapter draws to a close, the player is swapped into the role of Hopper a wily one-armed mouse, who champions the cause of Commonfolk

Throughout this part of the campaign players begin to be introduced to the rather difficult side of the heroic achievements as well as a wider perspective on the way of life in Tooth and Tail, including the players first understanding of the "leader of all people". Upon completion of this chapter the player is thrust into the roll of the previously antagonistic KSR. Commanded by the Quartermaster, the player learns about a mysterious death that has rocked the animals, and begins to understand that not everything is as black and white as it seemed. It is in this chapter of the campaign that many players begin to face immense difficulty in completing the heroic challenges. As the final chapter begins players finally take command of the missionary Archimedes, who up until this point has been portrayed as the primary antagonist. It is in this chapter that players begin to see the horrors of the revolution, with betrayals, horrible secrets, mysteries, and the true nature of the conflict revealed.

It should be noted that if at any time the player wishes to revisit any of the previous chapters, they must simply find the units with the (<- ->) symbol above their heads and talk to them, which color unit determines the faction chapter the player is transported to.

Act I: Bellafide[ | ]

The Bone Pit Riots[ | ]

Bellafide leads his hired insurgents to attack the Civilized in the Bone Trench after their feast.

Units[ | ]

Longcoats[ | ]
Civilized[ | ]

Strategy - Both the mission itself as well as the heroic achievement in this mission are fairly straight forward. The key thing if you are struggling is to take your time and to allow your units time to heal if necessary.

Black Sledge Uprising[ | ]

In the hardest of times, loyality isn't earned; it's bought. Under the KSR's nose, Bellafide gathers his army of paid insurgents.

Units[ | ]

Longcoats[ | ]
KSR[ | ]
Civilized[ | ]

Strategy - The easiest way to play this mission is to simply take your time, the enemy will not attack, this will allow you to build up the 8 warrens required for the heroic achievement as well as give you time to feel out commanding troops in a proper combat situation.

45 South Dockside[ | ]

Bellafide's riots will never spark into revolution without food. Your gristmills in South Dockside are converting grain into meat for the cause you must defend them!

Units[ | ]

Longcoats[ | ]
Civilized[ | ]

Strategy - The easiest way to play this mission is to build farms and then scout out the enemy positions. Once you understand the enemy attack routes simply build as many turrets as you can, making sure you build up your farms while you build. The simplest way to ensure the heroic is completed is to build four farms at the beginning then build six turrets, two farms, two turrets one farm two turrets one final farm. This mission is fairly straightforward and requires little for you to do.

Fuel of the Firebrand[ | ]

Units[ | ]

Longcoats[ | ]
Civilized[ | ]

Strategy - There are two ways to approach this mission, the first options sees you focus on saving up 360 food to buy the 6 gristmills for the heroic achievement, selling them before they build, as the achievement is completed once 6 gristmills are BEING claimed. Once this is complete you may continue the mission as normal by using your own style of play to beat the AI. The second option is to play very aggressive early game causing havoc on your enemy to the point where they are contained and cannot attack or properly defend, then simply claim the 6 gristmills before finishing off your opponent. It's during this mission that you should start working on "kiting" the frogs and focusing them down before they can reach your units. Uncle butters is a very strong pickup early.

Hollow in the Gut[ | ]

Mutiny! Traitorous squirrels from the Distillery has stolen meat from a Longcoat settlement called the Gut. Bellafide must sell some of his weaponry to stave off starvation.

Units[ | ]

Longcoats[ | ]
Civilized[ | ]

Strategy - Much like the earlier mission playing aggressive early plays to your advantage especially if you want to complete the heroic achievement. In order to help facilitate an aggressive play style it is recommended to sell most if not all your turrets in order to better help you churn out early squirrels. Another tip is to build moles to help you take down structures faster, letting your other units focus on dealing with units while your moles go to work on turrets, and the opponents gristmill. You do not need a large number of units to win this mission, 3-4 warrens should be enough to take out the opponent with careful micro and cautious attacks. Your first targets should be enemy turrets, clear them out to have an easier time dealing with the base. Don't be afraid to let Bellafide tank a few turret volleys to allow your moles to get in closer. When you do end up attacking turrets make sure to attack by leading with your moles as squirrels will be mowed down, and as you have a small number of warrens will take too much time to re-spawn.

To The Ends[ | ]

With his army is shambles, Bellafide flees to the desert in a desperate attempt to forge an alliance with the Commonfolk. Find Hopper, then eliminate Archimedes and his Civilized army!

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
Civilized[ | ]

Strategy - For the final mission in Act 1 keep up that aggressive play style, leveling the field with an enemy who has a larger economy then yourself. There are two things to focus on when trying to achieve this missions heroic achievement, firstly micro-ing units becomes critical as any unit deaths will not be replaced. Secondly, Hopper can build warrens without affecting the achievement so finding and recruiting her early will make the mission that much easier. As the mission loads begin scouting for ferrets, as these units can attack from a greater range then pigs can fire, and do enough damage to kill early units without being hurt. Another options is to search for an early uncle butters as he supported with a few squirrels is enough to overcome the early defenses of the enemy. Once you have a couple of ferrets begin poking the enemy, killing pigs or warrens that are isolated and undefended. As the game passes the first minute begin to scout for additional units to help support the ferrets artillery strikes, by this point the enemy should be too weak from your initial attack to be able to overcome your army. Should you struggle to cripple Archimedes retreat back to your base, and focus on attacking with Hopper and her units, or strike a base or from an angle that Hopper is not, forcing your enemy to split his units or lose structures. Building early farms is not recommended as you cannot produce warrens and the intense micro managing of units leads to their prolonged lives anyway, needing for less food expenditure.

*Beware of mines spawning near mercenary units, sometimes you may purchase a unit only to have a nearby mine destroy it, if possible check for mines by running forward the quickly back, allowing units to avoid the direct hit damage, or sending in a squirrel to take the hit.

Act II: Hopper[ | ]

Snikaree Liberation[ | ]

The KSR labor camp in the Snikaree Foothills hold thousands of first-time offenders, kept-well-fed with the remains of second-time offenders. Gather your army and free these doomed prisoners!

Units[ | ]

Commonfolk[ | ]
KSR[ | ]

Strategy - In order to make this mission easiest, it is strongly recommended to scout each section with hopper, if the opponent has hard hitting units send in the chameleons first, as they are strong enough to tank shots. If the enemy encampment is poorly defending you can just push in with all your units. If looking to attain the heroic achievement make sure to heal your units after every engagement as each unit is worth a significant value.

The Siege of Ragfall Road[ | ]

Bellafide's grand march into the city has led him right into a trap! The KSR and Civilized has joined forces, planning to rout him on Ragfall Road. If Arroyo is to survive, the Commonfolk must come to his aid!

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

Strategy - This mission is probably one of the simpler ones. In order to beat this without too much pressure or pain its strongly recommended to mass lizards, as their speed will be invaluable soon. Once the enemy begins spawning warrens and units its time to put any lizards you have to work, every 30 seconds run around the map and hunt down any warrens you see, in order to prevent units from spawning in. periodically return to base to increase your warren count, though remain focused on lizards as Kasha cannot hit warrens, and the other units are too slow. In order to achieve the heroic make sure you get a fully farmed base once you have 12 lizards, this lets you snowball into having a massive army, that is A) impossible to kill and B) high in value. Try to build six farms and two warrens before the first minute as this will be strong enough to handle the first wave, then try to get two farms for every warren until you hit 15 unit count, then focus solely on units until you hit 30, then go back for a new gristmill and 4-8 farms.

The Sand Kiln at Levacaloo[ | ]

The Nomads of the Levacaloo Desert are being converted in the Civilized cause by Archimedes and his honeyed words. As their food spoils in the searing heat Hopper's Commonfolk mob marches across the sands to put them down.

Units[ | ]

Commonfolk[ | ]
Civilized[ | ]

Strategy - Once you have scouted the enemy base, begin scouting for water as this will aid in the mission greatly. Once you have managed to reach 160 food head back to base and prepare to build an early fox. Once Kasha is built its time to head out and sniper his farms, as you can build moles anywhere begin saving money to build around five moles. Once they are built make sure Kasha has killed most of the enemy units then send in the moles to kill one of the enemy gristmills. If the opponent is in a bad position or there is no nearby water next to your base, begin building a couple of squirrel warrens and a couple of ferret warrens (if you have the resources a chameleon warren will help immensely in tanking the enemy attacks, this will help you both attack and defend your base. Use Kasha to push out of your base and the ferrets and squirrels to support her and wipe out two of the enemies four gristmills. Once two have fallen retreat back to water/base wait for any dead units to re spawn and then finish off the other two gristmills. This mission can be a pain, as the sand burns your units, thus it is important to wipe out half of the enemies gristmills to prevent later attacks to become to disadvantageous for your units.

Scrapetown Cutpurse[ | ]

The Longcoats of Scrapetown have yet to pledge loyalty to Bellafide's revolution, so Hopper has little compunction in pilfering their wares to take down the local KSR. Steal what you can, and bring victory to the Commonfolk!

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]

Strategy - This mission requires careful control of your units and your commander. The first thing you should do is sell your fox warren, as it will do nothing for you early game. The simplest way to complete it is to scout the map for food supplies playing very cautiously. one you have both chameleons out on the map its time to look for more. once you manage to find 2-6 chameleons (depending on map generation) and six lizards try to find one opponent gristmill and wipe it out. scout for any additional chameleons or food on route to the second enemy gristmill. if done quickly 4-6 chameleons should be enough otherwise an additional two may be needed. It cannot be stressed enough that both your commander micro and chameleon micro should be focused on heavily in this mission as deaths of either may be too costly.

Scrapetown Racket[ | ]

At noon, the civilized strode into Scrapetown. They turned up their noses at the aging goods proffered and kook to a new source of meat: the merchants themselves! Protect the Longcoats and they will make it worth your while.

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
Civilized[ | ]

Strategy - Turrets, This mission can rely heavily on map generation, as it sometimes spawns weaker merchants in very isolated places, therefore it may be helpful to restart the mission until you get an ok map. You start with 4 chameleons and those units will quickly become worthless, so use them to take out early warrens before the real strategy can be put into action. firstly begin circling the map picking up food, and figuring out the most efficient patter for running. As you circle the route, begin laying turrets near weak merchants as well as out of the way areas, where warrens may spawn. eventually once the map is covered in turrets, so that they each reach the border of the other and thus are always firing begin to double up turrets on the outer parts of the map, as your chameleons can move easier within the center. Once every turret has a second begin creating more based on the above patter, outward coming in. The beginning of this map is the most difficult as you have to actively hunt warrens while trying to collect food. So it may be beneficial to try and set your chameleons to one side of the map while you build more turrets on the other. Most important aspect of success of the heroic mission is map generation so make sure its favorable, or simply restart.

The Hungry Face a Stiff Wind[ | ]

High atop the Hagro Highlands, the KSR have long doled out meager rations to keep Commonfolk under their claw. But as the Kitchens are gripped by the worst winter storm in harvests, Hopper marches against the Quartermaster, and into history.

Units[ | ]

Commonfolk[ | ]
KSR[ | ]

Strategy - This mission is fairly simple, push outward with your entire army right as the map starts. Both your heroic objective and normal one are tied to the say overall goal, destroy the enemy gristmill. Unless you spawn with terrible map RNG you should be able to make your way (slowly due to wind) to the enemy gristmill before the first owl attack. While the opponents gristmill is the primary target don't be afraid to let kasha kill units and the lizards kill turrets while the slower owl and chameleons catch up ( they will deal with the gristmill). try to path around barbed wire and away from any turrets you can avoid, as it costs time and units to deal with them outright. The opponent almost always spawns on a far corner and opposite side of the map.

Act III: The Quartermaster[ | ]

Frozen in Noe[ | ]

The Tsarina has been murdered! The populace is in chaos! Only the KSR can restore peace and order. Clear out the lawless forests of the Noe District, ridding them of the Commonfolk skulking therein. Light the campfires and reassert KSR authority!

Units[ | ]

Commonfolk[ | ]
KSR[ | ]

Strategy - The only difficulty with this mission is trying to complete the heroic. As your unable to build warrens build a ton of barbed wire. Your focus is taking out enemy gristmills and your barbed wire is simply to delay any enemy units that will try to attack your undefended base. begin working your way around the map clearing out and claiming all the campfires, using your ferrets to siege the turrets while remaining safe from retaliation. Take advantage of the campfires you start with to burrow around and scout the map within the first minute. This will help you determine a good line of attack and preempt where to use all that barbed wire you'll have.

Howling Vell[ | ]

Faced with the formidable Longcoat army on the shores of Lake Vell, the KSR decides to unleash its new tunneling technology, allowing their forces to emerge from warrens directly onto the battlefield. Take charge and crush Bellafide's army.

Units[ | ]

Longcoats[ | ]
KSR[ | ]

Defense of the Cold Mark Lows[ | ]

Until now, the KSR has fought to maintain order, never taking sides in he conflict erupting around them. Yet when the Civilized send a messenger pleading for aid in their battle against Hopper and Bellafide, the Quartermaster is finally spurred into action.

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

Betrayal at Vacancee[ | ]

The sounds of gunfire rumble through early morning fog shrouding the high security prison in Vacancee Flats. The Civilized has turned on the KSR, breaking free the state's most violent and dangerous criminals to aid in their ongoing battle against the Longcoats. Stop them from freeing the prisoners!

Units[ | ]

KSR[ | ]
Civilized[ | ]

The War for Meat[ | ]

As dawn creeps over South Noe Meadows, the standoff between the four armies has finally broken. The snow shall melt 'neath fallen flesh this day, and the KSR shall climb to victory atop them.

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

As dawn creeps over South Noe Meadows, the standoff between the four armies has finally broken. The snow shall melt 'neath fallen flesh this day, and the KSR shall climb to victory atop them.

What Might Be[ | ]

The petty conflicts of the Commonfolk, Longcoats, and Civilized have brought naught but chaos and uncertainty. You will bring order back to this world gone mad, purging it with a spring hail courtesy of the KSR's latest weapons technology. Your enemies will cower before the might of the KSR by this day's end!

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

Act IV: Archimedes[ | ]

Bonepit Exile[ | ]

When Bellafide's revolution began, the Civilized knew exile was inevitable. As an army of Longcoats swept through the Bonepits, Archimedes turned his efforts to securing their food supplies; only with them would the Civilized survive their banishment in the harsh deserts.

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

Awash in Solawa[ | ]

A haboob struck the canyon known as Solawa, where the Civilized walked among a hostile people. Best the storm and convert the desert people to your cause, sustain them on the flesh of the unwilling!

Units[ | ]

Commonfolk[ | ]
Civilized[ | ]

Vacancee Downfall[ | ]

Bellafide's Longcoat army grows stronger with each passing day, yet the KSR continually refuses to deal with them. The Quartermaster has long been an ally to the Civilized, but the time has come to hold her inaction to account. Strike her down in the Vacancee Highlands!

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

Sage Marro Speaks[ | ]

The three armies speak of peace, of building a new society in Snikaree. But history is a circle: such accords, no matter how propitious, are doomed to fail, and chaos shall follow in their wake. The Sage Marro has spoken: you must slaughter them all.

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

Swine, Inscribed[ | ]

The Monastic Gardens have long been the home of the Swine, faithful servants of the Civilized world order. Yet your enemies have discovered their location, and it is only a matter of time before they descend upon it. Protect the Gardens and repay the Swine for their unfailing dedication!

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]

Victors Will Feast[ | ]

Many seasons have passed. Alliances have been forged and broken in turn, loyalty repaid naught but treachery. The Swine have arranged one final battle amongst the battered and brocken armies to decide the fate of beasts. Blood will mix in the snow falling over Noe District, and the victor shall feast eternal.

Units[ | ]

Longcoats[ | ]
Commonfolk[ | ]
KSR[ | ]
Civilized[ | ]
Advertisement