Chapter Eleven (Magicka)

Checklists
These are listed in order of game appearance.

For visual support, refer to this video : http://www.youtube.com/watch?v=5IWruZVA0H4

Items

 * Staves
 * Righteous Rod of Runes (Lightning Immunity Aura/Lightning Damage Aura) - Dropped by Dwarf Priests in Area 3 onwards.
 * Weapons
 * Axe of the Dwarf Champion (High Physical/Slow) - Dropped by Dwarf Champions in Area 3 onwards.
 * Holy Divider (High Physical/Slow, Armour Piercing) - See Secret 14/14 above.
 * Arcane Saber (High Arcane/Fast) - In the area with the lava (Area 5), go up and right across the lava (freezing it with cold or water) after the manual checkpoint. The weapon is beside a skeleton.

Monsters and Bosses

 * Snow Troll
 * Malignant Beholder
 * Dwarf Warrior
 * Dwarf Priest
 * Dwarf Champion
 * Fire Drake
 * Fafnir, the Burninator (Boss)

Chapter Story
Chapter 11 - Raiders of the Lost Ruins ''Continuing their misscommunication, the wizards entered into a fight with Death himself, somehow emerging victorious. Death -- who really is a nice guy, all things considered -- decided to help the wayward wizards, and teleported them to Galdrhöll Mountains, where the ancient Fafnir supposedly dwelled. The cold was blistering and terrible, but signs of a nearby castle offered a glimmer of hope.''

Area 1 - Gates
Death sends you to the snowy mountains of Galdrhöll Mountains free of charge, causing a few trees to burn and fall as you appear in the wilds. Future Vlad decides to conveniently appear and berate you for having no social skills since you kept your mouth shut at Death. He informs you that Fafnir lives in the ancient troll ruins up ahead before disappearing.

As you move out, you will watch another small cutscene reminiscent of Ski Free (an Old Microsoft Game) with a skier being eaten by a Snow Troll in 1 hit (Note: This is not an exaggeration, you CAN get eaten in 1 hit and is a source of much frustration). A Snow Troll will come from behind you immediately after the cutscene ends.

Continuing, another Snow Troll will appear from behind the trees in the northwest just after you pass the blood splatter, then another from the south shortly after the path narrows as you continue. This third Snow Troll exits a small path at the bottom of the screen. After you kill the third Snow Troll (near the first torch that is lit), follow the small path it emerged from south as far as you can and you will obtain the Invisibility Magick from the remains of a frozen wizard. If you use the Invisibility Magick while going north, you can avoid killing another two Snow Trolls.

Once you get to the flame symbol on the floor in front of a large door, click on the symbol, and it will give you the message "There is a flame symbol on the floor", charge up a Fire spell ( is enough) and Area cast it. The door will attempt to open outwards, realize it cannot do so, then slide open sideways in the typical Magicka humor.

Area 2 - Broken Hall
After you go through the door it is advisable to move slowly. You will first see a Snow Troll eating a moose (Moose 11) towards the northwest. It will notice you when you get close or if you attack it. It is possible to use Invisibility to get to the moose and examine it, it will not bring you out of Invisibility. The remainder of this area can be bypassed with Invisibility or chain Teleport.

Alternatively, if you like the challenge, continue around the bend, keep to the bottom of the screen and bait out two more Snow Trolls so that you can kill them without also having to contend with a Malignant Beholder up north.

As you head north, you will be attacked by the Malignant Beholder, which are more dangerous than the Snow Troll! They
 * 1) Shoot volleys of arcane bolts that curve at you
 * 2) Shoot volleys of freeze bolts that will freeze you
 * 3) Shoots a missile that looks like a huge water bomb that will instantly kill you.

Just like the Snow Trolls, the Charm Magick works on it. Kill it with a strong beam and continue north.

Area 3 - Grand Hall
You will come across a Dwarf Priest and 4 Dwarf Warriors. Dwarf Warriors are powerful foes but move rather slowly. They have the following attacks and spells:
 * 1) A melee attack that does 440 damage
 * 2) Teleport (+spacebar)
 * 3) Self-Dry/Thaw (+Self) (rarely used)
 * 4) Self-heal (+Self) (used only after a long period of lack of combat)

Dwarf Priests on the other hand have a Lightning resistance aura thanks to the Righteous Rod of Runes that they wield and have a larger repertoire of moves:
 * 1) Asteroids  which will kill you if you aren't protected appropriately
 * 2) Freezing Chain Lighting
 * 3) Fire Spray
 * 4) Self-Shield (+Self)
 * 5) Self-Dry/Thaw (+Self)
 * 6) Self-Heal (+Self)

As soon as the cutscene is over, put up a Self-Shield immediately (+Self). Maintain this Self-Shield at all times otherwise you are in danger of being instantly killed by the Dwarf Priest's Asteroids. Finish off the 4 Dwarf Warriors however you want to, but be warned that they can cast Teleport. This also can be their downfall. If you wet the guards in any way before they reach you, they will kill themselves trying to cast Teleport. An effective way to kill them is to cast +Area while maintaining your self-shield against the Dwarf Priest and wait for them to suicide. The Dwarf Priest drops a Righteous Rod of Runes if you are into getting some Lightning immunity (probably not since the Aristo-Staff is better).

Proceed around the chamber; if you head right instead of teleporting up, your screen will shift to show a detachment of Dwarf Warriors accompanied by a Dwarf Champion march into the room. This detachment will continue in your direction; again, wetting them will cause them to kill themselves when they try to use Teleport. The Dwarf Champion has all the abilities of the Dwarf Warriors, except his axe is more powerful and deals 680 damage per hit. Not surprisingly, the Dwarf Champion drops an Axe of the Dwarf Champion after he dies.

When you reach the fork in the north part of the chamber, take the northwest path. Be warned, there is another Malignant Beholder waiting across the bridge, accompanied by two more Dwarf Warriors. Take care of them in whatever way you see fit, and use an Area Fire spell on the platform to open the door. Inside is the Summon Elemental Magick (Secret 13).

Exit the chamber and go south to reach a battlement overlooking the courtyard of Area 2. Move along the battlement, but keep an earth wall ready, because when you reach the half-way point, two snow trolls will climb up the wall and proceed to try and eat you. Proceed to the next area.

Area 4 - Inner Sanctum
Walk a short way forward and watch the cutscene as an entire dwarven army marches into the grand hallway ahead of you. Future Vlad will show up and comment that an ordinary person would probably have hidden (which is actually a good thing to do, use invisibility). The dwarven army can be a very difficult fight. There are at least 3 Malignant Beholders, 3 Dwarf Priests (if you thought one was easy, wait until there are 3 trying to instant-kill you), and many Dwarf Warriors and Champions.

You have three choices: meet them in the bottlenecked hallway you are currently in, draw them into the room off to the side or hide in this room. If you try to bring them into the side room though, wetting the guards down won't work, because they will use Teleport to bypass the bottleneck. Here are some common techniques used to defeat the army:
 * 1) Use the Steam Lightning beam ( to make this fight very easy. It has a very long range and they have no defense. The beholders will be stunned, blocking the path and slowing the entire army, the dwarf warriors and champions will die very quickly, creating a small explosion that will break the shields of any dwarf priests that shielded themselves.
 * 2) Raise Dead to distract the army from attacking you. Then constantly Summon Death (your Zombies will bring the enemy hitpoints percentage below yours which should be at 100%). Summon Death does not work on the undead which your Zombies certainly are.
 * 3) Time Warp and use a powerful beam multiple times down the corridor before you can even see the enemies.
 * 4) Charm the enemies and have them attack each other, and then throw in your own spells.

If you hide in the side room, the army will pass and ignore you. There will be still some dwarfs left, but the fight should be a lot easier.

When you are finished with the dwarven army, you can head back into that side room, and Future Vlad will compliment you on your martial prowess, and will advise you to move forward. Interestingly, the corner of that room contains a pile of dead princesses. When finished with the side room, head back out and into the grand hallway. Travel along the right side of the grand hallway until you see a pair of gears and a metal grating blocking a hallway that splits off to the northeast side. Use a pure lightning spell a couple of times on the gears to activate the mechanism and move the grate up. Inside this room (Secret 14), a Dwarf Smith will automatically toss you a Holy Divider, discarding your current weapon. There is nothing special about the room besides the sword and smith.

Area 5 - Magma Caverns
When you proceed through the large doors at the end of the grand hallway, you will come out into a very large lava-flooded room. It is very much like the first area when you come to Niflheim. The lava can be frozen, and many areas can actually be bypassed using that process. Dwarf Priests are present here, and they will use their boulder spells mercilessly so keep your Self-Shield up at all times. This is also the first and only place you will encounter Fire Drakes, they don't really do much but spit fireballs at you. The Fire Drakes are susceptible to Ice and Frost, choose your weapon.

Since this room is very free-form, the Arcane Saber is northeast of the only checkpoint stone in the room. Following the stone pathways and cutting across with frozen lava whenever possible will get you to the checkpoint stone. From the checkpoint stone, freeze the lava and go directly northeast until you reach a small island with two Fire Drakes on it. Dispatch them, then move directly north. There should be another island with one Fire Drake and a dead skeleton, that's the island you're looking for. Deal with the Fire Drake, and pick up the lightsaber-like object lying next to the skeleton to obtain the Arcane Saber.

Proceed west back onto the stone pathways and follow them until you reach locations where you have to freeze lava to move on. The area becomes very linear and hard to become lost in. Near the very end, you will reach what seems like a dead end blocked by a huge pile of rubble. Either Teleport over it, or freeze the lava just south of the rubble to travel around it.

Once on the other side of the rubble which also has the door leading to Fafnir, Future Vlad will show up and once again ask you to politely explain to Fafnir that Midgård is in danger and that Fafnir needs to teach you Corporealize. Enter Fafnir's chamber.

Area 6 - Fafnir
Walk up the room until you reach Fafnir, who was sleeping. Apparently he is annoyed by your presence and believes you are trying to steal his cache of gold, and will start a fight with you. His name as "Fafnir, The Burninator" is well deserved.

Just before you are about to strike the killing blow, Future Vlad will intervene to prevent you from killing Fafnir. He will plead to Fafnir that he teaches you Corporealize. Fafnir will do so, and teleport you back to World's End. Honestly, if Vlad can teleport anywhere he wants, why can't he just teleport to Fafnir and tell him -before- the battle begins? After all, he was just talking to you a few minutes ago outside Fafnir's room!