Chapter Three

Checklists
These are listed in order of game appearance.

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

Items

 * Staves
 * Staff of Life (Regeneration Aura/Revive) - In a garden beside the first house you see in Area 1
 * Gnarled Staff (Immune to Poison/Summon Tree Spirit) - Dropped by the Druids at the stonehenge in Area 3
 * Weapons
 * Skyward Spear (Medium Physical and Lightning) - Dropped by the Beast Raider Alphas with lightning protection aura throughout the chapter
 * Blade of Surt (Medium Physical and Fire/Ignites targets) - Propped up against some crates beside the door of the windmill north of the first village in Area 1
 * Exotic Blade (Medium Physical/Fast, armor piercing) - Dropped by MacLeod at the start of Area 3
 * Mace of the Molten Core (High Physical/Slow, sets target on fire) - Dropped by Beast Brute Alphas with fire protection aura in Area 3 onwards
 * Mace of the Earth (High Physical/Slow, pushes target back) - Dropped during the boss fight with Jotunn in Area 5 by a Beast Brute Alpha with a earth protection aura. This particular beastman only joins the fight about 1 minute after engaging Jotunn. You will need to pick up the weapon during the boss fight, not after Jotunn dies.
 * M60 (Low Physical/Fast, Ranged. Not affected by Time Warp, cannot be imbued) - Reward by the villagers if you defeat Jotunn with no buildings being destroyed

Monsters and Bosses

 * Beast Raider - They wield spears
 * Beast Raider Alpha - They have a lightning protection aura
 * Goblin Rogue (Pirate version)
 * Goblin Ranger
 * Beast Brute - They wield axes
 * Goblin Bomber
 * Beast Brute Alpha - They have a fire protection aura
 * Druid
 * Jotunn, Chieftain of the Tribes (Boss)
 * Beast Brute Alpha - They have a earth protection aura

Chapter Story
Chapter 3 - Revenge of the Tribes ''After saving the village of Veiditorp, and slaying the serpent Jormungandr, their journey took the wizards to the windy lands of the Halödin Coast. There, rumors of beastman raiders had scared away most of the settlers, and made all the children cry for their mommies. But with Vlad's almost vampiric powers aiding them in their quest, the wizards felt safe, and reassured that they could not fail.''

Area 1
After the starting cutscene where Vlad sees you approaching and throws a villager he is snac... err chatting with down the cliff side, follow the road north to the small village. Just inside the stone hedge, you will see a vegetable garden with a Staff of Life leaning on the tree. As you continue north east along the road, the village will be attacked by Beast Raiders. They wield long spears, move fairly quickly and will leap at you from a distance, knocking you backwards if you get hit. You will notice that one of these beastmen has a purple lightning resistance aura. That's a Beast Raider Alpha and he carries a Skyward Spear. You can take this weapon once that enemy is destroyed.

The doors to all the houses are locked. Don't bother. Continue following the path until you reach a fork in the road. The northwestern path leads to a windmill where you can grab the Blade of Surt leaning against some crates. Return to the fork and continue down the northeastern path. Grab the checkpoint along the way.

The path eventually narrows and you will come across a large group of Goblin Rogues and Goblin Rangers having a picnic! Interestingly, a single Beast Brute is having fun with them as well. The Beast Brute carries a pair of axes instead of a spear. Instead of leaping to you, they charge in a straight line on the ground to you. Slaughter all of them and move to the broken bridge in the east. Vlad appears and curses the goblins for sabotaging the bridge and suggests that both of you steal the now empty goblin airship and use it to reach Havindr. Brilliant plan!

Area 2
The airship is now flying northwards towards Havindr with Vlad flying it. However, all is not well, other goblin airships will attack yours by docking along side yours alternating on the left and right sides. When enemy airships dock alongside of yours, Goblin Rogues will attempt to board your airship while Goblin Rangers and Goblin Bombers will shoot arrows and throw bombs from their airship. The biggest danger here is getting thrown off the ship by an exploding bomb!

Do not board the enemy airships. Eventually Vlad runs out of the cabin claiming that he has "sensed a great disturbance in his town" and abandons the ship. No clue how he survives the fall... Goblin airships continue to assault the airship. With nobody piloting the airship, your airship starts to swing wildly in the air, the view below starts to whirl round and round, the screen blacks out and you hear a loud crash. Maybe this wasn't such a brilliant idea after all...

Area 3
Now that you have crash landed, take out the Beast Raiders and Beast Brutes nearby and head to the cliff edge to the north east where you will find MacLeod staring at a rock on the edge of the cliff. Kill him to take his Exotic Blade and earn the "There can be only one" achievement! Notice how his head falls off his shoulders even though you might not have used your sword to kill him.

Continue across the bridge to the northwest, you will encounter a group of Beastmen with a Beast Raider Alpha lightning resistance aura, followed by another group with a Beast Brute Alpha with a fire resistance aura. The latter group is your first opportunity to get the Mace of the Molten Core weapon. Do not fight them just across the bridge because they can knock you over the cliff edge with their charge attack, instead run across the bridge so they have to cross it and take advantage of the narrow bridge.

Continue following the road until you reach a fork. Grab the checkpoint at the fork and follow the east path along the stone wall until you find a moose (Moose 4). Then return and head up the northern path.

Here is your first encounter with three Druids in the middle of the stones placed in a way that looks suspiciously like the Stonehenge. One of them declares that you will never go through the forest alive and runs off to the north leaving his two buddies to kill you. The druids will
 * 1) Summon Tree Spirits to fight with them.  The Tree Spirits cannot become wet, and, in fact, spells with water elements heal them. Consequently they are very weak to fire magick. They perform a melee attack with their branches that does a knockback.
 * 2) Cast the Rain Magick (+spacebar) which puts out fires. Rain does not heal Tree Spirits.
 * 3) Cast water bolts (+) which detonate with a knockback (and heals the Tree Spirits).
 * 4) Cast volcano fissures in a straight line (+shift left click, swing weapon). Touching the fissures will cause you to catch on fire.

{{Tip|You can Nullify (+spacebar) the rain as well as any volcano fissures on the ground. Using water resistance ({{Elem|e}}+middle click) also helps. Dry yourself if you are wet (+middle click}.}} The druids themselves are immune to poison (although you don't have any poison spells) and love to cast Rain, water bolts and volcano fissures. The volcano fissures actually help you because Tree Spirits and Druids will walk into it, setting themselves on fire and killing themselves.

Both druids will drop a Gnarled Staff which gives you poison immunity (so that's why the Druids are immune to poison) and lets you summon a Tree Spirit to fight for you. Tree Spirits have 2,500 health and as mentioned before, have a knockback melee attack, are healed by water elements and cannot become wet. Note that summoned minions do not move at all unless there are enemies on the screen. They do not follow you around and do not carry over between areas.

During the fight, or after, grab the Thunder Bolt Magick lying next to the body of the dead knight. This Magick is one of the most valuable solo (and group, depending on the level of teamwork) Magicks. Now head north to the next area. {{Tip|Thunderbolt ({{Elem|s}}+spacebar) normally deals 5,000 lightning damage to a target in front of you. If the target is wet, it deals 10,000 damage! Thunder Bolt will hit the tallest target (most elevated) if there are multiple targets in front of you. Thunder Bolt will also prefer armored units (enemies in metal). It will not hit you.}}

Area 4
Head northeast, kill the Beastmen, and hit the checkpoint. You will be engaging in a big, multi-stage battle once you go up the stairs. The first few waves will be of various combinations of Beastmen with lightning and/or fire resist, and the last wave will have a Druid as well, the one that ran away earlier. Your crowd control spells are a necessity to prevent yourself from being overwhelmed. Carefully aimed Thunder Bolts can be used to take out key enemies as well if they are not protected by a lightning aura.

Once you've won this battle, continue to the north east to the next area.

Area 5
Welcome to Dunderhaed! The villagers inform you that they supply gunpowder to Havindr and that they have a shipment about to leave the village right now. Unfortunately, a Beastmen raid descends on the village and everyone hides except you.

Here you will face your third boss, Jotunn, the Beast Chieftain!

Throughout the fight, the Beast Raiders carrying fire torches will occasionally set fire to the buildings. There are five buildings in the village.

If you manage to kill Jotunn before any of the buildings are destroyed, the villagers will reward you with the M60, made by Angus with a paperclip and a shotgun (Macgyver reference)! This is easily done by killing Jotunn in the northwest area where Jotunn enters so that the enemies are engaged before reaching the buildings.

Even if you don't want the M60 (say you're carrying Gram or something else you don't wish to part with), pick it up and kill a villager for the "First Blood" achievement (Rambo reference). Unlike other weapons, you cannot imbue the M60 bullets.

Jump on the wagon for a free ride to Havindr and the chapter is complete! Hopefully, this will be much safer than the goblin airship.