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==Checklists== |
==Checklists== |
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These are listed in order of game appearance. |
These are listed in order of game appearance. |
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+ | For visual support, refer to this video: http://www.youtube.com/watch?v=3RSwLgGNHXI |
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===Achievements=== |
===Achievements=== |
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* Secret 7/14 ([[Secret Locations|Sherlock Holmes Achievement]]) - Summon Phoenix Magick - Head east after fighting the waves of Goblins and Cave Trolls on a large bridge in Area 1. |
* Secret 7/14 ([[Secret Locations|Sherlock Holmes Achievement]]) - Summon Phoenix Magick - Head east after fighting the waves of Goblins and Cave Trolls on a large bridge in Area 1. |
Revision as of 02:35, 9 February 2011
Please add step-by step beginning to end information (or as much as you know) about good ways to defeat enemies in each of the skirmishes in the level, and any secrets (including items, spellbooks, etc). Include clear screenshots if possible.
Checklists
These are listed in order of game appearance.
For visual support, refer to this video: http://www.youtube.com/watch?v=3RSwLgGNHXI
Achievements
- Secret 7/14 (Sherlock Holmes Achievement) - Summon Phoenix Magick - Head east after fighting the waves of Goblins and Cave Trolls on a large bridge in Area 1.
- Secret 8/14 - Staff of Fire - Teleport over the chasm or use the bridge if you didn't set off the explosives in the first room of the mine in Area 2. The staff is in the north.
- Secret 9/14 - Stung - Head to the southwest corner after entering the dark section of the mines with power generators in Area 3. Cast a spray of fire on the legs of the examinable platform that gives the message, "It looks wobbly..." to make it collapse into a bridge and follow it across the gap (or just teleport across). Head north along the ledge to retrieve the sword next to a skeleton. Queued cold elements and cold sprays can provide bursts of light if you are having difficulty seeing.
- Moose 8/12 (King's Quest Achievement) - West of the entrance into the room in Area 4.
- Secret 10/14 - Staff of Invisibility - On a ledge by the checkpoint in the goblin hall in Area 4. Teleport up.
- More like the Aristocats - Defeat the Aristocrats at the end of the chapter in Area 5.
Magicks
- Thunderstorm 12/21 - Located on the floor (hidden from view) just inside the cave entrance after the first stone bridge (where you talk to Vlad) in Area 1.
- Summon Phoenix 13/21 - See Secret 7/14 above.
Items
- Staves
- Staff of Fire (Resistance to fire/Fire Immunity Aura) - See Secret 8/14 above.
- Goblin Staff (Increased Physical Resistance/Temporary Damage Immunity) - Drops from Goblin Wizards in Area 4.
- Staff of Invisibility (Invisibility) - See Secret 10/14 above.
- Aristo-staff (Resistance to all elements/Teleport) - Drops from the final wizard in black robes in the Aristocrats boss fight in Area 5
- Weapons
- Frost Cleaver (Medium Physical/Freezes its target) - Drops from Goblin Captains throughout the chapter.
- Crowbar (Low Physical/Fast, Armor Piercing) - Leaning against a stack of crates outside the explosive-packed mine entrance at the end of Area 1
- Stung (Medium Physical/Fast, Glows when enemies are near) - See Secret 9/14 above.
Monsters and Bosses
- Goblin Warrior
- Goblin Archer - Their arrows have fire compared to the regular Goblin Ranger
- Goblin Captain - Their attacks freeze the target due to Frost Cleaver
- Cave Troll
- Goblin Bomber
- Goblin Miner
- Poison Spider
- Giant Spider
- Goblin Wizard
- The Aristocrats, High Lords of the Goblins (Boss)
Chapter Story
Chapter 8 - The Mine Sweepers
The wizards once again set forth from Castle Aldrheim. Again they headed northward, this time for the Jarn Mines, which they were told was perfectly safe and long abandoned. As to be expected, this would prove not to be the case.
Area 1
Upon entering chapter 8 and moving to the first bridge, you will talk to Future Vlad, after which a group of Goblin Warriors and Goblin Archers will attack you. Moving past them, you will pass by a cave. Walk into it and find the Thunderstorm magick (its hidden from direct view and will be towards the front of the cave).
Moving forward past the next bridge (killing more Goblin Warriors and Archers) you will come across a bridge that is not drawn. Simply teleport across or use a beam on the gear to its right to bring the bridge down. Crossing it, you will reach a manual checkpoint.
Once you cross the large bridge immediately after the checkpoint, you will enter a gauntlet where goblins will attack from both sides of the bridge. Its best to stay to the western side of the bridge for much less enemies come from this side. Use a on the far west side then just proceed to beam the enemies that come from the eastern side. If you maintain a shield, it will give you plenty of distance to kill the eastern goblins before they reach you and not have to worry about the western ones. In one of the waves, a Goblin Captain will also attack; he drops a Frost Cleaver. You will also encounter Cave Trolls in the final waves, they move slowly so kill them with high damage beams.
After crossing the bridge take an immediate right where you will find the Summon Phoenix magick. Return to the fork and go north to reach a checkpoint. There is an unactivated bridge with a Goblin Archer near it. Shoot at the round gear left of the bridge to lower it. Move across the bridge and a large wave of goblins will come after you. As you progress, it is best to retreat to the other side of the bridge several times and simply beam them to death as they cross the chokepoint.
Just before you reach the mine, a Crowbar will be leaning on some crates to the left.
Area 2
Upon entering area 2, Vlad will appear and talk about traveling through the mines to reach Myrkur Swamp. Moving forward, you will meet some Goblin Archers and Goblin Miners. Finish them off and keep moving. When you come to the part with the bridge (assuming you blew up the bridge accidentally), teleport across the chasm and on the north side you will find the Staff of Fire. Return across the chasm, burn down the wooden gate to the north (or teleport past it) and move into the next area.
Area 3
Upon entering Area 3, you can go immediately north until you find the chasm, teleport north and go north to find the exit of Area 3 (But you will miss a Sherlock Holmes secret).
Otherwise, go west once you reach the first wooden bridge and just proceed going west until you come to the power generator (you can turn them on with lightning spells to switch on lights in the area). Once you reach the power generator, there will be a path on the far left take this path to a wobbly wooden construction standing by the chasm guarded by a few goblins. Cast a fire spray at the structure and it will fall creating a bridge (or just Teleport across) up to the weapon Stung.
Then you can just back track to the northern chasm at the start of the level, teleport north and continue north until Area 4. If you choose not to teleport directly to the exit and instead traverse the maze of platforms and bridges, the only new enemies are some Poison Spiders and Giant Spiders. They are not any more difficult to kill than Goblin Archers.
Area 4
Upon entering Area 4, you will meet a Goblin Wizard and a group of Goblin Miners and Archers. Beam the Goblin Shaman to death then simply chain lightning the rest x4x1. Continue forward on the left fork to find a Moose. Go across the chasm on the right fork to find the next checkpoint. Just above the checkpoint, teleport up to the ledge where a Staff of Invisibility is lying (its where the complex maze of narrow wooden bridges lead to). Continue north where you will find a locked door. Immediately after seeing it, channel your strongest beam at the lock, because a large groups of goblins will begin to attack you. You should be able to destroy the lock before they reach you though. Continue north into Area 5.
Area 5 - Aristocrats
After entering Area 5, you will be fighting the Aristocrats which are many waves of Goblin Wizards. They all spawn in the middle of the room so its easy to simply maintain a beam towards the middle and aim at them individually. Or cast a x5 which can generally take out 2 or more of them. After a few waves, their leader will come out (The Black Aristocrat). Once he comes down the fight becomes about killing him because so long as he is alive all the others will revive. Its best to keep the amount of Aristocrats on the field down for they can become very annoying while you are killing the leader. The green Aristocrat can also heal him. Casting a x1 x4 followed by a x1 x4 can make the leader extremely easy.
Alternative strategy
The easiest method to finish this encounter is to Teleport straight to the middle when you gain control of your character. Cast +Area Cast to stun them, then +Area Cast to finish the stunned group of Aristocrats. Repeat these 2 spells for each new wave of Aristocrats, including the Black leader.
Once the boss is dead, pick up the Aristo-staff dropped by the Black Aristocrat. Equipping it will make the remaining chapters of the game much easier because the staff reduces all damage by 75% (which in comparison is way better than the Staff of War which doubles your HP, or effectively the same as reducing all incoming damage by 50%). Make sure you are not standing near the northern side of the room when the boss dies which will trigger the level to end immediately, not allowing you to pick up the weapon. Similarly, make sure the Black Aristocrat does not die near the north side.
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