Difference between revisions of "Chapter Four (Magicka)"

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==Checklists==
 
==Checklists==
 
These are listed in order of game appearance.
 
These are listed in order of game appearance.
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When you've nabbed that, return to the fork and head east to town square. Here you will fight a few waves of enemies including orcs, goblins, and goblin bombardiers. The final enemy will be your first [[Disciple]].
 
When you've nabbed that, return to the fork and head east to town square. Here you will fight a few waves of enemies including orcs, goblins, and goblin bombardiers. The final enemy will be your first [[Disciple]].
   
Disciples love to shield themselves and shoot Arcane beams or Lifebolts ([[File:element_life.png]]+[[File:element_earth.png]]), as well as waterbolts like the Druids. They will also shield themselves consistently with [[File:element_shield.png]]. They are also resistant to physical damage because of their staff.
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Disciples love to shield themselves and shoot Arcane beams or Lifebolts ({{Element|life}}+{{Element|earth}}), as well as waterbolts like the Druids. They will also shield themselves consistently with {{Element|shield}}. They are also resistant to physical damage because of their staff.
   
 
The [[Staff of War]] Disciples drop are very nice: it doubles your max HP and gives you physical resistance, very good for the solo player.
 
The [[Staff of War]] Disciples drop are very nice: it doubles your max HP and gives you physical resistance, very good for the solo player.
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You will encounter a new type of orc here which I will refer to as the Berserker. The Berserker loves to do a leaping attack at you to close large distances and the attack knocks you down, so be careful when you see these, and try to take them out quickly to stop them from interrupting your spells.
 
You will encounter a new type of orc here which I will refer to as the Berserker. The Berserker loves to do a leaping attack at you to close large distances and the attack knocks you down, so be careful when you see these, and try to take them out quickly to stop them from interrupting your spells.
   
As a fun alternative to damage spells, knockback spells such as [[File:element_water.png]] can be used to great effect here by pushing enemy orcs into the whirling blades to the north. If the orcs are successfully pushed into the blades they will be diced into gibbets instantly. Be careful, however, as orcs are more resistant to knockback than previous enemies and will only be pushed with multiple water elements in the same spell.
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As a fun alternative to damage spells, knockback spells such as {{Element|water}} can be used to great effect here by pushing enemy orcs into the whirling blades to the north. If the orcs are successfully pushed into the blades they will be diced into gibbets instantly. Be careful, however, as orcs are more resistant to knockback than previous enemies and will only be pushed with multiple water elements in the same spell.
   
 
Continue east, dousing more fires as you go along, eventually you will reach a block in the road. Go into the open building above you to go around.
 
Continue east, dousing more fires as you go along, eventually you will reach a block in the road. Go into the open building above you to go around.
   
Douse fires as you progress through the building, you will eventually come across the [[Conflagration]] magick which is perfect for use against large groups of goblins that have bombardiers dispersed throughout. Once you get near this magick, however, your first [[Orc Warrior]] will spawn. These guys have lots of health, are armored, and do a charge attack. You can remove their shields by casting at least slightly charged up arcane bolt attacks ([[File:element_earth.png]]+[[File:element_arcane.png]]). Keep in mind that any type of electrical attacks will bypass their shield (Lightning Bolt is useful here, as it will usually strike them first). When you've taken care of him, head east and out of the door on the south side of the building, taking out the additional orcs inside if you so choose. Then head east to move to the next area.
+
Douse fires as you progress through the building, you will eventually come across the [[Conflagration]] magick which is perfect for use against large groups of goblins that have bombardiers dispersed throughout. Once you get near this magick, however, your first [[Orc Warrior]] will spawn. These guys have lots of health, are armored, and do a charge attack. You can remove their shields by casting at least slightly charged up arcane bolt attacks ({{Element|earth}}+{{Element|arcane}}). Keep in mind that any type of electrical attacks will bypass their shield (Lightning Bolt is useful here, as it will usually strike them first). When you've taken care of him, head east and out of the door on the south side of the building, taking out the additional orcs inside if you so choose. Then head east to move to the next area.
   
 
==Area 3==
 
==Area 3==

Revision as of 08:42, 8 February 2011


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Checklists

These are listed in order of game appearance.

Achievements

  • Moose 5/12 (King's Quest Achievement) - Go left just before the city gates of Havindr in Area 1
  • Secret 6/14 (Sherlock Holmes Achievement) - Warhammer - Inside Havindr, head North right after Vlad first appears and talk to you after the bridge in Area 1.
  • I call it a Hawking Hole - If this is not your first playthrough (i.e You can cast Vortex magick obtained from Chapter Twelve), the best place to do this achievement is at the end of Area 3 with the never ending waves of orcs and goblins, or in Area 4 with the spawning Disciples during The Machine fight.
  • Saved by the king - Defeat The Machine and the Warlock at the end of the chapter in Area 4.

Magicks

  • Tornado 7/21 - Before entering the city on the left of the main path in the trees by a shipwrecked boat in Area 1
  • Conflagration 8/21 - Inside a burning building you are forced to detour through in Area 2

Items

  • Staves
    • Shield Staff (Increase the rate at which shields are boosted/Immediately cast a self shield) - Inside the closet beside the door of your inn room as you wake to the town falling under siege in Area 1.
    • Staff of War (Physical Resistance Aura, Doubles HP/Arcane Bolt) - Dropped from a Disciple in the town square in Area 1, or from the Disciples during The Machine boss encounter in Area 4.
  • Weapons
    • Mjölner (Medium Physical/Slow, Lightning strikes target on hit) - Hanging above the second door on the left as if it were a sign in Havindr just after entering the city in Area 1.
    • Warhammer (Medium Physical/Pushes target back) - See Secret 6/14 above.
    • Gungnir (Medium Physical/Slow, ranged, armor piercing) - Propped against a market stall on the northwest side of the town square in Area 1
    • Blade of Chill (Medium Physical and Cold/Slow, creates a cold blast in front of wielder) - Left of where the Town Grinder breaks through a wall, behind a fire and pile of debris in Area 2

Monsters and Bosses

Chapter Story

Chapter 4 - A New Hope
Saving the village of Dunderhaed earned the wizards a carriage ride to Havindr, where the good king awaited them at the end of their journey. And just as they reached the city gates, the first snowflakes fell.

Area 1

Finally made it Havindr! Follow the road north a little, but head west when you see the crashed airship on your left. The Tornado magick is hidden amongst the trees next to the southern side of the ship Screenshot. Continue north after getting the magicka, but turn left at the fork instead of going straight to the gate. To the north of the ship is a dead moose (Moose 5).

Now go back to the gates to trigger a short cutscene of the gates openning.

Don't worry about checking any of the doors, they are all locked. But there is one building with a sign that looks like a hanging hammer; it turns out that the hammer is actually Mjölner so grab it if you want it!

Then just continue following the road north until you trigger a cutscene, then head into the open door to the inn above you to trigger another quick cutscene showing you the city is under attack

When you regain control, open the cabinet near the exit to get the Shield Staff, then head out and let the battle begin!

Head east to the bridge, you will encounter various goblins (no archers yet) along the way. Once you get to the bridge you will meet a new baddie, the Orc. The orc can be quite strong, but it's nothing to fret over. They have a special ability to latch onto you and start biting you, so be sure to spam the key you bound to Boost to break free.

Fight off the waves of enemies at the bridge, then head east to trigger a cutscene.

Here is another fork in the road, head north to get to a small secret area with a Warhammer (Sherlock Holmes 6).

When you've nabbed that, return to the fork and head east to town square. Here you will fight a few waves of enemies including orcs, goblins, and goblin bombardiers. The final enemy will be your first Disciple.

Disciples love to shield themselves and shoot Arcane beams or Lifebolts (Life (W)+Earth (D)), as well as waterbolts like the Druids. They will also shield themselves consistently with Shield (E). They are also resistant to physical damage because of their staff.

The Staff of War Disciples drop are very nice: it doubles your max HP and gives you physical resistance, very good for the solo player.

After defeating the Disciple continue east to the next area.

Area 2

Douse the fires with water spells or rain. Continue eastward and you will trigger a cutscene (with a reference to Braveheart). After this, go up and around the debris you had just doused to the left to get the Blade of Chill laying against the side of the building Screenshot.

You will encounter a new type of orc here which I will refer to as the Berserker. The Berserker loves to do a leaping attack at you to close large distances and the attack knocks you down, so be careful when you see these, and try to take them out quickly to stop them from interrupting your spells.

As a fun alternative to damage spells, knockback spells such as Water(Q) can be used to great effect here by pushing enemy orcs into the whirling blades to the north. If the orcs are successfully pushed into the blades they will be diced into gibbets instantly. Be careful, however, as orcs are more resistant to knockback than previous enemies and will only be pushed with multiple water elements in the same spell.

Continue east, dousing more fires as you go along, eventually you will reach a block in the road. Go into the open building above you to go around.

Douse fires as you progress through the building, you will eventually come across the Conflagration magick which is perfect for use against large groups of goblins that have bombardiers dispersed throughout. Once you get near this magick, however, your first Orc Warrior will spawn. These guys have lots of health, are armored, and do a charge attack. You can remove their shields by casting at least slightly charged up arcane bolt attacks (Earth (D)+Arcane (S)). Keep in mind that any type of electrical attacks will bypass their shield (Lightning Bolt is useful here, as it will usually strike them first). When you've taken care of him, head east and out of the door on the south side of the building, taking out the additional orcs inside if you so choose. Then head east to move to the next area.

Area 3

Head north east and you will find a group of goblins with bombardiers interspersed; this is a great time to try out Conflagration if you want!

Continue heading north east, fighting orcs along the way until you get to the Checkpoint.

Moving forward from here will put you into a large defensive fight with lots of friendly NPCs while waiting for a fuse to detonate bombs. So prepare anything you want like resistances, shields, and enchantments, then move forward.

You will be facing all of the enemy types you have seen in this level in waves. You can choose to attack profusely or stay back and heal your friendly NPCs while you wait for the charges to detonate.

NOTE: if you don't want to bother with the fight, just cast a fire spell on the bombs to detonate them immediately.

When your bloodlust is satisfied, enter the building to move to the next area, the King's Hall, and your next boss fight.

Area 4

The first stage of this boss is simply destroying the machine within a certain amount of time. The simplest way to do this is by casting the Grease magick (Water(Q)Earth (D)Life (W)) on the Orc pedaling the machine, then casting Fire to ignite it.

Disciples will spawn in the doorway to the right. (This is the best spot to get the "I call it a Hawking Hole" achievement) After destroying the Machine, the Warlock boss himself will approach you. He is just like the regular Disciples, just with a few more lightning spells and more HP. After you defeat him a cutscene will start and The King will do it Star Wars style.

And with this the level is complete!