Difference between revisions of "Chapter Nine (Magicka)"

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Welcome to Myrkur Swamp! Future Vlad appears and informs you that the swamp is full of the undead but you must travel through it to reach the Count. Keep in mind that healing spells (beams, bombs and area spells) will damage the undead as you traverse this chapter.
 
Welcome to Myrkur Swamp! Future Vlad appears and informs you that the swamp is full of the undead but you must travel through it to reach the Count. Keep in mind that healing spells (beams, bombs and area spells) will damage the undead as you traverse this chapter.
   
Going north, some [[Ghoul|Ghouls]] start to attack you, dispatch them and move on to a clearing with a broken wheelbarrow in the middle of it. A [[Traeskmonstír]] (a swamp-like ent) spawns out of the ground and will grab you in its arms if it is near. Kill it with the [[File:Element_steam.png]][[File:Element_steam.png]][[File:Element_lightning.png]][[File:Element_arcane.png]][[File:Element_arcane.png]] beam attack. Once it is dead, continue to the manual checkpoint in the east.
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Going north, some [[Ghoul|Ghouls]] start to attack you, dispatch them and move on to a clearing with a broken wheelbarrow in the middle of it. A [[Traeskmonstír]] (a swamp-like ent) spawns out of the ground and will grab you in its arms if it is near. Kill it with the {{Element|steam}}{{Element|steam}}{{Element|lightning}}{{Element|arcane}}{{Element|arcane}} beam attack. Once it is dead, continue to the manual checkpoint in the east.
   
 
When you pass by the river, a few [[Zombie|Zombies]] will spawn out of the watery depths. Dispatch them, move north, and dispatch even more Zombie waves. Teleport across the river with the broken bridge (or freeze the river), kill more Zombies and Ghouls, and you will eventually reach another clearing. A [[Necromancer]] summons a group of [[Skeleton Soldier|Skeleton Soldiers]] before running off. Kill the skeletons and go north.
 
When you pass by the river, a few [[Zombie|Zombies]] will spawn out of the watery depths. Dispatch them, move north, and dispatch even more Zombie waves. Teleport across the river with the broken bridge (or freeze the river), kill more Zombies and Ghouls, and you will eventually reach another clearing. A [[Necromancer]] summons a group of [[Skeleton Soldier|Skeleton Soldiers]] before running off. Kill the skeletons and go north.
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==Area 3 - Church==
 
==Area 3 - Church==
Once inside the Church, a fight with three Necromancers and several Wights ensues. Some Ghouls and a [[Lantern Ghoul]] will enter through a side window in the northwest mid-fight as well. Use [[File:Element_cold.png]][[File:Element_earth.png]][[File:Element_earth.png]][[File:Element_earth.png]][[File:Element_earth.png]] area stuns and [[File:Element_steam.png]][[File:Element_steam.png]][[File:Element_lightning.png]][[File:Element_arcane.png]][[File:Element_arcane.png]] area damage spells to kill everything.
+
Once inside the Church, a fight with three Necromancers and several Wights ensues. Some Ghouls and a [[Lantern Ghoul]] will enter through a side window in the northwest mid-fight as well. Use {{Element|cold}}{{Element|earth}}{{Element|earth}}{{Element|earth}}{{Element|earth}} area stuns and {{Element|steam}}{{Element|steam}}{{Element|lightning}}{{Element|arcane}}{{Element|arcane}} area damage spells to kill everything.
   
 
Be careful that the Lantern Wight explodes with fire when it dies. The Wights will turn into normal [[Skeleton|Skeletons]] when all the Necromancers die. Pick up the Raise Dead magick on the floor once the dust settles, decide if you want to use the Morgul Blade (probably not if you want to keep Gram) and leave by the east exit.
 
Be careful that the Lantern Wight explodes with fire when it dies. The Wights will turn into normal [[Skeleton|Skeletons]] when all the Necromancers die. Pick up the Raise Dead magick on the floor once the dust settles, decide if you want to use the Morgul Blade (probably not if you want to keep Gram) and leave by the east exit.

Revision as of 08:44, 8 February 2011


This article is a stub. You can help Magickapedia by expanding it.

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.

Achievements

  • Secret 11/14 (Sherlock Holmes Achievement) - Sceptre of the Troll King - After the battle with the summoned Wights and Zombies in the graveyard, head west into the tomb instead of through the locked door you destroyed in Area 2.
  • Moose 9/12 (King's Quest Achievement) - On the mantle of the fireplace in the first room of the Count's castle in Area 6.
  • Play it again, Vlad - Defeat Vlad at the end of the chapter in Area 7.

Magicks

  • Raise Dead 14/21 - On the floor after defeating the Necromancers in the church in Area 3.
  • Fear 15/21 - On a bookshelf next to the fireplace in the first room of the Count's castle on the left in Area 6.
  • Charm 16/21 - Leaning on the wooden furniture next to the couches in the first room of the Count's castle on the right in Area 6.

Items

  • Staves
    • Sceptre of the Troll King (Makes enemies less likely to attack the wielder/Charm target) - See Secret 11/14 above.
    • Staff of the Dead (When a nearby player dies due to friendly damage not caused by you, they will automatically be revived. Also revives friendly zombies) - Drops from Necromancers in Area 3 and 4.
    • Staff of Life - In the eastern side of the human village to be healed in Area 5.
  • Weapons
    • Cursed Blade (Medium Physical and Poison/Slow, Poisons on hit) - Drops from Wights in Area 2, 3 and 4.
    • Morgul Blade (Low Physical/Poison) - Drops when you kill the third Necromancer in the Church fight in Area 3.

Monsters and Bosses

  • Ghoul - Moves relatively fast
  • Traeskmonstír - The "Swamp Thing" ent.
  • Zombie - Move quite slowly
  • Skeleton Soldier - Skeletons waving a sword
  • Wight - Armored skeleton soldier wielding a red shield and a Cursed Blade
  • Necromancer - Casts poison on players
  • Skeleton - Wights turn into Skeletons in Area 3 after the Necromancers die. These throw bones at you from range or try to melee you
  • Lantern Ghoul - These are ghouls that explode with fire damage after they die
  • Vlad the Vampire (Boss)

Chapter Story

Chapter 9 - Symphony of the Twilight
Emerging from the mines, after destroying the goblin civilization, the wizards set upon a new objective -- they should find the Count, who would bring them to Fafnir. As the mist rose from the murky water, the odor of death sent chills running down their spines! Without Vlad's reassuring presence, they were all alone -- and afraid.

Area 1

Welcome to Myrkur Swamp! Future Vlad appears and informs you that the swamp is full of the undead but you must travel through it to reach the Count. Keep in mind that healing spells (beams, bombs and area spells) will damage the undead as you traverse this chapter.

Going north, some Ghouls start to attack you, dispatch them and move on to a clearing with a broken wheelbarrow in the middle of it. A Traeskmonstír (a swamp-like ent) spawns out of the ground and will grab you in its arms if it is near. Kill it with the SteamSteamLightning (A)Arcane (S)Arcane (S) beam attack. Once it is dead, continue to the manual checkpoint in the east.

When you pass by the river, a few Zombies will spawn out of the watery depths. Dispatch them, move north, and dispatch even more Zombie waves. Teleport across the river with the broken bridge (or freeze the river), kill more Zombies and Ghouls, and you will eventually reach another clearing. A Necromancer summons a group of Skeleton Soldiers before running off. Kill the skeletons and go north.

Area 2

Cross the bridge and kill the Ghouls and two Traeskmonstírs (you can freeze stun them first). Cross the bridge to the northwest to reach a manual checkpoint. Another cutscene follows with the mysterious Necromancer entering a church, but not before summoning four Wights. Kill the horde of Zombies approaching from the east first as the Wights move extremely slowly. After that, kill the four Wights with long distance spells, and destroy the lock on the church door.

Before entering the church, look to the west edge and you will see an entrance to a tomb. Enter the tomb to find another secret containing the Sceptre of the Troll King.

Area 3 - Church

Once inside the Church, a fight with three Necromancers and several Wights ensues. Some Ghouls and a Lantern Ghoul will enter through a side window in the northwest mid-fight as well. Use Cold (R)Earth (D)Earth (D)Earth (D)Earth (D) area stuns and SteamSteamLightning (A)Arcane (S)Arcane (S) area damage spells to kill everything.

Be careful that the Lantern Wight explodes with fire when it dies. The Wights will turn into normal Skeletons when all the Necromancers die. Pick up the Raise Dead magick on the floor once the dust settles, decide if you want to use the Morgul Blade (probably not if you want to keep Gram) and leave by the east exit.

Area 4

After exiting the Church, more of the swamp... Wights, Ghouls, Zombies, Lantern Ghouls, Necromancers, Skeleton Soldiers.

Someone fill in.

Area 5 - Village

As you enter this area, Future Vlad appears and informs you that the Count will only speak to people of his village and thus you must gain the trust of the villagers. Walk northwards into the village. If you chat with the villagers, you will note that they are sick and tell you that the Count can do little for them. There is a Staff of Life in the eastern part of the village.

Heal all the villagers to full health with any healing spell to start a cutscene which opens the doors to the Count's Castle.

If you instead kill any villager, you lose the trust of the villagers. Head north to the castle doors and Vlad will appear and portal you back in time to just prior to your arrival to the village to try again.

Area 6 - Count's Castle

After entering the castle, pick up the Fear magick on the left on the shelf, and look at the Moose on the mantle of the fireplace next to you. Cross to the other side of the room and pick up the Charm magick leaning on and half obscured by the wooden furniture near the red couches. Go up into the next room.

Area 7 - Vlad

You will encounter present Vlad who first reveals to you that in fact he is a vampire.

"Have at you!" is a line from a 'Castlevania: Symphony of the Night' cut scene which was popularized throughout the internet. The scene is commonly known as "What is a Man?". It is a dialog between Richter and Dracula.

The fight takes place in a round chamber with a hallway attached to it. Vlad is rather fast with his sword and will suck out your life if he gets too close, as could be supposed of a vampire. But then again vampires are usually undead so give him Life (Life (W)).

One relaxing way to do so, is to move back to the hall way and block it with a simple shield. Vlad will start attacking the shield and you can heal the hell out of him. Preferably heal mines (Shield (E)Life (W) force) will do, simultaneously powering up your shield. If Vlad gets tossed by the explosion into the candlesticks, he won't be able to move.

When Vlad is about to be defeated, he portals you to Niflheim, the realm of the dead.