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==Checklists==
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{{stub}}
 
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These are listed in order of game appearance.
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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).
 
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โˆ’
Include clear screenshots if possible.
 
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For visual support, refer to this video: http://www.youtube.com/watch?v=abFfEN6O_6g
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===Achievements===
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{| class="wikitable"
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| valign="top" | [[File:Ach_moose.jpg]]
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| valign="top" |
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'''King's Quest'''<br>
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''Find all the [[Moose Locations|moose]].''<br>
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* 7/12 - West of the checkpoint just north of the large statue of [[Assatur]] after the encounter with a [[Daemon Lord]] followed by four [[Daemon|Daemons]] in Area 2.
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|-
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| valign="top" | [[File:Ach 88mph.jpg]]
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| valign="top" |
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'''88mph'''<br>
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''Get thrown back in time by [[Vlad]].''<br>
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Recieved at the end of the chapter after defeating [[Grimnir]] in Area 5.
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|}
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===Magicks===
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{| class="wikitable"
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| valign="top" | [[File:Ach_robehat.jpg]]
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| valign="top" |
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'''I put on my robe and wizard hat'''<br>
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''Acquire all [[Magicks]] in adventure mode.''<br>
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*10/21 - Blizzard - At the beginning of the chapter, go northeast to the small lake. Use {{Elem|r}}{{Elem|r}}{{Elem|r}}{{Elem|r}}{{Elem|r}} to freeze and cross the water to the island.
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|}
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===Items===
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* Staves
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** [[Staff of War]] (Physical Resistance Aura, Doubles HP/Arcane Bolt) - Drops from the [[Disciple]] at the start of Area 1, or from them in Grimnir's mind duel 3 in Area 4
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** [[Staff of Deflection]] (Deflects projectile attacks) - Held in the hand of a mage statue on the bridge just after the manual checkpoint but before the first Daemon Lord in Area 2
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** [[Daemon Arm]] (Unlimited Beam Duration) - Drops from the two [[Daemon Lord|Daemon Lords]] in Area 2
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** [[Rod of Emergency Teleport]] (Teleports the caster to a random nearby location) - Drops from the [[Goblin Shaman|Goblin Shamans]] in Grimnir's mind duel 1 in Area 4
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** [[Gnarled Staff]] (Immune to Poison/Summon Tree Spirit) - Drops from the [[Druid|Druids]] in Grimnir's mind duel 2 in Area 4
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** [[Goblin Staff]] (Increased Physical Resistance/Temporary Damage Immunity) - Drops from the [[Goblin Wizard|Goblin Wizards]] in Grimnir's mind duel 4 in Area 4
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** [[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 the [[Necromancer|Necromancers]] in Grimnir's mind duel 5 in Area 4
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** [[Righteous Rod of Runes]] (Lightning Immunity Aura/Lightning Damage Aura) - Drops from the [[Dwarf Priest]] in Grimnir's mind duel 6 in Area 4. It may be near impossible to pick this up due to time limitations
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* Weapons
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** [[Tyrfing]] (Teleport to attacked Monster) - On the eastern side of the floating rock with the second Daemon Lord in Area 2
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===Monsters and Bosses===
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* [[Disciple]]
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* [[Daemon]]
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* [[Daemonling]]
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* [[Daemon Lord]]
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* Mind Duel with Grimnir
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** Duel 1 - 4 [[Goblin#Goblin_Shaman|Goblin Shaman]]
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** Duel 2 - 2 [[Druid]]
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** Duel 3 - 2 [[Disciple]]
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** Duel 4 - 2 [[Goblin#Goblin_Wizard|Goblin Wizard]]
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** Duel 5 - 2 [[Necromancer]]
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** Duel 6 - 1 [[Dwarf#Dwarf_Priest|Dwarf Priest]]
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* [[Grimnir]], The Dark Lord (Boss)
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==Chapter Story==
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'''Chapter 6 - Return of the Wizard'''<br>
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''With the warlord [[Khan]] dead, and [[Grimnir]]'s terrible scheme revealed, the wise and handsome [[Vlad]] recommended that the wizards do the only sensible thing. Rather than waiting for the rest of the army, they should set forth at once, that they might discover the truth behind the terrible warlock threat.''
   
 
==Area 1==
 
==Area 1==
   
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Upon entering, head northeast and freeze the lake. There is a small island where you will find the Blizzard Magick. Freeze the lake again and return to the main road.
โˆ’
Upon entering you will want to make an immediate left you will find an un frozen lake, simply freeze it and continue to the middle of it where u will find Blizzard. Go right and continue on your original path u will encounter a warlock once finshed you will continue forward and meet a daemon (Note:Lightning immunity aura does NOT worka gainst them) they will shift in and out of the ethreal plain when insdie of it they are untargetable. After your first daemon is destroyed continue up the walk way where vlad will talk to you.
 
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{{Tip|Blizzard ({{Elem|r}}{{Elem|r}}{{Elem|q}}{{Elem|r}}+spacebar) is another weather affecting Magick and so has no effect when used indoors. When used, it [[Statuses|chills]] everyone (including the caster) except those with cold resistance active. If any players or enemies are wet, they [[Statuses|freeze]] instead.}}
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Continue on your original path where you will encounter a lonely [[Disciple]]. Once it is defeated, continue forward to meet your first [[Daemon]] which will shift in and out of the ethereal plane. While in ethereal form, it is untargetable and immune to damage but they also cannot attack you. Move next to it, wait for it to materialize and destroy it as soon as they solidify in the physical plane. You should aim to overkill the Daemon (do so much damage that its corpse explodes into pieces) because if you don't, the ethereal essence of the Daemon reforms into three smaller [[Daemonling|Daemonlings]] which behave similarly to the larger version.
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After your first Daemon is destroyed, continue up the narrow concrete stairs where [[Vlad]] will appear and talk to you. He is extremely surprised that the Daemons are capable of fully materializing in the world and runs off to investigate.
   
 
==Area 2==
 
==Area 2==
   
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Upon entering area 2 and going up the stairs you will encounter more [[Daemonling|Daemonlings]], these can get very annoying but are extremely easy to kill if you simply stand next to them and spam any kind of area attack spell. Continue across the bridge to your northeast and continue following the path, killing the daemons as you go. You will take a left onto a platform that will begin floating away, simply kill the daemons that spawn on it and it will collide into another platform.
โˆ’
Upon entering area 2 and going up the stairs u will encoutner little daemons, these can get very annoying but are extremely easy to kill if you simply spam [[File:element_arcane.png]]x5 Continue across the bridge to you west and continue following the path, killing the daemons as you go. You will take a right onto a platform that will begin floating away simply kill the daemons that spawn on it and it will move into another platform. continue forward you will reach a stair case on this stair case will be little daemons, be warry of them for they will attempt to push you off the staircase, just kill them and wait for the platform to come flaoting by at the end of the staircase. This paltform will lead to another platform which will have a large daemon on it. This daemon can knock you off so be careful. The platform will take you onto a large paltform, take the path and you will reach a checkpoint on your east. Contineu forward across the alrge bridge, on the left side of the bridge there will be a statue holding a Staff of deflection this can help alot in level 6. After the statue you will fight a mini boss, hes very easy to kill by simply casting 2 lightning bolts or casting the deflection aura and maintain a beam on him (Note: the boss drops the daemon staff). Once dead continue forward onto the next moving platform which will have 4 large daemosn on it, but you can jsut skip them and move onto the next paltform.Take an immediate left once you get on the next paltform it will lead to a moose. Continue moving (there is a checkpoint on your left) forward onto the next moving platform with the large daemon. Once onto the larger platform take a right and you will find the tyfing in the wall. Kill the mini boss on the east side of the large paltform (Be warry alot of daemons will spawn on this platform) and wait for the platform to rotate around, once almost parrallel with the platform your on cast haste and bolt across it onto the stair case.
 
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Continue forward and you will reach another narrow staircase. As you run up the stairs, Daemonlings will spawn behind you. Be wary of them for they will attempt to push you off the stairs. Use directional shields or blocking fissures to keep them away from you or just kill them and wait for the small platform to come floating by at the end of the staircase. This platform will lead to another small platform which will have a Daemon on it. This Daemon can knock you off so be careful. The platform will take you onto a large platform, take the path, kill more daemons and you will reach a checkpoint.
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{{Tip|Daemonlings can also be knocked off the island platforms with healing mines ({{Elem|w}}{{Elem|e}}) or a large water bomb ({{Elem|q}}{{Elem|q}}{{Elem|q}}{{Elem|q}}{{Elem|q}}+Area Cast). Unfortunately, water bombs do not work on the larger Daemons although healing mines continue to work. The knockback distance of water bombs far exceeds those healing mines are capable of.}}
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Continue forward across the large bridge, on the left side of the bridge there will be a statue of a wizard holding a [[Staff of Deflection]]. After the statues, you will fight a [[Daemon Lord]], he is just as easy to kill as the regular Daemons. In fact, he is even easier to kill because of their strange behavior:
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# They will not materialize unless you are standing a fair distance away from it. If you wish to heal up, just walk towards them.
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# Their ranged missile attacks will not hit you if you are standing anywhere in front of its line of facing. The dead zone is huge and the Daemon Lord will not move to adjust either.
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Again, if you do not overkill the Daemon Lord, their essence turns into three standard Daemons. The Daemon Lord also drops the [[Daemon Arm]], a staff that extends your beam spells from 12 seconds to unlimited duration. Once the battle is over, continue forward onto the next moving platform which will have 4 Daemons spawning around a statue of a disembodied wizard holding a large staff. Kill the Daemons, move north onto the next platform and grab the checkpoint.
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{{Tip|You do not actually have to kill most of the Daemons and Daemonlings in this chapter. You can just move onto the next platform as the daemons are too stupid to move across platforms. This is because most of the platforms are designed such that you drop down from the previous platform to the next one (meaning you cannot return to the previous platform) and the programming of the AI pathfinding does not allow enemies to jump down ledges.}}
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{{Warning|Even if you have the Teleport magick from a previous playthrough, do not teleport back to previous platforms! The island platforms are not scripted to move backwards and you will encounter situations where you cannot proceed forward to the next island platform because it has already moved on. This will require you to restart the entire chapter as even suiciding to restart from the last checkpoint will not work.}}
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Travel west from the checkpoint to find another dead moose (Moose 7). Return to the checkpoint and move north onto the next moving platform. Destroy the single Daemon that materializes as the platform rotates 180 degrees. Leave the platform northwards onto a huge platform. Take a right and you will find [[Tyrfing]] stuck in a stone at the eastern side of the platform. There is another Daemon Lord along with several Daemons and Daemonlings on this platform, but nothing you cannot already handle.
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In the northwest part of the platform, wait for the next island platform to rotate around vertically, and once it is almost parallel with the platform you are on, cast Haste and bolt across it onto the staircase beyond. I would love to know what Magick is keeping these rocks floating because having a floating wizard castle would be really cool!
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==Area 3==
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Vlad will greet you on the island at the end of the long narrow staircase. He will tell you that [[Grimnir]] is ahead and you must confront him while he stays behind and defends your back. As you head north, you will overhear Vlad saying "Imposters! Didn't I take care of you once already?!". Since you cannot go back south to help Vlad, go north and meet Grimnir, who will proceed to give you a short tutorial about the history of himself and then engage you in a mind duel.
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==Area 4 - Grimnir's mind==
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You will have to fight 6 different groups of wizards in 6 consecutive duels each on their own mini islands:
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# 4 [[Goblin#Goblin_Shaman|Goblin Shamans]] (drops [[Rod of Emergency Teleport]])
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# 2 [[Druid|Druids]] (you do not need to kill the Tree Spirits they summon) (drops [[Gnarled Staff]])
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# 2 [[Disciple|Disciples]] (drops [[Staff of War]])
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# 2 [[Goblin#Goblin_Wizard|Goblin Wizards]] (drops [[Goblin Staff]])
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# 2 [[Necromancer|Necromancers]] (drops [[Staff of the Dead]])
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# 1 [[Dwarf#Dwarf_Priest|Dwarf Priest]] (drops [[Righteous Rod of Runes]])
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Most of the danger of these duels is the constant threat of being knocked off the islands. Here are some very effective strategies:
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# Knock the enemies off the islands before they can do the same to you.
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#* Water bombs are extremely effective. Spam {{Elem|q}}{{Elem|q}}{{Elem|q}}{{Elem|q}}{{Elem|q}}+Area Cast to knock all the enemies around you.
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#* Water bolts ({{Elem|q}}{{Elem|d}}) can be used as well.
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#* Healing mines ({{Elem|w}}{{Elem|e}}+Area Cast) are also effective since the enemies get knocked back if they step on it, but healing-based mines do not knock players.
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#* Yet another way is to just run towards the enemies and use the default push attack (Right Click with no element queued) to push them off the island.
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# Kill them as they spawn. Just spam {{Elem|qf}}{{Elem|a}}{{Elem|s}}{{Elem|s}}{{Elem|s}}+Area Cast (which is one of the highest damage Area of Effect damage spells if you remember) as they appear, the enemy wizards will die before they get a chance to cast anything.
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# Utilising the Nullify magick ({{Elem|S}}{{Elem|E}}+Space) is very useful to remove the extra enemies that the [[Druid]]s and [[Necromancer]]s spawn.
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The Dwarf Priest may pose some issues due to his {{Elem|d}}{{Elem|d}}{{Elem|d}}{{Elem|d}}{{Elem|d}} projectile which will instantly kill you if you aren't shielded. Either use a water bolt or a strong beam attack quickly on him since he is the sole enemy in the last mind duel.
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If you wish to pick up any of the staves dropped by any of the wizards, you must do so quickly in their respective duels before the next duel starts. Obviously, they also have to be killed on the platform and not flung off the platform. None of the staves are particularly good, you have already seen the first three staves in earlier chapters and you will see the last three staves again in future chapters.
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Though not really needed, the [[Rod of Emergency Teleport]] dropped by the Goblin Shamans in the first mini island can help you Emergency Teleport (the staff's active ability) to safety if you get knocked off the island.
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==Area 5 - Grimnir==
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Since [[Grimnir]] is unable to defeat you in the mind, he will proceed to duel you directly. The advantage you have is that he is chained to the platform and cannot move but that does not make him any less dangerous.
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{| style="width: 100%; background: #111111"
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|-
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| style=" padding: 5px; width: 33%; background: #FFF; border: 1px solid #ccc; vertical-align: top;" |
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<div style="background: #efc466; border:1px solid #ccc; border-bottom:4px groove #999999; border-right:4px groove #999999; padding: 5px; margin: 3px; font-weight: bold; text-align: center; font-size: 120%;">Grimnir, the Dark Lord</div>
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{{Monster
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| image = [[File:Grimnir.jpg]]
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| imagecaption = Grimnir
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| Name = Grimnir
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| MHP = 35000
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| Species = Human
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| appearance = A purple robed wizard chained to a platform
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| weaknesses = ?
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| regen = ?
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| speed = ?
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| turn = ?
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| score = ?
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}}
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Grimnir is a purple robed wizard chained to a platform at the edge of [[World's End]] by the Order of Magick years ago due to his ambition to learn Magicks long forgotten. He cannot move at all and will attack you with a large variety of spells and Magicks:
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# A directional shield ({{Elem|e}}) in front of himself which will reflect your beam spells back on to yourself if you are standing directly south of him.
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# Summons an incorporeal image of himself which casts the following spells at you:
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## An Arcane Lightning beam ({{Elem|s}}{{Elem|a}})
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## A Fireball ({{Elem|f}}{{Elem|d}})
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# Casts the Rain Magick (which does not wet him).
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# Casts the Thunder Bolt Magick whenever you are wet, instantly killing you with 10,000 lightning damage.
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# Casts the Tornado Magick which may knock you off the platform.
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# Casts the Conflagration Magick, setting you on fire and putting you in [[Statuses|panic]] where you will run uncontrollably off the island.
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# Casts {{Elem|qr}}{{Elem|qr}}{{Elem|qr}}{{Elem|qr}}{{Elem|qr}}+Area Cast if you are in melee range of him.
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ALL of the above can be dealt with by casting Nullify which is obtained in [[Chapter Two]]. For almost every spell he casts, you can cast Nullify to dispel it, including his incorporeal image. It is easy to just wet him (do not use Rain, it doesn't work on him), maintain a self shield so that his Thunder Bolt doesn't kill you, cast Nullify every time he channels or cast a Magick and spam Thunder Bolt or a strong beam on him.
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Grimnir cannot be frozen or slowed but can be wet by Water.
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To summarize:
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# Cast Nullify ({{Elem|s}}{{Elem|e}}+spacebar) whenever he uses a directional shield, Rain, Tornado, Conflagration or summons an image of himself.
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# Maintain the SAFE ({{Elem|s}}{{Elem|a}}{{Elem|f}}{{Elem|e}}+Middle click, so called because you press SAFE+middle click) resistance shield on yourself at all times. It lasts about 10 seconds and allows you to ignore Thunder Bolt, Conflagration and his incorporeal image completely (you do not even have to Nullify them if you have the SAFE shield up as you will be immune to all Arcane, Lightning and Fire damage).
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# Do not get yourself wet.
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# Wet Grimnir and use a strong lightning beam spell ({{Elem|qf}}{{Elem|qf}}{{Elem|s}}{{Elem|a}}{{Elem|a}}) on him. Four Thunder Bolts ({{Elem|qf}}{{Elem|a}}{{Elem|s}}{{Elem|a}}) will also easily defeat a wet Grimnir.
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# If you get hit by Conflagration, self-cast {{Elem|q}} or {{Elem|f}}{{Elem|e}} immediately.
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Way 2:
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#Cast Conflagration
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#Make a shield on you with Shift + Right Click
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#Boost your shield until he burn to die
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(If he use rain or fire doesn't kill him burn him again)
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Way 3:
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#Cast Fire and Lightning immunity on yourself ({{Elem|a}}{{Elem|f}}{{Elem|e}} + Middle Click). This makes Grimnir and his ghosts incapable of damaging you entirely, he'll only be able to knock you up with his tornado.
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#Spam your damage spell of choice at him.
   
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Defeating Grimnir will complete the "88mph" achievement.
==Area 3 Grimnir's mind==
 
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|}
   
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When Grimnir is brought down to very low health (something like 10%), a [[Assatur|huge incorporeal form]] that looks exactly like the huge statue you saw in Area 2 (where you fought four simultaneous Daemons) appears behind Grimnir and heals him to full! Future Vlad then appears, proclaims that the fight cannot be won, casts the Time Flux Magick on you (this Magick is not available to players) and removes you from the fight before disappearing himself.
โˆ’
Once you encounter Grimnir he will send you into a mind duel where you will ahev to fight 6 diffrent groups of wizards, Goblin Shaman, Druids, Warlocks, Goblin mages, Necromancers and Dwarven priest. Be sure not to cast a counter beam at the goblin shamans for it will more than likely send you flying off the screen. However every group is ceceptable to being thrown of the screen and this is very easy to do with a simple [[File:element_water.png]]x5 aoe. Its very useful to grab a goblin shaman rod a teleportation for it can save your life mroe than once with the druids. The druids can post the hardest challenge of all the casters because they cast water magic which will send you flying over ther edge. Its best to channel a beam immediatly after the first druid spawns, if you do it right you will kill him before he can summon an ent. Its very important to wacth the druid to make sure he is not casting a water ball, otherwise jsut burn the ent down then channel soem strong beam at the druid. All of thee other fights can be easily cheaped with [[File:element_water.png]]x5 aoe because the enemeies spawn at the same area and there is little or no boundaries. The dwarven priest may post some issue due to his [[File:element_water.png]]x5 channel. But if you keep his shield down with [[File:element_earth.png]]+whatever, you can pretty much channel a beam at him and he will die. He is also ceceptable to water blast.
 
   
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Wait a minute! Future Vlad? What?
==Area 4 Grimnir==
 
   
โˆ’
Grimnir is relativaly easy if you grabbed nullify in chapter 2. For almost every spell he cast is a magicka including is copy form. Its easy to just wet him down, maintain a self shield so his lightning bolt doesn't kill you and spam lightning bolt on him until, vlad comes and teleports you back in time.
 
 
{{WalkthroughNav}}
 
{{WalkthroughNav}}
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{{DEFAULTSORT:Chapter 06 (Magicka)}}
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[[Category:Walkthrough|#]]
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[[Category:Walkthrough (Magicka)]]
 
[[Category:Strategies]]
 
[[Category:Strategies]]

Latest revision as of 02:53, 30 July 2020

Checklists[ | ]

These are listed in order of game appearance.

For visual support, refer to this video: http://www.youtube.com/watch?v=abFfEN6O_6g

Achievements[ | ]

Ach moose

King's Quest
Find all the moose.

  • 7/12 - West of the checkpoint just north of the large statue of Assatur after the encounter with a Daemon Lord followed by four Daemons in Area 2.
Ach 88mph

88mph
Get thrown back in time by Vlad.
Recieved at the end of the chapter after defeating Grimnir in Area 5.

Magicks[ | ]

Ach robehat

I put on my robe and wizard hat
Acquire all Magicks in adventure mode.

  • 10/21 - Blizzard - At the beginning of the chapter, go northeast to the small lake. Use Cold (R)Cold (R)Cold (R)Cold (R)Cold (R) to freeze and cross the water to the island.

Items[ | ]

  • Staves
    • Staff of War (Physical Resistance Aura, Doubles HP/Arcane Bolt) - Drops from the Disciple at the start of Area 1, or from them in Grimnir's mind duel 3 in Area 4
    • Staff of Deflection (Deflects projectile attacks) - Held in the hand of a mage statue on the bridge just after the manual checkpoint but before the first Daemon Lord in Area 2
    • Daemon Arm (Unlimited Beam Duration) - Drops from the two Daemon Lords in Area 2
    • Rod of Emergency Teleport (Teleports the caster to a random nearby location) - Drops from the Goblin Shamans in Grimnir's mind duel 1 in Area 4
    • Gnarled Staff (Immune to Poison/Summon Tree Spirit) - Drops from the Druids in Grimnir's mind duel 2 in Area 4
    • Goblin Staff (Increased Physical Resistance/Temporary Damage Immunity) - Drops from the Goblin Wizards in Grimnir's mind duel 4 in Area 4
    • 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 the Necromancers in Grimnir's mind duel 5 in Area 4
    • Righteous Rod of Runes (Lightning Immunity Aura/Lightning Damage Aura) - Drops from the Dwarf Priest in Grimnir's mind duel 6 in Area 4. It may be near impossible to pick this up due to time limitations
  • Weapons
    • Tyrfing (Teleport to attacked Monster) - On the eastern side of the floating rock with the second Daemon Lord in Area 2

Monsters and Bosses[ | ]

Chapter Story[ | ]

Chapter 6 - Return of the Wizard
With the warlord Khan dead, and Grimnir's terrible scheme revealed, the wise and handsome Vlad recommended that the wizards do the only sensible thing. Rather than waiting for the rest of the army, they should set forth at once, that they might discover the truth behind the terrible warlock threat.

Area 1[ | ]

Upon entering, head northeast and freeze the lake. There is a small island where you will find the Blizzard Magick. Freeze the lake again and return to the main road.

Tip TIP: Blizzard (Cold (R)Cold (R)Water(Q)Cold (R)+spacebar) is another weather affecting Magick and so has no effect when used indoors. When used, it chills everyone (including the caster) except those with cold resistance active. If any players or enemies are wet, they freeze instead.

Continue on your original path where you will encounter a lonely Disciple. Once it is defeated, continue forward to meet your first Daemon which will shift in and out of the ethereal plane. While in ethereal form, it is untargetable and immune to damage but they also cannot attack you. Move next to it, wait for it to materialize and destroy it as soon as they solidify in the physical plane. You should aim to overkill the Daemon (do so much damage that its corpse explodes into pieces) because if you don't, the ethereal essence of the Daemon reforms into three smaller Daemonlings which behave similarly to the larger version.

After your first Daemon is destroyed, continue up the narrow concrete stairs where Vlad will appear and talk to you. He is extremely surprised that the Daemons are capable of fully materializing in the world and runs off to investigate.

Area 2[ | ]

Upon entering area 2 and going up the stairs you will encounter more Daemonlings, these can get very annoying but are extremely easy to kill if you simply stand next to them and spam any kind of area attack spell. Continue across the bridge to your northeast and continue following the path, killing the daemons as you go. You will take a left onto a platform that will begin floating away, simply kill the daemons that spawn on it and it will collide into another platform.

Continue forward and you will reach another narrow staircase. As you run up the stairs, Daemonlings will spawn behind you. Be wary of them for they will attempt to push you off the stairs. Use directional shields or blocking fissures to keep them away from you or just kill them and wait for the small platform to come floating by at the end of the staircase. This platform will lead to another small platform which will have a Daemon on it. This Daemon can knock you off so be careful. The platform will take you onto a large platform, take the path, kill more daemons and you will reach a checkpoint.

Tip TIP: Daemonlings can also be knocked off the island platforms with healing mines (Life (W)Shield (E)) or a large water bomb (Water(Q)Water(Q)Water(Q)Water(Q)Water(Q)+Area Cast). Unfortunately, water bombs do not work on the larger Daemons although healing mines continue to work. The knockback distance of water bombs far exceeds those healing mines are capable of.

Continue forward across the large bridge, on the left side of the bridge there will be a statue of a wizard holding a Staff of Deflection. After the statues, you will fight a Daemon Lord, he is just as easy to kill as the regular Daemons. In fact, he is even easier to kill because of their strange behavior:

  1. They will not materialize unless you are standing a fair distance away from it. If you wish to heal up, just walk towards them.
  2. Their ranged missile attacks will not hit you if you are standing anywhere in front of its line of facing. The dead zone is huge and the Daemon Lord will not move to adjust either.

Again, if you do not overkill the Daemon Lord, their essence turns into three standard Daemons. The Daemon Lord also drops the Daemon Arm, a staff that extends your beam spells from 12 seconds to unlimited duration. Once the battle is over, continue forward onto the next moving platform which will have 4 Daemons spawning around a statue of a disembodied wizard holding a large staff. Kill the Daemons, move north onto the next platform and grab the checkpoint.

Tip TIP: You do not actually have to kill most of the Daemons and Daemonlings in this chapter. You can just move onto the next platform as the daemons are too stupid to move across platforms. This is because most of the platforms are designed such that you drop down from the previous platform to the next one (meaning you cannot return to the previous platform) and the programming of the AI pathfinding does not allow enemies to jump down ledges.
Tip WARNING: Even if you have the Teleport magick from a previous playthrough, do not teleport back to previous platforms! The island platforms are not scripted to move backwards and you will encounter situations where you cannot proceed forward to the next island platform because it has already moved on. This will require you to restart the entire chapter as even suiciding to restart from the last checkpoint will not work.

Travel west from the checkpoint to find another dead moose (Moose 7). Return to the checkpoint and move north onto the next moving platform. Destroy the single Daemon that materializes as the platform rotates 180 degrees. Leave the platform northwards onto a huge platform. Take a right and you will find Tyrfing stuck in a stone at the eastern side of the platform. There is another Daemon Lord along with several Daemons and Daemonlings on this platform, but nothing you cannot already handle.

In the northwest part of the platform, wait for the next island platform to rotate around vertically, and once it is almost parallel with the platform you are on, cast Haste and bolt across it onto the staircase beyond. I would love to know what Magick is keeping these rocks floating because having a floating wizard castle would be really cool!

Area 3[ | ]

Vlad will greet you on the island at the end of the long narrow staircase. He will tell you that Grimnir is ahead and you must confront him while he stays behind and defends your back. As you head north, you will overhear Vlad saying "Imposters! Didn't I take care of you once already?!". Since you cannot go back south to help Vlad, go north and meet Grimnir, who will proceed to give you a short tutorial about the history of himself and then engage you in a mind duel.

Area 4 - Grimnir's mind[ | ]

You will have to fight 6 different groups of wizards in 6 consecutive duels each on their own mini islands:

  1. 4 Goblin Shamans (drops Rod of Emergency Teleport)
  2. 2 Druids (you do not need to kill the Tree Spirits they summon) (drops Gnarled Staff)
  3. 2 Disciples (drops Staff of War)
  4. 2 Goblin Wizards (drops Goblin Staff)
  5. 2 Necromancers (drops Staff of the Dead)
  6. 1 Dwarf Priest (drops Righteous Rod of Runes)

Most of the danger of these duels is the constant threat of being knocked off the islands. Here are some very effective strategies:

  1. Knock the enemies off the islands before they can do the same to you.
    • Water bombs are extremely effective. Spam Water(Q)Water(Q)Water(Q)Water(Q)Water(Q)+Area Cast to knock all the enemies around you.
    • Water bolts (Water(Q)Earth (D)) can be used as well.
    • Healing mines (Life (W)Shield (E)+Area Cast) are also effective since the enemies get knocked back if they step on it, but healing-based mines do not knock players.
    • Yet another way is to just run towards the enemies and use the default push attack (Right Click with no element queued) to push them off the island.
  2. Kill them as they spawn. Just spam SteamLightning (A)Arcane (S)Arcane (S)Arcane (S)+Area Cast (which is one of the highest damage Area of Effect damage spells if you remember) as they appear, the enemy wizards will die before they get a chance to cast anything.
  3. Utilising the Nullify magick (Arcane (S)Shield (E)+Space) is very useful to remove the extra enemies that the Druids and Necromancers spawn.

The Dwarf Priest may pose some issues due to his Earth (D)Earth (D)Earth (D)Earth (D)Earth (D) projectile which will instantly kill you if you aren't shielded. Either use a water bolt or a strong beam attack quickly on him since he is the sole enemy in the last mind duel.

If you wish to pick up any of the staves dropped by any of the wizards, you must do so quickly in their respective duels before the next duel starts. Obviously, they also have to be killed on the platform and not flung off the platform. None of the staves are particularly good, you have already seen the first three staves in earlier chapters and you will see the last three staves again in future chapters.

Though not really needed, the Rod of Emergency Teleport dropped by the Goblin Shamans in the first mini island can help you Emergency Teleport (the staff's active ability) to safety if you get knocked off the island.

Area 5 - Grimnir[ | ]

Since Grimnir is unable to defeat you in the mind, he will proceed to duel you directly. The advantage you have is that he is chained to the platform and cannot move but that does not make him any less dangerous.

Grimnir, the Dark Lord
Grimnir
Max Hitpoints 35000
Species Human
Appearances A purple robed wizard chained to a platform
Weaknesses ?
Regeneration ?
Speed ?
Score Value ?


Grimnir is a purple robed wizard chained to a platform at the edge of World's End by the Order of Magick years ago due to his ambition to learn Magicks long forgotten. He cannot move at all and will attack you with a large variety of spells and Magicks:

  1. A directional shield (Shield (E)) in front of himself which will reflect your beam spells back on to yourself if you are standing directly south of him.
  2. Summons an incorporeal image of himself which casts the following spells at you:
    1. An Arcane Lightning beam (Arcane (S)Lightning (A))
    2. A Fireball (Fire (F)Earth (D))
  3. Casts the Rain Magick (which does not wet him).
  4. Casts the Thunder Bolt Magick whenever you are wet, instantly killing you with 10,000 lightning damage.
  5. Casts the Tornado Magick which may knock you off the platform.
  6. Casts the Conflagration Magick, setting you on fire and putting you in panic where you will run uncontrollably off the island.
  7. Casts IceIceIceIceIce+Area Cast if you are in melee range of him.

ALL of the above can be dealt with by casting Nullify which is obtained in Chapter Two. For almost every spell he casts, you can cast Nullify to dispel it, including his incorporeal image. It is easy to just wet him (do not use Rain, it doesn't work on him), maintain a self shield so that his Thunder Bolt doesn't kill you, cast Nullify every time he channels or cast a Magick and spam Thunder Bolt or a strong beam on him.

Grimnir cannot be frozen or slowed but can be wet by Water.

To summarize:

  1. Cast Nullify (Arcane (S)Shield (E)+spacebar) whenever he uses a directional shield, Rain, Tornado, Conflagration or summons an image of himself.
  2. Maintain the SAFE (Arcane (S)Lightning (A)Fire (F)Shield (E)+Middle click, so called because you press SAFE+middle click) resistance shield on yourself at all times. It lasts about 10 seconds and allows you to ignore Thunder Bolt, Conflagration and his incorporeal image completely (you do not even have to Nullify them if you have the SAFE shield up as you will be immune to all Arcane, Lightning and Fire damage).
  3. Do not get yourself wet.
  4. Wet Grimnir and use a strong lightning beam spell (SteamSteamArcane (S)Lightning (A)Lightning (A)) on him. Four Thunder Bolts (SteamLightning (A)Arcane (S)Lightning (A)) will also easily defeat a wet Grimnir.
  5. If you get hit by Conflagration, self-cast Water(Q) or Fire (F)Shield (E) immediately.

Way 2:

  1. Cast Conflagration
  2. Make a shield on you with Shift + Right Click
  3. Boost your shield until he burn to die

(If he use rain or fire doesn't kill him burn him again)

Way 3:

  1. Cast Fire and Lightning immunity on yourself (Lightning (A)Fire (F)Shield (E) + Middle Click). This makes Grimnir and his ghosts incapable of damaging you entirely, he'll only be able to knock you up with his tornado.
  2. Spam your damage spell of choice at him.

Defeating Grimnir will complete the "88mph" achievement.

When Grimnir is brought down to very low health (something like 10%), a huge incorporeal form that looks exactly like the huge statue you saw in Area 2 (where you fought four simultaneous Daemons) appears behind Grimnir and heals him to full! Future Vlad then appears, proclaims that the fight cannot be won, casts the Time Flux Magick on you (this Magick is not available to players) and removes you from the fight before disappearing himself.

Wait a minute! Future Vlad? What?