Difference between revisions of "Chapter Six (Magicka)"

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(Element template!!!!!!!!!)
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* 88mph - Get thrown back in time by [[Vlad]] at the end of the chapter after defeating [[Grimnir]] in Area 5
 
* 88mph - Get thrown back in time by [[Vlad]] at the end of the chapter after defeating [[Grimnir]] in Area 5
 
===Magicks===
 
===Magicks===
* Blizzard 10/21 - At the beginning of the chapter, go northeast to the small lake. Use [[File:element_cold.png]] to freeze and cross the water to the island
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* Blizzard 10/21 - At the beginning of the chapter, go northeast to the small lake. Use {{Element|cold}} to freeze and cross the water to the island
 
===Items===
 
===Items===
 
* Staves
 
* Staves
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==Area 2==
 
==Area 2==
   
Upon entering area 2 and going up the stairs you will encounter [[Daemonling|Daemonlings]], 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 your 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.
+
Upon entering area 2 and going up the stairs you will encounter [[Daemonling|Daemonlings]], these can get very annoying but are extremely easy to kill if you simply spam {{Element|arcane}}x5. Continue across the bridge to your 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 staircase. On this staircase will be many Daemonlings, be wary of them for they will attempt to push you off the staircase, use knockback to keep them away from you then just kill them and wait for the platform to come floating by at the end of the staircase. This platform will lead to another 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 and you will reach a checkpoint on your east.
 
Continue forward you will reach a staircase. On this staircase will be many Daemonlings, be wary of them for they will attempt to push you off the staircase, use knockback to keep them away from you then just kill them and wait for the platform to come floating by at the end of the staircase. This platform will lead to another 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 and you will reach a checkpoint on your east.
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==Area 4 - Grimnir's mind==
 
==Area 4 - Grimnir's mind==
   
You will have to fight 6 different groups of wizards in 6 duels each on their own mini islands: 4 Goblin Shamans, 2 Druids, 2 Disciples, 2 Goblin Wizards, 2 Necromancers and 1 Dwarf Priest. However every group is susceptible to being thrown of the screen and this is very easy to do with a simple [[File:element_water.png]]x5 aoe.
+
You will have to fight 6 different groups of wizards in 6 duels each on their own mini islands: 4 Goblin Shamans, 2 Druids, 2 Disciples, 2 Goblin Wizards, 2 Necromancers and 1 Dwarf Priest. However every group is susceptible to being thrown of the screen and this is very easy to do with a simple {{Element|water}}x5 aoe.
   
 
Be sure not to cast a counter beam at the Goblin Shamans for it will more than likely send you flying off the screen. It can be useful to grab a Rod of Emergency Teleport which the Goblin Shamans in duel 1 drop as it can save your life with the Druids in duel 2.
 
Be sure not to cast a counter beam at the Goblin Shamans for it will more than likely send you flying off the screen. It can be useful to grab a Rod of Emergency Teleport which the Goblin Shamans in duel 1 drop as it can save your life with the Druids in duel 2.
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The druids can pose the hardest challenge of all the casters because they cast water magic which will send you flying over the edge. Its best to channel a beam immediately after the first druid spawns, if you do it right you will kill him before he can summon an ent. Its very important to watch the druid to make sure he is not casting a water ball, otherwise burn the Ent down then channel a strong beam at the druid.
 
The druids can pose the hardest challenge of all the casters because they cast water magic which will send you flying over the edge. Its best to channel a beam immediately after the first druid spawns, if you do it right you will kill him before he can summon an ent. Its very important to watch the druid to make sure he is not casting a water ball, otherwise burn the Ent down then channel a strong beam at the druid.
   
All of the other fights can be easily cheapened with [[File:element_water.png]]x5 area knockback because the enemies spawn on small islands with little or no boundaries. The Dwarf Mage may pose some issues due to his [[File:element_earth.png]]x5 projectile.
+
All of the other fights can be easily cheapened with {{Element|water}}x5 area knockback because the enemies spawn on small islands with little or no boundaries. The Dwarf Mage may pose some issues due to his {{Element|earth}}x5 projectile.
   
 
If you wish to pick up any of the staves dropped by any of the wizards you killed, you must do so quickly before the next duel starts. Obviously, they also have to be killed on the platform and not flung off the platform with water knockback.
 
If you wish to pick up any of the staves dropped by any of the wizards you killed, you must do so quickly before the next duel starts. Obviously, they also have to be killed on the platform and not flung off the platform with water knockback.

Revision as of 08:43, 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

  • Moose 7/12 (King's Quest Achievement) - West of the checkpoint just north of the large statue after the encounter with a Daemon Lord in Area 2
  • 88mph - Get thrown back in time by Vlad at the end of the chapter after defeating Grimnir in Area 5

Magicks

  • Blizzard 10/21 - At the beginning of the chapter, go northeast to the small lake. Use 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 2 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 north-east and freeze the lake. There is a small island where you will find the Blizzard Magick.

Return to the right and continue on your original path where you will encounter a Disciple who attacks with beam magic which a self-shield will reflect. Once it is defeated, continue forward to encounter your first Daemon (Note: Lightning immunity aura does NOT work against them) which will shift in and out of the ethereal plain, when inside of it they are untargetable. Either freezing them (EDQ + EDR etc) before attacking with any combined beam or waiting until they move and attacking with thunderbolt magicka (QFASA) as they solidify are effective methods for dealing with them. After your first Daemon is destroyed continue up the concrete stairs where Vlad will talk to you.

Area 2

Upon entering area 2 and going up the stairs you will encounter Daemonlings, these can get very annoying but are extremely easy to kill if you simply spam Arcane (S)x5. Continue across the bridge to your 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 staircase. On this staircase will be many Daemonlings, be wary of them for they will attempt to push you off the staircase, use knockback to keep them away from you then just kill them and wait for the platform to come floating by at the end of the staircase. This platform will lead to another 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 and you will reach a checkpoint on your east.

Continue forward across the large bridge, on the left side of the bridge there will be a statue holding a Staff of Deflection -- this can help a lot in level 6. After the statue you will fight a Daemon Lord, he's 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 Arm (staff)). Once the Daemon Lord is dead continue forward onto the next moving platform which will have 4 large Daemons on it, but you can just skip them and move onto the next platform.

Take an immediate left once you get on the next platform 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 Tyrfing in the wall. Kill the Daemon Lord on the east side of the large platform (be wary of a lot of Daemon and Daemonlings on this platform). In the northwest part of the platform, wait for the next island platform to rotate around, and once almost parallel with the platform you're on, cast Haste and bolt across it onto the staircase.

Area 3

Vlad will greet you on the island at the end of the staircase. He will tell you that Grimnir is ahead and you must confront him. Go north and meet Grimnir, who will proceed to engage you in a mind duel.

Area 4 - Grimnir's mind

You will have to fight 6 different groups of wizards in 6 duels each on their own mini islands: 4 Goblin Shamans, 2 Druids, 2 Disciples, 2 Goblin Wizards, 2 Necromancers and 1 Dwarf Priest. However every group is susceptible to being thrown of the screen and this is very easy to do with a simple Water(Q)x5 aoe.

Be sure not to cast a counter beam at the Goblin Shamans for it will more than likely send you flying off the screen. It can be useful to grab a Rod of Emergency Teleport which the Goblin Shamans in duel 1 drop as it can save your life with the Druids in duel 2.

The druids can pose the hardest challenge of all the casters because they cast water magic which will send you flying over the edge. Its best to channel a beam immediately after the first druid spawns, if you do it right you will kill him before he can summon an ent. Its very important to watch the druid to make sure he is not casting a water ball, otherwise burn the Ent down then channel a strong beam at the druid.

All of the other fights can be easily cheapened with Water(Q)x5 area knockback because the enemies spawn on small islands with little or no boundaries. The Dwarf Mage may pose some issues due to his Earth (D)x5 projectile.

If you wish to pick up any of the staves dropped by any of the wizards you killed, you must do so quickly before the next duel starts. Obviously, they also have to be killed on the platform and not flung off the platform with water knockback.

Area 5 - Grimnir

Grimnir is relatively easy if you grabbed Nullify in Chapter Two. For almost every spell he casts, you can cast Nullify to dispel it, including his copy form. Its easy to just wet him down, 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 until Vlad comes and teleports you back in time to the next chapter.