Chapter Two (Magicka)

## Checklists

These are listed in order of game appearance.

For visual support, refer to this video: http://www.youtube.com/watch?v=zaenLrJM0yk

### Achievements

*Defeat Fafnir by striking him with Gram.*
*Find all the moose.*
* 2/12 - The forest troll munching on Halldor's "wife" is really a dead moose in Area 3.
*Find all secret areas in the game.*
* 4/14 - Sword of the Masters - Freeze the river and going north after the battle with Goblin Hood (green robed Goblin Ranger) and his war band in Area 3.
*Defeat Jormungandr.*
Defeat Jormungandr (boss) at the end of the Chapter in Area 6.

### Magicks

*Acquire all Magicks in adventure mode.*
* 4/21 - Rain - Found in the first cave you come across that is guarded by goblins in Area 1.
* 5/21 - Nullify - Found beside the altar where a goblin shaman is fought in Area 4.

### Items

* Staves
	+ Rod of Emergency Teleport (Teleports the caster to a random nearby location) - Dropped by the Goblin Shaman in Area 4
	+ Frost Staff (Cold Immunity Aura) - See Secret 5/14 above.
* Weapons
	+ Warhammer (Medium Physical/Pushes target back) - On the anvil outside Gram's Workshop just before the crashed goblin airship in Area 2
	+ Gram (Medium Physical/Dragon Slayer (kill Fafnir 1 hit)) - Stuck in a tree above Moose 2/12 in Area 3
	+ High Quality Goblin Dirk (Low Physical/Fast) - Dropped by Goblin Hood when he attacks with his war band in Area 3
	+ Sword of the Masters (Medium Physical/Shoots Arcane when the wielder is at full health) - See Secret 4/14 above

### Monsters and Bosses

* Goblin Rogue (both versions)
* Goblin Ranger
* Goblin Bomber
* Forest Troll
* Goblin Hood
* Goblin Shaman
* Jormungandr, Guardian of the Tree (Boss)

## Chapter Story

**Chapter 2 - Attack of the Goblins**

*And so our young and bold wizards set forth on their quest. Guiding them through the perils of the world was the dashingly handsome Vlad, who is by no means a vampire! As they approached Fornskogur Forest, it became clear that there was evil afoot.*

## Area 1

You enter the outskirts of a village and see the remains of a burnt farm. It appears that the inhabitants didn't die to the fire but somehow died mysteriously outside the building with all their bones picked clean! Examine the skeletons and Vlad will appear to gently remind you that there is a village ahead and that you should be nice to the villagers. You can try to kill Vlad, but I wouldn't really try. Even with the most damaging beam, it would take about one hour because Vlad has 4,000,000 health.

Head north along the path. You will encounter your first Goblin Ranger here which shoots arrows at you. Any projectile will knock you on the ground if you have a personal shield active (a shield cast using +middle click). You can queue elements into your spellbar while being knocked down, but any spell you cast will not actually be cast until you pick yourself up from the ground. When facing any enemies with a ranged weapon, it is best not to use a personal shield.

Dispatch the enemies and move north. Another cutscene will trigger showing you goblins running out of a cave. Kill the goblins and be sure to grab the Rain Magick in the cave. Remember to dry yourself with Fire after trying out the Rain Magick.

Continue to follow the path where some goblins cross a small stream to attack you. They will all be wet and thus take extra damage from lightning. Kill them however you wish, cross the stream, dry yourself with Fire and move on. You still have a city to save, you know.

## Area 2

Welcome to the village of Veiditorp!

If you look around the village there will be a red herring you can inspect on the fish rack (har har har, get it? red herring? distraction?). The villagers aren't too happy about your presence since they think that your presence draws trouble. The doors are all locked so you can't steal anything.

Once you get to Gram's Workshop, a cutscene will trigger and goblin pirates will begin to attack from an airship that just crash landed in the east. Two new enemies appear here. The Goblin Rogues here are armed with a cutlass rather than just knifes and do more damage than the previous ones you have met. The other new enemy is the Goblin Bombers. They lob bombs your way which explode after some time. Anyone caught in the explosion will take damage and get thrown across the screen. These bombs DO damage goblins as well. When a Goblin Bomber dies, it will drop 4 bombs. Any sort of spell with Fire in it will cause the bombs to explode so make ample use of it! Be careful not to get blasted into the water and drown.

After the battle is over, you can pick up the Warhammer resting on the anvil just outside Gram's workshop. Continue north and the annoying Vlad will appear and tell you to be on your guard for goblins after entering Fornskogur Forest. He seems surprised that you survived the goblin attack.
Tip; You can use the Crash To desktop magick on the man in the shop before the fight begins. This will skip the entire fight

## Area 3

Go north until you reach the lumberjack and talk to him. You will see a Forest Troll eating a moose (Moose 2 of the King's Quest achievement). Trolls can pick you up, knock you around, and otherwise give you a bad day. They are very slow, so take advantage. After all, you already killed a Forest Troll in Chapter One... except this time it will be on your own. This particular troll is so busy eating the dead moose that it will not attack you at all even if you move right up to it and examine the moose for the achievement.

Continue east and follow the path. You will come across a checkpoint and a goblin ambush. Just as you think you are safe after killing all of them, another cutscene is triggered with a Goblin Hood standing on a bridge over a small river.

The Goblin Hood is a much more accurate and faster Goblin Ranger, so be careful and use the river to your advantage. Every goblin that steps in it becomes soaked. An effective way to kill all of them is to use  and cast chain lightning. The Goblin Hood also drops a High Quality Goblin Dirk. Nothing special, move along.

Once everything is dead, freeze the river and travel north from the bridge. Eventually, you will find some dry land and a hollow fallen tree trunk leading to secret area (Secret 4). Continue north in this secret area and you will find a sword in a stone (very similar to how you got the master sword in a Link to the Past, eh?). This is the Sword of the Masters and it shoots elemental beams when you are at full health which do about 450-500 damage each. Not bad. But keep Gram if you want the Stuff of Legends achievement unless you decide to do it in the next playthrough. Exit this area and continue east from the Goblin Hood bridge.

Kill a few more goblins and keep going east... to find that the road is completely blocked by a huge fallen tree. Vlad appears and tells you that you will have to go through the deepest parts of Fornskogur Forest instead and that the great serpent Jormungandr lives in it. Can't Vlad be more comforting for once?

## Area 4

You will immediately be pushed into a fight with a bunch of goblins. Use your favorite Area of Effect spell to blast them into a million pieces and continue north into a HUGE group of goblins.

You will fight your first enemy wizard here, the Goblin Shaman.

1. It likes to cast a beam of water +, so put on water resistance (++middle click) or you might get wet.
2. It casts chain lightning + occasionally, usually damaging many of the goblins in the process.
3. It sometimes uses the Rod of Emergency Teleport it is holding, which teleports the user to a random nearby location while yelling "Beam me" and "Scotty".
4. It puts up a fire resistance aura.
5. It rarely does an  only beam.
6. It rarely does an area knockback.

You can thus try to use beam logic to make the beam explode in the shaman's face. You can cross a  beam or a  beam (since  is the opposite to  and  is the opposite to }; as long as at least one of the elements is part of the beam, it will explode at the point of beam crossover.

Since there are so many enemies, you should also use Area of Effect spells and crowd control combos (eg: +shift right click). And don't forget that you have the Haste Magick and that your staff may also have active abilities! If you kept the Staff of the White Wizard from Chapter One, you could use it to fear goblins near you. In practice though, a few well placed Area of Effect spells will decimate everything.

Once the place is cleared out, be sure to grab the Nullify Magick near the starting location of the Goblin Shaman. You can also take the Rod of Emergency Teleport or the High Quality Goblin Dirk it left behind if you like. Move on to the next area.

## Area 5

Kill the Forest Troll and the goblins in this area and inspect the dead moose (Moose 3) to the southeast. To the north, there is a cave which will spawn another Forest Troll; inside the cave (Secret 5) is yet another troll. Kill it and find the Frost Staff located in a fridge with a frozen wizard in it. Forest Trolls have gotten quite technologically advanced you know.

When you are done exploring, head northeast, kill another group of goblins - this one has a heavy proportion of Goblin Rangers, so be careful, then move on to the final area.

## Area 6 - Jormungandr's Lair

Vlad appears to say that this area used to be Jormungandr's lair... and both of you walk right into Jormungandr! Vlad conveniently teleports away, welcome to your second boss fight!

 Weaknesses
 Speed
 Score Value

Jormungandr is a large green serpent that blends in well with its surroundings. It can burrow into the ground. When underground, it cannot be damaged. When above the ground, it remains stationary although it will turn to face you. Only its head can be attacked, but unfortunately the wizards in Midgård are dumb because beam and projectile spells can only target enemies on level ground with you. This means that beam and projectile spells are ineffective *in general* against Jormungandr because its head is usually high up in the air. Jormungandr will do the following:
1. It will sometimes burrow underground and attempt to unburrow underneath you. You can tell where it is about to emerge because a fountain of dirt will appear. Quickly move aside when this happens or you will get knocked away for moderate damage.
2. It will also burrow whenever it takes damage.
3. After unburrowing, if you are in lunge range, it will lower his head to prepare to lunge at you. This is the time the head is susceptible to beam and projectile spells. After about a second, it will perform a lunge attack which poisons you and knocks you down for moderate damage. You can
	1. Dodge the attack by circling the boss. Relatively easy to do, especially if you are Hasted.
	2. Cause its lunge attack to abort by doing at least one damage to its head while it is lowered.
	3. Cast a shield bubble or directional shield causing its lunge attack to smack straight into the shield, causing a significant amount of damage to Jormungandr.
4. If you are not in lunge range, it will spit poison balls at you.
5. While underground, it will sometimes dive in and out of the ground in an attempt to ram into you. Easy to dodge.

There are many different effective strategies to kill it:
1. Let Jormungandr kill himself on shield bubbles (+shift right click). Just keep one up all the time. Even if he's underground. He hits his head when he tries to pop out and will burrow immediately.
2. Attack his head with a high damage projectile or beam spell when he is about to lunge.
3. and +Area Cast can hit his head regardless of the position of his head, but you have to be standing fairly near. +Area Cast seems to be very effective when done close as Jormungandr will be set on fire, multiple casts in quick succession can bring it down in a very short time.
4. Thunder Bolt (a Magick from future chapters, but you might have it if this is your second playthrough) hits elevated targets. The head is an obvious target.
5. Cast Meteor Shower (requires Wizard Hat DLC) repeatedly and wait for a lucky one-hit kill.

Defeating Jormungandr will complete the "Solid Snake" achievement.

Once you kill him you are done with this level, yay!