Wednesday, November 23, 2011

Magicka: Vietnam notes

The Vietnam Rescue Mission DLC for Magicka is a bit of a challenge.  Not only because you play it in challenge mode, but also because it's fairly simple and straightforward up until the very end.  I've got notes about the entire thing though, so here you go.

I mention spells with their default keybindings, if you've changed yours, you're weird.  Also, this is entirely for singleplayer.  I'd imagine it gets easier in multiplayer.  Furthermore, I stick with the firearms theme and use very little magic.
Staple spells/magicks:
  • ED self cast - rock armor.  Given how there's lots of them and one of you, and they all have automatic weaponry, without this you'll find your health skyrocketing in the wrong direction quickly.  You'll want to keep this on at all times.
  • EDDDD self cast - full rock armor, for the end.  You're waiting for your evac, and whaddayaknow, the Vietcong are after you in full force.
  • EDQ self cast - rock armor with water resist thrown in, useful because I always forget that I'm standing in water and can't hit A to cast Haste...
  • ARSE weapon cast and/or regular cast - Best. Mines. Ever.  Launches enemies high into the air, deals lots of damage, and freezes them so they take forever to get back up.  If you're trying to outmaneuver and outsmart a large-ish group, these will help tremendously, since you can basically keep an entire group at bay.  I don't recommend area casting mines since you don't get Teleport in this mission.  If you get hit by your own mines, make your first self-cast Fire, not Life.  Either that, or combine them.  You get one cast before you have to go through the slow recovery, you see.
  • ASF spacebar - Good old Haste.  With the rock armor reducing your speed, you'll need it.  You don't get it until partway into the first area, head to the left at the first opportunity.
  • QFDWFF spacebar - Napalm.  Great for taking out fortified positions, giants, etc.  Use of this is crucial to surviving the holdout at the end.
You might as well use the robes that come with the DLC, these grant you a gun that shoots three round bursts and the Patriot Staff, which has Liberty Grenades as its active ability.  Here's a hint: Liberty Grenades can set off your ARSE mines.

After you're no longer being rushed by enemies, head to the left and up a bit to claim the spellbook for Haste.  This will come in very handy for getting into and out of trouble.

You get Napalm a certain amount of time after the mission begins.  There isn't any other trigger for it other than passage of time.

Napalm always sets fire in a line perpendicular to the direction you're looking when you cast it.  Use this to your advantage.

The fortified position near the Haste spellbook has a heavy armor enemy.  All the heavy armor enemies carry the RPD gun.  Grab that.

There are enemies that become priority targets whenever they're nearby.  The guys with RPGs, the guys with mortars, and the giants.  These guys can kill you with considerably less effort than any of the other enemies you'll come across.  Fortunately, there's very few of each.

The first area contains an ammo building and a radio tower.  RPG guy at the ammo building, and two mortar guys at the radio tower.  Both can be Napalmed if you so desire.

The second area contains an ammo building, a radio tower, and the five prisoners.  Two RPG guys and one giant inside.  Giant near the well, one RPG guy near the exit, and the other near the side entrance.  Watch your fire near the prisoners.  There are barracks buildings dotted about that spawn enemies, destroying them predictably stops the enemies from spawning.  John will attack enemies if they're nearby once you free him, so either be prepared to follow him and heal him, or kill everything first.

The third area contains the military plans.  They're in a fortified area guarded by a giant and two mortar guys, with plenty of regular guys as well.  A well-placed Napalm can take out the giant, since he won't move if you don't fire at him.  When you leave, a group will attack that includes an RPG guy.  Just after that is the spellbook for Time Warp.  Grab it if you want, I've never found it to be all that useful.  It seems to slow me just as much as them...  I guess since it doesn't affect the speed at which you can conjure and cast spells, that alone makes it useful.  I dunno, I beat the mission without using it.

After getting the intelligence and Time Warp, the area opens up to a large clearing with a creek.  As soon as you cross the creek, Vlad will radio in, and the holdout begins.  At first it's just the small fries, but then the cavalry shows up.  Plenty of offscreen mortars, the occasional offscreen RPG, and one giant.  Give yourself breathing space with Napalm, and shoot away at anything that makes it through alive.  Once the giant is dead, it shouldn't be too much longer before the helicopter arrives to get you the hell out of there.

In multiplayer, you can get some diversity in your weapons.  Someone may want to partake in some friendly fire to get the M60 at the beginning, there's AK47s all over the place, and an RPG is fine too.  3000 damage a pop is worth the manual reload and long reload time...  Also, since you have multiple people and the death of a single player doesn't mean the end of the mission like it does in singleplayer, you have a bit more freedom to play around with using spells during the mission.  Especially because you'll need to heal.  A lot.

After you've beaten it, then all that's really left to do is complete it faster.  I'd imagine a group of four people could do it faster than singleplayer.  Though weirdly I did it faster in singleplayer than a two player LP I saw on YouTube...  Speaking of YouTube, searching "magicka vietnam speed run" doesn't actually return any speed runs of this mission...

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