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Incursion 2 - The Artifact walkthrough, Part Nine: Goblin's Weapon

Incursion 2: The Artifact is copyright booblyc and Armor Games. Images used for educational purposes only.

Incursion 2: The Artifact is copyright booblyc and Armor Games. Images used for educational purposes only.

Slowly leaving the icy country behind, Garga Wrathbringer and his faithful troops are headed into rockier terrain - but first they have to stop a massive horde of evil evils from flooding out of the cold and onto their boot heels. Hopefully, with some help from Goblin, they'll be able to survive the encounter.

Goblin's Weapon is a double threat that becomes a somewhat ineffectual triple threat for short periods of time. The enemies spawn at two points in the west, one on the north end and one on the south. The northern enemies walk towards the east on a single, unswerving road; the southern enemies split up and follow two different routes before rejoining in the east. All three converge on the same spot before reaching the finish line.

As ever, the game tries to trick you into covering all three paths. In this case, it's not necessary at all.


Though there's still ice covering a section of the map, most of the enemies here look like they come from warmer climates. This includes the new foes that trickle into the enemy ranks partway through the level.

  • Satyr. Relatively innocuous units, Satyrs tend to slip into groups of other enemies. They're capable of poisoning units, which can be a pain, but they're biggest advantage is their quick healing. Fortunately, they don't have much health.
  • Possessed Miner. Buff hammer-wielders, Possessed Miners are fairly straightforward. Hit them with magic for the best results.
  • Gastingo. Bigger, harder-hitting equivalents of Possessed Miners. Your tactics will be the exact same, they'll just take a bit longer to work.
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Goblin's Weapon is a bit unique in that you have an NPC assisting you. A lone Goblin Engineer sits and fiddles with a gun on the end of the path, and he will attack anything that comes near him with a chainsaw. It's more or less your goal in this map to keep him safe. He can hold his own, but generally you want to make sure enemies are dead before they reach him.

Fortunately, that's not difficult to do. As with the previous level, melee fighters aren't that effective in Goblin's Weapon, nor are they really needed. Set up a few fully-upgraded mages in the barracks nearest the end of the course, on the island that splits the two primary paths. Once they can use Chain Lightning these mages will be able to hold off virtually every enemy that gets near them, assuming they have some backup from Garga. Once they're ready, you can install more mages or some archers on the lower, smaller island to pick off enemies on the split path, which will come in really handy with the Gastingos.

Once you reach the final wave the number of enemies will increase dramatically. Fear not! Goblin will complete his weapon at this point, a massive gun which is player-controlled. It will fire anywhere you point your cursor, which, preferably, will be at the bad guys. Use this to ravage the enemies and bring the fight to a successful close. Be careful, as you can kill your own units with the gun. Once you're done with this fight you'll be able to rent the Steam Machine Gun for 500 gold per use from the Goblin Market, and though it won't last as long as this one it will still be extremely handy when you're in a bind and near extra support.


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