Showing posts with label Barri. Show all posts
Showing posts with label Barri. Show all posts

Tuesday, 31 July 2012

Generation 9 Tips (Part Three) - The War and the Time After

Now that you've gotten the bulk of the war out of the way and have stopped the (not so prevalent now) elf / giant conflict with a hand drawn picture in the previous part, it's time for the last push against the shadow bastards and put an end to their plans.

Scouting Mission (best bring party)
This mission features the return of Glas through random encounter, but this time he doesn't summon gargoyles - he summons crag cows. The alchemist method of beating him is to wind blast a cow 3 times so it gets confused and attacks Glas. The non stupid method of beating him pretty much just revolves around using trans and then Final Hit the fool. If you prefer you can lure him out with ranged attacks first. Crash shot will also hurt him badly when he's surrounded by the cows.  He still regenerates quick and will have a ton more HP this time around so you want high damage or wounding strikes.

 After he's done a named alchemist will show up and while he can also summon golems and invert your screen, if you've just beaten the big four armed monster there's not a lot this idiot can do to you.

Damsel in Distress (fastest solo)
Your first mission where you can bring a Royal Alchemist if you so choose (and if you know any that are free), but I think you should be able to handle this solo. The mission says to protect Jenna. This is BS. She can protect herself just fine against melee-ers. You keep -yourself- alive and kill any archers as soon as they show up. If you've cleared your sector -then- you can go help Jenna until the next wave arrives.

Alone in the Barri (solo based on level)
Whew, suddenly you get a normal dungeon. Makes you suddenly appreciate those goddess statues huh? Anyway this place will be geared to your level and if you are on a difficulty of advanced or below you would have already encountered everything in here in prior Generation quests. If you are on Hard, then there are a few new things but then again if you are on Hard you've prolly already fought them? :P In case you haven't,  they all multi-aggro and are:

Chon Chon
An ugly magic-using bird. Treat as a strong sprite. Weak to magic. Resistant to melee and range so big hits only if you're going that way.

Goblin Hunter/Archer
Sturdier goblins that can poison you. No passive defenses mean you can kill them however you like, though a high ranked windmill or final hit is probably the fastest way to take them out.

Spiked worm
Dangerous and highly resilient to all forms of attack. Treat as a heavily armored snake. The wiki advises fire bolt-counter. Being a non-mage I either bow them or smash-windmill.

Lost Sahagin
Are quite blind and have a small aggro range. However if you hurt him to less than half HP, he triggers his self-destruct - giving you mere moments to run away. Killing him outright also makes him explode so they are best dealt with using range or magic. The blast is strong enough to kill or seriously injure anything nearby (1/3rd dungeon room) and if there are many of them this could lead to a chain reaction.

Last Battle (full team recommended)
The allied army has now decided to attack the shadow realm in force! Your task is to make sure not a single one of them dies in the 15 minute blood bath about to follow. Strongly recommend a full team to handle the many waves of enemies that show up, as it is unlikely that you will be able to heal your compatriots between waves. Target the enemy golems first as their windmill can do a lot of damage in a wide area and try stagger your trans-times between your party so that 1 or 2 of you are beefed up at any given point. Always try pick up downed players when you are able to though.

Finale (full team recommended)
Usually the same team that helped with the Last Battle will want the XPs from this one so bring them in with you. Now that you don't have dorky NPCs to protect the fights should be a lot easier, and even the named shadow commander will suddenly be curb-stomped since there are more of you. Fight your way into town past numerous cutscenes and eventually you get to the big boss of this story arc.

Boss Fight!

OMG it's Deadpool!
Well, half of a giant version of him. He has life drain, a big stomp attack, a fast moving rush, and later giant flying swords all of which can easily kill those in range. He's got pretty high protection too so the best attacks are either from far with a high crit bow, or upclose using smash and windmill. He gets angrier at half HP, and at 1/3rd (the roof is opened) someone -has- to call Adniel for help or everything will do 1 point of damage. As usual, mana shield and many pots can keep you alive during this battle. I shouldn't need to remind you to use your trans by now. Winning gives you a groovy title, and a less groovy enchant for your shoes. :p

Pierrick's Violet Grave
A small side quest that you can do. Only dangerous part is wandering into Fiodh solo. You would have already fought everything here in previous generations though and have definitely defeated worse monsters so it should be a cake walk. A long cake walk.

Reminiscing with Andras
Another small side quest that opens after finishing the main Generation 9 arc. Two potential problem spots here, the first being Longa Emerald dungeon which (unless you are an elf) you may not have run yet before. Baddies spawn in big quantities here but they are individually weak. Things you'll encounter are:

Stone Masks - Treat like goblins that have magic.
Armored Hounds - Good old Wolf AI. They sound like a dude going "UHHH" when you knock them down though.
Pythons - Maybe big, but still just snakes.
Beetles - Similar to the Giant Dragonfly earlier. These Low HP flying bugs come in droves and some can windmill, so windmill THEM first!
Emerald Golem - Your main problem. This boss will only take big damage from Emerald Arrows that you get from running Longa normal. Still defeatable if you and your team just wail on him enough but expect to take a few hits because he won't go down so easy without a properly armed archer.

The 2nd problem spot which is an RP quest as Andras through a FULL Rabbie dungeon. She excels at magic so you may want to stick to that like you did with Tarlach during his run.

The Ending Question
If you say that today is important you'll get the Tailltean Two-hander. If you say that the past is more important you'll get Andras' Bow. Both are decent weapons so it just depends on what you want.

Monday, 23 July 2012

Generation 3 Tips - Holy Hell

Now that you have gained your transformation from the previous story arc this should be a breeze right? Well, yes and no. Generation 3 has two parts, the first being quite easy but very annoying due to running to Tarlach often, then the end game which is ridicoulously hard.

Statue Restoration
First part mainly involves fixing up statues that the fomors are breaking as you mostly revisit dungeons you've already beaten. I'll just quickly cover some opponents that may be new to you at this point.

Arr' they be Pirates!
The pirate skelies in Rundal are the same as normal skelies, only that differently attired ones can multi aggro you. Keep this in mind as you take them out.

Heavy Hitters
The Rundal Cyclops and Barri Ogre Warriors (one of whom you have fought before) have similar AI. Probably a good idea to use transformation against them just to be sure, or if you want to be extra safe, pet revolver at your leisure. Obviously don't fight the Ogre Warriors all at once and be warned that the big ones have more HP and deal more damage.

Rabbie Bosses
If you open the boss room while alone in Rabbie you'll face a succubus, an AI you have defeated before as Tarlach in Generation 1 and has similar AI to the necromancer at the end of Generation 2. Also good to note, she only runs as fast as you making it easy to smash and run until she decides to give up and repeat. If you open the boss room with a team you will be lured into a trap by a single goblin. Killing it will spawn a large cluster of stronger multi-aggro gold types with archer backup. If you can snipe or pet revolver the "bait" goblin, you will be able to handle the army that follows in a more organized fashion.

Random Math
There's a low chance you may encounter either of these while clearing Math - Pocket mice and Giant Skelies. The later ones are actually the least dangerous skeleton type and are best dealt with windmill since you can hit all of them with their large hit boxes. The pocket mice are just slightly better than rats, and so long as you don't use magic on them will pose no threat.

Baol Infiltration
Here's where things begin getting insane. This solo dungeon is designed as a "stealth" mission where you need to get past a whole bunch of high damage dealing guards to reach the boss room. You can't use magic other than healing and if you talk the guards will detect you. Every single door is locked via orb system which means being unlucky could result in your death. Fortunately you get an anti-fomor robe for the duration of this which enables you to be invisible from all guards except the hell hound type, but if THEY detect you - ALL of them detect you. This makes them your most major threat. There are many strategies to get through safetly on the wiki. I recommend using the rock throw action and bringing a long bow to lure the hell hounds out from certain multi-aggro death should they appear. It is important to wait for their bodies to disappear before continuing as even "dead" hounds can detect you and alert the other guards.

Alternatively if you are high level enough (R1 smash and combat mastery) and have a strong mana shield to back you up, you can simply kill all the guards. Elves have an even easier time as they should be able to "hide" in between hitting orbs. Be warned that the hounds aggro very fast though so it may pay to get behind the orb before kicking it.

Baol Final (better bring help)
With a mix of boss type creatures with multi aggro in every room for SIX floors, this is possibly the second most difficult dungeon in the entire game (after Peaca) you'd really better bring (preferably strong) help. Also be sure to bring firewood, bow and arrows and 100 HP potions ONLY. Picking up or bringing any of the lesser heals WILL get you killed later. You'll most likely need a bunch of party feathers and a friend outside with advanced feathers should all of you get killed. If your team all have high ranked windmill then over-lapping WMs can help a lot. There are a bunch of new opponents here for those who haven't been running other dungeons prior to this.

Giant Worms
A variety of giant worms are down here and they have brick loads of heavy stander and mana shield. Best dealt with by a high level archer. They will never aggro first, so if you need a breather in between a wave try to not to disturb one of them.

They are ugly bastards but they won't attack unless provoked!

Nightmare Humanoid
Same as the boss in the Paladin's Passive Defense quest, just lots more of them! Remember to firebolt them to make them change color as melee is ineffective if they are Red or White.

Argos and Giant Headless
Just like ogre warriors, only uglier. They both have heavy stander and while Argos' have mana deflector, the Headlesses are almost immune to arrows. If you are keeping one dude back in the previous chamber as your resser with party feathers, make sure he keeps well away from the combat room as they have attacks that can still go through to adjacent chambers.

Dark Lord and Dragon
No need to fight the Dark Lord this time, just stay away from him and his pal until the dragon shows up. Once it does you'd best put down a campfire or two to provide cover from its fire breath. Hopefully you also have a full stack or two of heal pots and bandaged all your wounds prior to entering. Last time I fought him he couldn't do injury (black) damage but could wipe out your health in one shot. If you are at full health before this happens you'll go into Deadly which gives you time to drink up again. Arrow revolver or just plain ranged attacks by the campfire provide the best way to destroy the dragon (aside from demi-god powers you will get later) as you can hit him even while he is flying. Note, the campfire blocks the explosion so you must be standing opposite to where the breath attack *lands* as opposed to opposite the dragon itself as he can toss it anywhere when he is flying!

Obsidian Enchant
Ideally you still have the "goddess" weapon from G1. If that's the case, you are best off stacking this reward scroll on that item. :)

Sunday, 22 July 2012

Generation 2 Tips - Give me my Transformation

After having gone through generation 1 you will find this a piece of cake even if all the dungeons must be run solo, and possibly will finish the whole arc in a day or two. Just some quick pointers on potentially (lightly) toublesome parts:

Barri Paladin Training
Kobold Miners are the only "new" opponents you'll face here at the end of the dungeon. They multi-aggro so just pick your targets carefully - they shouldn't take many more hits than your standard goblin.

Math Paladin Training
Multi-aggro from kobolds and kobold archers will be much the same like Ciar's goblins and nothing new for you. You will eventually be joined by four allies (about time) and can just sit in the corner while they do the rest. Your friends can actually hit you too, so if you join in the melee just be aware of that.

The Price is Right
You'll need to find Price a few times in this story arc and the next (plus he sells good ego food). He keeps switching location every 12pm in game but fortunately Mabinogi World has a tracking system you can use to catch him. It's on the right hand side of their page.

Ceo Island
To reach Aer you'll need to visit Ceo Island which is only reachable via auto-marked moongate (at night), unless you have a friend who has an alternate means of returning there. Do not stray off into the section where the golems are sleeping, because they are pretty tough and worse - if you start killing them more and more will spawn in that little area. You can come back to try this later when you are stronger. :P

Mythril Mine
Is just like Barri but you will potentially encounter your first Ogre Warrior at the boss room in which case you will likely die a few times. Despite him being a fatso he can and will outrun you. His hammer does very heavy damage so only dry defense if you have a good shield and high rank in that skill. Also his armor gives him heavy stander, which makes normal melee a precarious option. Burning magnum/range is an option if you do enough damage, but up close you'll have to rely on wm/counter or firebolt/counter. If you have a pet though, this is a good time to learn to use pet revolver. Simply summon a pet, get it to attack the ogre by shift+click (better for the pet to use "smash" if available due to the ogre's heavy stander) and as soon as it delivers the damage, recall it before the ogre can retaliate. Wait 60 seconds and repeat. Obviously if you have more pets this goes faster.

Ciar Spirit Dungeon
The main problem you'll face here is being in an unfamiliar form and perhaps lacking skills you usually use. This is not a problem as this is pretty much a lesson in defense and counter. The wolf and bear have 3 hit combos (normal attack), not sure about the hawk. Also, as the wolf anyway, you are better off ignoring your smash attack as you can do a lot more damage with your normal chain. At the boss room, the giant version of yourself can make itself invulnerable - but this can be turned off for a time by countering its attack. Don't worry too much about it though because if you just fight properly you will naturally be turning it off anyway. For a speed run, you can ignore enemies that you aren't required to kill as you should be just as fast as them and be able to escape combat range.

Barri Final
This dungeon must be getting boring for you now. Your only "new" enemies are at the boss room.

Golden Golem
Lots of HP. For the first part just let your buddy do his thing and wait in a corner as it will be invulnerable. For the second stage you will have a power boost so you can either fight it like you fought the golems at Ciar and Fiodh, or just pet revolver it. Remember that even with your boost it will still be dealing pretty good injury damage so all those potions you brought won't help mid-combat.

Necromancer
After Tabby is done you will be one on one with the final boss. Your enemy can and will summon skeletons in a small cluster around them when you first are detected or attack. As you know, skelies are dangerous so to avoid this just ranged attack the necromancer and let them chase you away from their guards. Once isolated you can concentrate on it, and be careful of its heavy stander and bolt magic. You should be getting used to it by now right? If you have fought a succubus before then this enemy has similar AI, just less friendly. :P

Passive Defense Powerup
Humans that gain the Paladin transformation should then pursue the Passive Defense quest that comes after beating the necromancer. You'll need to collect pages for a book from various people in Emain who will each ask different things. Note you can probably buy the three 110cm Rainbow trouts from your servers merchant channel or the house board. Once that straightforward bit is done you will be tasked to head to Coill, and if you've never been there there are a few new enemies waiting for you.

Ice/Fire/Lightning Sprite
Much like wisps these critters enjoy blasting you with bolt magic. They have defenses in everything but are more vulnerable to magic attacks and though they single aggro, a room with mixed sprites will be very dangerous. Smash or Windmill will still work well as they don't have a huge pool of HP behind their "armor".

They can also be made into a refreshing beverage.

Invisible Imp
Just like normal imps - only invisible (duh) making them harder to target. You can either hold down alt to get a lock on them or just windmill as that hits everything around you, visible or otherwise.

Nightmare humanoid
This horse demon (also known as tikbalangs in the Philippines) can change what it is immune to based on its color: Red (melee), Blue (magic), Orange (ranged), White (everything), Black (nothing). Knocking it on its butt with a firebolt will make it change color. Alternatively if you catch it in Final Hit (ideally not when it is red or white) it cannot change color, nor is it immune to alchemy skills (ever). Since there's only one of him, it should be pretty easy to beat. Pally mode will all but ensure your victory.

Saturday, 21 July 2012

Generation 1 Tips (Part Two) - Everybody loves Dougal

Second part of my Generation 1 tips! You can find the first part here.

Fiodh (fastest with help)
Again, new creatures that could be troublesome for a newbie show up here - once you get to mid-level they shouldn't be a problem though. Fiodh is also a really big dungeon (more like a sprawling ruin) so it may take awhile to clear if going through solo. If you are trying that, then be sure to bring the same gear as from Ciar earlier as you'll probably need it.

Jackals and Bears
I hope you can recall your beginner battle class training sessions. Jackals behave just like wolves. :P

Snakes
Know counter and defense but tend to drop defense quickly so don't try smash them when they have it up. Normal attacks will be just fine since most have low HP but they can bite hard (especially white ones) if they catch you. Fortunately none of them in this arc are poisonous... those will come in later. :P

Werewolves
Can be very problematic for low level characters as their claws do injury (black) damage and they have heavy stander. This means there's a chance they will auto-defend any non-knockback melee attack. Simplest way around this is to stick to smash, windmill and counter. I'd suggest shooting them from far but they usually appear in locked rooms so you'll need to learn how to handle them up close.Later on  you'll be one hit killing them, but for now it's probably best to bring two stacks of bandages along.

Gorgons
Basically armored cows. Again, avoid normal attacks as they too have heavy stander and just like the werewolves they tend to spawn in locked rooms. Expect to spam your heal potions a bit the first time you meet them, and don't use smash as your opening attack. Alternatively if you want to practice fighting them, head to Iria and travel North of Qilla until you find the young short-horned gnus. They have similar AI but are just less aggressive (gnus never attack first).

Rabbie-Albey (fastest to solo as Mari)
Nice looking scary dungeon you'll get to visit in person later on. For now the fastest way through is to use an ultra speed potion and arrow revolver everything until the dark lord shows up. Once he does I recommend magnum shot to prevent him from teleporting. Like everything else that teleports, he can "bug" out and become a non-targetable statue. If this happens you'll have no choice but to change channel and go back to get another set of glasses from Tarlach to do this dungeon again.

Barri Crossing  (fastest with help)
The only thing that maybe new here for you are imps. These little fellas pack quite a punch if they zap you, but they are paper mages. One combo should be enough to kill them. If not, use defense quickly or alternatively use magic on them yourself. They are more a lesson in kill sequencing (start with isolated ones) rather than combat skill.

Tir Na Nog
Welcome to Australia! Erm I mean, Tir na Nog. Sorry, easy to mistake with all these dingoes (again wolf ai) running about. There are only two other things lurking out here.

Map of Tir Na Nog! :P

Zombie
The graveyard here hosts a large number of zombies who are pretty much immune to ranged and magic attacks, plus they have heavy stander! The safest way to deal with these slow moving scum is to windmill, and this was originally the best place to train it. These days you can travel to Tara and do the Their Method mission for more accessible zombies though. Also, if you are quick, you can open with a smash if they haven't noticed you yet. Anyway, you will need to kill one of these scum to bind your soul here (ie. enable respawn), otherwise death with no one nearby to res here or in the nearby Albey dungeon will lead you back to Bangor. Where is your goddess now ey? :P

Giant Worm
Dangerous, heavy stander and heavy hitter. Best avoided if you are low level, and like the dingoes - you never actually have to fight these ones. They behave like snakes.

Albey Green Gem (safest with help)
The first of three runs you'll need to do through Albey for Generation 1. There are no statues to revive at here so bringing backup is a good idea. Also note that if you didn't complete the soul binding quest of killing a zombie, your respawn point will be Bangor. There are also a number of new opponents waiting for you here:

Ratmen
Think of them as talkative and tricky goblins. Their windmill can do some decent damage but otherwise, just fight correctly and they'll die quick.

Gargoyles
The bane of Albey dungeon. They can easily one hit kill low-mid level players and have the same AI as gremlins (annoying). They will probably survive a standard combo or smash too if you haven't got your skills up yet, and enjoy throwing an ice bolt to stun/negate their prey's defense before attacking up close. The "heavy" version also boasts heavy stander and more HP. Shoot them from far when you are given the opportunity, but they will also spawn in enclosed rooms with you which means you and your team simply have to fight well. You'll need to get used to them as they'll show up in the next two dungeons in this story arc too.

Albey Black Orb (safest with help)
A more dangerous run through Albey as gargoyles are going to be more plentiful. Two "new" opponents you'll be facing here are:

Armored Skeletons
They're just like normal skelies except that they now have heavy stander. Avoid normal attacks if possible and remember to focus on the one "!!" aggroed on you as they only aggro one at a time. A mix of windmill, counter, magic and ranged attacks are all good ways to beat them.

Ghost Armor
You've fought them before as Mores and Mari, but now you may not have powerful magic or a strong bow. It is still advisable to shoot them from far but if you are going in close be careful of their lightning bolts and DO NOT open with smash as they have high intuition. Just attack them normally and put up defense to catch their magic or sword if they are still alive.

Albey Goddess Final (safest with help)
Five floors and no respawn points. Better also bring some firewood and a bow if this is your first time in here. A few more "new" enemies to contend with here if you haven't been done the beginner hunting quests. Don't worry, all your old friends from the spiderlings to the heavy gargoyles will also make an appearance.

Hellhound
Often found as the boss of Math dungeon, you'll be locked in with two of them and for a change it is better to be up close and personal with these instead of "middle distance" which they will dominate with their magic. Just treat them as big wolves that happen to have firebolt. :P It takes some time for them to load firebolt so pounce the minute they do.

Lycanthrope
A variation of the old werewolf, you're only going to run into one of these and the best way to beat him is to just spam windmill, as any other skill could level him up and restore his life to full.

Dark Lord
Ideally fight him after taking out his body guards. He can still teleport but if he does that ususally means he is using a normal attack making him open against counter and windmill. Hopefully you've picked up the Goddess pass to "save" your progress just incase your team dies to him or the final boss.

Glas
This giant, four-armed gold eating monster can shoot lasers from its mouth, summon gargoyles and has a really quick regeneration rate. There are three ways to beat him - first, bring a high level friend to seriously just one hit KO him. Second, setup a camp fire at the door and use burning arrows on him (does injury damage which he cannot regen), or the classic way which is to kill his summoned gargoyles until one drops a "seal scroll". Pick it up, burn it on a camp fire to gain 60 second invulnerability and 100% injury dealing rate and beat him up. All methods are equally fun. Again, don't worry too much if you die - as long as you keep picking up the Goddess pass you get to redo this and the dark lord fight over and over until you win. :)

Goddess Enchant
Hopefully you have a fully upgraded and fully repaired, favourite weapon by now as you have only 6 hours after receiving the reward to use it.

Thursday, 19 July 2012

Generation 1 Tips (Part One) - The Stoned Goddess

Now that you've had (over) 7 days worth of classes it's probably time to start the first main story arc: Generation 1! In the next few posts I'll give some quick tips to get through the "dangerous" parts of Generation 1! I am assuming you've been through the beginner battle class board sessions prior to doing this.


Grave of the Snowman
Any time you need to go into the snowy region North of Tir Chonail (which will be a lot) be wary of the coyotes. They have wolf AI but can tear a low level player up quickly if you don't fight well. My suggestion is avoid them and jog past them, preferably NOT in combat mode as it makes them aggro faster.

Alby RP (fastest to solo as Ruairi)
Nothing here should pose a threat to your character, so certainly nothing will be a problem for the overpowered Ruairi. Drink up the ultra speed potion and crush the spiders and bats into oblivion. Remember, all the spiders and bats you encounter in all of G1 only know defense and have single aggro. The bats will also never attack first.

Barri Black Wizard (fastest with help)
May want to bring help here if you are still new to the game as you'll probably be meeting new types of opponents for the first time.

Gremlins (various)
Dangerous hard hitting bastards. Ideally magnum shot them from the adjoining room or hallway since they have low HP. Ice bolts work well too. If you have to melee them avoid using defense and instead use counter/wm and normal attacks. When they fly around like spastic idiots don't chase them as they'll usually get first hit in - instead load up a windmill.

Flying Sword
If you don't use magic on them, they aren't that bad and will only attack one at a time. If you can't slay them in one combo, defend often to block their strikes or lightning bolts.
Wisp - harder to read than the average monster (may pay to study their language) and hits moderately hard. Lure them if required to deal with them one at a time.

Black Wizard
Can be a big danger for low-mid level players. If you are opting to have ranged combat you'd better make sure your shots hit (hope you brought a longbow too). If he fully charges firebolt it's around 500 damage if it connects (I know from experience! :P). Otherwise close in and tear him up as fast as you can to prevent him chain firebolting you, but don't do that if his wisps are nearby - lure them first.

In Mabinogi, all black wizards are evil.


Rabbie RP (solo as Tarlach)
Featuring possibly your first encounter with skeletons in enclosed spaces, Tarlach is not so good at melee though and is not the guy to practice fighting skelies with. Fastest and safest way to clear this is to use the ultra speed potion and make use of 3221 icebolt on everything. If you don't know what that is, it is a good time to learn: Charge 5 ice bolts, fire 3 at baddie, charge one, fire two, charge one, fire two, charge one, fire one. If the situation allows though, always charge back up to five.

Math RP (fastest to solo as Mores - twice)
The most fun RP dungeon in this story arc. Fastest way to clear everything is again the ultra speed potion and this time because Mores has chain casting, use lightning bolt on everything. More fun if they are standing clustered together.

Ciar (as of this post bugged and must be run solo - don't forget to touch the end statue to finish this quest section)
Since you're going in alone I suggest you bring a good stock of healing pots, bandages, a shield and if you aren't a giant - a longbow, arrows and 5 pieces of firewood. Just to cover what's in here if you haven't tried the dungeon prior to this quest:

Goblins and Goblin archers
You'll encounter mixed aggro here with them, try to prioritise the archers first and if your windmill is good enough, use that to clear them out quick. If you have a pet, don't forget you can use it to help. You can out bow them if you're carrying a long bow and have an empty corner to work with as their aggro range does not cover the entire room.

Skeletons
They can hit hard as you may have seen in Tarlach's RP earlier, and this bunch also carry bows. However given that the boss room door is open (giving you space to flee) you can just magnum shot them to death - they only run as fast as you and if you go far enough, they get bored and return to idling. Alternatively you can just melee them too as they have no armor. Don't wake up the golem while doing this though! If a skelie is not moving you may as well load up counter or windmill. Usually they run around like idiots though so you can catch them with normal attacks. You probably will want a good shield (kite or better) if you are going to attempt defense to parry them though.

Golem
This is the second weakest golem in the game but can still cause problems with its windmill and stomp attacks. It is unwise to fight it while fighting skeletons so lure it or its buddies to fight them one at a time. This big boy can easily outrun you though, even an elf so don't try to escape unless you've got a fast steed. If you are opting to shoot it to death I recommend using a camp fire to gain fire arrows (x2 damage). Otherwise if you are going to be upclose, bring a shield and fight well as he can KO you really quickly. Don't panic too much, if you die you can always respawn at the goddess statue and try again. You'll be facing a slightly stronger variant in Fiodh soon.