Welcome to my quick guide for Generation 10! I am assuming you have read through the previous classes at this point which means you already have a good grasp of the majority of the enemies here. You've already survived G9 so you won't find G10 so bad. After the last quest line, the shadow forces are in withdrawal (I assume), but those pesky alchemists are still up to no good. Here are the spots I think may give you grief.
Survivor Rescue (solo)
Welcome to Shadow Tara! Ironically the first things you see will be some of the strongest bastards in this story arc. Those shadow ghosts are highly dangerous and for now it would be wiser to flank and avoid them to reach your destination. You will however need to fight some bone soldiers who are pretty much exactly like their shadow counterparts, so nothing new here.
Lezarro's Book (solo or with royal alch)
Standard fare of killing stuff in orb sections, just stick to the main roads. If you are having problems finding the orbs bring along some arat berries to radar them out until you get used to where they spawn. The boss room features zombie soldiers, who basically are just like the Tir Na Nog zombies. I hope you've been practicing your windmill - if not this could be a difficult fight and you may want to look for a royal alch to help you out. Or better yet, just practice windmill?
Lileas' Honey (solo)
Just want to point out your main target here are the honeycomb trees, not the bad dudes. You don't have to kill any of them.
Jousting Practice
The last bit of a large collection quest has you joust against an NPC in the arena. This is a pretty fun mini-game and it is worth paying the small amount of gold to get used to it even after you've completed this quest. You'll need at least a mid-level proficiency in it (reading NPCs) later on.
Cubic collection (fastest solo)
Getting you exploration up should be easy by now if you've been doing the Cor circuit. When it's time to get the cubic stuff just load up on passes before heading out. Fastest collection is by only doing the first 2-3 rooms, wiping out mimics, then leave and repeat until your collection book is complete.
Third Wheel in Maiz (as Arenren solo then as Voight and Isla - you need a friend)
If you haven't yet gone to get your Final Hit quest (humans) then there's a high chance you've not been in the Maiz Praire ruins before, and you are in for some tough opposition. When doing the 2 player version, Voight will be doing most of the fighting but Isla -MUST- still cover him. Use magic to buy him time to windmill or counter the multi-aggro mobs.
Slates
They behave like goblins but have very high protection (no passive defense though) and even higher damage. Using defense will probably still result in serious injury so windmill, counter, and smash if the opportunity presents itself.
Skeleton Ghost
Generally all ghosts in Mabi are bad news, at least this type has no passive defense. They do dual aggro quick and do very good damage in both melee and magic. Final hit may result in your death if two of them are on you, so you are better off luring one to a free corner and dealing with it the usual windmill, counter way. Be ready to take action if it charges up magic though as it will almost always move in for a melee swipe right after. They can also windmill.
Return to Longa (fastest with party)
Just variations of the critters you fought on your last run through here, the only thing new is the boss at the end - a familiar named alchemist. He tends to just behave like any other alchemist though, with the extra ability of healing to full if he yells "I am immortal!". Makes you wonder why he doesn't just keep doing it. Anyway, if you are solo just turn on trans and wipe the floor with him - get ready for the usual wind/water blast combo. If you have a group, just keep him on the floor so he can't do anything with smash-mill.
Fomor Mata (solo)
The fights to the arena should be nothing new for you, but when you get there your jousting skills will be put to the test against a fomor commander. Fail the joust and you fail the mission. Hope you've been practicing! Win the joust and then you have to beat him on foot. He is pretty much the same as the named commander in the previous story arc only in black armor instead of gold. Look out for his golems and his life drain and remember you can use the entire city to maneuver around if need be. Don't open with a smash as he has instinctive reaction. Poison may be useful against him if you or better yet, a pet has it.
Couracle's Heart Again, because you forgot to pick it up last time (bring full party)
Basically you'll be fighting a zillion baddies you've already fought before - just all at once. To this end bringing a full party is recommended. In the final area you'll be joined by NPCs from Tailltean who once again must survive the encounter. Don't worry, it's not as bad as the "Last Battle" in the previous story arc. Those shadow ghosts you avoided in the first mission will be here again, and this time you'll need to fight them. They have thunder (perhaps your first baddie with adv. magic) which can easily kill anyone and heavy stander so make sure they don't get to cast by standard gang smash-mill. One skilled person can disable the ghost long enough for his buddies to kill the rest then help out. Alternatively 2 should be able to take out a ghost directly by keeping it on its ass.
The only thing in your way is yourself (solo or with royal alch)
Before entering the shadow realm prep a cylinder in one weapon slot and your primary weapon in the other. Also prepare a hotkey for "life drain" even if it is at novice rank and move all your current life drain crystals to the top left of your inventory if you have any. The finale takes place in a very familiar place and has two stages. Your enemy will be using alchemy skills that you can use evasion to dodge plus demi god abilities which are evadable by just running around. Any damage you do to it will hurt you by 50% - but this is not a bad thing. Punch its face once (cylinder equipped) to injure yourself then evade like crazy. After it does the "area" attack (as opposed to the light spear attack) it will taunt you so use the music box to make it go crazy temporarily. As soon as this happens hit your life drain hot key and drain the bastard (if you brought a royal alch this is his job). To proceed to the next stage the life drain must restore you to full health, so you cannot be too injured (unless your life drain skill is unusually high) and not be on full health to start with. If you run out of dark life drain crystals or he kills you, you may as well restart the mission and save any nao stones you were planning on using for stage two.
Second stage has him summon some buddies but now you have the demigod power. Don't be hasty as it doesn't make you invulnerable! Your regen will be much higher now and you should be able to outrun all your enemies, but having HP and Mana pots in reserve is a good idea (you should know to be using mana shield by now). If you followed each story arc then the best thing to do now is stand in a clear side of the circle and call for a dragon strike on those bastards then work on slaying the main guy. He will resummon all his pals if you kill all of them, so if possible leave one or two far away so you can deal with the main baddie in peace. You can then go berserk using your new abilites on your foe to destroy it quicker. Ho ho ho, now you have demi-god mode. :)
Showing posts with label Tir Na Nog. Show all posts
Showing posts with label Tir Na Nog. Show all posts
Wednesday, 1 August 2012
Generation 10 Tips - A Demigod is Born
Labels:
Advice,
Arenren,
Classes,
Cor,
Couracle,
G10,
Generation 10,
Lezarro,
Lileas,
Longa,
Mabinogi,
Mabinogi NA,
Maiz,
Soul Stream,
Tara,
Tips,
Tir Na Nog,
Voight
Tuesday, 24 July 2012
Becoming the Dark Knight
Sometime after human characters complete G3 you will be able to start the Path of the Dark Knight quest, and here are some quick tips on getting through it.
Ciar - Again
You'll meet blue ratmen and burgundy sickle laghodesas now, they are a tiny bit stronger than their counterparts you have previously faced but the main difference is they multi aggro. Windmill is a good option on taking out these things quickly.
That Cursed Armor
After a solo trip into Rabbie and revisiting Albey in TNN you should have the completed set of armor. The black wizard will try trick you in getting you to "taste" the power before you decide. This is a lie. If you do that, then your decision is made and you -will- become a dark knight (you can delay it though). If you want to destroy it and stay a paladin you must go to Tarlach -before- running Barri RP. People that opt to don the dark armor cannot revert, ever. Paladins can however, later change their mind and change later on.
Dark Knight in Barri (as Ruairi)
Regardless of your choice you get to try out the dark knight skills as Ruairi in the RP dungeon. He is even more overpowered than before with the transformation and even the ogre warriors at the end should pose no problems for you.
Black or White
As a quick comparison to help you decide:
Paladins gain a fixed amount of Str, Will, Dex (based on paladin skill ranks). Ideal for melee and ranged people. Will is especially handy for the Fighter knuckle skills.
Dark Knights gain a random amount of Str, Int, Dex. Compared to a paladin of the same level, one will be higher, one will be lower and one will be equal. More deal for mages due to INT gain. They also get an additional skill that lets them "control" a monster for a short period.
Unfortunately it's less Batman and more Venom.
Ciar - Again
You'll meet blue ratmen and burgundy sickle laghodesas now, they are a tiny bit stronger than their counterparts you have previously faced but the main difference is they multi aggro. Windmill is a good option on taking out these things quickly.
That Cursed Armor
After a solo trip into Rabbie and revisiting Albey in TNN you should have the completed set of armor. The black wizard will try trick you in getting you to "taste" the power before you decide. This is a lie. If you do that, then your decision is made and you -will- become a dark knight (you can delay it though). If you want to destroy it and stay a paladin you must go to Tarlach -before- running Barri RP. People that opt to don the dark armor cannot revert, ever. Paladins can however, later change their mind and change later on.
Dark Knight in Barri (as Ruairi)
Regardless of your choice you get to try out the dark knight skills as Ruairi in the RP dungeon. He is even more overpowered than before with the transformation and even the ogre warriors at the end should pose no problems for you.
Black or White
As a quick comparison to help you decide:
Paladins gain a fixed amount of Str, Will, Dex (based on paladin skill ranks). Ideal for melee and ranged people. Will is especially handy for the Fighter knuckle skills.
Dark Knights gain a random amount of Str, Int, Dex. Compared to a paladin of the same level, one will be higher, one will be lower and one will be equal. More deal for mages due to INT gain. They also get an additional skill that lets them "control" a monster for a short period.
Labels:
Albey,
Black Wizard,
Ciar,
Dark Knight,
G3,
Generation 3,
Mabinogi,
Mabinogi NA,
Paladin,
Rabbie,
Tarlach,
Tir Na Nog
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.
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.
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
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.
Labels:
Albey,
Barri,
Class,
Dark Lord,
Fiodh,
G1,
Generation 1,
Glas Ghaibhleann,
Lesson,
Mabinogi,
Mabinogi NA,
Rabbie,
Tips,
Tir Na Nog,
TNN
Subscribe to:
Posts (Atom)