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.

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.

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.

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