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. :)

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