Hero of Mag Tuireadh (solo as Fallon)
I think you actually fail the mission if any of your allied soldiers die (maybe not but it's good practice for later), which means you need to get moving quick and assist the dudes taking the most damage. Fallon is not bad in melee but he won't be as tough as your main character if you've done all the previous Generations so fight well and drink potions as needed. The black warrior boss behaves a lot like the Dark Lord with his teleportation antics and is the biggest threat to your buddies since he will be changing aggro a bit. Like the Dark Lord he can't do shit if he's on his ass so smash or WM that idiot and don't worry too much if you fail a few times, it's just an RP mission anyway.
Medal of Renkinjutsu! (fastest solo as Leymore)
Another RP this time as a mid level alchemist (alas not as either of the Elric brothers), and serves more as an introduction to alchemy skills if you haven't used them yourself yet. Like bolt magic you can load up to 5 units of whatever into your cylinder before firing it. Wind blast shoves things away, water kills em. Between those two plus standard counter you should be able to make short work of everything here. While this is technically the first quest that will be "scaled" based on your total level, have fun with it and try things out as you lose nothing really if you fail the mission.
Too easy if they were in it. :P
Supply Run (fastest solo)
I don't know why you have to hit a whole bunch of orbs while "delivering" stuff, but this serves as an introduction for your actual character to the denizens of the shadow realm (if you didn't just jump in here for the heck of it earlier). The last orb near the gate has around 2.5 times more spawn than the rest but you have all the room to back up to snipe and lure if they give you any issues. If you've never seen them before - here's a quick run down.
Grumbils
Basically just more colorful yet low-damage gremlins. They only spawn with other grumbils and given that you would have fought worse by now, should not be an issue.
Shadow Archer
Should be high on your priority target list as their ranged attack and magnum can do decent injury damage. They also dual aggro so you need to take em down fast. This shouldn't be a problem if you can get up to them as the only move they have at close quarters is defense. Once in melee they're pretty much screwed.
Shadow Lancer
After the archers you want to kill these guys next as they too dual aggro. They like to run around a lot like skelies though, giving you lots of time to counter or better yet, windmill.
Shadow Fighters
Dim-witted single aggro brutes that can pack a wallop. Basically treat them as goblins with large HP. They also hold defense up for a long time and tend to advance on you at the same time, giving you ample opportunity to smash their faces when they do.
Deliverance of Ice Mines (solo w/ Jenna NPC)
You'll have Jenna backing you up now and you must keep her and yourself alive as waves of shadow fighters and lancers assault from the small, nearby pathway. You have a minute or two to deploy those mines you were given which should help stem the tide. Enemy forces are bringing no ranged assistance, so feel free to annihilate the idiots how best you see fit. Don't worry too much about Jenna, she can usually handle stragglers - just make sure to stop or at least severely injure the bulk of the enemy as she can get overrun.
Rundal Temple Rumble (solo)
A small fun adventure in Rundal, where instead of skelies you get hooded cultists. While they have low passive defenses, they only single aggro, have pretty low HP, and run as slowly as human characters. The ones with shields are immune to ranged, but other than that you should be able to mop the floor with these guys.
Font Fighting - Corrupt Alchemist (solo w/ Jenna NPC)
Technically part of the NEXT generation (G10), this becomes available to you now so I'll just go through it quickly. Around 1/3rd in, Jenna will join and help you out with multi-aggro. At this point see to your own enemies first before helping her out as she can take a few hits. You can also patch her up in between fights. "New" baddies introduced are:
Bone Fighter/Lancer/Archer
Unlike your standard skeletons (which are actually more dangerous), these ones behave exactly like their "shadow" counterparts and should be treated as such. Bone coloration signifies their strength with gold (ironically) being the strongest and bronze the weakest.
Shadow Wizard Chick
Enjoys fire bolt and having nice hair-dos. Quite dangerous and should be high on your priority list of targets beside archers. Their punch does decent damage but it is preferable to their magic. They have a nasty habit of chain firebolting people to death. Smash or windmill them early to avoid this.
The Titluar Corrupt Alchemist
Fighting any alchemist sucks because you're going to be thrown around like a rag doll, set on fire (uncommon), hit by painful water balloons (often) and even frozen (corrupted ones only). They pack decent melee damage too and are again high on the list of "dudes to kill first". Fortunately they only know defense up close so get to them early and finish them quick. You'll be thankful to have Jenna with you for this run to interrupt his skills in this mission, but when you're on your own later I hope you either have a good charge, dodge or mana shield rank with multiple alchs gunning for you.
Shadow Walker (solo)
The main objective here is to find some psychadelic berries, consume them, and talk to some dude who only appears when you are high. Seriously. You'll want to hit trees to get red or purple berries, and they are often guarded by red spiders and skeleton wolves. They'll be stronger than the types you are used to, but more HP/damage does not mean smarter. If you are silly enough to rush in there and get surprised by multi-aggro then I think you've earned a butt whooping. :P
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