Showing posts with label Ciar. Show all posts
Showing posts with label Ciar. Show all posts

Wednesday, 8 August 2012

Generation 13 Tips - The Slings and Arrows of outrageous Fortune

The epic storyline in Mabinogi goes in a totally WTF direction at this point as it begins to introduce Shakespeare; Literally. It is also nothing like the previous story-arcs and is quite easy despite being a pure solo event, more so if you've just come from whooping a deity in G12. Some really nice cutscenes here though but be prepared to read NPC conversations really quick if you want to follow what's going on (and for some reason haven't read "Hamlet" before).

Act I - Welcome to Avon
I am assuming you can handle Alby, Ciar, overly cute furry rats, and wolves by now. There's a named wolf you have to fight in one part but if you did the final battle class board mission you would have already defeated him. The only new things for you here you get to fight with some help:

Snow Trolls (with Laertes)
They only know smash, counter and defense and unless they are the giant version have no passive defenses simply making them big multi-aggroing goblins. Laertes is an ass-kicker so if you aren't quick he'll take all your XP. The giant snow troll may cause him troubles though (depending on your total level).

Elsinore Ghosts
Horatio will help you out here but he's useless so you're going to have to put these things back in the grave yourself. They also multi-aggro and have instinctive reaction (dont smash to open) as well as poisonous hands but no stander of any kind so just fight normally to eliminate them.

Acts II & III - Have an Antagonist
After bashing some goblins and being introduced to the Grim Reaper (don't fight him yet, just stay away from his attacks - if he jumps into the floor, MOVE) you need to stalk Claudius on the stage. Getting too close, being detected or being too far at any point fails the mission. Failing loses nothing so feel free to keep retrying - he always follows the same path too.


You will also face a Castle Wall Golem later on who has instinctive reaction and passive defenses against range and magic but is weak to melee so just like the ghosts, normal combo/windmill it to death. If you feel threatened you can always pet revolver, or trans or demi for overkill. After him you'll be sent into Rundal to fight a Siren. Nothing new here other than her unless you are doing this on hard so I'll run through them quick:

Siren
She's like a succubus that can summon Sahagins, use advanced magic, teleport and has high passive defenses in everything. Sounds pretty scary, but if you want you can lure her with a long bow away from her summons. Alternatively, just trans/demi and tear her to pieces. I seriously just pallied up and killed her in one smash. :/

Gnolls
You'll encounter these doggies if you are at "hard" level and they behave just like ratmen. A single windmill should be able to swat a whole bunch of them to death or deadly right away.

Sahagin Ranger/Fighter

Again only found it you are at "hard" level, you can treat these multi-aggroing fish idiots as goblins with windmill. Being over level 1000 though, they shouldn't be any cause for concern. Send them back to Dagon however you see fit.

Act IV - The Curse of the Black Pearl

Bet you didn't know he was in Hamlet.

So Hamlet and his two buddies are on a boat to England and are are attacked by a bunch of rats followed by a number of Barbosa's (skeleton) pirates. You will be playing the part of Hamlet it this strange mission and if your skeleton slaying technique is rusty, will probably be running it a few times. You lose nothing by failing though, and failing is easy when you have to protect your two idiot friends (both of whom Hamlet tricks into getting executed in the original story).

Afterwards you will be defending civilians against sentries for around 5 minutes which is pretty easy, just look out for their smash and counters. Windmill/assault slash like mad if you want to clear them quick and then you get a nice trip to the graveyard where you have to re-murder a number of weak Ghost Cloakers. If you beat Oroborous already, your smash should be able to 1 hit KO them.

Act V - Well that was Easy
Hamlet is going to challenge you to a duel (LOL) and if you lose you have it coming. Then you get to fight the main boss, the scary looking Grim Reaper who is perhaps the easiest end-boss in all the story arcs so far. He has three attacks - if he spins in a sommersault he is firing in a straight line where he is facing. If he is spinning like a top he is attacking a small arc in front of him (where he originally was facing), and if he jumps into the floor he is gonna pop out beside you and slice your face so keep moving until he reappears. If he manages to land a hit, all your stats will start to drain which is kind of a non-issue. To beat him just stand behind the idiot and use fast normal attacks (ie. not smash) and when he turns around to look at you just run through him to his back again. Alternatively you can just wipe the floor with him if you trans and demi. Your choice. ^_^

Friday, 3 August 2012

Generation 11 Tips (Part 2) - Beginning to Hate that Castle

The previous section sets the tone of what is to come (in a word: frustration), but nothing worth doing is ever easy so just grit your teeth and plow through these at your own pace - remember you can take breaks from this nightmarishly difficult story-arc by doing other things like normal dungeons, life skills, trading, tending to your homestead or just chatting with friends in town. :P

Song of Partholon (solo)
Woo a return to Ciar! Aren't those goddess statues grand? While it will scale to your level there is nothing you haven't fought variants of here before. Expect everything to multi-aggro, and windmill will serve you well. Don't forget, you have TWO transformation types to help you out by now if you really get into trouble.

The Three Stooges (solo with 2 NPCs, can bring royal alchemist on second run)

Remember how you kept those 2 twits alive a few missions back? Well you'll need to do that again, fighting pretty much the same baddies, through two MUCH longer castle missions so be sure to prep lots of gear. Fortunately they are both not timed, meaning you should bring bandages and heal them when you get the chance. Second time through offers a mini orb puzzle in the central castle room. Hit the orbs without dual wielding in the following order to avoid fighting extra bastards, or if you really want the EXP - just whack away. :P

Hit them in that order to sail through.

Seven Pages (solo, or with Royal alchy)
What is it with people leaving pages in the shadow castle? Well this time you can only find the pages inside a leprechaun's pants so you need to fight tooth and nail to get into them. Yah, Mabi is funny like that sometimes. :P You can only get 3 pages from the little man's pants (if you don't kill him) and one from the end chest which means you need to do this mission twice at the minimum. Due to repeated pages expect more like 3 times. Only "new" enemy are ghosts of partholon which are the weakest "ghosts" in the game. The behave exactly like the temple knights you caned in the previous story arc so they shouldn't be a problem.

Glimpse of Peaca (better bring a team)
Peaca is a really bad place, and even though it is "toned down" to have only one or two monsters per room you will need to be on your game to survive, especially if this is your first time coming in here. Fortunately there's a statue to revive and again, no time limit to complete so recovery in possible. The usual denizens in here are:

Ghouls
Ranged attacks are innefective and they have minor heavy stander. You can smash mill the bastards but they can windmill you back too so look out. "Ice Tennis" is recommended, that is one person fires an ice or lightning bolt to stun the enemy, while a second smashes it's face. Roles are then reversed and it continues until the enemy is dead.

Wights (Whites lol - they sound like laundry)
Immune to melee. Use ranged or magic to take them down. Like ghouls they can also windmill but these baddies also come with advanced magic and chain casting to back it up. If you are a melee only person, defend your archer by standing in front of them ready to windmill the threat away to buy them time for another shot.

Cloaker
Immune to magic and loves to cast death-dealing thunder. You can archer the thing to death or team smash as it has no windmill or counter, only defense.

Ghost
Immune to magic and highly resistant to anything else, they can also cast advanced magic (based on their color), teleport and windmill with high damage output. They will most likely kill you a few times, so don't be shy to trans/demi against them. Pin them to a corner and group-mill them to death or arrow revolver archer with windmill defeners like a wight. If you manage to pin it down with Pummel then your friends can get in free smashes.

Hollow knight
Stronger versions of the ghost armors you've fought in G1. High defense against melee, and team smashers should be careful of its windmill. Weak to magic, but it will take long to defeat with so many HPs. Magnum will work, but usually this begins an archery duel as the Hollow Knights also know magnum and worse, arrow revolver.

Lucas the Rapist
The boss of this version of Peaca, he behaves like a bear. If you've fought past everything else he should be easy enough to defeat. Unfortunately you can't kill the prick. In case you were glossing over the story, not talking to NPCs, or just unable to read between the lines, he basically raped Belita and attempted to drug-rape Dilys too. Scum like him deserve a painful death but in Mabi, a minor beating is all you can dish out.

Ancient Alchemy (solo)
Given that you've fought worse by now, the low number of spawns here shouldn't cause you any problems.

Everyone is in Danger, not just Jenna (solo with one NPC)
No combat required in this mission, just to be quick. Go in prepped with a cylinder and a shock crystal. You'll need to use shock on yourself then sprint to the Brionac (spear thing) and touch it to end the mission, before Navin kills you or your buddy. Steer clear of her when she's doing fury of light too.

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.


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.

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.

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.