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So, I've torn through MM7 and 8 more times than I can count, but finally decided to go back and mess around in MM6. Suffice it to say, I'm no stranger to MM tactics, even if they are far less advanced in MM6. My party is around level nine and the Temple of Baa near Castle Ironfist has just been a slog...and I'm finally at the last bit where you go into that big room with the secret door and all those clerics...but they're ripping me to shreds before I can even get close to them. Shooting them with bows, obviously, is to their advantage. I cast protection from magic, which doesn't seem to help. I use all my buffs (bless, precision, etc.). I can't do a mass fear because they spread out immediately when I come in aggro range.

I've been running in and killing one and then running away and resting, but it's...mind-numbing.

What do you guys suggest to get through there?

EDIT: Turns out if you just spam Deadly Swarm and Harm it's loads easier. I still had to run in and out about four times, but I was killing 2-3 per time.
Post edited December 14, 2016 by snkboarder
I always did like that. Run in, wait when clergy will start spreading around, quickly nuke 1 Priest on very edge of their spread, then run behind the nearest pillar to recuperate and heal. Rinse and repeat. Nuke Priests first, then Clerics, then Acolytes.

Finishing other dungeons first really makes the Temple easier. I was Lv.16 when were clearing Temple of Baa, and I had fully promoted Archmage (I finished Corlagon's Estate before that).
In an open game such as MM6 it's usually a good idea to beat up some weaker enemies first, and then return later when you are more powerful.
Ohhh. I was under the impression that the three dungeons near Ironfirst were the next ones to do after New Sorpigal.

I didn't even try for the army of skeletons...those skeleton lords' curses were nasty. Leading one or two at a time down those hallways by the treasure rooms was a real chore. Similarly, all the oozes in the Dragoon Caverns were too much of a chore as well. I hate to leave dungeons technically unfinished...

Thanks to the Temple I could actually afford my expert skill ranks, though! Onward to better things!
I don't even bother trying to kill the clerics in that last big room at all. I just run past them, take whatever damage I need to in order to get to the treasure, then I jump over them to leave. While I used to hate leaving some dungeons unfinished, there are some (like this one) that it's not worth killing absolutely everything if I can accomplish the quest without it. For example, I stopped going into those corner caves in the same temple, as there is nothing there to accomplish.
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islavin2011: For example, I stopped going into those corner caves in the same temple, as there is nothing there to accomplish.
Actually there are nice cauldrons in those cornets, those cauldrons give permanent resistance bonuses.
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islavin2011: For example, I stopped going into those corner caves in the same temple, as there is nothing there to accomplish.
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Sarisio: Actually there are nice cauldrons in those cornets, those cauldrons give permanent resistance bonuses.
Hm ... I guess I haven't been there in so long that I'd forgotten about those. Maybe I'll take another shot at them on my next game (which I should be starting in the next couple days ... considering a PCDA party).
Inferno. Everything in sight burns, when indoors (not usable outdoors). Admittedly, I use turn-base mode so everything stands still, especially those clerics.

So, I plan for a good spot to stand next to the alter up the steps. I set off the alarm, run to the spot I've picked (likely a clear view of the room, no altar in the way, pillars mostly out of the way), then switch to turn-base mode ("enter" key). IIRC, I think I can set off the alarm simply by taking the gong from the alter, and that means I can set turn-base mode before triggering the alarm, then simply turn around 180 degrees and face the masses that have appeared.

Then, inferno.

I think I have sometimes done an occasional "turn undead" and with a few seconds of real-time play so the skeletons can run away a little, then back to turn-base and inferno. But I think inferno does it well. Arrows of course for others without fire magic.

Though, you're at level 9? Hmm... I'd probably favor "ring of fire" at lower levels. For me that would depend on magic points, Fire magic skill, and whether the sorcerer had advanced to wizard or arch mage as of yet.

I tend to plant a Lloyd's Beacon next to the well in Kriegspire as early as possible for the +30 levels, and that helps with having enough magic for spells like inferno.