IMHO going from Arnika directly to MW is a bad idea, esp. with a bard and a gadie. So if you have a save before entering MW, turn back, go to swamp - bluff and pick up all those spiffy instruments and gadets. MW will be much easier then & the wazi won't help you much. Your bard with lute, tongue & pipes is next to useless in MW.
If you're trapped in MW however: the golems aren't that bad. Cast a lvl 7 missile shield (if it fizzles, rest or reload, depending on your personal agenda), this will deflect most if not all of the ranged attacks. Cast guardian angel on your front line fighters (sam & VI) & give everyone some res powders, just in case. Sooner or later VI will hex the golem, making things easier.
Scorchers are quite common in MW and can't be avoided. Cast a Lvl 7 magic screen (if it fizzles, see above). Cast Elemental shield in the first round. Heal as needed. Your bish should cast 'freeze flesh' every round, they have a low water resistance. Then whack away. This is true for the normal 'scorcher', 'blistering scorcher' is another story & bad news for a lvl 9 party. MW is known for a kind of wrap around bug, means, if your party is too low lvl, the engine will generate opponents out of the deep. Same thing in Arnika. So if you're facing 'blistering scorchers', go to AP, bring everyone to lvl 10, rest, go back. In my experince, lvl 10 is the threshold for 'normal' spwans, lvl 9 is asking for trouble, you risk running in stuff like burning heads, lesser demons & blistering scorchers.
Hope this helps.
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