FFTA - MMONINSIC Part II: Desert Peril

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We got some good new abilities at this point, namely White Monk's Air Render, so we finally have good ranged attacks, which is nice.

Well, this battle's a mess. With Lightning banned and the flan limited to physical attacks, the enemy can only attack adjacent units. That means your people will be surrounded very easily.

I made a point here to make sure it's difficult for the enemy to reach my weaker units and that only the Soldiers can be damaged.

Blind once again works wonders and with so many dark glasses signs flashing I didn't even notice that the Antlion blinded my Soldier (I only have him heal himself at the end of the battle). The blue dog should be blinded first as it is able to knock out several of our team mates in a single hit.

My party, caps stand for mastered ability:

Marche/Soldier (lv. 4)
Buster Sword
Cuirass
Bronze Shield
- COMBAT COMBO, FIRST AID, Shieldbearer, Mindbreak

Montblanc/Black Mage (lv. 4)
Rod
Hempen Rode
- Fire, Thunder, Blizzard

Soldier (lv. 3)
Shortsword
Chain Plate
Bronze Shield
- First Aid, Shieldbearer


White Monk (lv. 3)
Kaiser Knuckles
Leather Garb
Red Boots
- WHIRLWIND, Air Render

White Mage (lv. 3)
White Staff
Hempen Robe
- CURE

Archer (lv. 3)
Char Bow
Leather Garb
- Blackout







Tags:
ffta
final
fantasy
tactics
advance
gba
challenge
MMONINSIC
mandatory
missions
only
no
items
shops
initial
classes
clan
black
mage
soldier
white
monk
archer
marche
montblanc
desert
peril



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