FFTA Speed Run Part II: Desert Peril & Twisted Flow (Boss: FAMFRIT)

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What can I say, so far the speed run is getting harder and harder with each mission. The team doesn't have any chance to level up because of time restraints, and that's why our magic and Beatdown don't do nearly as much damage as they should. Not to mention that in every stage there's at least one enemy who can kill anyone but Marche (and sometimes the Gladiator) in one hit. We have neither the time to revive nor to heal.

In Desert Peril, I finally get to use the whole party (though I plan to make serious changes in it somewhat soon) but quite honestly Ritz and Shara did their job better than anyone from my team could. Too bad they only accompany you in two storyline missions.

So yeah, they're not here and we're having serious trouble. The blue panther is the one who instantkills everything but the other enemies are just as menacing.

The strategy here is to eliminate at least one, preferably two, red panther, because they always move first allowing pretty much anyone to try attacking them. White Monk can just attack from distance, and Fighter & Gladiator should risk using the inaccurate Beatdown for double damage. Montblanc and Nu Mou should cast black magic at large parties of enemies, but we should be worried about first is that yellow flan. If both Monty and the Nu Mou die and the flan is still there, nobody will be able to deal any damage to it, so casting magic on it takes top priority.

Here, I realised that minor slips and faults matter little in this speed run. You may spend an extra few seconds thinking what to do or find yourself cancelling an action because you hit the wrong menu, but that's barely a good reason for resetting. Now, terrible luck with connecting Beatdowns and enemy spamming critical hits is.

Time after Desert Peril: 1 hour 1 minute.

Then there was Famfrit. His defences are very high and we haven't had any chance to level up. Even if we have all the luck in the world, we must be able to withstand a long battle against him.

Which is nearly impossible with all the Floateyes and Ahrimen running around. I checked to see how many days I should wait (as in, how many steps I should take on the map) before Fight is banned, because that would limit the eyes more than my party (only Marche relies on normal physical attacks, the rest has an offensive ability of some kind to make use of). It turned out that Fight was banned on the day before I entered the mission, so I opened state and placed the area on one step closer to the nearest city on the map.

But a good time was still hard to achieve. Famfrit can kill many people at once with Breath of God (no chance to survive that one) and counters with Fight.

And the eyes are still annoying. They move even when they don't feel like doing anything, wasting your precious time, they confuse and blind your characters, reduce their offence and one of them uses Roulette which may end up killing one of your best units. They are also obstacles on your way, not allowing you to surround the boss and pummel him into submission with Beatdowns.

Beatdown does only 20-30 damage (30 by the Gladiator once he levels up) but is better than anything the mages can offer (less than 10 per Thundara casting).

This attempt was far from perfect but I couldn't beat the time: 1 hour 14 minutes.

Stay tuned, but be aware that I'm really stuck at where I am now, so there may not be videos for a while.







Tags:
final
fantasy
tactics
advance
gba
ffta
speed
run
speedrun
marche
montblanc
moogleboss
fighter
gladiator
black
mage
soldier
desert
peril
twisted
flow
totema
boss



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