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Before this mission, I got a staff that teaches Life to our White Mage. Very useful.
For our first Totema battle, I seriously considered getting Fight banned to ensure that the Ahrimen are unable to hurt our party. However, that would also leave Soldiers no means of hurting the boss (sans Marche's Combo) and Famfrit wouldn't be limited even in the slightest so I abandoned that idea quickly.
We're quite underleveled and so Famfrit can easily kill anyone with one of his powerful magic attacks (not counting Demi, of course). I aimed to blind him with my Archer as soon as possible and though there was a 30% chance for it to connect I managed to blind him on the first turn on all three attempts I made to fight him.
I also quickly understood leaving the Ahrimen be and concentrating on the boss is a very bad idea, as their damage, while not deadly, stacks very fast and there's just no time to heal/revive everyone with the White Mage (who will also be inevitably attacked).
That's why we first get rid of those bats and as quickly as we can. Surprisingly, the only time someone was KO'd in this battle was Montblanc who was unlucky to be the target of Roulette. The Roulette using Ahriman took itself down the next time it used that annoying move.
Before I started attacking Famfrit (he's got great defences!) with attacks dealing 3-17 damage, I reduces his magic power a bit in case he would manage to connect one of his deadly attacks.
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)
Bless Staff
Hempen Robe
- CURE, Life
Archer (lv. 3)
Char Bow
Leather Garb
- Blackout
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