Appeared In | The Yellow Wings |
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Class/Race | Thief/Human |
Level | 3 |
Weapon | Jackknife |
HP/MP | 94/15 |
ATK/DEF | 44/52 |
MAG/RES | 22/21 |
Elemental Attributes | None |
Abilities 1 | Steal Gil |
Abilities 2 | None |
Support | Safeguard |
Notes | Though he's the leader, he's probably the weakest |
Objective | Defeat all foes |
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Rewards | Lamia Scale x2, Sanative Needle x3, Earth Stone x3 |
Forbidden | Ice |
Law Bonus | Glass Bell, Battle Boots, Hi-Potion |
Dispatch | No. |
You're only able to take five units with you, so I'd recommend you leave out the unit with the most experience so that the others can catch up to them. The first person you should take out is their White Monk because they can do a lot of heavy damage. However, keep your units far enough apart so that the Black Mage can't hit too many. Make sure that you heal Cid because if he dies, you can't revive him, even with a Phoenix Down. Certain units won't attack every turn. The Animist will use 100% Wool every time it wears off. The Archer will alternate between using Focus and attacking most turns. The Thief will frequently attempt to Steal Gil. The Black Mage will use a normal attack only if there is a unit's back nearby. By keeping these patterns in mind, you can know when to heal which units and which units are in danger.