Attack from above if you can, and guard your back with the rocks scattered
about the battlefield or with other ally units. Remember that if you act
without moving, or move without acting, your next turn will come sooner than if
you both act AND move. So if there’s no real need for a character to move or
to take action, don’t do it just for the heck of it. Your next turn will come
sooner if you don’t.
You’ll encounter your first monster here in the form of a Red Panther. It’s
the toughest unit in the enemy forces, but it’s not too bad. Be warned that,
like all monsters, it will counterattack you whenever you attack it. Don’t
attack the Red Panther using a character who’s low on HP, or the counterattack
is liable to KO you! (You CAN avoid the counterattack by using the Squire
ability Stone to attack from a distance, but this ability is really too weak to
be worth using.) The Red Panther can also poison you, which causes you to
lose a little HP after each turn you take. You can cure this with an Antidote
if you want, but it’s probably not necessary--the poison wears off after a few
turns, anyway.
This may be your first chance to pick up crystals or chests. When the counter
over a KOed enemy unit goes down past 0, the unit vanishes and is replaced with
a crystal or treasure chest. Pick these up by moving onto the same tile.
Picking up a chest will get you an item. Picking up a crystal will either heal
the unit, or in some cases give you the option of learning many of the defeated
enemy’s abilities. (Note that although you point the cursor at an individual
ability, you actually learn ALL of the abilities offered, regardless of what
you pick!) Crystals from monsters will only heal you since monsters don’t have
any abilities you can learn, and crystals from humans won’t always offer you an
ability either. (Unless the units is in desperate need of healing, you should
generally choose to learn the ability, as this permanently adds abilities to
the character!) Crystals from humans are great to pick up as they can teach
you new abilities, so grab them when you see them. Monster crystals are only
necessary to pick up if you need healing -- or to prevent the enemies from
getting to them first, as they can heal themselves with crystals too! Chests
typically just offer items you can buy in stores anyway and so are not as
important to collect, but early on they can still be useful as money is
tighter.
If one of your OWN units gets KOed, you must act to revive the character before
the countdown runs down and the character is lost permanently. Right now,
you’ve got two ways to revive a character. If one of your Chemists learned the
Phoenix Down and you have Phoenix Downs in stock, you can use the Phoenix Down
to revive the character. Or, you can hurry and clear the battle before the
countdown runs out -- when you win a battle, any characters who have been KOed
but not completely erased will be brought back to life.
BATTLE TROPHIES: Potion x2
---Battle 3: The Siedge Weald--------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Goblin x2, Black Goblin x2, Bomb x2, Red Panther x1
--STRATEGY--
This battle is nothing but monsters; watch out for their counterattacks! For
the most part, though, they’re not too tough. Take out on the enemies on the
higher ground first before you start crossing the water. Otherwise, you’ll
expose yourself to attack from above.
BATTLE TROPHIES: None
---Battle 4: Dorter Slums------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Knight (male) x1, Archer (male) x3, Black Mage (male) x 2
--STRATEGY--
The enemy has Archers and Black Mages, who both have ranged attacks and can
hit you from a distance. This means that you’ll need to be more aggressive; if
you hang back at a distance, the enemy can keep hitting you from afar!
Note that when one of your characters gets hit with a Black Magick spell, the
characters in adjacent tiles also take damage. There are two ways to avoid
this. While the spell is still charging, you can move the other characters out
of the way, or you can kill the Black Mage charging the spell and stop the
attack entirely! Since the spells do quite a bit of damage, it’s great to
take out the Black Mages as soon as you have the chance. They don’t have much
HP so you can finish them off easily. (Note that spells can also have a
"friendly fire" effect -- if another enemy is in range of the spell when it
goes off, they get hurt too! You can possibly use this to your advantage by
positioning targeted characters next to enemy units.) To check when the spell
is going to be fired, press the Circle button when it’s your turn, then use the
Triangle button to bring up the menu and choose Turn List.
If you have Black Mages of your own, you can also use these area damage effects
to extend the effective range of your magicks. If the range of your magick is
one tile too short to hit an enemy, you can target the tile directly in front
of the enemy and the magick will still hit the enemy thanks to the area effect.
This is a good tactic for hitting more distant enemies, like you see in this
battle. Just make sure the enemy won’t be able to move out of the way before
the magick activates!
There are two enemy Archers on the tall building beside where you start. At
the beginning of the battle, Delita and Argath will begin climbing up the
building to attack them. Let Delita and Argath handle the two Archers, and
send at most one other character up the building. The rest of your team
should advance down the street. Take out the Black Mages first since they can
do so much damage.
It’s likely that one or more of your characters will get KOed during the
battle. Remember that if the counter over their head goes below 0, you lose
the character permanently. To avoid this, when a character’s counter gets low
(0 or 1), use a Phoenix Down on him or her. Even if another attack takes the
character out right away, the counter will be reset and you’ve bought yourself
a few more turns to finish the battle.
Since you start on the street and the enemy has the high ground, Archers are
not particularly useful here. On the other hand, Move +1 is a great ability to
have as it helps you quickly close the distance between you and the enemy’s
ranged attackers.
BATTLE TROPHIES: 500 gil, Iron Sword, Hempen Robe, Ether
---Battle 5: The Sand Rat’s Sietch---------------------------------------------
YOUR FORCES:
1st Squad - Ramza, Delita [guest], 1 other
2nd Squad - Argath [guest], 2 others
ENEMY FORCES: Knight (male) x 3, Archer (male) x1, Monk (male) x2
--STRATEGY--
You’ll deploy your characters in two squads for this battle. Be sure to deploy
somebody with the Items command (either a Chemist, or another character who’s
learned the ability) in the second group.
There are two entrances to the fort. When the battle begins, send most of
your characters towards the entrance that’s closer to Argath. This is where
the bulk of the fighting will take place. Argath will probably make a suicide
mission into the building, but keep healing him anyway -- if you were able to
give him a Black Magick spell (as recommended in the walkthrough), he’ll be
very helpful. Don’t crowd the doorway or you’ll get in trouble. Let
the enemies come outside to you.
Meanwhile, Delita will head towards the other entrance. You might want to
send one other character with him. Hopefully, Delita’s squad have the chance
to sneak up on the enemy Archer from the rear and take him out so he can’t keep
shooting at the main squad.
Remember that if a character doesn’t move on a particular turn, his or her next
turn will come quicker. If you don’t need to move to land an attack, stay put
and you’ll get more turns. This is especially helpful for your Chemist; by
having him/her remain stationary and throw items to the characters who need
healing, you’ll get more turns and more chances to heal.
BATTLE TROPHIES: 500 gil, Hi-Potion, Blind Knife
---Battle 6: Brigands’ Den-----------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Milleuda, Thief (male) x2, White Mage (female) x2
BOSS: Milleuda [Virgo] - lv 7 Knight - Bravery 68, Faith 58
Equipment : Iron Shield, Bronze Shield, Iron Helm, Chainmail, Power Gauntlet
Abilities : Arts of War, random action ability, Parry, random Squire support
ability, Move +1
--STRATEGY--
If you happen to have any male Pisces characters or Taurus and Capricorns of
either gender, deploying them here can be useful. Milleuda, the boss here, is
always a female Virgo, and the three Zodiac signs listed above will do extra
damage to her. (You can only prepare your Zodiac signs in this way when
fighting bosses; non-boss enemies have randomized Zodiac signs.)
I recommend standing up on cliffs on the left side of the fort when possible;
you have a height advantage there. Since you should have Hi-Potions now, use
them for all your healing needs--the 30 HP from a regular Potion just doesn’t
cut it now.
There are two White Mages here. Check their status; they may have Black
Magicks or Items as a secondary ability. A Black Magick-wielding mage is the
most dangerous, so if either or both have Black Magick, try to take any of
these out first. (You can use the same tricks you used in Dorter to avoid
their magick.) However, if an Item-using Mage comes out of the fort and starts
using Hi-Potions, you may need to take her out first or she’ll just heal all
the enemies. If either mage starts casting Cure, note that you can stop it
more or less same way you can stop a Black Magick spell -- either take out the
enemy they’re trying to heal, or KO the Mage herself.
After you’ve taken out the White Mages, concentrate on Milleuda. Her attacks
are quite strong, If you have the Rend Weapon or Rend Armor abilities (both
from the Knight job), you may want to try them on her. Breaking her weapon
will greatly reduce her attack power, and breaking her armor will reduce her
HP total. If you already have a Thief, you could try stealing her equipment
too, as she’s got a nice set of gear, but you’ll be able to buy all her stuff
eventually.
The Thieves here may swipe some of your armor, or at least your headgear.
Although this might be annoying, it’s not really too bad; you can just re-buy
the items after the battle. What’s much more deadly, though, is the Steal
Heart attack they may use on your female characters, which will turn them to
the enemy side. If you have a choice, try to deploy male characters for this
battle as they can’t be affected by a Steal Hart from a male Thief.
Milleuda is the game’s first boss character, which means that as soon as you
KO her, the battle ends, even if there are other enemies left standing. If
you’re in danger, take her out quickly to end the fight. But if you’ve got
Milleuda cornered or otherwise have the upper hand, you may want to finish
off the other enemies for more Exp & JP, then let them die completely so they
turn into a chest or crystal.
BATTLE TROPHIES: 700 gil, Iron Sword, Bronze Shield
---Battle 7: Lenalian Plateau--------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 4 others
ENEMY FORCES: Milleuda, Knight (female) x2, Black Mage (male) x2,
Time Mage (female) x1
BOSS: Milleuda [Virgo] - lv 8 Knight - Bravery 68, Faith 58
Equipment : Mythril Sword, Bronze Shield, Barbut, Chainmail, Shoulder Cape
Abilities : Arts of War, random action ability, Counter,
random Squire support ability, Jump +1
--STRATEGY--
Again, Taurus, Capricorn, and male Pisces characters will do extra damage
against Milleuda since she’s a female Virgo.
Play the first few rounds defensively to prevent any early casualties, and use
the high ground to your advantage. Send one or two characters after the Black
Mages, and possibly the Time Mage as well. If you have an Archer, send
him/her up onto the tall ridge and shoot down on the enemies.
After knocking out the Black Mages, concentrate on Milleuda. This time, she
has the Counter ability, which means that whenever you hit her with a close-
range attack, she has a chance of striking back. So, be sure not to use any
close-range attacks against her unless your HP is high. A good strategy is to
attack her with long-distance attacks like bows and Black Magick, which won’t
allow her to counterattack. Milleuda might also use her Rend abilities to
break your gear. Again, as soon as Milleuda goes down, the battle ends, even
if other enemies are still standing.
BATTLE TROPHIES: 1000 gil, Silken Robe, Battle Boots
---Battle 8: Windflat Mill-----------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 3 others
ENEMY FORCES: Wiegraf, Boco, Knight (female), Monk (female) x2
BOSS: Wiegraf [Virgo] - lv 9 White Knight - Bravery 71, Faith 64
Equipment : Mythril Sword, Round Shield, Barbut, Chainmail, Shoulder Cape
Abilities : Holy Sword, random action ability, Counter,
random Squire support ability, Jump +1
ENEMY: Boco [Aries] - lv 7 Chocobo - Bravery 68, Faith 48
--STRATEGY--
Like his sister, Wiegraf is a Virgo. He’s male, though, so this time Taurus,
Capricorn, and FEMALE Pisces characters are the ones to deploy (if you happen
to have them -- if not, don’t sweat it).
Wiegraf is the only real threat here; most of his companions are pretty weak.
Start moving along the bottom of the cliff and quickly take out the Chocobo
(Boco) and the Monk. Wiegraf and the other enemies will soon move down to
fight you. Finish off any enemies that are low on HP, then go after Wiegraf.
Wiegraf uses a couple different special sword techniques that allow him to
attack from a distance and (unlike magick) don’t require any charge time.
Most of the time, he’ll use Northswain’s Strike, which strikes a single
character (usually for about 35 HP or so), but if your characters are close
together, he may also use Judgment Blade to attack a "plus-shaped" group of
tiles. These attacks are pretty strong, but Wiegraf doesn’t have a great
defense, so if you hit him with a few strong attacks (Mythril Swords, black
magick), he’ll go down quickly. Just stay healed!
Because you’re fighting in such close quarters, watch out for the "friendly
fire" effects of your own spells! In general, if one of your allies is
standing right next to an enemy, a useful trick is to target the tile right
BEHIND the enemy to avoid hitting your ally when the spell goes off. For
instance, if your characters are positioned like below, target the space marked
with a *:
*EA (A = ally, E = enemy)
This way, you’ll still hit the enemy, but the spell is positioned so as not to
harm your ally.
As soon as Wiegraf’s HP drops to critical status, he’ll teleport away and the
battle will end.
BATTLE TROPHIES: Hi-Potion
---Battle 9: Ziekden Fortress--------------------------------------------------
YOUR FORCES:
1st Squad - Ramza, Delita [guest], 1 other
2nd Squad - 2 others
ENEMY FORCES: Argath, Knight (male) x3, Black Mage (female) x3
BOSS: Argath [Virgo] - lv 10 Knight - Bravery 32, Faith 67
Equipment : Knightslayer, Round Shield, Barbut, Chainmail, Power Gauntlet
Abilities : Arts of War, random action ability, Auto-Potion, Equip Crossbows,
Move +1
--STRATEGY--
You’ll deploy in two squads again for this battle. Deploy your best damage-
dealer along with Ramza in the first squad. The character in the second squad
are going to be largely useless as they start far away from the action. If you
want to pick and choose Zodiac signs, Argath is again a Virgo and susceptible
to Taurus, Capricorn, and female Pisces attacks.
Luckily, you can almost beat the whole fight just using Ramza. Just go after
Argath and completely ignore the other guys. He’s only got a crossbow, so he
can’t do much damage to you, and he’s useless at close ranges. Just chase
him down and hit him with your strongest attacks, like Knight and Monk attacks
and Black Magick. Because it’s snowing, the Blizzard families of spells will
be particularly effective -- and even more so if the caster has an Ice Rod
equipped. You’ll want to block Argath from climbing up the stairs to the roof
of the fort, as he has a good sniping point if he gets up there and it’s slow
climbing up after him. Just position your characters between him and the
stairs and he shouldn’t be able to climb up there.
Argath does have the Auto-Potion ability, which gives him a random chance to
heal himself with a Potion when you hit him, so you may want to avoid using
very weak attacks against him--the gain from the Auto-Potion may heal him more
than you hurt him for! (The ability isn’t always activated, though. And Auto-
Potion also can’t protect him whenever you land the killing blow. Again, as
you soon as you knock down Argath, the fight--and the chapter--ends.
BATTLE TROPHIES: None
%%%CHAPTER II: THE MANIPULATIVE & THE SUBSERVIENT%%%%%%%%%%%%%%%%%%%%%%%%%00bs2
---Battle 10: Dorter-----------------------------------------------------------
YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], 3 others
ENEMY FORCES: Black Mage (male) x2, Archer (female) x2, Thief (male) x2
--STRATEGY--
There’s no boss here, so you’ll have to wipe out every enemy on the map to win.
If you’ve got good jobs, though, this battle should be no problem. Just move
up the path and take out the enemies as you go. The Black Mages and Archers
do the most damage, so when you’ve got a choice, go after them before the
Thieves.
Agrias has a nasty habit of casting spells indiscriminatly on your own people,
thanks to the goofy Guest AI. You can either de-equip her spells from the menu
beforehand, or pay attention to which she enemy she is targeting and stay
clear.
BATTLE TROPHIES: 1000 gil, Flame Rod, Mage Masher, Phoenix Down
---Battle 11: Araguay Woods----------------------------------------------------
YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], Boco [guest], 3 others
ENEMY FORCES: Goblin x5, Black Goblin x1
--STRATEGY--
If you choose the second option before the battle, you must keep Boco from
being KOed. Fortunately, this isn’t hard. Boco will usually retreat into a
corner, where will be chased by the lone Black Goblin. Boco can take care of
himself just fine, so don’t bother going after the Black Goblin unless you’ve
mopped up all the other enemies.
The Goblins aren’t very strong, especially with Agrias’s and Gaffgarion’s help,
so I recommend just rushing them. Stay out of the ditches.
BATTLE TROPHIES: Hi-Potion
---Battle 12: Zeirchele Falls--------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Delita [guest], Ovelia [guest], 3 others
ENEMY FORCES: Gaffgarion [Fell Knight; Virgo], Knight (male) x5
--STRATEGY--
First, take out Gafgarion. If you turned him into a crummy job before the
battle and stripped off his armor (heh heh), you should be able to KO him in
one hit.
The mission here is to protect Ovelia, which means you can’t let her get KOed.
She isn’t in too much danger, though, since she can cast Aegis, which puts a
whole lot of good defensive buffs on her. She only has enough MP to cast this
once, though, and it wears off after a few turns. Just to be on the safe side,
keep a healer reasonably close to her.
Start off by taking out the Knights on your side of the falls. One of the
Knights from the far side will probably try to cross over, so position an
Archer (assuming you have one) on the corner of the cliff and shoot down at the
guy. Agrias tends to loiter in the water and may finish him off; if not, send
a character or two down after him.
A great trick here is to KO one of the enemy Knights while he’s standing on the
bridge. Until he decomposes into a chest/crystal, his body will completely
block the other Knights from crossing the bridge. Since the Knights have NO
ranged attacks, you can use this as a chance to shoot at them from afar.
If any of the Knights drops to critical HP, he may try to flee up the cliffs on
the side of the falls. You’ll have to chase after him, so it may be useful to
bring a character with a good Move range to this battle. (Battle Shoes and
Move+1 or +2 will increase your Move range.)
BATTLE TROPHIES: None
---Battle 13: Zaland-----------------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others
ENEMY FORCES: Knight (male) x2, Black Mage (male) x2, Archer (female) x2
--STRATEGY--
This is a toughie. If you chose the second option before the battle, you’ll
have to keep Mustadio alive; otherwise, you can let him get KOed without
losing the battle. (Of course, choosing the second option also gives you a
greater boost to your Bravery.)
When deploying your character, deploy them in the "front" row (i.e., the row
where Ramza is already standing). This starts them closer to the gate and
allows them to get into the city faster.
The enemy is holed up inside Zaland and launches arrows and powerful Black
Magick at you through (and over) the wall. Any melee characters you have will
need to rush for the gates. In the mean time, your Archers and mages can fire
back with their own ranged attacks. Equip the Archer’s Bane reaction ability
on any character who has it, as it will help protect you against the enemy
arrows.
Mustadio will initially do one of our things. Most likely, he’ll run up on the
top of the gate and attack with his gun from them. This is the "good" outcome
since it keeps relatively him out of harm’s way. But sometimes he’ll stay on
the ground inside the city, which is bad news, as all the enemies will pick on
him and it’s hard to reach for him healing. In this case, your best option is
to cast Shell on him to reduce the magick damage he takes. Note that you
can’t throw items through the wall, but you CAN cast White Magick through it,
so you’re probably better off with a White Mage for healing here.
If you’ve been using Ramza mostly for close-range attacks, he may not be much
help here. On his first turn, have him use Tailwind on one of your Archers or
Black Mages to boost their speed and get them more turns. Then start him
running towards the gate so he can get into the city and use melee attacks.
Make the Mages your first target, since their magick attacks are so strong.
Use Black Magick, bows, and the Black Chocobo (if you brought one) to take them
out as quickly as possible. Until the Mages go down, keep your characters
spread out so enemy magicks can’t hit more than one of your characters at a
time. After the Mages go down, go after the Archers, then the Knights.
Mustadio’s initial abilities seem to be randomly determined, but if he happens
to start with Beastmaster, land the Black Chocobo next to him. Mustadio’s
Beastmaster skill will allow the Black Chocobo to cast Choco Meteor, a really
strong attack. (You can tell what abilities Mustadio has equipped by clicking
on his tile.)
Mustadio also uses his Aimed Shot abilities to put status conditions on the
enemies. Immobilize (from Leg Shot) will keep an enemy from moving for a few
turns, and Disable (from Arm Shot) will keep an enemy from taking action. If
a bad guy gets hit with Disable, don’t bother targeting them any further,
since they can’t do anything to hurt you for a few turns. A Knight that’s been
Immobilized is also a low-priority target since he can’t move to attack you as
long as you stay out of the tiles directly next to him. (The Black Mages and
Archers can still shoot even if they’re Immobilized, though!)
As for the Knights, they’ll probably try to climb over the wall on the side of
the map opposite the gate into the city. Agrias will attack them, but she
can’t take them out her own, so help her out with your ranged attacks.
The Knights may also use Phoenix Downs to revive any Mages and Archers you KO.
Characters revived with Phoenix Down comes back with only a little HP, though,
so you should be able to knock them back out again with just a single attack.
BATTLE TROPHIES: 2000 gil, Mythril Sword, Hi-Potion
---Battle 14: Balias Tor-------------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others
ENEMY FORCES: Knight (male) x2, Archer (female) x2, Summoner (female) x2
--STRATEGY--
This battle can be harder than it looks. The enemy squad has Summoners for
the first time (one positioned on each side of the hill), and their summon
spells can do big damage to your team.
On the first turn, Mustadio will probably chase after one of the Summoners.
Send a fast and/or magic-using character around the opposite side of the hill
to take out the other Summoner. The Summoners don’t have much HP, so you
should be able to finish them off in a couple turns. Meanwhile, have the rest
of your squad attack the center of the hill. If you can attack the enemies
quickly, the Summoners may squander their turns casting Moogle for healing
instead of using damaging summons on you.
You’re not *required* to keep Mustadio alive in this battle -- if he gets KOed,
you won’t lose the battle -- but it’s a good idea to keep him standing, as his
gun is quite helpful. As in Zaland, don’t waste your turns attacking enemies
that Mustadio has Immobilized or Disabled.
A cool trick here is to use the Squire ability Rush to knock the Knights and
Archers off the hill. They’ll take damage if they fall too far, and you’ll put
them out of range of attacking you.
BATTLE TROPHIES: 1000 gil, Holy Water
---Battle 15: Tchigolith Fenlands----------------------------------------------
YOUR FORCES: Ramza, Mustadio [guest], 4 others
ENEMY FORCES: Skeleton x2, Bonesnatch x1, Ghoul x2,
Floating Eye or Malboro or Pig x1
--STRATEGY--
The last member of the enemy forces is randomly determined; it’s usually a
Floating Eye, but sometimes you’ll get a Malboro or Pig instead.
Randomness aside, this is a fairly normal battle with a few quirks. First, if
you end your turn in the swamp, you get poisoned. (Simply passing through the
swamp as part of a move won’t poison you as long as you end the move on dry
land.) This isn’t that bad, but if you have a choice, stand on land. And be
sure not to end your turn in any water where the Depth is displayed as 2 -- if
you stop here, you won’t be able to take any actions, as you’re up to your head
in water. (The Ninja ability Waterwalking would prevent this, in the unlikely
event you have it already.)
Second, almost all the enemies (everyone except the Malboro, Pig, or Floating
Eye) are undead -- that means you can use heal spells and items to damage them.
It’s quite effective. If you’ve had a chance to learn Mustadio’s Seal Evil
ability, he may also use that to turn the undead monsters to turn them to
stone. Other than those two exceptions, there’s nothing here you haven’t seen
before.
The Pig shows up pretty infrequently, but if you DO see it, it’s definitely
worth trying to recruit it using the Orator’s Entice or Tame abilities. You
can use the Pig to breed pig-family monsters, all of which yield great rare
items when poached. Or, if you can’t recruit it but DO have Poach, you could
at least poach it, though you won’t actually be able to collect your poached
item until Chapter III. Note the Pig can only appear during the initial story
battle, not later random battles.
BATTLE TROPHIES: None
---Battle 16: Goug Lowtown-----------------------------------------------------
YOUR FORCES: Ramza, Mustadio [guest], 4 others
ENEMY FORCES: Archer (female) x2, Thief (male) x2, Summoner (male) x2
--STRATEGY--
The enemy Archers in this battle have a huge range and it’s hard to stay
out of range completely. So, don’t deploy any character who has really low HP
as you probably won’t be able to protect him/her/it completely. Equipping the
Archer’s Bane reaction ability will help you a lot, if you have it available.
Mustadio will be almost invariably killed at the start of the battle -- he has
no equipment and starts right next to the enemies. Don’t worry about him.
He’s still a Guest so he can’t die permanently yet.
Move your guys up onto the roof. Use ranged attacks to take out the Summoners.
Note that both Summoners are one side of the enemy roof and both Archers on