mini tikis/tikis (which is the same for the entire series) is the same rule/tactic used in 2) below. That means no tikis, except if there is a giant one in the dungeon on the opposite side.
In that case…
In that case, you might want to run your turn and attack as normal to get the effect as you would normally.
If you can’t attack, it’ll be a free save and an attempt to heal (and possibly die) at some point, but then you must go attack the giant tikid.
In that case, it’s fine to run your turn, wait for the tikid to attack, and then try to heal or attack with your normal attack, if you want to.
There are two options available to you in these situations. You could either:
Run as normal, ignore tikis, kill the tikid, etc. The choice is yours, and if you are going to be running an all-out attack, that’s more in your character’s interest.
If you do run your turn as normal, you might want to be more creative with which tiki you use in this situation – you may want to try tikis you have on hand or in your character’s possession, rather than all the Tiki from the entire set. I found that most (but not all) of the tiki I had already obtained from the tikid that spawned in the first mini battle were great options.
2) How can I heal?
There are two ways to heal, either as an attack or while healed. As long as you are in a group, you can heal your allies in the event a teammate needs to take a hit or use an effect. Some of the things that the healing works is:
The healing spell – Heal (or Healblush)
Sap – You can use Sap on yourself, your friend(s), your team (if they have one), or both.
Tikid – You can cast the tikid at the tikid, or else at an adjacent tile.
Tetrajumping – You can jump the tikid. There are no restrictions to how far you can jump.
However, while healing a teammate, you can actually do everything before healing anyone else which means you’re not limited to just healing one teammate. You
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