<<<=========================================================================>>> PANZER DRAGOON SAGA for the SEGA SATURN FAQ / WALKTHROUGH (Version 1.01) Copyright 2003 Lance Way ________ ________ ___ __ ________ ________ ________ | __ | __ | \ | |__ | _____| __ | | |__| | |__| | \| | / /| |_____| |__| | | _____| __ | | / / | _____| _ / | | | | | | |\ |/ /__| |_____| | \ \ |__| |__| |__|__| \___|________|________|__| \__| _______ ________ ________ ________ ________ ________ ___ __ | \| __ | __ | _____| | | \ | | | __ | |__| | |__| | | ____| __ | __ | \| | | |__| | _ /| __ | ||_ | |__| | |__| | | | | | \ \| | | | |__| | | | |\ | |_______/|__| \__|__| |__|________|________|________|__| \___| _______ ________ ________ ________ / ____| __ | _____| __ | | |___ | |__| | | ____| |__| | \___ \| __ | ||_ | __ | ____| | | | | |__| | | | | |_______/|__| |__|________|__| |__| PANZER DRAGOON SAGA for the SEGA SATURN FAQ / WALKTHROUGH (Version 1.01) Copyright 2003 Lance Way <<<=========================================================================>>> COPYRIGHT INFORMATION --------------------- This document is the copyright property of Lance Way. It may not be reproduced, in whole or in part, under any circumstances except for personal, private use. No part of it may be placed on any web site, or otherwise distributed publicly, without advance written permission from the author. Such use or distribution is strictly prohibited, and is a violation of copyright. The only web site currently permitted to display this FAQ is: http://www.gamefaqs.com/ If you are interested in hosting this FAQ on your own web site, the author can be contacted at: lance_waySTOP@SPAMyahoo.co.uk All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. SOURCES CREDITED ---------------- With Panzer Dragoon Saga being a five year old game, I have had the opportunity to view some existing FAQs for it. I would like to credit the authors CJayC, EdgeAoM, and EnemyZero, and the FAQs written by them, which are all displayed on www.gamefaqs.com. Though I have not strictly used any information or data from these documents, I have viewed them all in order to determine the comprehensiveness of my own FAQ, and I regarded them as benchmarks during its creation. VERSION HISTORY --------------- This is Version 1.01 of the FAQ, and it was completed in 01/2004. If you have already checked out Version 1.00, and simply want to know what's new, please see the Version History in Section 9.01 for a summary of the changes made since then. NOTE: EUROPEAN GAME TESTED -------------------------- This is an FAQ for the European version of Panzer Dragoon Saga. However, I know of no differences between this and the US version of the game, and the only difference between these versions and the Japanese one should be the in-game text. <<<=========================================================================>>> CONTENTS <<<=========================================================================>>> To quickly find something specific in this FAQ, please use your program's search function (press Ctrl + F). To quickly find a specific section, for example Section 9.06, search for that section's name in {these brackets}, like this: {9.06} +-----------------------------------------------------------------------------+ >>> SECTION 1: INTRODUCTION >>> SECTION 2: HOW TO PLAY THE GAME 2.01 - Peripherals 2.02 - Controlling Edge 2.03 - Controlling the Dragon 2.04 - Pause Menu 2.05 - Saving the Game / Camp 2.06 - Battle System 2.07 - Level Up / Model Change 2.08 - Naming and Looking After the Dragon 2.09 - Dragon Classes / "Type Select" 2.10 - Settlements and Shops >>> SECTION 3: GENERAL GAMEPLAY ADVICE 3.01 - Advice for Exploring 3.02 - Advice for Battles 3.03 - Battle Tactics Referenced in the Walkthrough >>> SECTION 4: WALKTHROUGH 4.00 - Using This Walkthrough [DISC 1] 4.01 - Beginning of Disc 1 4.02 - Valley 4.03 - After the Valley 4.04 - Garil Desert 4.05 - After the Garil Desert 4.06 - Forbidden Zone [DISC 2] 4.07 - Beginning of Disc 2 4.08 - Georgius 4.09 - After Georgius 4.10 - Uru 4.11 - Underground Ruins of Uru [DISC 3] 4.12 - Beginning of Disc 3 4.13 - Imperial Air Force Post 4.14 - After the Imperial Air Force Post 4.15 - Mel-Kava 4.16 - After Mel-Kava 4.17 - Imperial Air Force 4.18 - After the Imperial Air Force 4.19 - The Tower (Disc 3) [DISC 4] 4.20 - Beginning of Disc 4 4.21 - Forest of Zoah 4.22 - After the Forest of Zoah 4.23 - The Tower (Disc 4) 4.24 - Laser Rank #6 4.25 - The Tower (Disc 4) [continued] 4.26 - Sestren [END OF GAME] 4.27 - "Play Result" Ratings 4.28 - Extras Unlocked by Finishing the Game >>> SECTION 5: HIDDEN EXTRAS 5.01 - Hidden Features 5.02 - Features Unlocked With Panzer Dragoon 2: Zwei 5.03 - "Easter Eggs" >>> SECTION 6: TABLES AND LISTS 6.01 - Complete List of Enemies 6.02 - Complete List of Items That Cannot Be Sold 6.03 - Complete List of Extra Class Berserk Techniques 6.04 - Effects of All Items That Can Be Sold 6.05 - Effects of All Berserk Techniques 6.06 - Complete Guide to Gun Parts 6.07 - Complete Lists of Shops' Item Stocks >>> SECTION 7: GLITCHES 7.01 - Panzer Dragoon Saga Glitch FAQ >>> SECTION 8: NOTES ON TEXT AND CONTINUITY ERRORS 8.01 - Errors, and Explanations 8.02 - Typos and Accidental Name Changes >>> SECTION 9: FAQ INFORMATION 9.01 - Version History 9.02 - Other Panzer Dragoon FAQs by the Author 9.03 - Contact the Author 9.04 - Copyright Information <<<=========================================================================>>> {SECTION 1} INTRODUCTION <<<=========================================================================>>> Since its 1998 release on the Sega Saturn system, Panzer Dragoon Saga has acquired a unique status among computer games. As an extremely quality role playing adventure, the game has been celebrated by critics and fans alike. However, due to both this acclaim and the significant rarity of the game itself, PDS has passed into gaming history in a unique way. The game had a fairly low profile at release, owing to the imminent demise of the Saturn itself, so no official English-language player's guides were ever published. Because of this, PDS, with its wealth of secrets and hidden surprises, has been left in a strange situation. As there is no official word as to what is actually hidden in the game, it is not uncommon for players to still discover secrets they had never noticed before when playing the game even now, years after its release. It is for this reason that this FAQ was written. It is intended as a resource for all those fans of PDS who simply want to know what is hidden in this excellent game. After extensive playing, I hope that I have enough answers for this to be the most comprehensive English-language Panzer Dragoon Saga FAQ in existence. <<<=========================================================================>>> {SECTION 2} HOW TO PLAY THE GAME <<<=========================================================================>>> This section is a reference of every fundamental gameplay aspect, from the most basic controls to the intricacies of changing your dragon's Class. Although a lot of this is obvious or straightforward, you will be able to find some things in here which are not really explained in either the game or the instruction manual. <<<=========================================================================>>> {2.01} PERIPHERALS <<<=========================================================================>>> Although it is not stated on the game's box (as with many Saturn games), Panzer Dragoon Saga was designed with two extra peripherals in mind. +-----------------------------------------------------------------------------+ 3D CONTROL PAD +-----------------------------------------------------------------------------+ The 3D Control Pad simply gives you analogue movement while walking or flying, which is a welcome addition. Note that you can still use its normal D-Button for "digital" things, (like selecting items from menus or moving in battle,) where the 3D Directional Button can be a bit clumsy. +-----------------------------------------------------------------------------+ BACKUP MEMORY +-----------------------------------------------------------------------------+ The Backup Memory cartridge provides you with an extra three save-game files. They are also in a place safe from that day when your Saturn's lithium battery will viciously run out without warning. <<<=========================================================================>>> {2.02} CONTROLLING EDGE <<<=========================================================================>>> +-----------------------------------------------------------------------------+ CONTROLS +-----------------------------------------------------------------------------+ The areas where you will spend time walking around as Edge are mainly settlements and villages. Other places do exist, though, such as the "Ruins - Bottom Floor" area where you begin the game, and your camp. WALKING AND RUNNING =================== The D-Button / 3D Directional Button on your controller makes Edge walk; just press the direction in which you want him to move. Holding down B while you move will cause Edge to run. It is best to run all the time, as walking is extremely slow. USING THE LOCK-ON CURSOR ======================== This "point and click" style interface is Edge's primary way of interacting with the environment. Pressing A or C will cause the Lock-On cursor to appear on the screen. If you move it over an item, person, doorway, switch, etc. that thing will become highlighted with a NEAR or FAR symbol. Pressing A or C again will cause Edge to interact with whatever is highlighted. The result will be different depending on your distance from the target: FAR --- From far away, Edge will give a general description of the target. Occasionally, examining two characters from far away will allow you to listen in on their conversation. NEAR ---- When close to the target, Edge will interact with it, if possible: pick up the item, talk to the person, open the door, move the switch, etc. If it cannot be interacted with, he will just give a more detailed description. Pressing B when the cursor is on-screen will make it disappear. CHANGING THE VIEWPOINT AND ROTATING THE CAMERA ============================================== Press Y to switch between a low-angled view and a high-angled view. This only applies in large areas, where the camera follows Edge. Holding L or R will cause the camera to circle left or right around Edge. ACCESSING THE PAUSE MENU ======================== Press START to pause the game and view the pause menu. See Section 2.04 for more information on this. SETTLEMENTS AND SHOPS ===================== For general information about these, please refer to Section 2.10. <<<=========================================================================>>> {2.03} CONTROLLING THE DRAGON <<<=========================================================================>>> +-----------------------------------------------------------------------------+ CONTROLS +-----------------------------------------------------------------------------+ Most of the game is spent flying around on the dragon, exploring large areas, searching for important items and generally getting on with the quest. It is in these areas that you can get attacked by enemies, who usually "ambush" you randomly as you fly around; battle controls are covered in Section 2.06. FLYING ====== Pressing the D-Button / 3D Directional Button on its own will make the dragon turn, and move straight up or down. When holding B to fly forwards, the D-Button / 3D Directional Button is used to steer. Holding L + B will make the dragon fly backwards slowly, though this isn't particularly useful. Pressing R will make the dragon barrel roll, although this serves no initial purpose. See the Villatuya Fruit item in Section 4.22 of the walkthrough for more information. USING THE LOCK-ON CURSOR ======================== As with Edge, pressing A or C will cause the Lock-On cursor to appear on the screen. If you move it over an item box, switch, doorway etc. that thing will become highlighted with a special symbol. Pressing A or C again will cause a different effect depending on the nature of the target, which is shown by the symbol: BREAK ----- The dragon will destroy Break targets with its lasers. Break appears on standard "item boxes" (white, rotating pyramid relics) strewn throughout the dragon's areas. It also appears on a variety of artefacts, equipment and devices that the dragon will want to destroy in the course of your quest. ACCESS ------ Access targets are things that the dragon can interact with. Typical Access targets are items to be picked up, switches to be activated or information capsules to be listened to, but there are many other kinds. ENTER ----- Enter targets are not necessarily things to be entered, rather they are any portals between areas, taking you into or out of structures or between locations. CAUTION! -------- Caution targets are usually like Access targets, but the warning indicates that they will have a more drastic effect. Examples include examining something and ending up fighting a sub-boss, or activating a relic and leaving an area forever because of it. Pressing B when the cursor is on-screen will make it disappear. VIEWING THE FIELD MAP ===================== Press Y to display a map of the area you are currently in. You can scroll around it with the D-Button / 3D Directional Button. The blue regions of the map are the places you have been. Green symbols on the map are Ancient Recording Devices (save-game points), and blue symbols are routes to other areas. If you have collected the "Field Map" item for a given area, unexplored regions will appear dark; if you do not have this item, unexplored areas will not be shown at all. USING THE "NAVIGATOR" FUNCTION ============================== Pressing Z will bring up a list of important places in the area you are currently in, such as doors and elevators to other areas, Ancient Recording Devices, and other things that you have already discovered. If you select one of these, a white marker will appear in the black slot above your flight radar. If you align it so that it is vertical, you can be sure that you are heading towards your target. Your destination will also flash on the radar, when you are close enough to see it. Pressing Z again will allow you to select a different destination, or deactivate the navigator. +-----------------------------------------------------------------------------+ FLIGHT RADAR +-----------------------------------------------------------------------------+ This display in the upper right corner of the screen shows you various pieces of information, some useful, some less so: NEARBY LOCK-ON TARGETS ====================== The radar shows your dragon and any nearby Lock-On targets in relation to a "north" line. The targets are colour coded, with each type corresponding to the colour its name appears on the screen: red for Break, green for Access, blue for Enter and yellow for Caution. If the target is a square, it means that it is on the same level as you: an upwards-pointing or downwards-pointing triangle means that it is above or below you respectively. CHANCES OF BEING ATTACKED ========================= Your radar will change colour to show the likelihood of you getting attacked by enemies at any given time. Blue means that you are completely safe; yellow indicates that an attack is possible; red indicates greater danger; and flashing red means that there is extreme danger of you being attacked. Note that the radar will only show this information while you carry a Telepathy Shard item; so if you are going to sell your Telepathy Shards, keep hold of one. See the walkthrough, Section 4.02, for the first place you can find a Telepathy Shard. SPEED ===== The three dots underneath the radar light up to show your current speed. The fourth speed level can only be reached when you have the Villatuya Fruit item. (See Section 4.22 of the walkthrough.) ALTITUDE ======== The bar to the right of the radar fills up to show your height. <<<=========================================================================>>> {2.04} PAUSE MENU <<<=========================================================================>>> Pressing START at any time while exploring as Edge or on the dragon will take you to the pause menu, and pressing START again will return you to the game. The main screen of the pause menu contains the following information: LV -- Your current Level; see Section 2.07 for more information. HP / BP ------- Your current Health Points and Berserk Points respectively. These generally relate to the battle system, which is covered in Section 2.06. EXP / NEXT ---------- Your current experience points, and your progress towards your next Level Up. Again, see Section 2.07 for more on this. DYNE ---- The amount of dynes (currency) you have. LASER RANK ---------- See Section 2.07 for an explanation of your laser rank's significance. D UNITS ------- Though not immediately obvious, each of the twelve D Units fills in part of a "picture" to the right of all this information. See the walkthrough and Section 6.02 for more information on where to find the D Units and what their purpose is. USING THE FIVE SUB-MENUS ======================== You can also reach more sub-menus from this screen by selecting one of the five stylised symbols. Not all of these will be available at the beginning of the game, (as with some of the options within them,) but they become available when relevant. From top to bottom, they are: +-----------------------------------------------------------------------------+ 1: SHOW ITEM LIST +-----------------------------------------------------------------------------+ This is yet another menu screen, with more stylised icons that take you to your different inventories. From top to bottom, they are: 1: LIST OF ITEMS THAT CAN BE SOLD ================================= Things like HP refills (Elixirs), BP refills and the combat "Chips" are displayed here, along with brief descriptions of what each does. See Section 6.04 for details on their exact functions. Also shown here are the assorted useless items you pick up during your adventure. All the yellow-symbol items other than Flash Chips, Shield Chips, Power Chips, Armor Chips, Speed Chips and Telepathy Shards are useless, and exist only to be sold. 2: LIST OF ITEMS THAT CANNOT BE SOLD ==================================== Listed here are the more important items required for finishing the game or completing side quests. Any books you have can also be read from this menu by selecting them with A or C. For a complete list of these items, see Section 6.02. 3: SHOW BERSERK LIST ==================== Here you can view the berserk techniques that your dragon has learned so far. You can use the dragon's HP recovering Defense Class techniques from this menu; everything else is confined to combat. See Section 6.05 for details on the techniques' exact functions. 4: CUSTOMIZE YOUR WEAPON ======================== This lets you equip or unequip any gun enhancement part you may have picked up, by highlighting it and pressing A or C. Note that only one part can be equipped at a time. The equipped part's name, and the power it modifies your gun to, will be displayed at the bottom of the screen by the words "ATCH" and "POWER" respectively. For detailed information on the effects of the different gun parts and where to find them, see Section 6.06. +-----------------------------------------------------------------------------+ 2: SELECT DRAGON TYPE / SEE ABILITY +-----------------------------------------------------------------------------+ This screen is available once you have the dragon, but you can only change the dragon's Class here after it evolves into a Valiant Wing. See Section 2.09 for more information on the different Classes and how to use this screen. +-----------------------------------------------------------------------------+ 3: DISPLAY DATA ON DEFEATED ENEMIES +-----------------------------------------------------------------------------+ This database shows information on the enemies you have defeated so far. The four categories of enemies in the game are Monsters (Pure Type), Monsters (Mutated), Imperial Forces and Craymen's Fleet. The coloured symbols next to the enemies' names denote whether they are a normal enemy (green), a sub-boss (yellow), a boss (red), or a rare enemy (blue). It also records the best battle grade you have achieved against each enemy. This feature is a good way of keeping track of which enemies you have encountered if you are going for a 100% Enemy Data Collection Rate (discussed in Section 4.27). +-----------------------------------------------------------------------------+ 4: DISPLAY MAP +-----------------------------------------------------------------------------+ Two more icons here give you the following options: 1: MAP OF YOUR LOCATION ======================= This is another way of reaching the Field Map of your current location, if there is one. It is quicker to just press Y, though. See Section 2.03 for information on using the Field Map. 2: GO TO WORLD MAP ================== This takes you out of the area you are currently in. On the World Map screen, you can travel between the main areas of the game, and also your current Camp. You cannot use the Go to World Map feature in some locations, particularly interior areas. The progress of Craymen's Fleet and the Imperial Fleet can be viewed from here too, by pressing the buttons indicated, though this is not particularly helpful. +-----------------------------------------------------------------------------+ 5: CHANGE SETTINGS +-----------------------------------------------------------------------------+ This is the "options screen" of Panzer Dragoon Saga. 1: CHANGE CONTROLS ================== Here you can change the button configurations for the walking, flying and battle controls to whatever layout you would like them, and invert the D-Button if you want to. 2: CHANGE SOUND SETTINGS ======================== Switch between Stereo or Mono sound. <<<=========================================================================>>> {2.05} SAVING THE GAME / CAMP <<<=========================================================================>>> There are generally two ways to save your game in Panzer Dragoon Saga: Ancient Recording Devices and your Camp. You will also be prompted to save your game between each disc, so that the Saturn's power can be turned off and on again. Up to three games can be saved to your Saturn's internal RAM, and another three can be saved to a Backup Memory cartridge. +-----------------------------------------------------------------------------+ ANCIENT RECORDING DEVICES +-----------------------------------------------------------------------------+ These are white, floating, doughnut-shaped artefacts which are scattered around the dragon's flight areas. They are simply save points, and if you Access them you will be able to save your game. +-----------------------------------------------------------------------------+ YOUR CAMP +-----------------------------------------------------------------------------+ At any given point in the game, you will have a camp that you can reach from the World Map. Whenever you arrive at your camp, all of your dragon's HP and BP will be automatically restored. You can also save your game at a camp, by Accessing your tent. You should return to your camp frequently, especially after you have just fought a boss, to recharge. <<<=========================================================================>>> {2.06} BATTLE SYSTEM <<<=========================================================================>>> Panzer Dragoon Saga uses a fairly innovative battle system, which is one of the few things explained in the game via a tutorial. However, this is sometimes a bit vague or unclear, so following are detailed descriptions of each aspect of the battle system, loosely based on the sections of Tutorial 1. I have also included a summary of the Battle Menu at the end of this section. NOTE: THE SYMBOL NEXT TO AN ENEMY'S NAME ======================================== When a battle begins, the name of the enemy (or group of enemies) will appear. Next to it, a stylised symbol will show you which of the four types of enemy it is, as identified in your "Data on Defeated Enemies" gallery. Its colour will also indicate if it is a normal enemy (green), a sub-boss (yellow), a boss (red), or a rare enemy (blue). The actual name of the enemy displayed when the battle starts is sometimes not the same as its name in your "Data on Defeated Enemies" gallery, particularly if you are facing a group which has been given a special name (such as "Lazara Hunting Group"). +-----------------------------------------------------------------------------+ 1: GAUGES AND BASIC ACTIONS +-----------------------------------------------------------------------------+ The whole system is ultimately based around the three "gauges" in the bottom right of the screen. These automatically charge up over time, and you can "spend" these gauges on battle actions, such as shooting at enemies, using items, casting spells, etc. Different actions cost different amounts of gauges. You can open the Battle Menu by pressing START or C. It is from here that you will carry out most of your actions in a battle. THE DRAGON'S BASIC ATTACK: HOMING LASERS ======================================== This is the dragon's basic attack, and it costs only one gauge. In the Battle Menu, choose the second icon from the top with A or C. This will make the dragon fire a volley of lasers at the targets nearest to it. The number of lasers fired this way will increase throughout the game, as it is related to your dragon's model. Alternatively, you can quickly fire the homing lasers by just pressing B, without having to go into the Battle Menu. EDGE'S BASIC ATTACK: THE GUN ============================ This is Edge's basic attack, and it also costs only one gauge. If you select the top icon in the Battle Menu with A or C, an aiming cursor will appear. Press left or right to cycle through the different targets available to you, then press A or C again to fire. Alternatively, you can quickly bring up the aiming cursor by just pressing A, without having to go into the Battle Menu. ITEMS ===== Selecting the third icon from the top of the Battle Menu with A or C will take you to your Item List. Here you can view any healing Elixirs, Berserk refills, combat Chips and other items that you may have picked up. You can use an item by highlighting it and pressing A or C; again, this requires one gauge each time. BERSERK TECHNIQUES ================== Berserk techniques are basically the "magic spells" of Panzer Dragoon Saga, and they can have all manner of different effects. They typically cost two gauges, in addition to a specific amount of Berserk Points (BP). Selecting the fourth icon from the top of the Battle Menu with A or C will take you to your Berserk List. Once there, you can move between categories with LEFT or RIGHT, and select a spell to cast with A or C. See Section 6.05 for more details on the effect of each berserk technique. OTHER BATTLE MENU OPTIONS ========================= There are a couple of other functions that you can access from the Battle Menu as the game progresses: these are changing your gun part, and changing your dragon's class. See the "Battle Menu" description at the end of this section for more details. +-----------------------------------------------------------------------------+ 2: AVOIDING ENEMIES' ATTACKS +-----------------------------------------------------------------------------+ Like you, enemies can only attack every so often, due to gauge charging times. When they do attack, the strength of it often depends on where you are in relation to the enemy. In the middle of the bottom of the screen is the Battle Radar. In any given battle there are four "zones": in front of, behind, to the left of, and to the right of the enemy. These are shown on the radar: the enemy is the triangle in the middle, and you are the golden symbol on the outside. "Up" on the radar is usually the front of the enemy. The colour of each zone on the radar indicates how dangerous it is to be in that zone. You will only risk getting hit by weak attacks in a colourless zone, but in a red zone you face the possibility of extreme damage from a powerful attack. A green zone, however, is a totally safe zone. You can move from zone to zone in 90 degree turns by pressing either LEFT or RIGHT. This does not use up any gauges, as other actions do, but your gauges do not fill while you are moving, so it is best to keep movement to a minimum. +-----------------------------------------------------------------------------+ 3: ATTACKING ENEMIES' WEAK POINTS +-----------------------------------------------------------------------------+ Enemies often have weaker and stronger spots. The zone you are in when you attack them determines where you will hit them, so you might do more or less damage, depending on the enemy. An enemy's actual weak point lights up with a flashing "Weak" symbol when you are looking at it. Not all enemies have weak points, but most larger ones, particularly bosses, do. Shooting at these weak points (and thus defeating an enemy faster and more efficiently) is the key to success in battle. In a similar way, some enemies cannot actually be hurt from a given direction. +-----------------------------------------------------------------------------+ 4: ADVANTAGES AND DISADVANTAGES OF DIFFERENT ATTACKS +-----------------------------------------------------------------------------+ Generally, the dragon's homing lasers are best for taking down groups of enemies, as they can damage many enemies simultaneously. They usually do the best damage to a large single target, too. The lasers cannot be manually aimed, however, and so will always hit the nearest targets. The Gun, on the other hand, can be aimed at specific targets, such as leaders in groups, or a boss' weak point, making it invaluable in those situations. ANTI LASER / ANTI SHOT ====================== Anti Laser enemies are extremely resilient to your lasers, and Anti Shot enemies are likewise very resilient to being shot with your gun. It is of course best to attack such enemies accordingly (with the other weapon). The best way to work out whether an enemy has one of these traits is to aim your gun at it; a flashing "Anti X" tag will replace the normal cursor. +-----------------------------------------------------------------------------+ 5: ABNORMAL STATUS CONDITIONS +-----------------------------------------------------------------------------+ Your dragon's status (usually "Normal") is displayed in the lower right of the screen, above the gauges. Certain attacks from enemies can have a negative effect upon this status. They all wear off after a while, and they never affect Edge's actions (firing the gun and using items). They can all be immediately cured by a certain item, as well (see Section 6.04). Otherwise, they will simply end when the battle does. The abnormal conditions are: STUN ---- Your dragon cannot use its lasers or berserk techniques. All it can do is move. POISON ------ Your HP gradually diminishes. SLOW ---- Your gauges charge more slowly than normal. STOP ---- Your dragon cannot move. It can still use its lasers and berserk techniques, though. PAIN ---- Your defensive power is decreased, so you will take more damage from enemy attacks. BIND ---- Only your first gauge will charge. +-----------------------------------------------------------------------------+ 6: CLASSES OF BERSERK TECHNIQUES +-----------------------------------------------------------------------------+ Following are brief explanations of what the different kinds of berserk technique do. Please see Section 6.05 for much more information on the functions of berserk techniques. ATTACK CLASS ------------ These berserk techniques act vaguely like more powerful versions of your dragon's lasers. SPIRITUAL CLASS --------------- These berserk techniques are usually very powerful, as they do damage to all targets indiscriminately. DEFENSE CLASS ------------- These berserk techniques are typically things like healing spells and shields. AGILITY CLASS ------------- These berserk techniques actually do a variety of different things. +-----------------------------------------------------------------------------+ 7: "CONTINUOUS ACTIONS" +-----------------------------------------------------------------------------+ Quite simply, if you hold a button down during an action or attack, the game will see that button as being "pressed" as soon as the current action or attack has finished happening. In this way, you can execute a series of "continuous actions" with less risk of the enemy getting to do anything in between. This is an extremely useful technique to get the hang of, especially when trying to get good grades in battle. +-----------------------------------------------------------------------------+ 8: PERFORMANCE GRADES AND EXPERIENCE POINTS +-----------------------------------------------------------------------------+ Whenever you win a battle, you will be given a grade based on your performance. The ranking is determined by two things: how quickly you won the battle, and how much damage you took during it. Higher grades earn you more experience points, and sometimes bonus items as well. For more details on experience points, see Section 2.07's explanation of Level Ups. The battle performance grades are: EXCELLENT!! ----------- This is the best grade. You will get the maximum amount of experience points, and sometimes an item as well. GREAT FIGHT! ------------ The second best grade will earn you a good amount of experience points, and again, maybe an item. GOOD FIGHT ---------- The middle grade will earn you only an average amount of experience points. CLOSE CALL ---------- The second worst grade will earn you very few experience points. NARROW ESCAPE ------------- The worst grade will earn you minimal experience points. +-----------------------------------------------------------------------------+ 10: BATTLE MENU SUMMARY +-----------------------------------------------------------------------------+ Pressing START during a battle will open the Battle Menu; you can use C to open it, too, but only if you have one gauge charged. From there, pressing B will return you to the battle. The five stylised symbols of the menu each offer you a different function. Not all of these will be available at the beginning of the game, but they become available when relevant. The symbols' functions are as follows: 1: ATTACK WITH GUN ------------------ This lets you perform Edge's basic attack; refer back to earlier in this section for more details on this. It is much quicker to just press A to fire the gun, however. 2: ATTACK WITH HOMING LASER --------------------------- This lets you perform the dragon's basic attack; refer back to earlier in this section for more details on this. Similarly to Edge's gun, the dragon's lasers can be fired quickly by pressing B. 3: DISPLAY ITEM LIST -------------------- Select this to use items in your possession; each use costs one gauge. Refer to Section 6.04 for details on what specific items do. 4: DISPLAY BERSERK LIST ----------------------- This opens up a list of your berserk techniques. See Section 6.05 for more details on what specific techniques do, and how many gauges they each cost. 5: CUSTOMIZE GUN ---------------- You can change your equipped gun part here, at the cost of one gauge per change. See the explanation of how to do this from your Item List in Section 2.04. 6: SELECT DRAGON TYPE --------------------- You can modify your dragon's Class here, at the cost of one gauge per change. See Section 2.09 for more on this. <<<=========================================================================>>> {2.07} LEVEL UP / MODEL CHANGE <<<=========================================================================>>> Throughout Panzer Dragoon Saga, your dragon grows, becoming ever stronger. This is represented by two things in the game: Level and Model. +-----------------------------------------------------------------------------+ EXP AND LEVEL UP +-----------------------------------------------------------------------------+ As in many role playing games, you gain experience points (EXP) for defeating enemies in battle. When you reach certain predetermined amounts of points, you "go up a level", and your stats generally improve. A Level Up slightly increases your maximum HP, your maximum BP, the power of Edge's gun, and the power of the dragon's homing lasers. You also learn new berserk techniques when you reach certain predetermined Levels. You can check out your current EXP, and see how far along you are to the next Level Up, on the pause menu. The yellow NEXT bar shows this progress. It is worth noting that the enemy (or group of enemies) you have defeated, and your grade for the battle, are the only things that determine the amount of experience points you get. For example, every time you get an Excellent against a pair of Baldors, you will receive the same amount of experience points. +-----------------------------------------------------------------------------+ MODEL CHANGE AND LASER RANK +-----------------------------------------------------------------------------+ Unlike Level Ups, which can occur at different times depending on how well a player is doing, the dragon's Model only improves at certain specific points in the game. (It actually happens after every two "main areas"). With a Model Change, the dragon's form visibly changes, but more importantly its laser rank goes up. With a higher laser rank, not only does your dragon fire more lasers in battle, it can Break certain objects in flight areas which it previously could not. When trying to Break some objects, (for example, the fans at Excavation Site #4,) you will be greeted by a circular symbol split into six segments, some (or all) of which will be filled in green. This symbol denotes the laser rank you must have in order to break the object; for example, four green segments means you must have a laser rank of #4. You start out with a Basic Wing model dragon with a laser rank of #0. Your rank increases by one with each Model Change, to a maximum of #6. Model Changes are noted in the walkthrough. Like Level Ups, Model Changes also increase your maximum HP, maximum BP, gun power and laser power. <<<=========================================================================>>> {2.08} NAMING AND LOOKING AFTER THE DRAGON <<<=========================================================================>>> The first time you examine your dragon at camp, you will be given the choice of naming him or not. It is better to name him, as this will allow you to interact with him when at the camp. When you examine him after he is named, you will be given three options of how to treat him. "Pet" is the choice that yields the best results, but you can only do this once each time you visit the camp. You cannot interact with the dragon at night, either, so if you arrive at your camp during the night you should make use of the "Wait Until Morning" feature in order to be able to pet the dragon before you leave. If you pet the dragon enough over the course of the game, he will eventually learn the hidden "Astral Phantoms" Extra Class berserk technique. Just petting him once each time you go to the Camp should be sufficient, if you visit it regularly. This kindness to the dragon also constitutes your final "Spiritual Closeness" points (see Section 4.27). See Section 6.05 for information on berserk techniques. <<<=========================================================================>>> {2.09} DRAGON CLASSES / "TYPE SELECT" <<<=========================================================================>>> In more traditional role playing games, your character often belongs to a distinctive Class; for example they are a warrior, sorcerer or healer; where each Class has strengths, weaknesses and unique abilities. In Panzer Dragoon Saga a similar Class system exists. It is very unrestrictive, though, as your dragon is not confined to a single Class for the whole game. You can actually change its Class at will, even during battle. The Class feature only becomes available when your dragon evolves into the Valiant Wing model after the Garil Desert (see the walkthrough for details). The reason for this is probably to avoid overcomplicating the beginning of the game for the new player. There are five different Classes of dragon: Attack Class, Spiritual Class, Defense Class and Agility Class, in addition to the default Normal Class. Class (sometimes called "Type") is changed through the "Select Dragon Type" screen, which can be found in the pause menu. That screen can also be reached in battle, from the battle menu (at the cost of one gauge per use; see Section 2.06). On that screen, you change your class by moving the cursor around the circular area, and so determining the amount of points allocated to each Class-related attribute. The attributes are ATT PWR (Attack Power), DEF PWR (Defense Power), SPR PWR (Spiritual Power) and AGL PWR (Agility Power). Whichever attribute you give the most points to becomes dominant, and your dragon becomes that Class. This is shown by the Class name above the stats at the top right-hand corner. Note that you can only be one Class at any one time. The attributes form two inversely related pairs: if you raise your Attack Power, your Spiritual Power decreases, and vice verse. It is the same with Defense Power and Agility Power. This weakening of one attribute to strengthen another is reflected in the different Classes' strengths and weaknesses, as detailed below. If you do not set any attributes particularly high, you will simply have a Normal Class dragon. Note that your dragon's Class only makes any difference in battles. STRENGTHS AND WEAKNESSES ------------------------ The main point of modifying a Power rating is to improve a basic attribute of your dragon, such as laser power, resilience to damage, etc. This is offset by the weakening of another, inversely related attribute. Note that these strengths and weaknesses become more exaggerated the more you change a given Power rating. Also, a dragon can have a high Power rating in one attribute, (such as Agility Power,) yet belong to a different Class, (for example the Attack Class,) because its Power in that other area (Attack Power) is even higher. LEARNING BERSERK TECHNIQUES --------------------------- Each Class corresponds to a category of berserk technique. When you go up a Level while playing with a given Class, you will generally learn new berserk techniques from its category, rather than the others. Note that you do not have to be a given Class of dragon to use berserk techniques from that Class' category. UNIQUE FULL-GAUGE BERSERK TECHNIQUE ----------------------------------- Each Class has a unique Full-Gauge berserk technique. These spells require you to use up all three of your gauges, but they consume no BP. See the descriptions in Section 6.05 for more commentary and details. UNIQUE FULL-GAUGE ABILITY ------------------------- Each Class also has a unique effect which "turns on" as long as you have all three gauges charged. These are usually quite useless, however. If you have three gauges charged at any one time, the best idea is to use them all to just win the battle anyway. EXAMPLE ======= Take a dragon with 200 Attack Power, 175 Agility Power, 25 Defense Power and 0 Spiritual Power. This dragon will have the advantages and disadvantages associated with both high Attack Power and high Agility Power. However, the strengths and weaknesses related to Attack Power will be more pronounced. It will also belong only to the Attack Class. It will learn Attack Class berserk techniques before any others, and will be able to use only the Attack Class' unique Full-Gauge berserk technique and ability. +-----------------------------------------------------------------------------+ NORMAL CLASS +-----------------------------------------------------------------------------+ STRENGTHS AND WEAKNESSES ------------------------ Dragons with fairly even Power ratings are good all-round, with no real strengths or weaknesses. LEARNING BERSERK TECHNIQUES --------------------------- The Normal Class learns new berserk techniques from each category randomly. FULL-GAUGE BERSERK TECHNIQUE: HEALING WING ------------------------------------------ This instantly replenishes 67% of your maximum HP. FULL-GAUGE ABILITY ------------------ As long as all three of your gauges are charged, the Normal Class' HP will gradually replenish. +-----------------------------------------------------------------------------+ ATTACK CLASS +-----------------------------------------------------------------------------+ STRENGTHS AND WEAKNESSES ------------------------ Dragons with a high Attack Power have more powerful lasers than normal. The drawback is that their berserk techniques are weaker, and they also cost more BP. FULL-GAUGE BERSERK TECHNIQUE: ASSAULT WING ------------------------------------------ Activating this will cause your dragon's lasers to become even more powerful. (They will deal roughly 133% of their normal damage.) It lasts until the end of the battle. FULL-GAUGE ABILITY ------------------ As long as all three of your gauges are charged, when you are attacked, the Attack Class will occasionally unleash a "free" volley of lasers as a counterattack. +-----------------------------------------------------------------------------+ SPIRITUAL CLASS +-----------------------------------------------------------------------------+ STRENGTHS AND WEAKNESSES ------------------------ Dragons with high Spiritual Power have more powerful berserk techniques than normal, and they also cost less BP. The drawback is that their homing lasers are weaker. FULL-GAUGE BERSERK TECHNIQUE: BERSERKER WING -------------------------------------------- This instantly replenishes 20% of your maximum BP. FULL-GAUGE ABILITY ------------------ As long as all three of your gauges are charged, the Spiritual Class' BP will gradually replenish. +-----------------------------------------------------------------------------+ DEFENSE CLASS +-----------------------------------------------------------------------------+ STRENGTHS AND WEAKNESSES ------------------------ Dragons with high Defense Power are more resilient to damage than normal. The downside is that their movement is slower. (Note that this doesn't make you move slower outside of battle.) FULL-GAUGE BERSERK TECHNIQUE: PROTECTION WING --------------------------------------------- Activating this will cause your dragon to become even more resilient to damage. (You will take only about 67% of the damage from any attack.) It lasts until the end of the battle. FULL-GAUGE ABILITY ------------------ As long as all three of your gauges are charged, the Defense Class will become more resilient to damage yet again. +-----------------------------------------------------------------------------+ AGILITY CLASS +-----------------------------------------------------------------------------+ STRENGTHS AND WEAKNESSES ------------------------ Dragons with high Agility Power have faster movement than normal. The drawback is that they are less resilient to damage. (Note that this doesn't make you move faster outside of battle.) FULL-GAUGE BERSERK TECHNIQUE: SWIFT WING ---------------------------------------- Activating this will cause your dragon's gauges to charge much faster. (They will charge at roughly 133% of their normal rate.) It lasts until the end of the battle. FULL-GAUGE ABILITY ------------------ As long as all three of your gauges are charged, any abnormal status conditions you have will be cured. <<<=========================================================================>>> {2.10} SETTLEMENTS AND SHOPS <<<=========================================================================>>> As the game progresses, you will come across a few human settlements, each of which you can explore as Edge. A detailed description of each settlement's layout is given in the walkthrough, at the first time you visit it. +-----------------------------------------------------------------------------+ DAY AND NIGHT +-----------------------------------------------------------------------------+ Unique to these areas is that you can visit them at either day or night, and things will be accordingly different. Note that once you are in a settlement, the "day" or "night" time of day will become fixed, allowing you time to explore without things changing. To move from one time of day to the other, simply go to (or Access) the entrance to the settlement, then select the "Wait Until Nightfall" or "Wait Until Morning" option that appears. A quicker way to do this is to just "Go to World Map" from your pause menu. If you then re-enter the settlement, the time will have changed. +-----------------------------------------------------------------------------+ SHOPS +-----------------------------------------------------------------------------+ When you reach settlements, you will be able to buy and sell items at their shops. Though the buying and selling interface is fairly self explanatory, the following details are not pointed out in-game: > Shops are strangely open all through the day and night. > Shops will buy any item in at half the price they would sell it for. > All shops buy and sell items at the same prices as each other. > A shop has an unlimited quantity of any item that it actually has in stock. > You can only carry 99 copies of any item. If you sell an item to a shop, that will not mean that they then have it in stock (if they did not already). Thus, you will not be able to "buy it back" as such. Out of your items that can be sold, all the yellow-symbol items other than Flash Chips, Shield Chips, Power Chips, Armor Chips, Speed Chips and Telepathy Shards are useless, and exist only to be sold. Multiple copies of gun parts and Telepathy Shards, which you can feasibly pick up, are also only good for selling, and can fetch quite high prices. Generally, the only things worth buying at shops are the gun parts that you can get nowhere else (see the walkthrough or Section 6.06 for more details). Things like Elixirs and Chips, while nice, are far from essential once you get the hang of the game. For exact details of what items any shop has in at a given point, see the lists of Section 6.07. <<<=========================================================================>>> {SECTION 3} GENERAL GAMEPLAY ADVICE <<<=========================================================================>>> In this section you will find help on playing the game in general, and advice common to all stages of the adventure. <<<=========================================================================>>> {3.01} ADVICE FOR EXPLORING <<<=========================================================================>>> +-----------------------------------------------------------------------------+ EXPLORING AS EDGE +-----------------------------------------------------------------------------+ TRY TO EXAMINE ANYTHING THAT LOOKS SUSPICIOUS ============================================= The big difference between exploring as Edge and exploring on the dragon is that Edge doesn't have a convenient radar telling him where all the items, switches and doors are. Also, there are far more things that Edge can examine in his areas, though most of them are just for added detail. I have listed the locations of anything and everything that is useful in this FAQ, but if you just want to explore for yourself, be sure to examine anything that looks suspicious. SETTLEMENTS "CHANGE" AFTER YOU COMPLETE CERTAIN TASKS ===================================================== Not entirely obvious is the fact that, as you progress through the game, the world around you is moving through time, and the characters in various settlements are living out their own stories which you can miss entirely if you don't revisit places regularly. A general rule is that most settlements "change" (as in, the people in them start saying and doing different things) when you return from defeating the boss of a main area. It is up to you how important all these little sub-plots and things are, though, as they are the only things not religiously covered in the walkthrough. If you're the kind of player who walks around every town talking to everyone just to absorb as much plot as possible, though, this might be of interest. +-----------------------------------------------------------------------------+ EXPLORING ON THE DRAGON +-----------------------------------------------------------------------------+ KEEP AN EYE ON THE FLIGHT RADAR =============================== While exploring on the dragon, always keep an eye on your radar for Access, Break, Caution and Enter targets. Many of them are almost invisible to the naked eye, and without the radar you would fly right past them. It you simply explore every square of the Field Map while picking up all the items that appear on your radar, you should find everything in every area by default! USE THE FIELD MAP OFTEN ======================= As the flight areas are often huge and are usually quite daunting, you should keep in mind that Y brings up the Field Map of the current area. This is especially useful if you are going for a 100% Field Map Coverage Rate (see Section 4.27), as it will allow you to easily keep track of what you've covered. <<<=========================================================================>>> {3.02} ADVICE FOR BATTLES <<<=========================================================================>>> Though you do not actually get a reward for achieving an "Excellent" grade against each kind of enemy, it is one of the few things the game records: many players will want to get an Excellent against each enemy because of this, if just for the sake of completeness. Also, getting Excellents logically means that you are playing well, and so this section, dedicated to improving your battling skills, deserves a place in the FAQ. Likewise, all battle tactics in the main body of the walkthrough aim to explain not just how to win a battle, but how to get an Excellent for that battle. +-----------------------------------------------------------------------------+ SEQUENCES OF BATTLES +-----------------------------------------------------------------------------+ At some points in the game, you will be forced to fight different groups of enemies one after the other, with no real pause in between. At the end of the sequence of battles, you will only receive one grade, (Excellent, Great Fight, etc.) based on your overall performance in all the battles in the sequence. Your "Data on Defeated Enemies" list will record this same grade for each enemy that appeared in the sequence. For example, assume that you do very well in the first battle of a sequence, and that this battle contains two enemies you have never encountered before. However, you do very badly in the other three battles in the sequence, which contain enemies you have encountered before. You get a "Close Call" grade for the whole sequence. This means that your "Data on Defeated Enemies" will record a Close Call grade for the two new enemies, even though you did very well in that individual battle. +-----------------------------------------------------------------------------+ STARTING ZONE AND STARTING GAUGES +-----------------------------------------------------------------------------+ In a normal, random battle, the "zone" you start in - left, right, front or back - is apparently chosen on a random basis. While this would rarely make a battle much harder, for some reason when you start in front of an enemy, you have no gauges filled, whereas when you start in any of the other zones you start with one full gauge. Starting with no gauges can make it considerably harder to get Excellent grades in certain battles, as it simply increases the amount of time it takes for you to win. Also, when you start in front of an enemy, with no gauges filled, the enemy apparently has one of their own invisible gauges filled, making the battle that little bit trickier. This makes it genuinely hard to get an Excellent against certain enemies, such as the Pattergo/Pattergen groups at Excavation Site #4, but the only thing you can do is keep getting ambushed and hope that you won't "start in front" next time. Note that for bosses and non-random battles, the starting positions appear to be fixed. +-----------------------------------------------------------------------------+ STATUS CLEAR +-----------------------------------------------------------------------------+ This (fairly uncommon) enemy attack does not actually damage you, but it removes any helpful effects from the following sources: > Shield Chip item / Shield berserk technique > Power Chip item / Assault Wing berserk technique > Armor Chip item / Protection Wing berserk technique > Speed Chip item / Swift Wing berserk technique > Vengeance Orbs berserk technique > Astral Phantoms berserk technique +-----------------------------------------------------------------------------+ ADVICE FOR GETTING THE "EXCELLENT" GRADE +-----------------------------------------------------------------------------+ An Excellent grade is given out when you defeat a given enemy (or group of enemies) extremely quickly and with minimal damage received. Thus, the key to getting these grades is learning the quickest way to defeat an enemy, and learning the enemy's attack pattern so as to not get hit by it. As the attack patterns of all the enemies in the game are well documented in the walkthrough, the biggest hurdle is knowing how to conserve time while fighting. Tips on doing this follow. KEEP MOVEMENT TO A MINIMUM ========================== The most obvious piece of advice is to keep movement to a minimum, as while moving your gauges will not charge. As movement increases the amount of time it will take for your gauges to charge, so it increases the amount of time it will take for you to defeat an enemy with them. Of course, a balance must be struck between staying still to charge gauges, and staying out of danger. The rule is almost certainly "move only when necessary" (e.g. because the zone you are in has become dangerous). "PREPARE" FOR BATTLES ===================== Another method of "saving time" is to not waste gauges on unnecessary actions. This is best achieved by limiting the amount of things you need to do in a battle. You can actually do many of the things you may find yourself wanting to do in a battle before you even start it. For example, you can use a HP replenishment item from the normal pause menu, rather than wasting gauges and time doing it during a fight. The pre-battle possibilities, which can all be sorted out from the pause menu, are as follows: > Using HP/BP replenishment items > Using HP replenishment berserk techniques > Changing your gun part > Changing your dragon's Class YOU CAN JUST ANNIHILATE WEAK ENEMIES WITH BERSERK TECHNIQUES ============================================================ If you're having trouble getting an Excellent against some normal, easy enemies, remember that you can resort to extreme measures just to secure the grade. Though you can achieve an Excellent against almost all of the enemies in the game with just the gun, homing lasers, a decent Level and some practice, decimating a group of small enemies with an Armageddon or Dragon Phoenix can save a lot of time and effort. GET THE HANG OF "CONTINUOUS ACTIONS" ==================================== The act of holding a button down during an action taking place, so that you will perform its action immediately afterwards, can be vitally important. See the entry in Section 2.06 for more details. <<<=========================================================================>>> {3.03} BATTLE TACTICS REFERENCED IN THE WALKTHROUGH <<<=========================================================================>>> Some vaguely complex battle tactics are used repeatedly in the walkthrough. To save time, I have simply described the relevant tactics here, and referenced this section whenever they are used. +-----------------------------------------------------------------------------+ THE "CHAIN SHIELDING" TACTIC +-----------------------------------------------------------------------------+ In a few battles, the Excellent time limit is very easy to meet, but not taking so much damage that you loose the Excellent can be much harder. One technique I have found useful, though it is rarely resorted to in the walkthrough, is something I call "Chain Shielding". The "Shield" berserk technique has one of the most powerful effects in the game, in that it simply stops you from taking damage. The Shield itself lasts for roughly the time it takes you to charge four gauges. This means that, if you set up a Shield and then play so you have two gauges available by the time it runs out, you can keep renewing it, and so basically render yourself invulnerable. A good way to do this is to consider your gauges as charging in cycles of four. Use the first and second gauges in each cycle to replace your Shield, and the third and fourth ones to attack the enemy, then repeat. Of course, this uses up large amounts of time and BP. However, if damage seems to be the only thing stopping you from getting an Excellent in a given battle, it might be the best course of action. +-----------------------------------------------------------------------------+ THE "CARRY TWO GAUGES OVER" TACTIC +-----------------------------------------------------------------------------+ This tactic is very useful, but it only applies to sequences of battles. It can often be dangerous to wait around charging gauges while fighting more powerful enemies, particularly in some battles where there are no safe zones at all. However, when a weaker, safer enemy appears before one of these more dangerous enemies in a sequence, there is something extra you can do to minimise the danger to yourself. If you are in a completely safe situation fighting the weaker enemy, just charge up all your gauges while fighting it. If you then keep using only your third gauge to defeat this enemy, you will carry your two full gauges over to the battle with the more dangerous enemy. This will not take up any extra time overall, so it can never hinder you in getting an Excellent. Details of good times to do this are listed in the battle tactics within the walkthrough. <<<=========================================================================>>> {SECTION 4} WALKTHROUGH <<<=========================================================================>>> If you are looking for something specific, please see Section 6 for lists of all the hidden (and commonly missed) items, enemies, etc. You can then search the walkthrough for them using Ctrl + F. I have purposefully avoided putting storyline information into this walkthrough (where possible), as it seems to spoil things more than it benefits. <<<=========================================================================>>> {4.00} USING THIS WALKTHROUGH <<<=========================================================================>>> WALKTHROUGH LAYOUT ================== Panzer Dragoon Saga spans four discs, and the structure of the adventure is worth clarifying before the walkthrough begins. You explore the game world, gaining access to more and more areas as you progress, in the same way you would with most RPGs. However, as you move from disc to disc you will find that you are progressing through time in the game world, as well. There are many events that only occur at a certain time, areas that you can never return to, and items that cannot be found after a given point. Though nothing vital to finishing the game "vanishes" in this way, many, many hidden items, conversations and enemies are only accessible for a short time, and then are gone. This walkthrough follows the adventure in chronological order. It covers any secret, enemy or item that you could miss AT THE EARLIEST TIME YOU COULD ENCOUNTER IT. If you were to follow it through from beginning to end, you would be in the right place at the right time to successfully "do" everything, essential and hidden alike. The sections I have divided the walkthrough into are based on the main areas of the game (Valley, Garil Desert, Forbidden Zone, etc.) and the specific "time periods" between them. An area is described in the most detail the first time you will visit it; after that it is assumed that you are familiar with the area. Particularly, the layouts of settlements are described only on their first appearance in the walkthrough, so refer back to earlier on if you are unsure about where something is. If you are interested, actions vital to completion of the game are DOUBLE UNDERLINED ================= whereas things you could miss or skip are only SINGLE UNDERLINED ----------------- BATTLE TACTICS ============== All battle advice in this walkthrough assumes that you are fighting with a Normal Class dragon, and that you are not at an unusually high or low Level for a given point in the game. It is much simpler for the purposes of this guide to explain how to get an Excellent against the huge rage of enemies with just the dragon's core form. Though experimentation with the various dragon Classes can yield worthwhile results, the Normal Class dragon is capable of taking on the entire game while never getting hindered by a troublesome drawback. The best tactics rarely differ that much from Class to Class, either. The battle advice also assumes that you have collected all of the gun parts and Extra Class berserk techniques you could have up to a given battle. This is not too hard, though, and rarely will an obscure item make any difference to tactics. Where it is realistically possible to get an Excellent in a battle using only your basic gun and laser attacks, these are the tactics I have given. It seems pointless to expend BP when you do not need to. If you start depending on berserk techniques too heavily, it will lead to you first having to use up items, then return to camp repeatedly to replenish your BP. I have also avoided giving tactics that rely heavily on items, where possible. Hopefully this will make it easier to just use the tactics as a general reference, even when you haven't picked up certain items or learned certain berserk techniques. Tactics for every different kind of battle in the game are given in this walkthrough, but note that a battle's name (e.g. "Aerial Battle Group") does not always correspond to the enemies in it. The exact enemies present in any battle (as recorded in the "Data on Defeated Enemies" gallery) are listed in [square brackets] to the right of the battle's name in the walkthrough. CHANGING YOUR GUN PART ====================== Within the walkthrough, indications that you should change your gun part to a different one, in preparation for upcoming battles, appear in this format: >>> Equip your MAULER <<< <<<=========================================================================>>> {4.01} BEGINNING OF DISC 1 <<<=========================================================================>>> SOLDIER GUIDE AND INPENIA COIN ============================== You begin the game with these two items. The Soldier Guide is a book that contains some useful background information about the Empire and the world in general. The Inpenia Coin, however, is apparently useless. It is the currency used by the Empire; but the game takes place in an area of the world called the Frontier, where people trade in dynes instead. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< RUINS - BOTTOM FLOOR >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< This is a short introductory area where you control Edge. The place is really just a corridor that opens out into a large room. There are two item boxes on the left side of the room, and an elevator at the far end. If you explore the room, you will find that there is a "Dragon Crest" high on the wall to the right. The Dragon Crest will make more sense later; or it might mean something to you already if you have finished Panzer Dragoon 2: Zwei. SHELL PLATE x 1 --------------- You can find one of these useless items in the first item box you come to. Like many other useless things, though, Edge can sell it later on when you reach a settlement. HAND GUN AND ELEVATOR KEY ========================= The item box nearest the elevator contains these essential items. UNLOCK THE ELEVATOR AND RIDE IT =============================== When you have the Elevator Key, access the elevator's two green-tinged locks to unlock it. You will be unable to return here after you use the elevator, so be sure that you are ready to progress. Walking onto (or examining) the elevator and choosing "Ride the Elevator" will start a cut-scene, in which you will acquire the dragon. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ABOVE EXCAVATION SITE >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< An introductory area for the dragon, this valley forks into two paths, and then rejoins at the far north where the exit is. You should explore both routes, and collect all the items you can before progressing. NOTE: HANGING BOXES ------------------- The Accessible boxes hanging from lines across the valley, which appear to do nothing, can actually be opened. If you keep Accessing them rapidly, they will drop from their lines, releasing either a useless (but sellable) item or a flock of birds. FIELD MAP --------- The Field Map can be found at the beginning of the right-hand path when the valley forks. ANCIENT RECORDING DEVICE ------------------------ There is a save point to the north, after the two routes join again. GO TO THE EXCAVATION SITE ========================= The exit is at the north end of the area, and going through it will take you to the Excavation Site. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< EXCAVATION SITE >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< This is where Panzer Dragoon Saga's introduction opened, but it has been heavily damaged by the earlier attack. The entrance to the ruins is sealed by rubble, leaving you with only a small plateau to explore. DINYS CHIP x 1 -------------- You can find a useless Dinys Chip in a brown container to the left of the blocked entrance. STOLARIUM x 1 ------------- A Stolarium is in another container, to the right of your fallen Captain. LEADER'S NOTE AND WORLD MAP =========================== Your Captain will be laying on the floor off to the right of where you start. As soon as you examine him, a cut-scene will begin and you will leave the area, so do any exploring before you do this. During the cut-scene, he will give you the Leader's Note and the World Map. The Leader's Note is his diary, and it contains some more background information. NOTE: USING THE WORLD MAP ------------------------- The World Map enables a feature in the pause menu that allows you to travel between different places. You can use it by selecting "Display Map" then "Go to World Map". When the cut-scene has finished, you will find yourself at Excavation Site #4, but you can come back here whenever you want by using the World Map. <<<=========================================================================>>> {4.02} VALLEY <<<=========================================================================>>> TUTORIAL 1 ========== When you first arrive at Excavation Site #4 you will be given an "About the Battle System" tutorial, explaining the basics of combat. If you want to revisit this training later in the game, it can be reached from the main menu by selecting "Tutorial 1". Alternatively, the battle system is described in detail in Section 2.06 of this FAQ. +-----------------------------------------------------------------------------+ EXCAVATION SITE #4 +-----------------------------------------------------------------------------+ This is the first full exploration area in the game, and the first place you will be attacked by enemies. There are numerous pieces of excavated junk lying around the site, many of which can be Accessed. They often contain useful items, so just Access anything that appears on your radar. The valley you are in winds north, and there are three minor passages in the valley's sides. Explore them all to find even more items. NOTE: TELEPATHY SHARD --------------------- You can find a Telepathy Shard on the ledge behind you when you enter the area. Though it is listed on your pause menu with all the useless items which are only good for selling, the Telepathy Shard has a purpose. While carrying one, your radar will change colour to show the likelihood of you getting attacked by enemies at any given time. Blue means that you are completely safe; yellow indicates that an attack is possible; red indicates greater danger; and flashing red means that there is extreme danger of you getting attacked. As long as you carry at least one Telepathy Shard, this information will remain available, so never sell your last one. ------------------------------------------------------------------------------- ENEMY: PATTERGO [Pattergo x 4] or [Pattergo x 3, Pattergen x 1] ------------------------------------------------------------------------------- These are probably the first enemies you will encounter. Pattergos can only attack to the front; stay anywhere else and you will be safe. Use your dragon's lasers to target and damage the whole group at once. Pattergos will often be lead by a Pattergen, which has the power to replenish the HP of its companions. To get an Excellent rank against a group with a Pattergen, you must kill them all without being hit, and very quickly (you have time to charge two gauges). This is only really feasible when you randomly start the battle with a full gauge. See Section 3.02 for more information on this. ------------------------------------------------------------------------------- ENEMY: BALDOR [Baldor x 1] or [Baldor x 2] ------------------------------------------------------------------------------- The only safe spot when fighting Baldors is at their rear, and they will reposition themselves to get you into their danger area. Circle behind them when necessary, and use your dragon's lasers to deal the most damage. It's easier to get an Excellent against the single Baldors found in this area, rather than the pairs that appear later in Canyon Deep Gulch. If you don't get hit and you defeat it quickly (with your first volley of lasers) you'll get the Excellent every time. This is only really possible if you're at Level 2 or above, and don't start in front of the Baldor. NOTE: UNBREAKABLE FANS ---------------------- The giant fans in this area can be destroyed only when you have a laser rank of #6, so to do so you must return here at a much later time. (Your current laser rank is #0.) FIELD MAP --------- The Field Map can be found outside the exit of the third minor passage you come to. DEACTIVATE THE WIND NET ======================= In the north, where the valley finally forks, a "wind net" of fans blocks your way east. Its control panel is in a passage to the west of the net. Enter it, and Access the control panel to deactivate the fans. ANCIENT RECORDING DEVICE ------------------------ There is a save point near the Wind Net. GO TO CANYON DEEP GULCH ======================= The exit is beyond the wind net, and leads to Canyon Deep Gulch. +-----------------------------------------------------------------------------+ CANYON DEEP GULCH +-----------------------------------------------------------------------------+ The second of the two Valley areas, Canyon Deep Gulch's dark canyons give way to beautiful lakes as you progress north. There are none of Excavation Site #4's scaffolding towers or Imperial machines here; this is a more natural environment, with a larger variety of monsters. A passage beneath the waterfall after the first Baldor Queen is the beginning of a route fork, but you should explore both routes anyway to gather as many items as you can. RECORDER -------- This can be found and listened to if you Access the wrecked battleship near the start. ------------------------------------------------------------------------------- ENEMY: GELATA URCHINS [Gelata Urchin x 2] ------------------------------------------------------------------------------- The Urchins will constantly turn to face you, rotating the safe and unsafe areas, so reposition yourself if necessary while you charge your gauges. When they turn you'll see that their front is a weak point, so use your gun on it straight away. You can do more damage with the dragon's lasers, but remember that they will only ever hit the Urchin closest to you. As long as you do not get hit or waste time, you should get an Excellent for this battle. FIGHT THE FIRST BALDOR QUEEN ============================ You will have to fight a Baldor Queen sub-boss when you reach the big waterfall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: BALDOR QUEEN =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Its weak point is the thing hanging beneath it, which you can only hit from the front and back; your lasers will do the most damage to it, so laser it repeatedly as soon as the battle begins. The Queen can only attack to the sides, but it will quickly release a group of baby Baldors to cover the front and back (where you should be). They can only alternate between these two places slowly though, so keep moving from front to back and they will have to reposition as well, giving you a chance to get some damage in while they do. Watch the changing red zone of the radar to see when to move again; keep dodging and lasering until the Baldor Queen is defeated. Killing the baby Baldors is pointless as the Queen will just make more. They can get in the way of your lasers too, so be careful not to shoot when they are between you and the Queen, or when they are moving into that position. With these tactics, you should be able to get an Excellent in this battle. ENERGY PRISM BERSERK TECHNIQUE AND D UNIT 02 ============================================ This Extra Class berserk technique, and D Unit 02, can be found in the passage behind the waterfall. See Section 6.05 for information on the Energy Prism. ------------------------------------------------------------------------------- ENEMY: MAGNATA & GELATA URCHINS [Gelata Urchin x 1, Magnata Urchin x 1] ------------------------------------------------------------------------------- These groups containing Magnata Urchins appear after the first Baldor Queen. Though more powerful than the normal Urchins, they can be defeated in the same way. NOTE: FISH ---------- Unlike most of the game's Access targets, the fish swimming in the lakes don't do anything important; they just flip out of the water. FIGHT THE SECOND BALDOR QUEEN ============================= A second Baldor Queen will block your way just after the two paths of the valley meet again. It can be defeated in exactly the same way as the first. LEAVE THE VALLEY ================ The exit is at the north end of the area, behind a waterfall. You will find yourself in a passage; pass through this to confront the Arachnoth boss. ANCIENT RECORDING DEVICE ------------------------ There is a save point in the tunnel leading to the Arachnoth. =============================================================================== BOSS: ARACHNOTH =============================================================================== In the Arachnoth's first phase, the only danger area is in front of it, and its back is a weak point. However, it is positioned near a wall, making it impossible for you to just fly behind it. Go next to the wall to trick it into turning one way, then quickly circle round to its exposed back and use your lasers to do maximum damage. When it turns again, stay where you are and wait for it to turn right around to face you. Then quickly move around behind the Arachnoth again and repeat the lasering process. Eventually the Arachnoth will become "enraged". In its second phase, everywhere but behind the Arachnoth is a danger area. If you try to go near the wall again to trick it into exposing its back, it will use its powerful Devour attack on you. The Arachnoth turns too quickly for you to sneak behind it now in any case, so new tactics are necessary. If you stay away from the wall, the Arachnoth will charge you; this attack will cause it to smash into the opposite wall, knocking itself unconscious and exposing its weak points for some time. This allows you time to do some damage with your lasers. When it wakes up, if you stay where you are (away from the wall) it will charge you again, and knock itself unconscious on the other side. You can then laser it some more. Repeat this process until the Arachnoth is defeated. Despite the damage you will take, you will get the Excellent grade if you fight quickly and efficiently, defeating the Arachnoth before the third time it charges you. <<<=========================================================================>>> {4.03} AFTER THE VALLEY <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< VILLAGE OF CAINUS (CAMP) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< AGREE TO TAKE GASH ACROSS THE DESERT ==================================== When you try to leave the camp or talk to Gash, he will ask you for a lift across the desert. If you repeatedly say no, he will repeatedly tell you that he can give you vital information, so you have no choice other than to agree. Gash will then insist that you talk to him about the desert before you leave. He actually does have useful information, but the only thing you have to ask him about is "Crossing the Garil Desert". ELIXIR MINOR x 3 AND BERSERK MICRO x 3 (GIFT FROM GASH) ------------------------------------------------------- Stop talking to Gash, then start again, and he will give you three Elixir Minors and three Berserk Micros. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ABOVE EXCAVATION SITE (After the original visit) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< REACH CONANA'S NEST ------------------- If you return here later on after your original visit, you will be able to Access the birds in the left path of the valley. Do so to be guided to the Conana's Nest. +-----------------------------------------------------------------------------+ CONANA'S NEST +-----------------------------------------------------------------------------+ This is a very small hidden area, but it contains two very useful items; a D Unit and an Ambrosia. Make sure you make the whole Field Map area blue, as well, as it counts towards you total coverage rating. D UNIT 01 --------- The first D Unit is here. <<<=========================================================================>>> {4.04} GARIL DESERT <<<=========================================================================>>> +-----------------------------------------------------------------------------+ WORM LAIR +-----------------------------------------------------------------------------+ This is the first area of the Garil Desert, populated by giant sandworms and many less friendly creatures. The wreckage of an ancient ship and the pillars of a forgotten ruin decorate the dunes. FIELD MAP --------- The Field Map for the whole Garil Desert is just next to where you enter the area, to your left. ------------------------------------------------------------------------------- ENEMY: NANYD SWARM [Nanyd x 19, Nanyd Queen x 1] ------------------------------------------------------------------------------- If you don't start with a full gauge, move behind the swarm where it is safe to charge it. Use your gun to single out and shoot the Queen; she is easy to spot, as she has an "Anti Laser" warning when you aim at her. Killing her will cause the other Nanyds to scatter, giving you an easy victory. If you didn't start with a full gauge, however, you won't be quick enough for the Excellent. ------------------------------------------------------------------------------- ENEMY: STRYDER PACK [Stryder x 4, Stryder Hunter x 2] ------------------------------------------------------------------------------- Stay to the sides or front of the pack (out of the danger zone) while charging your gauges. When the Stryders move in front of you, showing their weak spots, use your lasers on them. If you run out of gauges before they are all destroyed, move to safety to charge up again, and repeat as necessary. Occasionally your lasers will target badly, hitting multiple Stryders instead of concentrating fire on two at a time. This slows you down, but if it doesn't happen you should get the Excellent easily. Note that randomly starting the battle without a gauge also makes it harder to get the Excellent. ------------------------------------------------------------------------------- ENEMY: STRYDER SCAVENGERS [Nanyd x 10, Stryder Hunter x 3] ------------------------------------------------------------------------------- One of the Worm Lair's less common battles, Stryder Scavengers appear more frequently the further you get through the desert. If you want an Excellent against every kind of enemy, you don't actually need one in these battles, as both Nanyds and Stryder Hunters appear in easier groups in this area. If you do end up fighting Stryder Scavengers, stay to the unsafe sides until you've charged three gauges. You will probably take some damage from the Nanyds while you do this, but it shouldn't matter. When you are fully charged, move behind the group where you can see the Stryder Hunters' weak points, and pick each of them off with your gun. This will leave only the Nanyds, but strangely, as there is no Queen, you cannot make them scatter. Just stay in the new safe zone behind the group and repeatedly laser them until they are all destroyed. If you win the battle fast enough, you will get the Excellent grade. Note that it is much harder to get the Excellent if you randomly started the battle in front of the group, without a gauge. NOTE: SUNKEN SHIP ----------------- You cannot Break your way into the sunken ship (in the middle of the area) until much later on, when you have a laser rank of #6. OPEN THE SECRET WORM PASSAGE ---------------------------- In the southwest of this area there is a sealed passage, with three large ruined arches nearby. Fly through the arches to make a red worm appear; it will break open the entrance to a hidden area. +-----------------------------------------------------------------------------+ SECRET WORM PASSAGE +-----------------------------------------------------------------------------+ Three Shield Chips can be found in this small hidden area. +-----------------------------------------------------------------------------+ NOTE: SANDWORMS --------------- The giant sandworms (with Caution warnings) never do anything when you Access them. D UNIT 03 --------- The third D Unit is in an item box in the east of the Worm Lair. FIGHT THE LATHUM AND OPEN THE PASSAGE ===================================== In the southeast of the Worm Lair there are a group of orange mounds with a Caution warning. If you Access them, you will end up fighting the Lathum sub- boss. If you are determined to get an Excellent grade for the Lathum, you should definitely save your game before you do this. There is no flawless method of getting an Excellent against this sub-boss, so you may have to restart. After you have won the battle, a worm will appear and break open the entrance to the desert's first passage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: LATHUM =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To defeat the Lathum quickly, you need to find its weak point; this is underneath one of the lumps on its back. You can destroy these with attacks, but areas where the lumps have been broken will change from being unsafe to dangerous - the Lathum can use its Scalding Breath move from the revealed holes. You should use your lasers to break many lumps quickly, so as to find the weak point as soon as possible. If you don't find the weak point after one volley of lasers, move out of the dangerous zone you've just created, and try lasering another group of lumps. When you find the weak point, get into a safer zone and repeatedly shoot it with your gun. The problem with getting an Excellent grade here is that, if the weak point is under the last group of lumps that you destroy, you will already have turned all zones red and dangerous. This will normally result in you taking too much damage to get the Excellent grade, so be prepared to restart if this happens (and you are bothered about the grade). After some time, the Lathum will cause a Mucus Shift, repairing all the holes and moving the weak point to a new location. When this happens, just uncover the weak point as before. As there are no safe spots while fighting the Lathum, being quick and minimising damage through these tactics is all you can really do. +-----------------------------------------------------------------------------+ PASSAGE +-----------------------------------------------------------------------------+ GO TO THE GREEN OASIS ===================== This tunnel joins the Worm Lair to the next area, the Green Oasis. +-----------------------------------------------------------------------------+ GREEN OASIS +-----------------------------------------------------------------------------+ In the centre of the second Garil Desert area is the Green Oasis itself. South of it are patches of quicksand, and to the east strange desert plant life grows around an inactive ruin. ------------------------------------------------------------------------------- ENEMY: HOPPERS [Hopper x 3] ------------------------------------------------------------------------------- Hoppers appear in groups of three. They constantly turn, shifting the safe and unsafe zones, so try to stay out of danger. Charge your gauges, and wait for them to do the turning. Whenever a Hopper has its weak point exposed to you and you have a gauge charged, pick it off with your gun. When only one Hopper remains, move in for the kill as soon as you have a gauge charged. Kill the group efficiently and without being hit and you will get the Excellent, though sometimes the timing can be difficult. ------------------------------------------------------------------------------- ENEMY: PLUDGER [Pludger x 1] ------------------------------------------------------------------------------- The only safe zone is behind the Pludger, but that will turn unsafe when you move into it. The Pludger's back is also its weak point. You should shoot it with your gun, as lasers often target the surrounding Nanyds instead; killing them is pointless as the Pludger will just summon more. When you kill a Pludger, it will explode in a cloud of acid, killing the Nanyds. If you don't start in front of the Pludger, you should be able to kill it with your first volley before you get hit. This will get you the Excellent grade. ------------------------------------------------------------------------------- ENEMY: NANYD SWARM (All Queens) [Nanyd Queen x 10] ------------------------------------------------------------------------------- Occasionally you will fight a Nanyd Swarm composed entirely of Nanyd Queens. You don't really need to worry about getting an Excellent against there groups, though, as you should already have an Excellent against Nanyd Queens from fighting the regular swarms. To just defeat them without wasting any resources, first charge your gauges behind the group. Even though the Queens are Anti Laser, your lasers will kill them faster than your gun, simply because they can hit multiple enemies simultaneously. Just keep to the green zone and keep lasering, and you will defeat them safely. With the whole swarm being Queens, there is no way to make them scatter. ACTIVATE THE RUIN IN THE OASIS ============================== When you first come to the oasis itself, Gash will point out the strange ruin blocking the passage beneath. If you Access it, it will start to flash, and Gash will prompt you to find the ruin linking to it. ANCIENT RECORDING DEVICE ------------------------ There is a save point by the oasis. OPEN THE SECRET WORM FAMILY PASSAGE ----------------------------------- In one of the quicksand pools to the south, a baby worm (with a Caution warning) is trapped. Access him regardless and you will save him from the sand, causing another worm to appear and open a hidden area for you. +-----------------------------------------------------------------------------+ SECRET WORM FAMILY PASSAGE +-----------------------------------------------------------------------------+ MAULER GUN PART --------------- This hidden area contains the Mauler, an attachment that makes your gun 20% more powerful. As it is strictly better than your normal gun, you should equip it from your item list straight away. See Section 6.06 for more information on gun parts. From now on, look out for the following indications to change to a certain gun part, (if you haven't changed to it already): >>> Equip your MAULER <<< +-----------------------------------------------------------------------------+ KUO POLLEN ---------- If you Access the strange plants in the Garil Desert, one will release some Kuo Pollen, which you can collect by Accessing it when it falls to the ground. This item allows you to "lock" the flying speed of your dragon by pressing the L button while moving. NOTE: MULTIPLYING KUO PLANTS ---------------------------- When Accessed, a Kuo plant emits a white seed that drifts upwards into the air. If you Access the plants in this way, try leaving the area and then returning. You will find that new plants have grown from the seeds, at both the Green Oasis and the next area, the Blue Ruins. DESTROY THE RUIN IN THE OASIS AND ENTER THE UNDERGROUND PASSAGE =============================================================== To destroy the ruin and drain the oasis, Break the relic in the northeast amidst the Kuo plants after Accessing the oasis ruin. This will cause the oasis ruin to be destroyed; beneath it is the entrance to the Underground Passage. +-----------------------------------------------------------------------------+ UNDERGROUND PASSAGE +-----------------------------------------------------------------------------+ PROCEED TO THE BLUE RUINS ========================= This tunnel links the Green Oasis to the next area, the Blue Ruins. +-----------------------------------------------------------------------------+ BLUE RUINS +-----------------------------------------------------------------------------+ In this final area of the desert, a winding canyon with natural rocky arches leads north to another desert plain. The Blue Ruins themselves reside in the centre of the area, but they are currently half buried beneath the sand. ANCIENT RECORDING DEVICE ------------------------ There is a save point in the canyon leading to the ruins. D UNIT 04 --------- The fourth D Unit is directly north of the ruins. UNEARTH THE BLUE RUINS ====================== If you repeatedly Access the buried ruins, Gash will eventually tell you of a device the Seekers dug up nearby that could create tornadoes. There are two ancient relics with Caution warnings in the northeast and northwest of the main area. Accessing them will summon the tornado, and this will clear the sand away from the Blue Ruins. ENTER THE BLUE RUINS ==================== It is a very good idea to use HP replenishing berserk techniques or items to ensure that you have full HP before entering the uncovered ruins. When you do, you will leave the area and face the Gigra boss. =============================================================================== BOSS: GIGRA [Gigralyph / Gigra / Hunter Gigra / Fighter Gigra / Swift Gigra] =============================================================================== Note that it is much harder to get the Excellent grade against this boss if you didn't pick up the Mauler gun upgrade at the Green Oasis. In the first phase of this battle, the defenceless Gigralyph cannot fight back. It is a good idea to use the "Carry Two Gauges Over" tactic (described in Section 3.03) here. Just keep lasering the Gigralyph and it will eventually summon the more powerful Gigra. The Gigralyph will now noticeably take damage when you hit it; keep lasering it until the Gigra emerges from the sand. Again, keep using the "Carry Two Gauges Over" tactic. When the Gigra does emerge, start shooting the weak Gigralyph with your gun instead, to guarantee hitting it and not the Gigra. All zones are unsafe, so there is no point in moving. You should be able to damage the Gigralyph enough to end this phase before you get attacked, even while limiting yourself to only your third gauge in this way. When the Gigralyph's HP drops to zero, it will "metabolize" with the Gigra, becoming a single entity. In this Mobile Form, the safe zone is behind the Gigra, but it will constantly reposition to try and get you into an unsafe zone. The best approach is to simply keep to the safe zone behind the Gigra to charge your gauges, and wait for it to reposition completely so that you are in front of it. If it repositions to your side, simply move to the rear again. When it does move you around to its front, you will be able to hit the Gigra's weak point, its head; your gun is best to concentrate fire on it. When you have no more full gauges, move around behind it again, and repeat the process. It is imperative, particularly if you are at a lower Level, that you do not risk trying to move yourself to the front. This will usually result in you being hit by a volley of Spears, either on your way there, or on your return journey to the safe point at the rear. Be patient; the time you use up will harm your grade much less than the damage you would otherwise take. If you are a at a reasonably high Level, you might be able to lower the Gigra's HP to zero very quickly, in which case it will morph straight into its final Complete Form. If you are slower, however, it will perform an unavoidable Quake / Cave-In attack, and will then morph into its Defensive Form. Against the Defensive Form there are no safe zones, only the unsafe sides and rear, and the dangerous front. The Gigra's weak point is still its head; however, if you move to its front to try and shoot it, the Gigra will shield itself with its arms. Instead, stay out of the danger zone to charge a gauge, and shoot an arm from the side with your gun (they are Anti Laser) to paralyze it. With one arm paralyzed, you will be able to move to the front and shoot the unshielded weak point with your gun. Charge all three of your gauges in a safer side zone, do this, then move to a side zone again and repeat if necessary. You should be able to deplete the Gigra's HP quickly, if you get to this phase at all. It will then morph into its Complete form. The exact same tactics that worked against the Mobile Form can be used to defeat the Complete Form. It has more powerful attacks than the other forms, and more HP than anything you will have encountered so far, but eventually it will be defeated. Using these tactics, and having the Mauler from the Green Oasis, should be enough to get you the Excellent grade. Note that the Gigra's Defensive Form, the "Fighter Gigra", will be added to your "Data on Defeated Enemies" gallery regardless of whether or not it got to morph into that form during the battle. VALIANT WING - LASER RANK #1 ============================ After the battle your dragon will evolve to the Valiant Wing model, which has a laser rank of #1. For more information on Model Changes such as this, see Section 2.07. Additionally, you now have the ability to change your dragon's Class with the Type Select feature, which Tutorial 2 will teach you about soon. For more information on this, refer to Section 2.09. <<<=========================================================================>>> {4.05} AFTER THE GARIL DESERT <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CAMP (After the Garil Desert) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< GASH DEPARTS ============ Gash will leave you at this stage, but first he will direct you to a nearby caravan, and give you a pendant that will identify you as one of his friends. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< GARIL DESERT (After the original visit) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: SAND MITES [Sand Mite x 6] ===---===---===---===---===---===---===---===---===---===---===---===---===---= If you return to the Garil Desert after defeating the Gigra, this rare enemy can be found at the Blue Ruins. They can ambush you in four locations, which are in roughly the four corners of the area around the ruins. The spots can be identified by your radar turning yellow. Sand Mites are easily defeated. In general, keep to the safe zone behind them to charge your gauges. When the group moves behind you, unload your gauges by lasering their revealed front weak points. Move to the back again when you need to recharge, and repeat until they are mostly destroyed. When only a lone Mite survives, use your gun instead to concentrate fire on its weak point. If you use these tactics, you should be able to win the battle quickly without even being hit, easily achieving an Excellent. It is certainly worth fighting a few Sand Mite groups before you move on, as the 540 EXP you get for the Excellent grade is huge compared to what you usually get this early in the game. The next highest amount you could have had from a normal enemy up to now is just 101 EXP from an Excellent against a Pludger. Unlike Pludgers, though, you can fight Sand Mites specifically as often as you want. It's a good idea to keep fighting Sand Mites at least until you stop going up a level after every battle. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (After the Garil Desert) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< This is a travelling caravan, populated by a nomadic people who hunt the world's monsters. The caravan is not very large, comprising three tents and a small outside area. However, no one in the caravan will talk to you at first, treating you as if you were some kind of enemy. MEET AN'JOU AND GET DIRECTIONS TO THE FORBIDDEN ZONE ==================================================== In the right-hand yellow tent you will find the caravan's leader, An'jou. On seeing Gash's pendant he will befriend you, and will point you in the direction of the Forbidden Zone. That is where Craymen appears to have gone. It turns out that the caravan has recently been robbed by Craymen's men, and the other residents have been mistaking you for one of them, hence their unfriendly behaviour. From now on you will be able to speak to them normally, and also visit the caravan at night. ------------------------------------------------------------------------------- CARAVAN TOUR AND CHARACTER LIST ------------------------------------------------------------------------------- You enter the caravan from its fenced-in outer area, with a purple tent ahead of you, and two yellow tents to your right. The purple tent houses Baicah's shop; see Section 6.07 for lists of what shops sell at given times. The two yellow tents are the homes of its other residents. If you go around and behind of the yellow tents, you will find an area where Coolias (domesticated beasts) are tethered. Though there is not much for you to do at the caravan yet, following are descriptions of where its characters can be found. You can find out their individual stories by talking to them now, and as your quest continues. It is a good idea to familiarise yourself with them now, before you move on to other things. ENKAK ----- Enkak is the son of An'jou, the caravan's leader. He can be found sitting outside during the daytime. BAICAH ------ Baicah is Kou's husband and the father of Fei. He runs the caravan's shop, in the purple tent. KOU --- Kou is the wife of Baicah, and mother of Fei. She can be found inside the left- hand yellow tent during the day, sitting on the left. FEI --- Fei is the daughter of Baicah and Kou. She can be found inside the left-hand yellow tent during the day, sitting on the right. AN'JOU ------ An'jou is the caravan's leader (who told you about the Forbidden Zone). He is also the father of Enkak. You can find him by the campfire at night. RAUL ---- Raul is a hired hunter travelling with the caravan. He can be found behind the yellow tents at night. <<<=========================================================================>>> {4.06} FORBIDDEN ZONE <<<=========================================================================>>> The Forbidden Zone is an open waterscape punctuated by relics and devices from the Ancient Age. In the centre of the area lies an ancient Sky Transporter, but when you first arrive, the ruins will detect your presence and seal it. >>> Equip your MAULER <<< TUTORIAL 2 ========== When you first enter this area you will be given an "Explanation of Battle System" tutorial. This tells you all about the different Classes of dragon you can now select (due to your dragon's recent evolution). It can be revisited in the future by selecting "Tutorial 2" from the main menu. Alternatively, the Class feature is covered in Section 2.09 of this FAQ. ANCIENT RECORDING DEVICE ------------------------ There is a save point just behind where you enter the area. UNLOCK THE SKY TRANSPORTER ========================== Scattered throughout the Forbidden Zone are the eight keys to the Sky Transporter's seal (the things which were dispersed in the opening cut-scene). When you Access them, they will return to the ruin in the centre of the area and, when all of them are reunited, they will reactivate it. ------------------------------------------------------------------------------- ENEMY: LAZARA [Lazara x 4, Lazara Hunter x 1] ------------------------------------------------------------------------------- The Lazaras' safe zone and weak points are both located behind them. When you move there, however, the Lazaras will turn on their Evasion System, which allows them to dodge your lasers. The group's leader, the Lazara Hunter, has a larger horn than the others, and an extra pair of fluttering wings. It always flies at either the far left or far right of the group. To deactivate the Evasion System, take out the Hunter with your gun. This will leave the other Lazaras helpless, so you can just stay behind them and repeatedly laser them. Win the battle quickly to get the Excellent grade. Note that if you randomly started the battle without a full gauge, and are also at a reasonably low level, you might be too slow to get the Excellent. ------------------------------------------------------------------------------- ENEMY: LAZARA SKIMMERS [Lazara Hammer x 5, Lazara Skimmer x 1] ------------------------------------------------------------------------------- The only safe zone while fighting Lazara Skimmers is at their rear. First, you should move into this safe zone and charge all three of your gauges. Then simply wait a while, until the group of Lazaras rushes behind you, emerging from the water and revealing their front weak points. Take out the group's leader, (which has a more reclined "head",) with your gun, then laser the five remaining Lazaras immediately afterwards. You should be able to take them all out with (at most) the two volleys of homing lasers you can afford. These tactics should win you the battle fairly quickly, and more importantly without you being hit. This will earn you the Excellent grade. FIELD MAP --------- The Forbidden Zone's Field Map can be found in the northwest of the area. USE THE SKY TRANSPORTER ======================= Make sure you have thoroughly finished exploring the Forbidden Zone before you Access the unlocked Sky Transporter, as you will never be able to come back here after you do. When you Access it, you will be taken away to a confrontation with Craymen's Flagship. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: CRAYMEN'S ELITE GUARD [Punisher x 2] & [Flagship] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The first part of this battle is against two Punishers. You should initially keep yourself in the one safe zone behind them while you charge all your gauges. Then, when the Punishers reposition to your side, quickly go around to their front. From there you can focus on their weak points with your gun. Note that you can be sure that you are aiming at a weak point (and not a missile) if your aiming cursor flashes. Each punisher will take either one or two volleys to destroy; if you need to recharge, circle behind them again, charge however many gauges you need, and repeat this process. They should not be able to hit you, as they have to waste time igniting their missiles before firing them. With the Punishers destroyed, the Flagship will attack you. Unlike the other bosses you have encountered so far, it does not actually have a weak point; however, it certainly has a weakness that you can exploit. By moving into the safe zone at the Flagship's rear, you will trigger the preparation of a Homing Mine, turning that zone dangerous. You should then keep yourself to the side of the ship, and repeatedly use your lasers on it for maximum damage. When the Homing Mine is finally released, if you're still at the side, it will miss you and the ship's rear will become a safe zone again. Go into it to trick them into preparing another Mine, and repeat the process of staying to the side and lasering them while they do. If you don't keep forcing them to prepare Homing Mines in this way, they will simply use the Flagship's Tracer cannons on you constantly, causing a lot of damage. Eventually the Flagship's supply of Mines will have to be reloaded, and while this happens the ship will lower altitude. In this phase there will be obvious safe zones that you can keep to while you continue to charge and fire your lasers. While there is a safe zone at the front of the ship, try not to stay in it, as this will put you in a bad position when this phase ends; keep to another safe zone instead. When the reloading is done, the ship will raise altitude again, and will go back to the Homing Mine phase. If you keep tricking them into using the Mines as before, they will just keep repeating these attack patterns until you win the battle. Using these tactics, you can defeat both the Punishers and the Flagship quite quickly and with minimal damage, achieving the Excellent grade. =============================================================================== BOSS: ATOLM DRAGON =============================================================================== There are no safe zones when fighting Atolm, so stay to his merely unsafe sides while charging your gauges. He will try to reposition frequently, so keep yourself out of the danger zones. Atolm's weak point is his tail, so when you have three full gauges, move behind him and use your lasers (for maximum damage) three times. When you need to recharge, quickly move back to his side. If you spend any excess time behind Atolm, he will Warp behind you and laser you, so always try to be quick. Repeat this process of charging and lasering to gradually wear Atolm's HP down. Every so often Azel will say "Ne-Rai". When she does, quickly move to the new safe zone at Atolm's front to avoid the devastating Berserker Rage attack. Afterwards, the previous unsafe and dangerous zones will be resumed, so return to your attacking routine. Although you will take some damage from Atolm's lasers during this battle, if you are quick enough you will achieve the Excellent grade. <<<=========================================================================>>> {4.07} BEGINNING OF DISC 2 <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (Beginning of Disc 2) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< NOTE: NEW GUN PARTS ------------------- Three new gun parts can be bought in shops from this point onwards; the High Vulcan, the Berserk Leech, and the Sniper. If you want them, buying them is necessary: you cannot acquire them in any other way (as with some parts, like the Mauler). HIGH VULCAN GUN PART -------------------- The High Vulcan is strictly better than the Mauler against enemies with no weak points, dealing 150% damage rather than the Mauler's 120%. It is therefore a very good all-round weapon, and an important purchase. 5,000 dynes isn't too high a price, and you should try to buy one before you go to the next "main area", Georgius. See Section 6.06 for more information on this and other gun parts. BERSERK LEECH GUN PART ---------------------- The Berserk Leech is interesting, but far less useful than the other two new parts. It also costs a steep 9,000 dynes. See Section 6.06 for more details. SNIPER GUN PART --------------- The Sniper is extremely powerful, and it should be bought as soon as possible. Unfortunately, its price tag reflects its usefulness, and stands at 12,000 dynes. The Sniper is not as immediately essential as the High Vulcan, but you should make sure that you have one before you visit Uru later on in Disc 2. See Section 6.06 for information on the Sniper. BEFRIEND FEI (Palmer Amulet side quest, part 1) ----------------------------------------------- Talk to Fei, the quiet girl in the second yellow tent, repeatedly. She will gradually become friendlier towards you, and if you keep talking to her she will eventually say "I'm no longer afraid of the outside world. It's the same world you're in." This may take an extremely long while; you will have to talk to her as many as twenty-six times, depending on whether or not you have talked to her already. However, doing so will make a difference later on. GET DIRECTIONS TO THE VILLAGE OF ZOAH ===================================== During the daytime, talk to Kou (she is in the left-hand yellow tent) and she will tell you that the caravan is heading for the Forest of Zoah. She will direct you to a village near there. DRAGON BIBLE ------------ At night, An'jou (the caravan's leader) will be gutting the monster's carcass. Talk to him and he will give you this book. VERATO PIPE (Verato Pipe side quest, part 1) -------------------------------------------- At night, visit Raul, who will be sitting behind the yellow tents. Talk to him for a while and he will eventually ask you to do him a favour. If you agree, he will give you the Verato Pipe and ask that you try to find survivors of the village where he came from. You can succeed in doing this when you reach Zoah. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< VILLAGE OF ZOAH (Beginning of Disc 2) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ------------------------------------------------------------------------------- LIBERAL DISTRICT TOUR AND CHARACTER LIST ------------------------------------------------------------------------------- Though hardly enormous, the Liberal District has an intricate layout and will no doubt be confusing at first, mainly because of Edge's lack of a map for any of his areas. Following is a detailed description of the district, and a list of where its various inhabitants can be found. It is a good idea to explore the area thoroughly, so as to familiarise yourself with it. Zoah is divided into two distinct areas, the Liberal District and the Holy District, though you will not visit the Holy District until Disc 3. The Liberal District is further split into two areas, eastern and western, with the large white building that is Juba's bar dividing them. You enter Zoah in the Liberal District's eastern half, in a low area with a road leading towards another set of double doors. These lead to the Holy District, but they will be locked for a long time to come, so don't worry about them for the time being. On a raised platform by these doors is a gatekeeper, either Siffle or Abner, depending on whether it is day or night. He can give you directions to anywhere Edge have been told about. Also in this entrance area is a small building, inside of which is the Liberal District's shop, run by a man called Jared. Outside of this there is currently a grain merchant, Quitor, though he will not always be there. To the west, some steps lead out of this area and up to a raised walkway. The only thing up here is a house behind a long wall. This is the gatekeepers' house, and whichever gatekeeper (Abner or Siffle) is not on duty can usually be found here. Two sets of steps lead down off this walkway to the other side. In the small flat area down the steps are blue double doors; these lead into Juba's bar, which you can pass through entirely to reach the western side of the Liberal District. These doors are only open at night, however, so during the day you must go through the illuminated passage in the town's wall (to the left of the blue doors) if you want to get to the other side. There are high and low routes in the curved passage, but there is never anything in there. At both day and night, Juba's can be entered through the single blue door on the other side of the passage. There are two rooms within this building; the lower floor (where Juba himself is at nights) and the upper floor, which can be reached by going up the staircase. Juba's is almost always deserted during the day, except for the bargirl, Jael, who is usually cleaning up. The Liberal District's western side has another low, flat area of ground. Two houses open onto this; the one on the far side belongs to a young man named Aldo. The other building, near Juba's bar, is permanently locked. The steps here lead to a slightly raised area behind the locked house. Up there and around the back of Juba's bar is a green door; this is the home of Radgam, a retired hunter. Outside this is a dried-up well, and if you examine it you will be able to go through it, taking you to a small hidden area that is actually in the Holy District. If you follow the raised walkway round beyond Aldo's house and turn right along the town's outer wall, you will be able to descend into a small enclosed area. This is the "workshop" of a young man called Paet, who will play an important part in your quest later on. He is only there during the day. That is the layout of the Liberal District; following is a checklist of all the characters who inhabit it, and where they can be found. Please refer to this if you are unsure about who the walkthrough is referring to at any point. QUITOR ------ Though not actually a citizen of the Liberal District, this wily grain merchant can be found near the town's entrance during the day. At night he will be upstairs in Juba's bar, the large central building with blue doors. In Disc 3 you will come across him again in the Holy District. JARED ----- Jared is Zoah's friendly shop owner. He runs his store in the little building in front of the town's entrance, to the left of the path. See Section 6.07 for details of what shops sell at different times. SIFFLE ------ Siffle is one of the two gatekeepers. Their podium is by the Holy District's gates, (opposite the town's entrance,) and he is there during the day. He will direct you to any place in the town that Edge has been told about. At night, you can find him in his house, on the raised area behind Jared's shop. ABNER ----- The other (fatter) gatekeeper, Abner can be found at home during the day, in the house he shares with Siffle (on the raised area near the start). At night he will be performing his gatekeeping duties by the Holy District entrance, and you can ask him for directions if necessary. ALDO ---- The arrogant Aldo will currently be working outside his house, in Zoah's far (western) area, during the day. At night, he is usually upstairs in Juba's bar (the large central building of the district, which has striking blue doors). JAEL ---- Jael is the bargirl at Juba's bar. She can usually be found cleaning up in there during the day, while at night she will be working there. RADGAM ------ This aged hunter has his house in the far, western side of the Liberal District, on the raised area and behind Juba's bar. He can be found in there during the day. At night he often walks around near the town's entrance. PAET ---- Paet can be found in his small "workshop" area, an enclosed yard in the far corner of the Liberal District. You can reach it by going behind and to the right of Aldo's house. He is usually tinkering with ancient relics, but he is only around during the day. JUBA ---- Juba is the owner of the bar, the large building with blue doors, in the Liberal District's centre. He is only around at night, when he is selling drinks on the lower floor. BEZER ----- If you go through the old well outside Radgam's house, you will come to the secret hiding place of this kid. He is only there at night. ------------------------------------------------------------------------------- SHIP REPORT, BIBLE 2, DRAGON BOOK 1 AND ZOAH BIBLE -------------------------------------------------- Go to the shop (near the entrance) and talk to the storekeeper, Jared. Then, if you examine the books on his shelf, he will offer to let you take any you need. Keep examining the shelf to pick up these four books. LEND ABNER SOME MONEY (Dragon Book 2 side quest, part 1) -------------------------------------------------------- The house on the raised area near the start belongs to the gatekeepers. Go in during the daytime to talk to Abner (the fat one). If you keep talking to him, after repeating himself a few times he will ask if he can borrow 100 dynes. If you lend it to him, it will make a difference later on. GEM LENS x 1 ------------ Outside the main entrance to Juba's bar are two wooden pillars, between some trees and a stockpile of Zaal Nuts. Examine them to discover a Gem Lens, a useless but valuable item worth 1000 dynes. GIVE THE VERATO PIPE TO JAEL (Verato Pipe side quest, part 2) ------------------------------------------------------------- Visit Juba's Bar during the day and you will find a girl called Jael working there; talk to her. If you have the Verato Pipe, she will reveal that she is a survivor of Raul's village, and will accept the pipe from you as a gift. TRI-BURST GUN PART ------------------ During the day, go to Radgam the hunter's house, which is behind and connected to Juba's bar. After introducing yourself to him and examining the gun he has in a shrine, keep talking to him, and he will eventually give you a quiz on various aspects of the game so far. Answer the questions correctly and he will reward you with a Tri-Burst gun part. (See Section 6.06 for more information on gun parts.) The correct answers to the quiz are: Against Baldor, where is it safe? - back How do you kill a Lathum? - find its hidden weakness What makes a Nanyd Swarm scatter? - kill the Queen Name a characteristic of the Lazara? - dodges lasers Which do not live in the valley? - Hoppers What is summoned by a Pludger? - Nanyds What is the Horned Stryder's attack? - paralyzing shard Magnata or Gelata, which is stronger? - Magnata Urchins ELIXIR MEDIS x 1 ---------------- At night, go to Juba's bar and talk to Juba himself. He will ask you to buy a drink before he will talk to you, so do so. If you say "yes" when he asks you if it is good, he will give you a free Elixir Medis. PICTURE BOARD ============= After introducing yourself to Juba and buying a drink, different conversation topics will appear. Ask him "About the Empire" and he will give you a Picture Board of the Tower and direct you to Paet, who took the picture and apparently knows where the Tower is. AMIRKHAN RING x 1 ----------------- At night, go through the dry well outside Radgam's house. You will end up in a locked yard in the Holy District, an area of Zoah you will not visit properly until later in the game. Go into the building there and you will meet Bezer, who will give you the Amirkhan Ring. This is another useless but valuable item, worth 2500 dynes. MEET PAET AND AGREE TO GO TO GEORGIUS ===================================== During the day, Paet can be found in the machinery storage area, at the far side of the town from the entrance. If you show him the Picture Board, he will ask you to visit a place called Georgius and find some ancient relics for him. In return for these, he plans to give you information about the Tower's whereabouts. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (Beginning of Disc 2) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< GET A REWARD FROM RAUL (Verato Pipe side quest, part 3) ------------------------------------------------------- If you've followed the Verato Pipe side quest up to this point, go tell Raul the good news. He will give you 1,000 dynes as thanks. <<<=========================================================================>>> {4.08} GEORGIUS <<<=========================================================================>>> +-----------------------------------------------------------------------------+ ABOVE GEORGIUS +-----------------------------------------------------------------------------+ >>> Equip your TRI-BURST <<< DESCEND TO GEORGIUS =================== The aim of this area is to fight your way to the tornado, north of where you start. You can reach the lower area from there. ------------------------------------------------------------------------------- ENEMY: LAZARA [Lazara x 4, Lazara Hunter x 1] ------------------------------------------------------------------------------- You can use exactly the same tactics for normal Lazara groups that you used at the Forbidden Zone. However, note that using just your Tri-Burst (rather than your gun and lasers) makes the process much quicker now. ------------------------------------------------------------------------------- ENEMY: LAZARA HUNTING GROUP [Lazara x 4, Lazara Skimmer x 4] ------------------------------------------------------------------------------- This unusual arrangement of Lazaras offers you no safe zones. Stay to an unsafe side zone if you need to charge a gauge, then move behind the group. Lasering the group from there should destroy the Lazara Skimmers instantly, rendering the rear zone safe. This leaves only the normal Lazaras; but unlike other Lazaras, these will be able to activate their Evasion System without a Lazara Hunter present. Because there is no Hunter to kill, you cannot deactivate the System. As your lasers are therefore useless, just stay behind the group and take them out with your gun. The Tri-Burst, which you should have found and equipped, can do this much faster than your normal gun. +-----------------------------------------------------------------------------+ GEORGIUS (The Tornado) +-----------------------------------------------------------------------------+ Below the clouds, a writhing tornado rises from the ocean's surface. It is mysteriously attended to by an array of ancient robots, and is guarded by orbiting, spherical relics. ------------------------------------------------------------------------------- ENEMY: HELLIONS [Hellion x 3] ------------------------------------------------------------------------------- You only enter combat with Hellions if one of the sphere artefacts orbiting the tornado strikes you. As there are no safe zones when fighting Hellions, all you can do is shoot them. Your Tri-Burst can destroy them noticeably faster than your lasers can. Note that if the Hellions retreat to the other side of the sphere, you will have to reposition so that you can at least see them before you continue shooting. You should be able to win the battle taking at most one or two hits, which will get you the Excellent. FIELD MAP --------- The Field Map is directly south of the tornado. ANCIENT RECORDING DEVICE ------------------------ There is a save point just to the north of the tornado. NOTE: DAMAGED REPAIR ROBOT -------------------------- In the northeast of the area is a lone, damaged repair robot (like the ones around the tornado) floating in the sea. If you lock on to it, the symbol telling you that you need a laser rank of #6 to Break it will appear. However, when you lock on to it four small tornados will appear and destroy the drone for you anyway. DESTROY THE REPAIR ROBOTS ========================= The repair robots hovering around the tornado must all be destroyed for their operation to be shut down. Make sure you have explored this area thoroughly before you Break them, however, as it will be inaccessible after the repair robots are destroyed. You will resume play in a different Georgius area, one you may revisit as often as you wish. +-----------------------------------------------------------------------------+ GEORGIUS +-----------------------------------------------------------------------------+ With the repair operation halted, the tornado will dissipate. It was hiding an ancient ship known as Shellcoof, which players of Panzer Dragoon 2: Zwei will immediately recognise. This "new" area is an open waterscape similar to the Forbidden Zone, except that there are no enemies here. Note that you can enter Shellcoof from its damaged rear. ANCIENT RECORDING DEVICE ------------------------ There is a save point south of Shellcoof. NOTE: THE FOUR PYRAMID RELICS ----------------------------- To Access the strange pyramids in this area, you need higher laser ranks (#2, #3 and #4) than you will have at this stage. NOTE: SHELLCOOF'S ENGINE RUDDERS -------------------------------- Shellcoof's engine rudders can also only be broken by a higher laser rank (#4) than your current one. You will need to return here at a later time to do these things. FIELD MAP --------- Georgius is the only area to contain two Field Map items. There was one for the previous "tornado" area, and there is one for here. You can find it to the north of Shellcoof. +-----------------------------------------------------------------------------+ INSIDE SHELLCOOF +-----------------------------------------------------------------------------+ Shellcoof's inner corridor is lined with various locked doors. They can only be opened if you Access the corresponding pyramid relics outside, when you have laser ranks #2, #3 and #4. +-----------------------------------------------------------------------------+ SHIP PARTS (JUNK) ================= The ship parts that Paet requested can be found directly under Shellcoof. When you collect them, you will automatically go to the World Map. Return to Zoah and talk to Paet again; he will be in the same place at the same time. Unfortunately, Paet will tell you that the ship parts are in fact worthless junk. He will direct you back to Georgius to find better parts. +-----------------------------------------------------------------------------+ >>> Equip your HIGH VULCAN <<< INVESTIGATE THE HOLE IN SHELLCOOF ================================= When you return to Georgius after showing Paet the rubbish Ship Parts, you will find that something has entered the east side of Shellcoof. Enter this new portal and, after some cut-scenes, you will end up escaping from and fighting an Imperial Gunship. =============================================================================== THE GEORGIUS BOSS SEQUENCE =============================================================================== Georgius' sub-boss and boss form the first real "sequence" of battles that you will come across. You will fight these two enemies back-to-back, and you will only get one grade based on your performance over both battles. As you should be aiming for an Excellent anyway, though, this isn't really that important. =============================================================================== SUB-BOSS: GUNSHIP =============================================================================== This is a very simple battle, as there are no safe zones or weak points to worry about. Just stay in one of the less dangerous zones, and charge and fire your High Vulcan repeatedly. The Gunship will not even try to reposition, but it will shoot you with its Tracers repeatedly. The damage from these shouldn't matter, though. When the Gunship's HP gets relatively low, the Guardian Dragon being towed by it will finish it off with a volley of lasers, breaking free from its restraints. =============================================================================== BOSS: GUARDIAN DRAGON =============================================================================== Players of Panzer Dragoon 2: Zwei should recognise the Guardian Dragon, as it is a resurrected version of that game's final boss. The Guardian Dragon's front and rear are danger zones, while its sides are only unsafe. Stay in one of these side zones while you charge all three of your gauges. You will probably get hit by some of the Guardian Dragon's lasers, but again this shouldn't matter. When you have three full gauges, quickly move around to the boss' front and High Vulcan its head repeatedly. If it does not "cease functioning" before you run out of gauges, you will need to quickly move to a side to charge three again. Then, move back to its front again and shoot its head some more. Eventually the Guardian Dragon will "cease to function", which means that it will neither be able to move or attack you for quite some time. Take this opportunity to stay at its front and High Vulcan its head repeatedly. When it finally "wakes up" again, move to a side zone again to start charging your gauges, and repeat this whole process. It is vitally important that, if at any time during the battle the Guardian Dragon "opens its plates", you move to its rear immediately. With the wing plates open, the boss' weak point, its tail, will be exposed; High Vulcan it repeatedly, and keep moving back to the rear if the Guardian Dragon tries to reposition. While this weak point is exposed, the Guardian Dragon will not attack to the rear, even though your radar does not acknowledge this. When it finally closes the plates again, pick up wherever you left off with the main tactics. Note that the wing plates open on a random basis, but even if the weak point never gets revealed you can still be fast enough for the Excellent grade. When you do enough damage to the Guardian Dragon, it will go "berserk", permanently opening its wing plates and turning all zones dangerous. Just move behind it and repeatedly High Vulcan its tail weak point to finish it off. Even if you take horrific amounts of damage in the course of this battle, it should not matter, as long as you survive. Time is the only real factor in getting this Excellent, and you can heal yourself at camp immediately afterwards. STRIPE WING - LASER RANK #2 =========================== After the battle, your dragon will evolve into a Stripe Wing, increasing your laser rank to #2. <<<=========================================================================>>> {4.09} AFTER GEORGIUS <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CAMP (After Georgius) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SHIP PARTS ========== When you try to leave the camp, Edge will realise that he has still not found any good relics for Paet. Gash will give you some quality Ship Parts to help you out. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< VILLAGE OF ZOAH (After Georgius) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< GIVE PAET THE SHIP PARTS AND GET DIRECTIONS TO URU ================================================== Go back to Paet and he will explain that direct travel to the Tower is impossible due to the fog surrounding it. However, there should be a passage to it from the ruins of Uru; he will direct you to them. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (After reaching Uru) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< PALMER AMULET (Palmer Amulet side quest, part 2) ------------------------------------------------ After getting directions to Uru, return to the caravan during the day. Talk to Fei, who will be behind the yellow tents, (washing a Coolia,) and she will give you this item. In return, you can give her the Amirkhan Ring or Gem Lens, if you picked either of them up in Zoah. The Palmer Amulet is a unique item, in that it doesn't actually do anything. <<<=========================================================================>>> {4.10} URU <<<=========================================================================>>> +-----------------------------------------------------------------------------+ SUNKEN SOUTHERN RUINS +-----------------------------------------------------------------------------+ The ruins of Uru emerge from the clear waters of a vast lake, and this open waterscape is the largest area you will have visited so far. The puzzle in this southern area revolves around two particular ruins, dubbed "mysterious ruins" by the navigator function. They require certain keys so that their seals can be broken; but you cannot do anything about them yet. The answer lies in the ruins beyond the cliffs to the north, but they appear at first to be impassable... >>> Equip your SNIPER <<< ------------------------------------------------------------------------------- ENEMY: LUMID SWARM [Lumid x 19, Lumid Queen x 1] ------------------------------------------------------------------------------- Lumid Swarms can be defeated exactly like the Nanyd Swarms of the Garil Desert. Take out the (Anti Laser) Lumid Queen with your gun and the rest will scatter, giving you an Excellent. If you don't start with a full gauge, move behind the swarm where it is safe to charge one. ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: DRACOLYTH [Dracolyth x 6] ===---===---===---===---===---===---===---===---===---===---===---===---===---= Dracolyths appeared in Episode 1 of the original Panzer Dragoon game, and they are probably the easiest rare enemy to find in Panzer Dragoon Saga. They ambush you here like normal enemies, just less frequently. Keep behind the Dracolyths in the safe zone to charge your gauges. The best way to guarantee an Excellent grade for this battle is to simply charge two gauges and use the Holy Sphere berserk technique to annihilate the group instantly. Alternatively, stay behind the Dracolyths, charging your gauges. Whenever they reposition behind you, exposing their weak points, unload your gauges by lasering them. Then move behind the group again to continue charging, and repeat. However, you have to be at quite a high Level to defeat them quick enough for an Excellent in this manner. It's not as if a Holy Sphere costs that much BP, either. NOTE: THE SOUTHERN KEYSTONE --------------------------- In the southeast of the area is a keystone (a large pyramid artefact rotating atop an obelisk). Nearby in the water is a Kinoshita Whale; Access him and he will topple the obelisk with a sweep of his tale. This is really just an example of how to unblock the entrance to the passage in the north. CLEAR THE ENTRANCE TO THE PASSAGE ================================= In the north is a cylindrical passage leading towards the cliffs, starting at a tall rock island. The entrance to this passage is blocked by another keystone. Fortunately, another Kinoshita Whale is swimming nearby. If you wait until he surfaces near the base of the obelisk, then Access him, he will smash it down. However, you must still connect the passage to the cliffs before you can enter it. CONNECT THE PASSAGE TO THE CLIFF FACE ===================================== Follow the passage north and you will find a joint in it that you can Access; do so a few times and the final section of the tunnel will rotate until it links up with the cliff face. +-----------------------------------------------------------------------------+ PASSAGE +-----------------------------------------------------------------------------+ This beautiful underwater complex links the two main areas of Uru. At this stage there are some dark locked doors that seal off some rooms. They can only be passed later, when you have defeated the sub-boss of Uru; Drenholm. FIELD MAP --------- The Field Map for Uru can be found in the first room you come to. ANCIENT RECORDING DEVICE ------------------------ Uru's only save point is in the farthest room of this complex. GO TO THE DEEP NORTH ==================== Beyond the room with the Ancient Recording Device, the passage exits to the Deep North. A group of Craymen's ships will ambush you as soon as you exit the passage, instigating a sequence of battles. +-----------------------------------------------------------------------------+ DEEP NORTH +-----------------------------------------------------------------------------+ Beneath the still waters of the Deep North, an enormous black ruin lies dormant. It is in this area that you will find the answers to the puzzles of the Sunken Southern Ruins. ------------------------------------------------------------------------------- CRAYMEN'S FLEET BATTLE SEQUENCE #1 ------------------------------------------------------------------------------- This first encounter with the Black Fleet is not particularly difficult to get an Excellent for, so long as you know what you are doing. ------------------------------------------------------------------------------- 1: ANNIHILATOR [Annihilator x 1] ------------------------------------------------------------------------------- The Annihilator rotates its Reaper cannon to follow you, moving the danger zone constantly. Keep out of its aim while charging your gauges. You do not have to move immediately when the zone you are in turns red, as the cannon moves very slowly. Look at it rather than your radar, and simply move before it is ever totally pointing at you. Try to move back and forth between the ship's front and one of its sides, so that you can Sniper the front weak point when you have the chance. It will not take much damage to destroy. ------------------------------------------------------------------------------- 2: ROGUES [Rogue x 6] ------------------------------------------------------------------------------- Rogues are easy to defeat. Simply keep to one side of the group to charge your gauges, and whenever they reposition in front of you, unload your full gauges by lasering their exposed weak points. Then dodge to the side again, and repeat. It shouldn't take many volleys to destroy the entire group. ------------------------------------------------------------------------------- 3: ROGUES [Rogue x 6] ------------------------------------------------------------------------------- Just use the above tactics again. ------------------------------------------------------------------------------- 4: AERIAL BATTLE GROUP [Inferno x 3, Annihilator x 1] ------------------------------------------------------------------------------- This is basically the same as the Annihilator battle detailed above, except that the Infernos make the front zone permanently dangerous. Because of this, you will have to charge up all of your gauges while dodging between the rear zone and a side zone. When you have them all full, quickly move to the front and Sniper the Annihilator's weak point repeatedly until it is destroyed. With the Annihilator gone, the Infernos will retreat, leaving you with an Excellent if you were fast enough and did not get hit in the sequence. PROTECT KEY 1 ============= Just west of the sunken black ruins is a raised structure housing the first Protect Key. This will be used at the Sunken Southern Ruins. +-----------------------------------------------------------------------------+ BREAK THE FIRST SEAL ==================== Back at the Sunken Southern Ruins, head to the "mysterious ruins" that are southwest of the passage entrance. Another squadron of Craymen's ships will intercept you just before you reach them, and tactics for fighting them are given below. After the battle, you can use Protect Key 1 to break the seal of the ruins. ------------------------------------------------------------------------------- CRAYMEN'S FLEET BATTLE SEQUENCE #2 ------------------------------------------------------------------------------- This shorter sequence of battles against the Black Fleet is, again, quite easy to get an Excellent for. Though no new enemy craft appear in this sequence, they do appear in slightly different attack formations, so some new tactics are necessary. ------------------------------------------------------------------------------- 1: ANNIHILATOR [Annihilator x 1] ------------------------------------------------------------------------------- Refer to the previous tactics for this kind of battle. ------------------------------------------------------------------------------- 2: PUNISHERS [Punisher x 3] ------------------------------------------------------------------------------- These can be defeated in the same way as the pair you met above the Forbidden Zone. Keep behind them while charging all three gauges, and when they reposition to your side, quickly move in front of them. From there you will be able to hit their weak points; with the Sniper, one gauge per ship should be enough. ------------------------------------------------------------------------------- 3: ATTACK GROUP [Rogue x 3, Punisher x 1] ------------------------------------------------------------------------------- The best approach is to keep charging gauges in the safe zone behind the group, and lasering the Rogues until they are all destroyed. Then get one full gauge and wait for the Punisher to move to the side of you. When it does, quickly move to its front and Sniper its weak point to take it out instantly. +-----------------------------------------------------------------------------+ PROTECT KEY 2 ============= After using Protect Key 1, you will be prompted to return to the Deep North. The second Protect Key can now be found there, east of the raised black ruins, opposite where Protect Key 1 was located. It too will be used at the Sunken Southern Ruins. +-----------------------------------------------------------------------------+ BREAK THE SECOND SEAL AND FIGHT DRENHOLM ======================================== Back at the Sunken Southern Ruins, you will this time need to head for the "mysterious ruins" that are southeast of the passage entrance. Once again, though, you will be ambushed by some of Craymen's ships just before you get there. Details of that sequence are given below. After the battle sequence, you might want to save your game before continuing. Also, you should have found at least one Free Action item up to this point, but if you don't have one for any reason, go and buy one now, as you will need it in the upcoming battle. When you use the key at the "mysterious ruins" you will activate Drenholm, the sub- boss of Uru. Tactics for this battle are also given below. After the battle, you will again be prompted to return to the Deep North. ------------------------------------------------------------------------------- ENEMY: LUMID SWARM (All Queens) [Lumid Queen x 10] ------------------------------------------------------------------------------- The Lumid Swarms you will fight at sunset (and night time) are composed entirely of Lumid Queens. You don't really need to worry about getting an Excellent against there groups, though, as you should already have an Excellent against Lumid Queens from fighting the regular swarms. To just defeat them without wasting any resources, first charge your gauges behind the group. Even though the Queens are Anti Laser, your lasers will kill them faster than your gun, simply because they can hit multiple enemies simultaneously. Just keep to the green zone and keep lasering, and you will defeat them safely. With the whole swarm being Queens, there is no way to make them scatter. ------------------------------------------------------------------------------- ENEMY: NEO-STRYDER [Neo-Stryder x 4, Neo-Stalker x 2] ------------------------------------------------------------------------------- When you return to the Sunken Southern Ruins at sunset, there will be some new monsters, Neo-Stryders and Neo-Stalkers, patrolling the lake. They can be defeated in exactly the same way as the normal Stryders from the Garil Desert. Just charge your gauges in a safe zone and, whenever they move in front of you, laser their weak points. Move to the side again if you need to charge more gauges, and repeat. As with the old Stryders, the problems of you starting with no full gauges, or your lasers targeting "badly", can hinder you in getting an Excellent. ------------------------------------------------------------------------------- CRAYMEN'S FLEET BATTLE SEQUENCE #3 ------------------------------------------------------------------------------- All of the battles in this sequence have already been covered, so just refer to the previous tactics in order to achieve an Excellent grade. Note that this is the last chance you will ever have to get an Excellent against each of these enemies. ------------------------------------------------------------------------------- 1: AERIAL BATTLE GROUP [Inferno x 3, Annihilator x 1] ------------------------------------------------------------------------------- 2: ROGUES [Rogue x 6] ------------------------------------------------------------------------------- 3: PUNISHERS [Punisher x 3] ------------------------------------------------------------------------------- 4: AERIAL BATTLE GROUP [Inferno x 3, Annihilator x 1] ------------------------------------------------------------------------------- 5: ATTACK GROUP [Rogue x 3, Punisher x 1] ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: DRENHOLM =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In the first phase of this battle, your aim is to damage Drenholm's side engines in order to immobilise it. This is best done with your lasers; unfortunately, there is no way to avoid Drenholm's attacks at this stage. Just position yourself at the left or right, repeatedly laser the engine until it is destroyed, then do the same at the other side. After the two parts of Drenholm separate, its weak point will become exposed; it is at the creature's rear. Move there and repeatedly Sniper it for maximum damage. However, in this phase Drenholm will use an Eye Beam attack on you which will Stop your dragon, making you unable to avoid its upcoming Lightning Needles / Thunderstrike attack. There is an easy way around this, though. When Drenholm Eye Beams you, immediately charge a gauge and use a Free Action item. This will cure the Stop condition. You should then quickly move to Drenholm's side. The Lightning Needles will be launched to your location, but as you are free to move you can just go behind Drenholm and start Sniping again, and the Thunderstrike shot at the Needles will miss you completely. You need to avoid the Thunderstrike in some way to achieve an Excellent. Keep Sniping Drenholm's weak point in this way and it will soon be destroyed. NOTE: NEW ITEM BOXES AT THE SUNKEN SOUTHERN RUINS ------------------------------------------------- After you defeat Drenholm, new item boxes will appear around Uru, hanging from the strange artefacts that look like white discs suspended from black stems. In the Sunken Southern Ruins there are four in the centre of the area, and two near the entrance to the passage. You will need to return later when you have a laser rank of #4 to open the one nearest the tunnel mouth. +-----------------------------------------------------------------------------+ PLASMA VORTEX BERSERK TECHNIQUE ------------------------------- Another change following Drenholm's destruction is that the locked doors in the passage will be opened. The new corridor from the Field Map room will lead initially to just another locked door; the switch to open this is in the other new tunnel, which starts in the Ancient Recording Device room. Beyond that final locked door is the Plasma Vortex, an Extra Class berserk technique. See Section 6.05 for more details. +-----------------------------------------------------------------------------+ NOTE: NEW ITEM BOXES IN THE DEEP NORTH -------------------------------------- There are more new item boxes hanging from the unusual discs in this area. Three are to the west of the passage exit, and another four are to its south. D UNIT 06 --------- The sixth D Unit is in an alcove beneath the northern arm of the raised black ruins. PROTECT KEY 3 ============= This can be found in an alcove like the previous two, south of the black ruins. BREAK THE FINAL SEAL ==================== When you have finished exploring Uru for the time being, make a point of giving yourself maximum HP with berserk techniques or items. Then, when you have collected Protect Key 3, Access the pedestal with the glowing green top at the black ruins. You will be granted entry to the underground ruins, but Azel and Atolm will intervene. =============================================================================== BOSS: ATOLM DRAGON [Atolm, Orbs] =============================================================================== In this second confrontation, Atolm is surrounded by four "orb" devices. The green ones replenish Atolm's HP, and the orange ones fire to its sides, turning them into danger zones as well. The orbs are all weak from every angle, so you will want to pick them off with your Sniper. Your first priority should be to destroy one of the orange orbs; This will provide you with a less dangerous zone at Atolm's side. Keep to this, and take out the remaining orange, then green orbs as soon as possible. As with the previous battle, go to Atolm's front to avoid the "Ne-Rai" Berserker Rage attack whenever Azel announces it. With the orbs gone, Atolm can be defeated in the same way as before. Just keep to its side while charging all your gauges, move behind it and Sniper its weak point three times, then quickly move to the side again, and repeat. There is one slight difference this time around, in that when Atolm has taken significant damage, he will start using an unavoidable Lightning Storm attack on you. However, if you just keep Snipering Atolm's weak point, the battle will soon be over. Using these tactics should get you the Excellent easily, even if you take large amounts of damage. <<<=========================================================================>>> {4.11} UNDERGROUND RUINS OF URU <<<=========================================================================>>> The Underground Ruins of Uru is the game's first fully interior area. It is five subterranean floors of dark, labyrinthine passages, populated by various mutated creatures. To make matters worse, you have lost your dragon, and the only way to get out is to go forwards. The Floater =========== You travel through the Underground Ruins of Uru on a Floater, a kind of antigravity bike. It is piloted in basically the same way as your dragon, with the following notable differences: > It cannot fly up or down; it stays at a fixed height. > It has a laser rank of #0 (and so cannot open some item boxes) > It has 1,200 HP. > It has no berserk techniques (and thus no BP). > It has no experience levels (and thus no experience points). The Floater does, however, have homing lasers exactly like the dragon's, and Edge's gun and items are in no way affected by the transition. +-----------------------------------------------------------------------------+ B1F +-----------------------------------------------------------------------------+ The large door with a blue symbol, that you entered this area from, has locked behind you. You cannot leave the underground ruins through it until later in the game, when you return here with the dragon and the Dome Gate Key. The only way out is to descend through the ruins. >>> Equip your HIGH VULCAN <<< ANCIENT RECORDING DEVICE ------------------------ There is a save point here, at the start of the labyrinth. ------------------------------------------------------------------------------- ENEMY: EGGS [Small Egg x ?, Large Egg x ?] ------------------------------------------------------------------------------- There are two common strains of monsters in the underground ruins; Luciches and Mutants. The large Luciches are Anti Laser, and the smaller Mutants are Anti Shot. You will see them in various stages of development; eggs are the first. Eggs appear in numerous quantities and arrangements. Pick out any (Anti Laser) Large Eggs with your gun and then laser the (Anti Shot) Small Eggs. If you take too long, the eggs will hatch into Mutant Hoppers and Luciches, which will in turn grow into Mutant Fliers and Winged Luciches. You really should win the battle before that happens, though, unless you are faced with an unusually large group of Eggs. Getting an Excellent in these battles is extremely easy when only a few eggs are present, but conversely, it is impossible to achieve an Excellent against the larger groups. ------------------------------------------------------------------------------- ENEMY: MUTANT HOPPER [Mutant Hopper x ?] ------------------------------------------------------------------------------- All zones are unsafe when fighting these enemies, so moving is pointless. Just laser the (Anti Shot) Mutant Hoppers to destroy them. If you take too long, these enemies will grow into Mutant Fliers. ------------------------------------------------------------------------------- ENEMY: MUTANTS [Mutant Hopper x ?, Lucich x ?] ------------------------------------------------------------------------------- As with the eggs, first take out the large (Anti Laser) Luciches with your gun, then laser the smaller (Anti Shot) Mutant Hoppers. If you are too slow, these monsters will grow into Mutant Fliers and Winged Luciches, but again you should be quicker than that. Despite getting Chomped a lot, you should be awarded the Excellent, as there is not really much scope for tactics in these battles. UNLOCK GATE #1 ============== The route south from the save point is closed off by a locked door. The switch to open it is in a chamber to the north. TRI-BURST GUN PART ------------------ A Tri-Burst gun part is available beyond Gate #1, in a room to the east of the circular loop of corridor. You should have one of these already, of course, but you can always sell a spare one. See Section 6.06 for more information on gun parts. UNLOCK GATE #2 ============== Beyond Gate #1 is another locked door, and a path that leads to a circular loop of corridor. The switch is in a chamber in the centre of the loop, which can be entered from the south. DESCEND TO B2F EAST =================== Beyond Gate #2, the passage leads to an elevator to B2F East. +-----------------------------------------------------------------------------+ B2F EAST and B3F EAST +-----------------------------------------------------------------------------+ There are two large holes in B2F East's corridors, which lead down to different parts of B3F East. After you have explored them, an elevator on B3F East will take you back up to B2F East. The holes can be passed only when you have raised water in them, so that your Floater has something to glide over. ------------------------------------------------------------------------------- ENEMY: MUTANT FLIER [Mutant Flier x ?] ------------------------------------------------------------------------------- The Mutant Fliers, like the other Mutants variants, offer you no safe zones. Just repeatedly laser these Anti Shot enemies to defeat them. ------------------------------------------------------------------------------- ENEMY: MUTANT PACK [Mutant Flier x ?, Winged Lucich x ?] ------------------------------------------------------------------------------- As with the earlier Mutant groups, eliminate the (Anti Laser) Winged Luciches with your gun before lasering the (Anti Shot) Mutant Fliers. You may be unable to get an Excellent against particularly large groups, but otherwise you should have no problems. ------------------------------------------------------------------------------- ENEMY: MUTANT SCAVENGERS (Floor) [Mutant Flier x 3, Slime Feeder x 2] ------------------------------------------------------------------------------- First, stay out of the Mutant Fliers' moving danger zone, and repeatedly shoot each Slime Feeder with your gun. With the Feeders destroyed, you will have safe zones to keep to while you laser the (Anti Shot) Fliers. You should be able to do all this without getting hit, easily getting the Excellent grade. ------------------------------------------------------------------------------- ENEMY: MUTANT SCAVENGERS (Ceiling) [Mutant Flier x 3, Slime Feeder x 2] ------------------------------------------------------------------------------- This variety of Mutant Scavengers will occasionally ambush you when you are descending sloped corridors. Unlike the other kind, these groups are based on the ceiling rather than on the floor, but the battle can be won in a similar way. Be sure to shoot the artefact each Slime Feeder is hanging from, as this will make it come loose, destroying the Feeder instantly. You can then laser the Mutant Fliers as before. DRAIN WATER TANK #3 =================== B2F East's corridor winds north to a chamber containing the remains of prototype dragons. There is also a switch there; activate it to drain the water from the hole just outside the chamber's door. This leads down to an otherwise inaccessible area of B3F East. FILL WATER TANKS #1 AND #2 ========================== At the bottom of the drained hole from B2F East is a switch. Activating it will raise water up in the other holes on B2F, allowing your Floater to cross over them without falling. Make sure you have explored the areas at the bottom of those holes before you do this though, as you will not be able to get below them again once they are filled. HUNTING SCYTHE BERSERK TECHNIQUE -------------------------------- Cross the water-filled Tank #2 (on the way to the prototype dragon room) and you will find this Extra Class berserk technique. Its function is covered in Section 6.05. GO TO THE UNDERGROUND DOME ========================== Fly over the filled water tank opposite the B1F elevator, and follow the passage to reach the Underground Dome. +-----------------------------------------------------------------------------+ UNDERGROUND DOME +-----------------------------------------------------------------------------+ You will fall into this "hub" area, making it impossible for you to head back. You will also be unable to reach the door high in the northern wall, but you can return here later with the dragon to go through it. This leaves just the two lower doors as options... FIELD MAP --------- The Field Map for the Underground Ruins of Uru can be found here. GO TO B3F WEST ============== Azel will instruct you to go through the door with the large blue symbol on it, but closer inspection will reveal that you need the Dome Gate Key to progress. You can reach this key via B3F West, which is through the western door. +-----------------------------------------------------------------------------+ B3F WEST +-----------------------------------------------------------------------------+ ANCIENT RECORDING DEVICE ------------------------ There is a save point just inside this area, near the door from the Underground Dome. UNLOCK GATE #3 ============== The north passage is currently blocked by Gate #3. Follow the corridor south from the Ancient Recording Device and you will find the switch to open it. DESCEND TO B4F ============== Beyond Gate #3, the winding passage eventually comes to an elevator, which you can ride down to B4F. +-----------------------------------------------------------------------------+ B4F and B5F +-----------------------------------------------------------------------------+ Beyond the item box room (see below), B4F gradually splits into four different corridors. Each of these leads down to B5F, where they converge into one passage again. This leads to an elevator back to B4F, allowing you to ride down the other corridors or leave. NOTE: UNBREAKABLE ITEM BOXES ---------------------------- Near the elevator from B3F West there is a long chamber containing many item boxes, arranged in two rows. The boxes in one row can only be opened if you return later in the game, when you have reacquired the dragon, as a laser rank of at least #3 is required to Break them all. DOME GATE KEY ============= Beyond the item box room on B4F, turn right at the first fork in the passage, then go left at the second. This will take you to the resting place of the Dome Gate Key. When you have it (and you have finished exploring), you should return to the Underground Dome to open the exit door. ------------------------------------------------------------------------------- ENEMY: ABSORBORA [Absorbora x 4] ------------------------------------------------------------------------------- Absorboras will ambush you in the depths of B5F. There are no safe or dangerous zones while fighting these enemies, so don't bother moving. Although they are Anti Shot, if you just laser the Absorboras they will reflect the damage right back at you, making that a bad course of action. Shooting them with your gun actually paralyzes them, making them point straight up in the air. If you do this to each of them and then use your lasers, the redirected beams will fire straight upwards, missing you. Keep lasering and they will soon be destroyed. Though it is a little time consuming, this method will allow you to defeat the group without being hit, which will earn you the Excellent grade. +-----------------------------------------------------------------------------+ FIGHT THE ENERG =============== Once you have the Dome Gate Key, the Energ sub-boss will be awaiting you in the Underground Dome. You will fight it as soon as you return there from B3F West. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ENERG =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Energ itself is high on the ceiling where you cannot reach it. The one dangerous zone moves as the Energ "aims", so make a point of staying out of it. Below the Energ there are four Absorboras, and their previous weakness will help you win this battle. Shoot each Absorbora with your gun to make it point upwards, then laser the group. The redirected damage will shoot up, hitting the Energ. Three laser volleys will be enough to destroy both it and the Absorboras, making this an easy battle to get an Excellent for when you know how. >>> Equip your SNIPER <<< LEAVE THE UNDERGROUND RUINS OF URU ================================== To be on the safe side, you should probably go back to B3F East's save point and save your game before continuing. Remember to equip your Sniper at this stage, too. You can now leave the Underground Dome through the door with the large blue symbol. After a couple of cut-scenes, you will then face the Basilus boss. =============================================================================== BOSS: BASILUS =============================================================================== In the Basilus' first phase, there is only one safe zone: in front of it. The Basilus' weak points are the four "fins" on its tail section, but each of these is currently covered by an Absorbora. Keep yourself in the safe zone in front of the Basilus, and take out each of the four Absorboras with your gun. Doing this from the front will ensure that their discharged beams miss you. If the Basilus rushes ahead of you when the Absorboras are all gone, Sniper the revealed weak points at its rear with any charged gauges you have before moving to the front again. After a while, if you did not shoot all the Absorboras off, the Basilus would hurl them at you, causing a lot of damage. With the Absorboras gone, the Basilus will stop moving forwards, entering its second attack phase. In this phase its front is a danger zone, while all other areas are safe. However, the boss will keep turning to try and get you into the danger zone, so you will have to move when necessary. You should watch the Basilus rather than your radar, and just move before it is ever fully lined up with you. Charge your gauges, and Sniper the exposed weak points on the Basilus' side and rear whenever you have the chance. In time the Basilus will summon more Absorboras, and revert to its first attack phase, but you will probably be able to defeat it before then. Using these tactics, you should also be able to defeat the Basilus without even being damaged, thus getting an Excellent grade. PANZER WING - LASER RANK #3 =========================== Defeating the Basilus will cause your dragon to evolve into a Panzer Wing, which has a laser rank of #3. This will enable you to go back and do some things which you couldn't do previously, such as Access those pyramid relics at Georgius. Having recovered the dragon, you will also be able to do a few new things back in the Underground Ruins. All these things are detailed in the next Section. <<<=========================================================================>>> {4.12} BEGINNING OF DISC 3 <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CAMP (Beginning of Disc 3) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< FIND OUT ABOUT MEL-KAVA FROM PAET ================================= You will find that Paet is waiting for you at your campsite. Despite your failure to get to the Tower from Uru, Paet knows of another way to reach it. An ancient ship called Mel-Kava produces the impassable fog surrounding the Tower region. If you destroy it, you will be able to find your way there. A record of Mel-Kava's exact location should be somewhere in Zoah's Holy District, apparently. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< GEORGIUS (With laser rank #3) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< Laser rank #3 will allow you to break parts of Shellcoof's engine rudders, but you cannot totally destroy them until you have laser rank #4. ACCESS THE FIRST THREE PYRAMID RELICS ------------------------------------- With a laser rank of #3 you can Access three of the four pyramid relics around Shellcoof. This will open the first three sets of locked doors within the ship. +-----------------------------------------------------------------------------+ INSIDE SHELLCOOF +-----------------------------------------------------------------------------+ DRAGON BOOSTER -------------- With three pyramids Accessed outside, you will be able to reach a Blast Chip and the Dragon Booster, deep inside Shellcoof's main corridor. Though the Dragon Booster's description text says something about it enhancing your dragon's lasers, it actually doesn't do anything. See Section 8.01 for more on this and other oddities. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< URU (After the original visit) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< TOBITAMA ROCK (Tobitama Rock side quest, part 1) ------------------------------------------------ On your return to Uru, you will find a small flying creature directly north of where you enter the area. Access it and you will discover that it is a Tobitama, which you should guide back to its nest; this can be found to the west of the passage entrance. There are another two Tobitamas to be found, one in the west, and one in the northeast near the cliffs, though you can only guide one at a time. When they are all reunited with their mother, these creatures will fly away, leaving behind a Tobitama Rock in their nest which you can collect. ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: KOLBA [Kolba x 5] ===---===---===---===---===---===---===---===---===---===---===---===---===---= Kolbas will only appear in the daytime when you return to Uru. A time of day will randomly be chosen when you enter the area, so go out and come in again until you arrive at daytime. You can encounter Kolbas over the rocks just southeast of the Tobitamas' nest. Note that your otherwise blue radar will turn yellow when you are in the right place. Kolbas are unusual enemies. They have no weak points, and there is no way to avoid their Laser Rain attack. After they have performed this attack on you, they will fly away, leaving you with a Close Call ranking. A good way to get an Excellent instead is to simply charge two gauges and use the Judgement Day berserk technique to destroy the group instantly. Like the rare Sand Mites of the Garil Desert, an Excellent here will give you a relatively large amount of experience points. It is a good idea to keep fighting Kolbas at least until you stop going up a level after every Excellent. If the ambush spot goes blue while you are doing this, leave Uru and come in again to make the Kolbas reappear. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< UNDERGROUND RUINS OF URU (After the original visit) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< You will not yet be able to return to this area via the World Map. However, if you travel back to the black ruins in Uru's Deep North, you will be able to enter the underground ruins through them again. The only way out once you are inside is the large door you enter the whole complex by, which you will be able to unlock now that you have the Dome Gate Key. +-----------------------------------------------------------------------------+ B2F EAST +-----------------------------------------------------------------------------+ REACH B?F AND B??F ------------------- Fly through the underground ruins until you reach the hole near the prototype dragon chamber on B2F East, at the far north of the floor. This previously went down to B3F East, but it will now take you to a hidden floor called B?F. You will have to Access and ride the Floater in B?F's first room in order to proceed. +-----------------------------------------------------------------------------+ B?F and B??F +-----------------------------------------------------------------------------+ B?F is similar to B4F from your original visit. It is a series of forking corridors on a steep downward slope, which makes you unable to turn back. Each path that splits from the main route leads to an item box and a hole, which will take you out to B3F East. The hole at the end of the left path at the final fork (a hole with no item box before it) leads to another hidden floor, B??F. This very small area contains some more items, and its exit hole also leads out to B3F East. You should go down each path and get all the items before continuing. +-----------------------------------------------------------------------------+ B3F EAST +-----------------------------------------------------------------------------+ ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: ABSORBORAC [Absorborac x 4] ===---===---===---===---===---===---===---===---===---===---===---===---===---= These rare enemies can be found on B3F East, in the sloped corridor leading up to the switch that filled water tanks #1 and #2. Absorboracs are very similar to normal Absorboras, except that at any one time three of them will not be pointing at you, so there is no need to shoot them with your gun to stun them. Just stun the one opposite you to make sure its redirected damage fires straight upwards, then laser the group. Be careful, as after two volleys the stunned Absorborac will wake up, and you will need to stun it with your gun again before you finish the group off. It's worth noting that sometimes when you try to aim your gun in battles against Absorboracs, your cursor will get "stuck" on just one or two targets. To remedy this, simply press B to cancel the gun shot, then try firing it again. Trying to keep out of the danger zones seems unnecessary in this battle. If you use the above tactics, you should achieve an Excellent before the Absorboracs even attack you. +-----------------------------------------------------------------------------+ UNDERGROUND DOME +-----------------------------------------------------------------------------+ REACH B2F NORTH --------------- Now that you have the dragon, if you proceed to the Underground Dome you will be able to fly up and reach the door high in its northern wall. This leads to B2F North. +-----------------------------------------------------------------------------+ B2F NORTH +-----------------------------------------------------------------------------+ D UNIT 07 --------- This is in the first chamber you will come to on this floor, a room containing information archives that detail the projects of the Uru laboratories. +-----------------------------------------------------------------------------+ B4F +-----------------------------------------------------------------------------+ D UNIT 08 --------- In the long chamber near the elevator from B3F West, there is a line of item boxes which were too tough for the Floater's lasers to Break on your first visit. The dragon, however, will be able to open them all, collecting another D Unit and many useful items. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (Beginning of Disc 3) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SELL THE TOBITAMA ROCK TO BAICAH (Tobitama Rock side quest, part 2) ------------------------------------------------------------------- Enkak has been taken ill at the caravan, and the only thing that can save him is a Tobitama Rock. His father An'jou has gone off in search of one; however, it is doubtful that he will find it. If you have such a rock from Uru, Baicah will buy it from you for 2,000 dynes, and will also give you five Speed Chips. Doing this will ultimately save Enkak's life (as An'jou will, in fact, not be able to find one in time). >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< EXCAVATION SITE (After hearing about Mel-Kava) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< LARGE GUN (Radgam's Gun side quest, part 1) ------------------------------------------- If you return to the Excavation Site you will discover Radgam's lifeless body; unfortunately he was killed by a monster. Search him and you will discover this unloaded gun. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< VILLAGE OF ZOAH (After hearing about Mel-Kava) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< PASS (FOR THE HOLY DISTRICT) ============================ During the daytime, talk to Abner (who will be near the entrance) and he will give you a Pass to the Holy District, and tell you to go and meet Paet there. SELL THE LARGE GUN TO JARED (Radgam's Gun side quest, part 2) ------------------------------------------------------------- Jared, the shop owner, will buy Radgam's old gun off you for 1,500 dynes. SHIELD CHIP x 1 --------------- A Shield Chip can be found in Aldo's house, under a blanket. LAMP OIL x 1 ------------ You can find some Lamp Oil if you examine the lamp on Aldo's floor. Strangely, this item is both useless and worth next to nothing. DUAL BLAST CHIP x 1 (FROM ALDO) ------------------------------- Aldo's house will be in disarray after the Empire's arrival, and you will be able to reach a secret back room where he is hiding. After talking to him, if you examine the tools spilled on the floor Aldo will let you take a Dual Blast Chip from them. If you talk to him again after this, he will tell you about his past as a hunter, then ask you if he did the right thing by giving up. If you answer "no", he will argue with you and apparently throw you out. If you go back in afterwards however, Edge will apologise, and things will be the same, so it ultimately makes no difference what you say. RECOVER x 2 ----------- Go to Radgam's house any time after escaping the Underground Ruins and you will find it empty. The toolbox in his back room, which was out of your reach until now, will be left open on the floor. Examine it to find two Recovers. NOTE: DISCOUNT AT JUBA'S ------------------------ If you completed the Verato Pipe side quest earlier, Jael will have arranged for you to get a discount at the bar. Juba will only charge you 10 dynes per drink from now on, instead of 20. Remember that Juba will only ever talk to you after you order. +-----------------------------------------------------------------------------+ HOLY DISTRICT +-----------------------------------------------------------------------------+ ------------------------------------------------------------------------------- HOLY DISTRICT TOUR AND CHARACTER LIST ------------------------------------------------------------------------------- The Holy District is the area of Zoah where its more religious, and more privileged, residents live. It is smaller than the Liberal District, too, or at least there is less to do here. This district is also divided into two distinct areas. You enter it in a low, flat area, where two women sit talking, and harvested fruits hang on racks. There is a raised building ahead of you, in front of the entrance. This is the food storehouse, attended to by a man named Boaz. Back in the outside area, a small tunnel to one side of the main entrance leads into an enclosed back alley. However, this area seems to be more for flavour than function, as all its doors are locked and there is never anything here. Go up the steps out of the back alley, or walk to the left of Boaz's storehouse, and you will find a building with two large blue pillars. This is the Holy District's church, where Damon, the High Priest, can usually be found. Note that the locked door in the church cannot be opened until later in the game, and also that the small door of the building outside the church is permanently locked. To the right of the church, a passage similar to the one in the Liberal District winds around to the Holy District's other main area. Quitor, the grain merchant from the Liberal District, can often be found wandering around out here. The door near him, like most of the others in the Holy District, is always locked. This area is dominated by a huge orange house. Outside it, a small girl called Rhoda can often be found playing. Out here you might also notice a walled yard with a locked gate. This is the place you got to when you went through the well in the Liberal District. The big orange building itself is the home of Vaiman, the father of Paet and a very powerful man in Zoah. Enter the house and you will find yourself in a living room; Vaiman's study is through the door opposite you. Note that the stairs inside Vaiman's house are blocked off; they actually lead to Paet's room, which you cannot enter this way. To get in there, you need to use a secret ladder from the alley to the left of the house, but you cannot do this until later. That is the layout of the Holy District; what follows is a checklist of the characters who inhabit it, and where they can be found. Please refer to this if you are unsure about who the walkthrough is referring to at any point. BOAZ ---- Boaz is the arrogant keeper of the storehouse, which is opposite the district's entrance. It is locked at night. DAMON ----- Damon is Zoah's High Priest, and the grandfather of Bezer, the little kid who you may have encountered in the Liberal District. Damon can be found in the church, which has large blue pillars. He is usually there day and night. QUITOR ------ This merchant, who you might have seen in the Liberal District, can now be found in the far area of the Holy District. He only walks around there during the day. RHODA ----- Quitor's little daughter can be found just outside Vaiman's house, but only during the day. VAIMAN ------ Paet's wealthy father lives in the enormous orange-coloured house at the far end of the Holy District. It is locked at night. ------------------------------------------------------------------------------- ZOAH HARVEST x 1 ---------------- Examine the hanging fruits by the district's entrance and you will find a Zoah Harvest. It is useless, but you can sell it for 1000 dynes. ANOTHER ZOAH HARVEST x 1 ------------------------ Another Zoah Harvest can be found in the stockpile to the right of the grain storehouse. RECOVER x 1 ----------- Examine the trees to the left of the storehouse to find a Recover. RECEIVE A BRIBE FROM QUITOR --------------------------- During the day, go to the area behind the church and you will find Quitor, the grain seller from the Liberal District (he is dressed in white and green). He will give you 200 dynes to not tell anyone about his activities. BUY SOME ZAAL NUTS FROM QUITOR ------------------------------ If you repeatedly talk to Quitor again after he gives you the 200 dynes, he will offer to sell you some Zaal Nuts. He wants 500 dynes for them; you can sell them at a shop for 1,500 dynes, so this is a good deal. Bartering with him is a mistake; if you try, he will take offence and not sell them to you at all. SELL A MACRAN JEWEL TO QUITOR ----------------------------- Keep talking to Quitor again after the Zaal Nuts deal. Eventually, he will offer to buy a Macran Jewel from you for 9,000 dynes. This is a very good deal, as a shop will only buy one for 1,300. If you choose "Do not sell", he will actually raise his offer to 10,000 dynes. It is best to accept this amount; if you refuse again, he will decide not to buy it at all. ZAAL NUTS x 3 (GIFT FROM RHODA) ------------------------------- In the daytime, talk to Rhoda, the little girl waking around outside Vaiman's house. She will run away; but go and find her, then talk to her a few more times. She will eventually give you three Zaal Nuts, worth 1,500 dynes each. ARONAK UNIT ----------- You can only get the Aronak Unit if you have a Panzer Dragoon 2: Zwei save-game file in your Saturn's System Memory. If you do, keep talking to Rhoda after she gives you the Zaal Nuts and she will give you this item. Afterwards, when you are at camp, the Aronak Unit will be lying next to your tent. If you turn it on, it will show holograms of the dragon's different forms from PD2, whilst playing music from that game. Switch it on and off and it will move through a sequence of holograms, while the music alternates between two themes. See Section 5.02 for more hidden extras related to your PD2 file. BIBLE 1 ------- This can be found in the brown incinerator outside Vaiman's house. MEET VAIMAN AND AGREE TO DESTROY THE IMPERIAL AIR FORCE POST ============================================================ Paet's father, Vaiman, is waiting to meet you in his house beyond the church. He will ask you to destroy the nearby Imperial Air Force Post, in order to defend Zoah from the Empire. In return for this, he intends to give you access to all of the town's records, which should include something on Mel-Kava. He will also give you 1,500 dynes to keep this deal a secret. +-----------------------------------------------------------------------------+ LIBERAL DISTRICT (After meeting Vaiman) +-----------------------------------------------------------------------------+ FIND OUT THAT ABNER CANNOT REPAY YOU (Dragon Book 2 side quest, part 2) ----------------------------------------------------------------------- During the day, Abner will still be walking around near the entrance to the town. If you talk to him, he will say that because he cannot pay you back the money he owes you, you can go to his house (at night) and find something as repayment. GET PAET TO INVITE YOU OVER (Dragon Book 3 side quest, part 1) ------------------------------------------------------------------- During the day, talk to Paet, who will be working on his ship in the usual place. He will ask you to visit him at his (that is, his and Vaiman's) house at night time. DRAGON BOOK 2 (Dragon Book 2 side quest, part 3) ------------------------------------------------ Go to the gatekeepers' house at night, and examine the pile of junk under a cloth near the door. You have a choice of what to take; "Things useful for Battle" will give you two Shield Chips, while choosing "Parts of Monsters" will get you an Olfactory Lobe. However, if you select "Books on the Dragon", you will discover Dragon Book 2. TOWER REPORT 1 -------------- At night, go upstairs in Juba's and you will meet a Seeker called Jephthah. He will recognise you as a friend of Gash's, and will give you this book. TRI-BURST GUN PART ------------------ Talk to Jephthah again after he gives you the Tower Report and he will offer to sell you a Tri-Burst gun part for 1,000 dynes; select "Deal more" and he will cut the price to 800 dynes. If you choose to "Deal more" again, however, he will give up and not sell you the Tri-Burst. 800 dynes is a good price, as even if you have a Tri-Burst already, you can still sell this one on for 3,000 dynes. See Section 6.06 for more information on gun parts. +-----------------------------------------------------------------------------+ HOLY DISTRICT +-----------------------------------------------------------------------------+ DRAGON BOOK 3 (Dragon Book 3 side quest, part 2) ----------------------------------------------------- Go down the alley to the left of Vaiman's home, between the house and the town wall, at night. Look up at the end and you will find a collapsible ladder hanging from the side of the house. Examine it and Paet will drop it down, letting you get up to his secret room. After talking to Paet, examine the books on the shelf and he will let you take the final Dragon Book. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (After meeting Vaiman) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< BASE MANUAL ----------- Raul will be sitting outside the yellow tents at this point. Talk to him and he will give you a useful document, gained from his time with the Empire. <<<=========================================================================>>> {4.13} IMPERIAL AIR FORCE POST <<<=========================================================================>>> Shrouded in swirling clouds of mist, the apparatus of the Imperial base rises up out of the murky waters. The base is operated from a control tower in the centre of the area, but a square of fortified wall stops you from approaching it. If you do try, an Imperial Plasma Cannon will distract you. The only thing to do for the time being is to fly around the base's outer area, doing as much damage as you can. There are probably more Break targets here than anywhere else in the game. You should destroy them all, if only for the sake of completeness, and to improve your final "Target Destruction" score (see Section 4.27). Be careful not to fly into a searchlight beam at any point, or you will be attacked by an Aerial Battleship. You will battle enough of them anyway without having to do this. >>> Equip your HIGH VULCAN <<< FIELD MAP --------- The Field Map for the base is just northeast of where you enter the area. DESTROY THE ANCHORED FLEET AND FIGHT THE BEHEMOTH ================================================= On the lake are twenty docked Imperial airships which you can Break using the dragon's lasers. Be sure to target the three small item boxes under each ship at the same time (or before) you Break it. If you don't, they will be pulled under with the wreckage. When you have destroyed ten of these ships, you will be attacked by the Behemoth sub-boss. It is a good idea to leave one of the anchored ships close to the start intact, then count the first nine ships you destroy. You can then exit the area completely, heal yourself and save your game at camp, and trigger the Behemoth battle by destroying the ship you left as soon as you return. ------------------------------------------------------------------------------- ENEMY: PATROL GROUP [Instigator x 5] ------------------------------------------------------------------------------- If you attempt to shoot at a Patrol Group with your lasers, or most gun parts, they will just evade your shots and immediately signal an Aerial Battleship, which you will have to fight instead. It is impossible for you to get an Excellent grade if this happens. However, if you don't trigger an Aerial Battleship in this way, the Patrol Group is totally defenceless. For the Excellent grade, you will have to destroy the Patrol Group very quickly, and the best way to do this is with the Holy Sphere berserk technique. If you don't want to expend any resources, however, they cannot dodge your Sniper, despite being immune to your lasers and all other gun parts. As soon as the battle starts, equip the Sniper, then just pick them off with it one by one. This will usually earn you a respectable Great Fight grade. Remember to switch back to the High Vulcan immediately after the battle, though, as it is generally more useful in this area. ------------------------------------------------------------------------------- ENEMY: MISSILE CRUISER [Missile Cruiser x 1] ------------------------------------------------------------------------------- Keep to the safe sides and rear, and keep shooting the Missile Cruiser itself with your High Vulcan. Be careful not to hit its front-mounted missiles. If you destroy these, (your lasers would accidentally target them,) or if it fires them at you because you were in the danger zone too long, the Missile Cruiser will retreat to base. This will leave you with a Close Call, but destroying it quickly with your High Vulcan should achieve an Excellent instead. ------------------------------------------------------------------------------- ENEMY: PLASMA CANNON [Plasma Cannon x 1] ------------------------------------------------------------------------------- The only way to fight a Plasma Cannon is to try to cross one of the walls of the base. To charge your gauges safely, you need to stay out of the Plasma Cannon's moving danger zone. As with most other enemies that physically rotate to try and get you in their sights, it is better to judge when to move by looking at the Plasma Cannon itself rather than at your radar. Just move before the gun barrel ever lines up with you properly. For an Excellent grade, you will need to destroy the Plasma Cannon extremely quickly. The Plasma Vortex (the secret Extra Class berserk technique from Uru) will be able to destroy it instantaneously. If you don't want to use up any resources, however, you can just keep dodging the danger zone and shooting the Plasma Cannon with your High Vulcan. Unless you are at a pretty high level, though, this will only result in you getting a Great Fight. ------------------------------------------------------------------------------- ENEMY: AERIAL BATTLESHIP [Enforcer x 1] or [Enforcer x 2] ------------------------------------------------------------------------------- Enforcers appear alone and in pairs; single Enforcers are quite easy to defeat. As with the Imperial Gunship you fought over Georgius, just stay out of the danger zones and High Vulcan the enemy repeatedly. Be careful, as this ship has the additional ability to rotate its guns, switching the unsafe and danger zones; you should reposition as necessary. After a while, it will also launch an unavoidable Stun Rocket at you, but you should win the battle before this happens. Even though you will take a couple of hits from its Tracers, you should still get an Excellent grade without difficulty. Pairs of Enforcers are much more of a threat, however. You can tackle them with your High Vulcan if you want, but you will end up taking large amounts of damage in the process; certainly too much for an Excellent. The best way to get that grade is to simply charge two gauges and use the Armageddon berserk technique to destroy the ships instantly. Incidentally, if you don't have the Armageddon berserk technique yet, you should probably just focus on killing enemies, accumulating experience points and Levelling Up for a while, until you earn it. ------------------------------------------------------------------------------- ENEMY: STINGERS [Stinger x 6] ------------------------------------------------------------------------------- These are the Imperial version of the Rogues from Craymen's Fleet. They behave exactly the same; again, keep to their sides while you charge your gauges. To guarantee an Excellent grade, just annihilate the group with the Holy Sphere berserk technique as soon as you have two gauges. It is quite possible to get an Excellent without doing this, but their random moving around is an important factor in whether or not you make the grade, as the time limit is extremely tight. If they move behind you before they move in front, for example, it will make you too slow for an Excellent. ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: BATTLE CRUISER [Battlecruiser x 3] ===---===---===---===---===---===---===---===---===---===---===---===---===---= These rare enemies will ambush you in the usual way, just less frequently than normal enemies. They are the distinctive ships seen throughout the original Panzer Dragoon and Panzer Dragoon 2: Zwei. Battle Cruisers are essentially a stronger version of Aerial Battleships. As with the Aerial Battleship pairs, it is very hard to get an Excellent against Battle Cruiser groups without being at a high level or resorting to berserk techniques. The Armageddon berserk technique, if you have learned it, will just destroy the group instantly, guaranteeing you the Excellent grade. ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: WARSHIPS [Warship x 4] ===---===---===---===---===---===---===---===---===---===---===---===---===---= Like the Battle Cruisers, these other rare ships will just attack you every so often. They are the tall ships previously seen in Panzer Dragoon 2: Zwei. Exactly the same tactics used against Battle Cruisers (see above) can be applied to fighting Warships. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: BEHEMOTH =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In the Behemoth's first phase, the only way you can harm it is by shooting its one weak engine. This is low down on its left side; look at the radar to position yourself correctly. Your High Vulcan will do the most damage to it, and as there are no safe zones you should just stay where you are and fire repeatedly. The Behemoth will keep shooting you, but despite taking a lot of damage, you should survive long enough to destroy this engine. With the engine destroyed, the Behemoth will lower altitude, heralding the second phase of the battle. Here, the Behemoth's weak point is revealed. Unfortunately, it is Anti Shot, and your dragon's lasers usually cannot reach it due to the surrounding armour plates. Stay still and charge your gauges for a brief time, and as soon as you have two full, use the Vengeance Orbs berserk technique to set up a shield around yourself. When the armour opens for the Disintegrator to fire, you will have the opportunity to laser the weak point for a while. Positioning yourself is pointless as the Disintegrator cannot be avoided, and the weak point can be hit from anywhere. Keep lasering away and, when the Deadly Rain comes, your Vengeance Orbs will save you from it. Soon after this attack, the armour will close while the Disintegrator recharges. The second phase of the battle will then repeat; you should be able to finish the Behemoth off shortly after it opens its armour again. Not getting hit by the Deadly Rain, and winning the battle no slower than this, are both important for getting the Excellent. Note that you might need to use some HP replenishing berserk techniques or items after the battle, as safety is some way off. DESTROY THE CONTROL TOWER ========================= After you defeat the Behemoth, the Air Force Post will step up to Red Alert. This will entail the barrier walls being moved from around the Control Tower so that they surround the perimeter of the entire base instead. This change will enable you to reach the previously inaccessible inner area of the base, but you will not be able to leave until you have finished at this area totally, and have defeated its boss. Your first objective is to fight your way to the central Control Tower. When you reach it, hit all the Break targets on it and it will explode, engaging the launch sequence for the Deathmaker missile. Note that after you destroy the Control Tower in this way, you will no longer be attacked by the normal or rare enemies that previously ambushed you throughout the area. ANCIENT RECORDING DEVICE ------------------------ The Imperial Air Force Post's save point is near the Control Tower. STOP THE DEATHMAKER =================== Be sure to finish exploring the Air Force Post before continuing, as you cannot revisit this area once you face its boss. Fly north from the ruined Control Tower and Access the launch pad (with the Caution warning) to face the Deathmaker. =============================================================================== BOSS: DEATHMAKER =============================================================================== The entire battle with this boss is on a seven minute time limit. If you take too long, the Deathmaker will detonate, killing you instantly. However, this should never be a real issue. The first phase of this battle sees the Deathmaker moving along its launch runway. The craft is made up of three sections: the main body, and two side units. Your first objective should be to destroy the side units, as they will replenish the HP of the main body whenever you damage it otherwise. You should go into one of the safe zones to the Deathmaker's left or right to charge your gauges, and (as the whole craft is Anti Shot) repeatedly laser a side unit. Whenever it is announced that your location has been "identified", quickly move to the Deathmaker's front or back. You will get shot by the boss' Machine Guns, but they are weaker than the Cluster Bombs that would hit you if stayed at the sides after this warning. Getting hit by this different attack will cancel them, however. As soon as you have been shot, move back to the side to charge your gauges and keep lasering the side unit again. When one unit is destroyed, repeat this process for the one at the other side. After that, as you cannot avoid the machine gun fire, just stay in one spot and laser the main body repeatedly. Eventually the Deathmaker will take off, and the battle will move to the sky. In this phase the boss actually has no attacks, so all you have to do is laser it. However, any lasers fired while the craft's tail is spinning will be deflected, so make sure it is still before you shoot. It is easier to see this from the front than anywhere. As time passes, different sections of the warhead will fall away, but this does not affect anything. These tactics should minimise the damage you will inevitably take in this battle, and if you don't waste time you will get the Excellent grade. <<<=========================================================================>>> {4.14} AFTER THE IMPERIAL AIR FORCE POST <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< VILLAGE OF ZOAH (After the Imperial Air Force Post) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< +-----------------------------------------------------------------------------+ HOLY DISTRICT +-----------------------------------------------------------------------------+ REPORT YOUR SUCCESS TO VAIMAN ============================= In the daytime, go into the church and you will witness an argument between Vaiman and the High Priest. Afterwards, Vaiman will tell you to meet him in his house the next day so that he can give you your reward. At this point, the time will become "locked" in the daytime wherever you go, until you continue with the main plot by visiting Paet to receive Letter 1. RECEIVE A BRIBE FROM VAIMAN --------------------------- Before you go to Paet, visit Vaiman's house and you will find him in a meeting with Quitor. Talk to him a couple of times and he will give you 500 dynes to persuade you to leave. +-----------------------------------------------------------------------------+ LIBERAL DISTRICT +-----------------------------------------------------------------------------+ LETTER 1 ======== During the day, Paet will be tinkering with his ship as usual; visit him and he will give you Letter 1. It is from someone who wants to meet you near Paet's ship at night. Acquiring this item will cause the (still "locked") time to skip to nightfall. FOLLOW LETTER 1'S INSTRUCTIONS ============================== Return to Paet's ship and you will be confronted by Craymen himself. He will cryptically ask you for your help, before leaving with Zastava. After this cut- scene, the time of day will change as normal again. +-----------------------------------------------------------------------------+ HOLY DISTRICT +-----------------------------------------------------------------------------+ TEMPLE KEY ========== You can now go to Vaiman's house during the day to collect your reward. He will give you the Temple Key, which opens the locked door in the church. DRAGON REPORT ------------- Talk to Vaiman again after he gives you the Temple Key and he will ask you whether you want to become the official guardian of Zoah. If you answer "No", he will keep trying to persuade you, and if you keep refusing, he will attempt to blackmail you, and then end the conversation. If you talk to him again after this refusal, all he will do is ask if you have reconsidered, until you eventually agree to become Zoah's guardian. After you agree, (at any point,) examine Vaiman's bookshelves and he will let you take the Dragon Report. VISIT THE GUARDIAN FIRE ======================= At night, go through the locked door in the church and examine the "Guardian Fire" relic. In a cut-scene, the relic will give Edge a vision of Mel-Kava's whereabouts. PAET'S REPORT ------------- Paet will now spend his nights examining the Guardian Fire. If you visit him there, he will give you this dossier of information which he has compiled. <<<=========================================================================>>> {4.15} MEL-KAVA <<<=========================================================================>>> This section of the game takes place in and around Mel-Kava, an enormous ship from the Ancient Age. It is a surprisingly linear "main area", and it is the only one in the game that doesn't have a Field Map. You pass through much of Mel-Kava only once, and at the end of this section you will destroy the ship itself. Be sure not to miss any item boxes or other Break targets along the way. +-----------------------------------------------------------------------------+ MEL-KAVA +-----------------------------------------------------------------------------+ >>> Equip your HIGH VULCAN <<< PROCEED TO MEL-KAVA'S UNDERSIDE =============================== This short section sees you flying towards Mel-Kava, eventually battling a preset group of enemies before reaching the ship's underside. ------------------------------------------------------------------------------- THE MEL-KAVA BATTLE SEQUENCE ------------------------------------------------------------------------------- The "Scavenger" enemies that you fight on this approach to Mel-Kava are actually the only ones in the game, so getting an Excellent for the whole battle sequence is the only way to get an Excellent for them. Fortunately, you can take a fair amount of damage here and still qualify for the Excellent. ------------------------------------------------------------------------------- 1: LAZARA [Lazara x 4, Lazara Hunter x 1] ------------------------------------------------------------------------------- You can just use the usual tactics for Lazaras here. ------------------------------------------------------------------------------- 2: LAZARA [Lazara x 4, Lazara Hunter x 1] ------------------------------------------------------------------------------- It is a good idea to modify the normal Lazara tactics slightly for this battle. After you have taken out the Lazara Hunter with your gun, use the "Carry Two Gauges Over" tactic (described in Section 3.03). ------------------------------------------------------------------------------- 3: DRONES [Drone x 1, Protodrone x 1] ------------------------------------------------------------------------------- Unfortunately, as you won the previous battle at the Lazaras' rear, you will begin this battle at the rear too, and will invariably get hit by the Drones' Change Light attack. Drones come in pairs, and between them they cover all directions, making everywhere a danger zone. Because this battle will start with you at the rear, you should just take out the front Drone straight away with your High Vulcan. Normally, you will use your gun to shoot either the rear Drone (the Protodrone) from the side, or the front Drone from the front or back. (Note that the rotating bar around a Drone deflects any shots not fired from one of these directions.) Destroying a Drone in this way will clear some safe zones. Normally you would keep to these while you charged a gauge with which to take out the other Drone. However, you shouldn't need to charge a gauge this time, as you will have used the "Carry Two Gauges Over" tactic. ------------------------------------------------------------------------------- 4: SCAVENGER [Scavenger x 3] ------------------------------------------------------------------------------- The Scavengers are easy to defeat, so easy that it is worth using the "Carry Two Gauges Over" tactic again (see Section 3.03). Just stay in the safe zones to charge your gauges, and whenever you want to attack the group, move behind them and laser their weak points. They move around quickly, but you can just reposition yourself as necessary. ------------------------------------------------------------------------------- 5: DRONES [Drone x 1, Protodrone x 1] ------------------------------------------------------------------------------- Unfortunately, as you won the previous battle at the Scavengers' rear, you will once again start this battle by getting hit with the Drones' Change Light attack. These Drones will act just the same as before. After destroying the front Drone to create some safe zones, though, it is worth using the "Carry Two Gauges Over" tactic (see Section 3.03) one last time, to set yourself up for the final battle of the sequence. ------------------------------------------------------------------------------- 6: DRONES [Drone x 1, Protodrone x 1] ------------------------------------------------------------------------------- Just use the normal tactics for defeating Drones here. If you have followed these approaches, you will almost certainly earn an Excellent for this sequence. +-----------------------------------------------------------------------------+ MEL-KAVA BOTTOM +-----------------------------------------------------------------------------+ You will notice that the exhaust ports on Mel-Kava's underside periodically spew out green energy particles. If you get hit by these, you will be knocked back to the previous area. Breaking the exhaust ports here will make it easier to progress. Particle bursts like these can be found in a few of Mel-Kava's areas, and they always knock you back to an earlier area if you get hit by them. GO INSIDE MEL-KAVA ================== Fly too far forward and you will end up facing the Photon Cannon sub-boss, which you cannot defeat yet, due to an impenetrable force field surrounding it. You can deactivate this from inside Mel-Kava. Access the closed portal above you (the one with the Caution warning) to open it, then enter it to get into the ship's interior. +-----------------------------------------------------------------------------+ INSIDE MEL-KAVA (Passage to the Auto Defense System) +-----------------------------------------------------------------------------+ ------------------------------------------------------------------------------- ENEMY: PLASMA SPIDER [Plasma Spider x 1] ------------------------------------------------------------------------------- There is no room to manoeuvre in the corridor where you fight a Plasma Spider. This battle is essentially a race to destroy the creature before it can charge up and use its Incandescent Light attack. You get roughly three gauges' charging time before it fires. To guarantee the Excellent grade, it is a good idea to use your first two gauges to activate the Shield berserk technique. This will keep you safe while you shoot the Plasma Spider with your High Vulcan. You should be able to destroy the Plasma Spider before your Shield runs out; if you can't, you are probably at quite a low level, and should try Levelling Up a bit before going any further. Note that if you want to fight another Plasma Spider for any reason, you will need to exit and re-enter this passage. ANCIENT RECORDING DEVICE ------------------------ There is a save point in this passage. PROCEED TO THE AUTO DEFENSE SYSTEM ================================== Fly through the yellow portal at the far end of the tunnel to face the first of Mel-Kava's two sub-bosses. Destroying it will deactivate the force field around the Photon Cannon on Mel-Kava's underside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: AUTO DEFENSE SYSTEM [Reactor] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Soon after you enter battle with this sub-boss it will "Activate Defense System 04", which will turn two areas into unsafe zones. The Auto Defense System is Anti-Shot, but it has a weak point that can be hit from the unsafe areas. Stay in a safe zone to charge your gauges. You will notice that there are four panels orbiting the core; when they move close to it, they will shield it from damage. When all of your gauges are full, use this simple trick: bring up your Battle Menu, then wait for the point when the orbiting panels are moving away from the core. (With the Battle Menu up, monitored "time" does not pass, meaning that you will not waste time and compromise your Excellent grade.) As soon as they do, immediately move around to an unsafe zone and laser the core three times. Then move to a safe zone again, and repeat. The Auto Defense System will occasionally rotate, moving both the unsafe zones and the weak point, so reposition when appropriate. Though it actually has several phases of attacks, you should be able to defeat the Auto Defense System before it leaves this first phase, achieving the Excellent grade in the process. +-----------------------------------------------------------------------------+ >>> Equip your SNIPER <<< FIGHT THE PHOTON CANNON ======================= If you return to Mel-Kava's underside, you will be able to destroy the now vulnerable Photon Cannon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: PHOTON CANNON =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This sub-boss blocks the way forward beneath the ship. With the Auto Defense System destroyed, the energy field previously surrounding the Photon Cannon will be gone, rendering it vulnerable. When fighting the Photon Cannon, the only safe zone is behind it, and this is also the only place that you can hit its weak point from. Stay there and fire your Sniper at the weak point repeatedly. Every so often the Photon Cannon will rotate, putting you in a danger zone. Just reposition behind it again when it does this, and continue shooting. Even if the Photon Cannon hits you with a Photon Blast or two while you are trying to get behind it after a rotation, you should still achieve the Excellent grade. CHOOSE YOUR ROUTE TO THE CENTRAL REACTOR ======================================== The sealed passage at the far end of the underside leads straight to the Central Reactor; you can open it by destroying the exhaust ports on either side of it. However, a better way of reaching the Central Reactor is to let yourself be pulled upwards by the "grappling" system just before that opening. This will take you into more of Mel-Kava's interior corridors, which contain many item boxes. They eventually lead to exactly the same place. +-----------------------------------------------------------------------------+ INSIDE MEL-KAVA (Passage to the Central Reactor) +-----------------------------------------------------------------------------+ >>> Equip your HIGH VULCAN <<< PROCEED TO THE CENTRAL REACTOR ============================== This area consists of two tunnels on two floors, containing many useful items. The tunnels eventually lead to the Central Reactor. You will be unable to leave these tunnels the way you came in due to a locked door. +-----------------------------------------------------------------------------+ MEL-KAVA CENTRAL REACTOR +-----------------------------------------------------------------------------+ DESTROY THE CENTRAL REACTOR =========================== Don't Access the blue disc (with the Caution warning) above you. If you do, it will emit a shockwave, which can throw you into the raining energy particles. Getting hit by the energy particles here will, again, result in you getting thrown behind the ship. However, if you Access the six dark paddle artefacts around the outside of the room they will swing out, allowing you to fly up under them. They will shield you while you hit the Break targets on the Central Reactor, above the blue disc. When it is destroyed, the dragon will fly up to a Light Energy Reactor. +-----------------------------------------------------------------------------+ LIGHT ENERGY REACTOR +-----------------------------------------------------------------------------+ DESTROY THE LIGHT ENERGY REACTOR ================================ Keep shooting the Break targets on this device and it will eventually explode. Afterwards, your dragon will continue upwards to the ship's deck. +-----------------------------------------------------------------------------+ MEL-KAVA DECK +-----------------------------------------------------------------------------+ DESTROY THE EXHAUST PORTS ========================= There are more exhaust ports here, and again you can be blasted back to an approach of Mel-Kava if their light particles hit you. Shoot the pairs of exhaust ports to destroy the other Light Energy Reactors. When this is done, an entrance to Mel-Kava's second Central Reactor will blow open. +-----------------------------------------------------------------------------+ MEL-KAVA #2 CENTRAL REACTOR +-----------------------------------------------------------------------------+ It is an extremely good idea to fill up your HP with berserk techniques or items as soon as you enter this area. You will likely take immense amounts of damage in the upcoming boss battle. >>> Equip your SNIPER <<< DESTROY THE SECOND CENTRAL REACTOR ================================== As with the previous reactor, do not Access the blue disc, or it will emit a shockwave that can push you into the light particles' path. You can Break the swinging particle-emitting devices, however, so do this. The reactor's weak point is the rotating section beneath the blue disc. Destroy the reactor and, after a cut-scene, you will face Atolm for the third time. =============================================================================== BOSS: ATOLM DRAGON [Atolm, Ancient / Atolm, Orbs II] =============================================================================== If you do not enter this battle with maximum HP, these tactics may very well get you killed. This is because the Excellent grade for this battle is based almost solely on time taken. The best way to get it is to just take masses of damage whilst being quick. In the first phase of this battle, Atolm is carrying an enormous ancient weapon, and the only apparent safe zone is at his front. If you move there however, the zone will turn red on the radar, as Atolm will have started preparing his Hell Storm attack. Quickly move to the side as soon as the radar changes, and the Hell Storm will miss you. After this, all zones will become temporarily safe, and the front of the weapon directly beneath Atolm will become a weak point for a short time. You should dodge in front of Atolm again, and immediately Sniper this weak point. Doing this will cause the ancient weapon to temporarily cease operating, making all zones safe for a while. At this stage you can move to either side of Atolm, where the folded joint of the weapon will present a new weak point. Sniper this repeatedly until the weapon becomes energised again. When it is, you will have to dodge in front of Atolm to trigger a Hell Storm again, and repeat the whole process detailed above. Eventually the ancient weapon will take too much damage, and will be destroyed. Atolm will then summon his orbs, as he did in the Disc 2 battle. Again you should take out the orbs with your Sniper first, but this time they will periodically be shielded, forcing you to wait for an opportunity to shoot. Sniper an orange orb first, to create a less dangerous zone to charge your gauges in, then Sniper the other orbs from it. As always, move to the front to avoid the "Ne-Rai" Berserker Rage attack when necessary. With the Orbs gone, Atolm can be defeated with the same tactics that you used back at the end of Disc 1. Just charge your gauges at his side, and when you have all three full, move behind him to Sniper his tail weak point three times. Then move to a side again, and repeat. The only difference now is that if you take too long, Atolm will summon the orbs again, putting you back in the previous phase. You should be able to do enough damage to Atolm before he gets the orbs back, however. When Atolm has taken a lot of damage he will be beyond summoning the orbs again. At this stage he will also start using the unavoidable Lightning Storm attack, as he did in Disc 2. If you just keep repeating the process of charging gauges as safely as possible and Snipering his tail, though, Atolm will eventually be defeated. You will get the Excellent grade only if you wasted little time. EYE WING - LASER RANK #4 ======================== After the battle with Atolm, your dragon will evolve into an Eye Wing; this model has a laser rank of #4. You can now return to Georgius and Uru to obtain some important items that you could not previously collect. <<<=========================================================================>>> {4.16} AFTER MEL-KAVA <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< GEORGIUS (With laser rank #4) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< NOTE: DO NOT BREAK SHELLCOOF'S ENGINE RUDDERS YET!!! ---------------------------------------------------- Though you are able, do not Break the engine rudders at the front of Shellcoof yet. When they are destroyed, the ship will fall into the sea and explode. This should be done only when you have all you need from inside Shellcoof. ACCESS THE FOURTH (AND FINAL) PYRAMID RELIC ------------------------------------------- With your laser rank at #4 you will be able to Access any remaining pyramids relics. When you do, you will be pulled towards the back of Shellcoof, which you should enter. +-----------------------------------------------------------------------------+ INSIDE SHELLCOOF +-----------------------------------------------------------------------------+ PROCEED TO THE GENESIS CHAMBER ------------------------------ When all of the pyramid relics have been Accessed, you will be greeted here by the spirit of a dragon. Follow it to the corridor's end and you will find the Genesis Chamber. +-----------------------------------------------------------------------------+ GENESIS CHAMBER +-----------------------------------------------------------------------------+ DRAGON CREST (Solo Wing side quest, part 1) ------------------------------------------- Access the Dragon Crest to take it; doing this will release a dragon pup, who will follow you for the time being. As well as allowing you to eventually evolve your dragon into the Solo Wing model, the dragon pup has another function; while it is with you, it will occasionally fly upwards off the top of the screen. If you can find where it ends up (usually nearby, and not necessarily high up) and Access it, you will find that it has discovered a hidden item for you. If you fly too far away before doing this, the pup will return to you. None of the items that it finds are actually important; they are just things like Elixirs and combat Chips, and useless junk. +-----------------------------------------------------------------------------+ DESTROY SHELLCOOF ----------------- Make sure you have done everything you need to do at Georgius at this point, as when Shellcoof is destroyed, you will be unable to return here. Then, Break the three engine rudders at the front of Shellcoof, on its west side. When you have destroyed two, Shellcoof will retaliate, using tractor beams to pull you to the rear of the ship. Break the points where they emerge from to disable them, and when they are all gone, Shellcoof will finally collapse into the sea. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< URU (With laser rank #4) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< D UNIT 05 --------- Your laser rank of #4 will be enough to open the item box that hangs near the mouth of the passage. It contains the fifth D Unit. <<<=========================================================================>>> {4.17} IMPERIAL AIR FORCE <<<=========================================================================>>> >>> Equip your SNIPER before coming here! <<< ------------------------------------------------------------------------------- THE IMPERIAL AIR FORCE BATTLE SEQUENCE ------------------------------------------------------------------------------- The Imperial Air Force is actually just a long sequence of preset battles. However, it contains the only Imperial Punisher in the game, so if you want an Excellent for it, getting an Excellent for the whole sequence is necessary. ------------------------------------------------------------------------------- 1: STINGERS [Stinger x 6] ------------------------------------------------------------------------------- These are the same as the ones you fought at the Imperial Air Force Post. The timing for the Excellent here isn't as tight as in those battles, though, so you don't have to worry about berserking them. Just use your lasers, in the same way that you fought Craymen's Rogues at Uru. It is also a good idea to use the "Carry Two Gauges Over" tactic (see Section 3.03) in preparation for the next battle. ------------------------------------------------------------------------------- 2: GUNSHIPS [Enforcer x 2] ------------------------------------------------------------------------------- Though announced as "Gunships", this is actually just a pair of Enforcers, the same as an "Aerial Battleship" battle from the Imperial Air Force Post. These are not like the "Gunship" sub-boss you fought over Georgius. To get the Excellent grade, it is necessary to take little or no damage in this sequence. To be safe, then, just use the Armageddon berserk technique to destroy both ships instantly. ------------------------------------------------------------------------------- 3: STINGERS [Stinger x 6] ------------------------------------------------------------------------------- You can defeat these using the same approach as above, except that you don't need to use the "Carry Two Gauges Over" tactic. ------------------------------------------------------------------------------- 4: PUNISHER [Stinger x 3, Punisher x 1] ------------------------------------------------------------------------------- This battle is the same as one of Craymen's Attack Groups from Uru, just with the Imperial versions of the ships instead of the Black Fleet ones. Keep to the safe zone behind the group, and laser the Stingers from there. Then charge another gauge there and, when the Punisher moves to the side of you, move to its front and Sniper its weak point to take it out instantly. =============================================================================== BOSS: FLAGSHIP GRIG ORIG [Grig Orig] =============================================================================== Due to the size of Grig Orig, this battle only takes place around a set of its gun batteries. The right-hand zone is blocked by a section of the ship, limiting your movement. Grig Orig will never try to reposition, and all zones are dangerous during this battle. The Armageddon berserk technique is extremely effective against Grig Orig, because its different gun batteries count as individual enemies/targets for the purposes of damage. This means that Armageddon will do five times its normal damage to Grig Orig! Of course, if you are fortunate enough to have the even more powerful Dragon Phoenix berserk technique already, this battle will be even easier. Don't bother moving, and just repeatedly use Armageddon / Dragon Phoenix. You will take some damage from the Suppressing Fire and High Speed Cannons, but not dangerous amounts, or nearly enough to stop you getting the Excellent. After a while, Exhaust Port No. 1 will open. Go to Grig Orig's rear to Sniper the weak point revealed inside it. After two volleys it will cease to be a weak point, so just go back to using your berserk technique again. If you are using Dragon Phoenix, this part of Grig Orig's pattern may not even have time to occur before the battle is over. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: SPECTRE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is the only time in the game where you fight a sub-boss after a boss. Fortunately, Zastava's Spectre is much less threatening than Grig Orig. Zastava will move around all the time, and the unsafe and danger zones will appear to change constantly. However, this is just an illusion: Zastava will only actually shoot you when you are directly behind him. If you stay out of that zone, you will never get hit by any attack, regardless of what the radar says. Zastava can dodge weapons just like the Instigator Patrol Groups of the Imperial Air Force Post. Your dragon's lasers are useless, therefore, and so are all gun parts except the Sniper. The Spectre has no weak points, so just shoot it with your Sniper whenever you get the chance. You should easily be able to defeat Zastava without being hit, and fast enough for an Excellent. <<<=========================================================================>>> {4.18} AFTER THE IMPERIAL AIR FORCE <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CAMP (After the Imperial Air Force) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< LETTER 2 -------- Return to your camp and search the unconscious Azel. You will find this letter from Zastava and Craymen. <<<=========================================================================>>> {4.19} THE TOWER (DISC 3) <<<=========================================================================>>> +-----------------------------------------------------------------------------+ 1F NORTH +-----------------------------------------------------------------------------+ You start out at the bottom of the Tower, in 1F's north passage. You cannot go back down the elevator you came from. >>> Equip your SNIPER <<< PROCEED TO THE BOTTOM FLOORS' CENTRAL AREA ========================================== Go through the door ahead of you to reach the central passage that connects the lower floors of the Tower. +-----------------------------------------------------------------------------+ BOTTOM FLOORS +-----------------------------------------------------------------------------+ The Tower is an absolute labyrinth of passages, which make up the fifteen floors between you and the summit. These floors are connected together by vertical areas like this one, which run like a core down the centre of the Tower, one vertical shaft on top of the other. Fortunately you are not expected to explore much of the Tower on this first visit, and only the shortest, simplest route is open to you. ANCIENT RECORDING DEVICE ------------------------ A save point will greet you outside the door from 1F North. NOTE: 1F WEST / 1F EAST AND THE CLOSED ELEVATOR GATE ---------------------------------------------------- The other door on the same level as the save point goes to 1F West, which is actually misnamed as "1F East". You will be unable to go very far in that direction at the moment, however, due to a closed Elevator Gate. You can open this later on in the game. PROCEED TO 4F ============= No other doors will be open except the one at the top of the passage; this leads to 4F. +-----------------------------------------------------------------------------+ 4F +-----------------------------------------------------------------------------+ NOTE: DEACTIVATED SWITCHES -------------------------- Most of the Tower is currently inactive. If you Access the switches and devices on this and other floors, they will not do anything. ------------------------------------------------------------------------------- TOWER BATTLE SEQUENCE #1 ------------------------------------------------------------------------------- A few sequences of Imperial ships will ambush you as you ascend through the Tower. You will not have encountered any of them before, so tactics for each new kind of battle follow. ------------------------------------------------------------------------------- 1: SKIFF PATROL GROUP [Pyro x 4, Skiff x 1] ------------------------------------------------------------------------------- These groups are relatively simple to defeat. It is a good idea to use the "Carry Two Gauges Over" tactic here, (see Section 3.03,) in preparation for the next battle of this sequence. The safe zones will keep changing as the Pyros follow your movements, but two zones will always be safe, so keep to them while you charge any gauges you need. As is often the case, the radar's zones will change to red before you are actually in danger. Watching the Pyros themselves is a better way of judging when you need to move. When you want to end the battle, just move to the group's front when you get a good opportunity. If you Sniper the Skiff's weak point once from there, you will destroy it instantly. The Pyros will then retreat, leaving you with an easy victory. ------------------------------------------------------------------------------- 2: INFERNOS [Pyro x 6] ------------------------------------------------------------------------------- Note that the Pyros you will encounter throughout the Tower are all misnamed on-screen as "Infernos". Infernos were actually the version from Craymen's Fleet. Basically, the safest way to win this battle is to use the Holy Sphere berserk technique, and thus wipe the group out instantly. You need to win this sequence relatively quickly for the Excellent, and also you need to not get hit, which is often impossible without resorting to the Holy Sphere. Like the Pyros in the Skiff Patrol Group, these enemies will turn to follow your movements, meaning that no zone will be safe for long. However, as there are now six Pyros, they will be able to cover up to three zones at once. This means that occasionally you will be forced to pass through a danger zone to reach another safe zone, and when doing this you will usually get hit by an Inferno Blast, losing you the Excellent. Just winning straight away with the Holy Sphere avoids this problem. FIELD MAP --------- You will find the Field Map for the whole Tower just before the elevator to 5F. PROCEED TO 5F ============= The elevator up to 5F is at the end of 4F's long corridor. +-----------------------------------------------------------------------------+ 5F +-----------------------------------------------------------------------------+ ------------------------------------------------------------------------------- TOWER BATTLE SEQUENCE #2 ------------------------------------------------------------------------------- This battle sequence is similar to the last, but with a new kind of enemy, Marauders, turning up in its middle. Modified tactics, where necessary, follow. ------------------------------------------------------------------------------- 1: SKIFF PATROL GROUP [Pyro x 4, Skiff x 1] ------------------------------------------------------------------------------- You should defeat this group in exactly the same way as before, again using the "Carry Two Gauges Over" tactic (see Section 3.03). ------------------------------------------------------------------------------- 2: MARAUDERS [Marauder x 2] ------------------------------------------------------------------------------- While fighting Marauders, there are no safe zones, only dangerous zones at their sides, and unsafe zones at their front and back. With the two gauges carried over from the last battle, however, you will be able to just move straight into a side zone and Sniper each Marauder's weak point to take it out instantly. ------------------------------------------------------------------------------- 3: INFERNOS [Pyro x 6] ------------------------------------------------------------------------------- Unfortunately, you will have to actually charge some gauges this time around. As was mentioned previously, this is not easy to do against there groups, whose safe and dangerous zones are moving constantly. The Pyros will eventually surround you with dangerous zones, forcing you to move through one and thus take damage. However, it is just possible to get two gauges charged for the Holy Sphere before then. As while fighting the Skiff Patrol Groups, watching the Pyros themselves, rather than your radar, will give you a better indication of when you need to move. Be careful though, as they do not all rotate at once, and your dragon can get in the way of your view sometimes. This battle sequence is fortunately more forgiving than the last, so you can take an Inferno Blast here and still achieve an Excellent grade. PROCEED TO HANGAR #1 ==================== Follow the passage of 5F and you will end up at the door to Hangar #1. +-----------------------------------------------------------------------------+ HANGAR #1 / 6F / 8F NORTH PASSAGE / INNER PASSAGE (Lower) / 8F WEST PASSAGE / 9F WEST PASSAGE / INNER PASSAGE (Higher) +-----------------------------------------------------------------------------+ PROCEED TO 9F EAST PASSAGE ========================== The next section is basically a long, linear route through the Tower which contains no enemies, or anything of real note. The door higher up in Hangar #1 leads to 6F; there is an elevator there, which goes up to 8F North Passage. The door there leads to the lower Inner Passage. This is a moveable section going through the central area of the Tower, as you will discover when you return here later. Currently, it links 8F North Passage to 8F West Passage. An elevator in 8F West Passage will take you up to 9F West Passage. Head through the door there to continue to the higher Inner Passage, which currently links the east and west sides of 9F. Go through it to reach 9F East Passage. +-----------------------------------------------------------------------------+ 9F EAST PASSAGE +-----------------------------------------------------------------------------+ ------------------------------------------------------------------------------- TOWER BATTLE SEQUENCE #3 ------------------------------------------------------------------------------- The preset sequence on this floor is exactly the same as "Tower Battle Sequence #1", which you fought on 4F. You can win this one by using exactly the same tactics. ------------------------------------------------------------------------------- 1: SKIFF PATROL GROUP [Pyro x 4, Skiff x 1] ------------------------------------------------------------------------------- 2: INFERNOS [Pyro x 6] ------------------------------------------------------------------------------- PROCEED TO 11F ============== The lift at the end of 9F East Passage's corridor will take you up the next two floors. +-----------------------------------------------------------------------------+ 11F +-----------------------------------------------------------------------------+ ------------------------------------------------------------------------------- TOWER BATTLE SEQUENCE #4 ------------------------------------------------------------------------------- The first preset sequence on this floor is exactly the same as "Tower Battle Sequence #2" from 5F. Apply the same tactics as before. ------------------------------------------------------------------------------- 1: SKIFF PATROL GROUP [Pyro x 4, Skiff x 1] ------------------------------------------------------------------------------- 2: MARAUDERS [Marauder x 2] ------------------------------------------------------------------------------- 3: INFERNOS [Pyro x 6] ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- TOWER BATTLE SEQUENCE #5 ------------------------------------------------------------------------------- The second preset sequence on 11F is a group of "Infernos" (Pyros), then four groups of "Stingers". However, these "Stingers" are also misnamed; they are actually Raiders, and this is the only place in the game that you will encounter them. ------------------------------------------------------------------------------- 1: INFERNOS [Pyro x 6] ------------------------------------------------------------------------------- As you will need to charge gauges here, use the same approach as in "Tower Battle Sequence #2" and "Tower Battle Sequence #4". ------------------------------------------------------------------------------- 2: STINGERS [Raider x 6] ------------------------------------------------------------------------------- These misnamed enemies don't even behave particularly like Stingers, but they do look similar. The only safe zone is at the group's rear, and this is also where you can hit their weak points from. Try to stay in this place, and just keep lasering the group's weak points. They will keep rushing behind you, putting you in their danger zone, but you should be able to reposition safely behind them again without them attacking you. Keep out of danger in this way, and after a couple of laser volleys the whole group should be destroyed. Repeat this process for the following groups, and you should get an Excellent grade without much difficulty. ------------------------------------------------------------------------------- 3: STINGERS [Raider x 6] ------------------------------------------------------------------------------- 4: STINGERS [Raider x 6] ------------------------------------------------------------------------------- 5: STINGERS [Raider x 6] ------------------------------------------------------------------------------- PROCEED TO HANGAR #2 ==================== The door to Hangar #2 is at the end of 11F's corridor. +-----------------------------------------------------------------------------+ HANGAR #2 / 12F / 13F +-----------------------------------------------------------------------------+ PROCEED TO THE UPPER FLOORS' CENTRAL AREA ========================================= In Hangar #2, A door directly above the one you came out of leads to 12F. Take the elevator on 12F up to 13F, and head through the door there to reach the highest of the three central areas. +-----------------------------------------------------------------------------+ UPPER FLOORS +-----------------------------------------------------------------------------+ ANCIENT RECORDING DEVICE ------------------------ There is a save point outside the door from 13F. FIGHT THE EXTERMINATOR ====================== Fly up to the top of this area and you will face the Empire's Exterminator ship. =============================================================================== BOSS: EXTERMINATOR =============================================================================== You will start this battle with one full gauge, and you will be facing the Exterminator's weak point, in the area at the bottom of the radar. You should use this first gauge to Sniper the weak point immediately, before heading to the one safe zone. This is opposite where you start the battle, at the top of the radar. Everywhere else is unsafe or dangerous. Every so often a gun battery will be shown revolving around the Exterminator's vertical section. This is the Magnetic Cannon, and with each rotation it changes some of the unsafe and danger zones as it covers different areas. The one truly safe zone will not be affected by this, however. You should charge all three of your gauges in the safe zone, then quickly move around to Sniper the weak point (at the bottom of the radar) three times. Move via an unsafe side rather than a dangerous one where possible, and rush back to the safe zone as soon as you can, again past the least dangerous side. Charge your gauges again, and repeat this process. You will inevitably get hit sometimes, but it shouldn't matter. Periodically, the Magnetic Cannon will revolve to a high position where it makes no zones dangerous. A warning siren will then sound, and all zones will turn red; you will then get hit by a volley of unavoidable homing missiles. As with the rest of the damage you will take in this battle, don't worry about this. When this attack is finished, the Exterminator will resume the previous pattern, so go back to your previous method of attack. If at any point you seem to be getting extremely low on HP, you can afford to spend a gauge topping it up, preferably with the Genesis berserk technique. Heal-Maxis will do if you haven't learnt that one yet, though. When the Exterminator has taken a lot of damage it will switch to "Level 2 Attack Mode". This doesn't really make a difference, though, as you can just keep using the same tactics as before, and it will eventually be defeated. Even if you take massive amounts of damage in the course of this battle, you should still get an Excellent if you do not waste time. <<<=========================================================================>>> {4.20} BEGINNING OF DISC 4 <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (Beginning of Disc 4) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SEEKER MAP ========== Jephthah, the Seeker from Zoah, will be waiting for you behind Baicah's shop. He will give you this map showing the location of the Seekers' Stronghold, and this will add that place to your World Map. The Seeker will advise you to go and meet Gash there. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SEEKERS' STRONGHOLD: CAMP (Beginning of Disc 4) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ENTRUST AZEL TO GASH ==================== As soon as you arrive, the Seekers will take Azel off your hands. It doesn't matter what answer you give to Gash's Yes/No question; he will eventually convince Edge that leaving Azel with them is the right thing to do. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SEEKERS' STRONGHOLD (Beginning of Disc 4) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ------------------------------------------------------------------------------- SEEKERS' STRONGHOLD TOUR AND CHARACTER LIST ------------------------------------------------------------------------------- Unlike other settlements, the Seekers' Stronghold does not change at all from day to night, despite you being able to visit it at these different times. The Seekers' Stronghold is a very strange structure; it is suspended high up in front of a huge waterfall. Three paths lead from the main structure to rooms in the cliffs on either side. It is from one of these paths, (the upper-right one,) that you will enter the Stronghold, as this path leads to and from your camp. Enter the Stronghold and you will find yourself in a small room with two large, open doors. Beyond these is the Stronghold's upper hall; an area with three coloured doors and a hole in the floor, which lets you see down to the lower hall below. The upper hall's purple door leads to the Stronghold's shop. This is run by Jared, the shopkeeper from Zoah, who is apparently a Seeker after all. The green door is the entrance to a small library. A "compiler" named Zadoc can usually be found there, sifting through ancient tomes. Beyond the red door is a sort of hospital room, where Azel will currently be sleeping. Between Zadoc's room and the hospital, a spiral path slopes downwards, and it descends towards the lower hall. Immediately beneath the spiral path, before you reach the lower hall itself, there is a small area with two doors. The purple one leads to a strange shrine, while the red one leads outside the Stronghold. Beyond that red door you will find yourself on another path (the left-hand one) leading to the cliff face. There are two doors into the cliff; the right-hand one leads to an "observation deck", but it is almost always locked. Through the left-hand door there is a storeroom, where Bezer, the kid from Zoah, can usually be found working on Paet's airship (which they both escaped in). Back inside the Stronghold itself, the lower hall has many doors. The rooms beyond are described here in clockwise order from where you enter the lower hall. The first (purple) door leads to the quarters of two "questers", Simeon and his apprentice Reuben. The second (green) door is the way into another hospital room. The third portal, the red double doors, again leads to one of the paths outside the stronghold. This lower-right path takes you to another storeroom within the outer cliff, but there is usually nothing there. The fourth door is also red, and it is at the top of a small flight of steps. This is the room of Ladha, a healer. The fifth door, red again, is the quarters of another young quester named Perez. Following is a checklist of all the Stronghold's inhabitants, and where they can usually be found. Refer back to this whenever you need to. GASH ---- Your old friend Gash is rarely in the same place in the Stronghold, but as you need to talk to him quite often, his location is often given in the walkthrough. PAET ---- Surprisingly enough, Paet escaped the destruction of Zoah in his repaired airship. You can find him in the Stronghold's small entrance room at this point, and he will be in different places later on. RHAGG ----- A female quester, Rhagg will currently be talking to Paet. Again, you can find her in different places as time moves on. JARED ----- The shopkeeper from Zoah runs the shop here now, which can be found behind the purple door of the Stronghold's upper hall. ZADOC ----- A compiler, Zadoc studies the mysteries of the ancient age from his small library within the Stronghold. It is through the green door of the upper hall. SHELLA ------ This extremely quiet girl will currently be tending to Azel, through the red door of the Stronghold's upper hall. BEZER ----- The young grandson of Zoah's High Priest also escaped the destruction of Zoah in Paet's airship. You can find him trying to repair the airship once more, in the outer storeroom of the left-hand cliff face. SIMEON ------ Simeon is a quester, and his quarters are on the bottom floor of the Stronghold, through the first door (going clockwise). REUBEN ------ An apprentice quester, Reuben shares Simeon's quarters on the lower floor of the Stronghold. LADHA ----- This healer can be found through the red door at the top of the small steps in the Stronghold's lower hall. PEREZ ----- Another quester, Perez's quarters are through the last (clockwise) door of the lower hall. ------------------------------------------------------------------------------- ASSASSIN GUN PART (Radgam's Gun side quest, part 3) --------------------------------------------------- Jared, the shop owner from Zoah, runs the shop in the Stronghold now. You can find him through the purple door on the upper floor of the structure. If you sold Radgam's Large Gun to him back in Zoah, you will be able to pick up an Assassin gun part here for free; just talk to him now and he will give it to you. If you did not follow the side quest, however, you can still get an Assassin by buying one from the shop, for 20,000 dynes. The only reason you would want to do this is for the sake of completeness, though. See Section 6.06 for details of why it is not so good. PULVERIZER GUN PART ------------------- From now on, this essential gun part is available to buy from Jared's shop. Unfortunately, there is no other way to acquire it, and the price tag of 30,000 dynes reflects the gun part's immense power. See Section 6.06 for details of why it is so good. Basically, you should just equip it now, and not bother with other gun parts any more. OLD DIARY --------- Beyond the green door on the Stronghold's upper floor is the library of Zadoc, a compiler. Talk to him there and he will give you this book. MEMORY REPORT ------------- After receiving the Old Diary, ask Zadoc "About the Town of Zoah" and he will give you the Memory Report. TOWER REPORT 3 -------------- Search the far left bookshelf in Zadoc's room and he will let you take Tower Report 3 from it. LEARN THE TRUTH ABOUT THE SEEKERS FROM GASH =========================================== Gash will be waiting for you in the upper hall of the Seekers' Stronghold (the chamber with the hole in the floor). Talk to him and you will enter a cut- scene, in which he will explain the Seekers' true purpose. LEARN ABOUT SESTREN FROM ZADOC ============================== After meeting Gash, go and visit Zadoc. He is through the green door on the upper floor, and he will briefly explain Sestren to you. WAKE AZEL ========= Next, go through the purple door on the upper floor. This is the room where Azel is sleeping, and a cut-scene will show her wake up after a nightmare. During the cut-scene, Gash will be called away to the observation deck because of an imminent attack from Grig Orig. MEET GASH AT THE OBSERVATION DECK ================================= Out of the left side of the Stronghold, there are two doors into the cliff. The one nearest the waterfall (which is locked at all other times) leads to the observation deck, where Gash went. Go through it and a cut-scene will show you that Grig Orig is out of control and posing a threat to the Stronghold. After this, you will be able to go to the Forest of Zoah to stop it. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< CARAVAN (After learning the truth about the Seekers) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< BERSERK VAMPIRE GUN PART (Tobitama Rock side quest, part 3) ----------------------------------------------------------- Visit the caravan at night and talk to An'jou, who will be sitting by the campfire, having finally returned from his unsuccessful mission. He will give you a Berserk Vampire gun part as thanks for saving his son's life. See Section 6.06 for details on what it does. <<<=========================================================================>>> {4.21} FOREST OF ZOAH <<<=========================================================================>>> +-----------------------------------------------------------------------------+ FOREST OF ZOAH +-----------------------------------------------------------------------------+ Stretching to the horizon all around you, the Forest of Zoah burns under laser fire from the chaotic Grig Orig. You need to fight your way north to stop the ship, but first you must descend below the forest's canopy. Note that throughout this section of the walkthrough, the passages that lead below the forest are called by their Navigator destination name: "Naga Cocoons". They are also numbered according to the Navigator, so refer to it if there is any confusion about which Cocoon is which. >>> Equip your PULVERIZER <<< GO INSIDE THE FOREST OF ZOAH ============================ Progression above the forest will currently be impossible due to the waiting Arangata sub-bosses, which cannot be harmed until their roots are destroyed. The areas defended by the Arangata are marked by floating sentry devices; avoid them and go down inside the forest. You can enter via the large Naga Cocoons that emerge from the trees at certain places; Cocoon 2 is just north of where you enter the area. ------------------------------------------------------------------------------- ENEMY: GLIDE DRAGON [Glide Dragon x 8] ------------------------------------------------------------------------------- These enemies will attack you above the forest, and they can be defeated very simply. Just keep yourself in the one safe zone behind the group, and laser them until they are all destroyed. You shouldn't get hit or have any time difficulties, so no more advice is necessary for this easy Excellent. +-----------------------------------------------------------------------------+ INSIDE THE FOREST OF ZOAH +-----------------------------------------------------------------------------+ The tightly-packed trees of the burning forest define the fairly narrow paths that you can explore. Note that you will not be able to reach the large northern area of the map until later in the game. DESTROY THE ARANGATAS' ROOTS ============================ Below the Forest of Zoah are the roots of the Arangata sub-bosses that block your path above the trees. Destroy a root, and the relevant Arangata will be rendered helpless. It is a good idea to destroy all eight roots before attempting to go above the trees again. The roots are spread throughout the forest, so it is easiest to just explore everywhere using the field map, and to destroy the roots as you find them. ANCIENT RECORDING DEVICE ------------------------ There is a save point near Naga Cocoon 2's exit (which you should have entered the area from). D UNIT 09 --------- This can be found north of Naga Cocoon 2's exit, at a dead-end. D UNIT 10 --------- This can be found north of Naga Cocoon 3's exit, along the left fork of the path. NOTE: LOCKED DOOR ----------------- At the far north of this area is a ruin with a locked door; it can only be opened later on, when you have a laser rank of #6. +-----------------------------------------------------------------------------+ FIGHT THE ARANGATAS AND HEAD TO THE INFESTED GRIG ORIG ====================================================== Grig Orig can be seen flying in the northern sky. On your way to it you will have to fight through preset sequences of Lazaras and Arangatas, and Protodrones and Arangatas. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ARANGATA / PROTODRONE BATTLE SEQUENCES =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To get an Excellent against an Arangata, you must get an Excellent for the whole sequence of battles that it is in. This is easy with the Lazara battle sequences (see below), but with the Protodrone ones there can be complications. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1: PROTODRONES [Drone x 1, Protodrone x 1] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These are exactly the same as the "Drones" from Mel-Kava. Oddly, though the Drone battles at Mel-Kava were entitled "Drones" and the ones here are called "Protodrones", they both contain the same enemies: one Drone and one Protodrone. The problem with this sequence is that, (as with the battles at Mel-Kava,) you will often get hit by an unavoidable Energy Stream attack as soon as you face the second pair of Drones. This single hit will make you unable to get an Excellent for the sequence. To avoid this situation, use the following tactics. As soon as the battle starts, immediately move to the front or back and take out the front Drone with your Pulverizer. This will give you two safe zones at the sides. At this point, employ the "Carry Two Gauges Over" tactic (see Section 3.03) before shooting the remaining Protodrone. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2: PROTODRONES [Drone x 1, Protodrone x 1] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you destroyed the first drones in the way described above, you will start this second battle at the enemies' side, and with two full gauges. You can thus take the rear Protodrone instantly; this will create some safe zones for you to move into. You can then safely take out the remaining Drone. Strangely, you will not get hit by any unavoidable attacks if you simply start the battle at the side in this way. If you play so that you start this second battle at the front or rear, you will always get hit by the Energy Stream before you can move. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ARANGATA =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= With their roots destroyed, the previously invulnerable Arangatas cannot even fight back. Just move around to the Arangata's front and use your Pulverizer to repeatedly shoot the weak point inside its "mouth". =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ARANGATA / LAZARA BATTLE SEQUENCES =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These sequences are extremely simple to get an Excellent for. Just destroy the Lazaras in the same way as all the others in the game, and use the above tactics to defeat the Arangata. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1: LAZARA [Lazara x 4, Lazara Hunter x 1] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2: LAZARA [Lazara x 4, Lazara Hunter x 1] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ARANGATA =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============================================================================== BOSS: INFESTED GRIG ORIG [Infested G.O.] =============================================================================== The first phase of this battle takes place around only a small part of Grig Orig, and a section of the ship blocks off an entire zone. All zones start off safe, so don't bother moving and just charge your gauges. Soon, the white dome section will discharge a pair of "Tallons"; you need to take out each of these with your gun as soon as possible, as if left alone they will eventually ram into you, giving you either the Bind or Poison status condition. After the Tallons have been released, one of the three holes in the white dome will stay open for a while. Inside this is the current weak point; move around to find the hole, and Pulverizer it immediately. You will probably only be able to shoot it once before it closes. After this, another pair of Tallons will be released, so just repeat the above tactics completely. It will take a long time for you to wear the boss' HP down in this way, but you will be totally safe while doing it, and time is not much of an issue in achieving this Excellent. When you damage the white dome enough, you will proceed to the second phase of the battle. This takes place around the Imperial Cannon, again in only three zones. Stay to one of the side zones and charge up all three of your gauges. All zones will initially be green, but when Grig Orig charges energy, the zone in front of the cannon will turn red. Then the cannon will fire a massively damaging beam into that zone. The weak point is actually the front of the cannon, so as soon as you have your three gauges, (and immediately after the beam has fired,) move in front of it and Pulverizer it three times. After that, return to a side zone and repeat the whole process. After every three Imperial Cannon beams, all zones will turn red. An unavoidable Parasite will then hit you, giving you the Stop status condition, and Grig Orig will reposition to get you in front of the cannon. When this happens, immediately use the Recover berserk technique to get rid of the Stop condition, and go back to your previous pattern. In the final stage of the battle, Grig Orig will "open its limiter". In this phase, after it charges energy for the Imperial Cannon, it will reposition behind you and fire the cannon instantly, giving you no chance to avoid the blast. As soon as you have been shot, unload any gauges you have by Pulverizing the cannon's weak point, then return to one of the side zones. It is still worth moving to one side of the cannon as before, as this will force Grig Orig to slowly reposition again, giving you extra time to charge your gauges. Just take the damage, keep shooting the weak point immediately after, and go to a side when you need to recharge. Though the cannon does ridiculous amounts of damage to you, you should be able to take at least two hits from it. Grig Orig should not survive to fire it a third time, leaving you with the Excellent grade, despite you having taken huge amounts of damage. ARM WING - LASER RANK #5 ======================== When you defeat this boss, your dragon will evolve into an Arm Wing, with a laser rank of #5. This is the last "normal" evolution your dragon will make. <<<=========================================================================>>> {4.22} AFTER THE FOREST OF ZOAH <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< FOREST OF ZOAH (After the original visit) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< When you return here after destroying the Infested Grig Orig, you will have access to quite a few new things in the area above the forest. There are two rare enemies to fight, and you can reach the forest area north of where the boss was, where various things are hidden. >>> Equip your PULVERIZER <<< ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: GOLIA TRACKER [Golia Hunter x 1] ===---===---===---===---===---===---===---===---===---===---===---===---===---= Players of Panzer Dragoon 2: Zwei will recognise these enemies as the Episode 3 boss from that game. Here, they will ambush you over the patch of tall trees and swaying stems found roughly between the three Naga Cocoons. (Look on your field map if you are unsure.) The spot is a yellow danger area, as opposed to the red areas surrounding it. Note that a "Golia Tracker" is actually a mislabelled Golia Hunter, as you can see from your "Data on Defeated Enemies" gallery after you beat it. During the battle, keep to the safe area at the Golia's rear to charge your gauges. Whenever it repositions directly behind you, revealing the weak point at its front, Pulverizer it as much as you can. As soon as you are out of gauges, return to the rear to charge again, and repeat this process until the Golia is defeated. If you defeat the Golia relatively quickly and without being hit, you will get the Excellent. ===---===---===---===---===---===---===---===---===---===---===---===---===---= RARE ENEMY: GOLIA HUNTER [Golia Tracker x 1] ===---===---===---===---===---===---===---===---===---===---===---===---===---= The other kind of rare Golia will ambush you in the yellow danger areas above and around any of the Naga Cocoons. Like the other variety of Golia, these enemies are misnamed; these ones should be the Golia Trackers. These Golias can actually be defeated in exactly the same way as the others; see the tactics above. VILLATUYA FRUIT --------------- Just north of where you encountered the Infested Grig Orig, there is a swaying blue plant growing from the trees, similar to the plants of the Garil Desert. It is an Access target, and so it will appear on your radar. If you have difficulty finding it, just explore the whole field map north of where you could go previously; you will notice it sooner or later. Access the plant and it will deposit the Villatuya Fruit, which you can collect. This item allows your dragon to fly faster. When you have it, using the R button to roll will allow you to reach a fourth speed setting (as shown below the radar). REACH THE RED RUINS ------------------- Unlike your first visit here, this time you will be able to reach the far northern reaches of the forest. There, four entrances lead below its canopy, into the area surrounding the "Red Ruins". This is the place beyond the locked door that you may have noticed inside the forest. Strangely, you can reach this area from above the forest now, before you have the laser rank of #6 necessary to open that door. +-----------------------------------------------------------------------------+ RED RUINS +-----------------------------------------------------------------------------+ This large secret area is very reminiscent of the Garil Desert's Blue Ruins. It is dominated by a huge, flat ruin, the doors of which are currently locked. There are plenty of items for you to find here, so explore everywhere and pick them all up. ANCIENT RECORDING DEVICE ------------------------ This hidden area even has its own save game point. You can find it to the south, near the locked door that leads to the "Inside the Forest of Zoah" area. UNLOCK THE DOORS OF THE RUIN COMPLEX ------------------------------------ On each face of the main ruin is a small sealed door, and in the surrounding forest there are four relics, rotating on stone pedestals. Break each relic, and the corresponding door will become unlocked. NOTE: THE EMPTY PEDESTAL ------------------------ Through the western door of the ruin complex is an empty pedestal with a "laser rank #6 required" symbol. It also corresponds to the pedestal through the northern door, which has a Dragon Crest on it. In any case, you will have to return later in order to activate this. RAISE THE RED RUINS ------------------- Through the southern and eastern doors of the ruin complex are two relics with Caution warnings. They look like the ones found near the Blue Ruins in the Garil Desert, and they serve a similar purpose. Access them to raise the central ruin. VISIT THE GARIL DESERT AT NIGHT ------------------------------- If you enter the raised ruin, you will come out of the Blue Ruins in the Garil Desert, but it will be night time. There is nothing special to be found in the desert at night, although there are a few strange differences; there are no monsters or worms around, and the "Green Oasis" is renamed the "Dead Oasis". >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SEEKERS' STRONGHOLD (After the Forest of Zoah) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< Gash will be in the upper hall at this point. Note that, as usual, it makes no difference what answer you give to his Yes/No question. DISCOVER THAT AZEL IS MISSING ============================= Talk to Ladha - the woman at the entrance to the Seekers' Stronghold - and you will find that Azel has gone off on her own; it seems likely that she will have returned to Uru, where she was created. After finding this out, you will be able to journey back to the Underground Ruins of Uru from the World Map. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< UNDERGROUND RUINS OF URU (Return to find Azel) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< +-----------------------------------------------------------------------------+ B2F NORTH +-----------------------------------------------------------------------------+ >>> Equip your PULVERIZER <<< SAVE AZEL FROM THE MONSTERS =========================== Travel to B2F North, the area beyond the high northern door of the Underground Dome. (It is one of the floors you could not reach on your first visit to these ruins.) In B2F North's final chamber, you will find Azel, unconscious and under attack from a pack of Mutants. When you defeat them and save her, you will automatically leave the ruins. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SEEKERS' STRONGHOLD (After Saving Azel in Uru) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< RESOLVE TO RETURN TO THE TOWER ============================== Talk to Ladha, who will be standing by the wrapped bodies at the entrance to the Seekers' Stronghold, and she will ask you to attend the funeral ceremony. During the following cut-scene, Edge and Azel will decide to return to the Tower, to attempt to reach Sestren. This will make The Tower available to you from the World Map again. TOWER REPORT 2 -------------- Visit Zadoc after the funeral and he will give you this report, which describes the interior of the active Tower. <<<=========================================================================>>> {4.23} THE TOWER (DISC 4) <<<=========================================================================>>> This time, you will be travelling the opposite way through the tower; top to bottom. The Tower was inactive during your previous visit, but various locks, security measures and pure-type monsters are now active and waiting. The route you are forced to take is also much more convoluted than before, and it takes you through many places that were inaccessible when the Tower was powered down. +-----------------------------------------------------------------------------+ UPPER FLOORS +-----------------------------------------------------------------------------+ You enter the Tower where you previously defeated the Empire's Exterminator ship, at the very top of the central area for the upper floors. TRIGGER ROTOR PILE #1 ===================== When you try to proceed downwards, Rotor Pile #1 will become active, blocking your way. It is the first of many rotating devices that will hinder your passage through the active Tower. If you attempt to Access the Rotor Pile, Azel will inform you that the switch to deactivate it is on 15F. There are two doors available to you, one going to 15F East 1 and another to 15F West. NOTE: 15F WEST AND THE CLOSED ELEVATOR GATE ------------------------------------------- You have access to 15F West, but progress via that route is currently impossible. A locked gate there will block your path; beyond it, an elevator goes all the way down to 1F West. Unfortunately, you can only open this gate when you reach the bottom of the Tower. GO TO 15F EAST 1 ================ Go through the eastern door. +-----------------------------------------------------------------------------+ 15F EAST 1 / 14F EAST / 15F EAST 2 +-----------------------------------------------------------------------------+ SWITCH CONTROL OF ROTOR PILE #1 TO DIRECT ACCESS ================================================ Follow 15F East 1's corridor to the end, and take the elevator down to 14F East. Due to a one-way door, the only thing you will be able to reach there is an elevator up to 15F East 2. The switch on that floor will enable you to manually turn Rotor Pile #1 off. +-----------------------------------------------------------------------------+ DEACTIVATE ROTOR PILE #1 ======================== With the 15F East 2 switch triggered, you can return to Rotor Pile #1, and Access it to deactivate it. DETOUR TO THE FINAL D UNITS --------------------------- Rotor Pile #2 now blocks your way down, and there are three doors above it. One goes to 14F East, where you can get an Elixir, as you will be on the other side of the one-way door you passed earlier. Another goes to 14F West, where the switch to stop the Rotor Pile is. The north door, however, goes to 14F North, where you can acquire the last two D Units. +-----------------------------------------------------------------------------+ 14F NORTH +-----------------------------------------------------------------------------+ D UNIT 11 AND D UNIT 12 ----------------------- Here you will find the final D Units. LIGHT WING - LASER RANK #6 (Solo Wing side quest, part 2) --------------------------------------------------------- When you have collected all twelve D Units, your dragon will evolve into the secret Light Wing model. Unlike the other dragon models since the Basic Wing, the Light Wing cannot change its Class. However, it does not need to, as it has access to all of the Classes' unique Full-Gauge berserk techniques simultaneously, and it also has all of their unique full-gauge abilities (such as HP replenishment and the Counterattack). (Please see Section 2.07 for more information on the Classes.) Most importantly, though, the laser rank of #6 that the Light Wing provides will allow you to do many things outside the Tower which you could not do up to this point. <<<=========================================================================>>> {4.24} LASER RANK #6 <<<=========================================================================>>> >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< VALLEY (With laser rank #6) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< DESTROY THE GIANT FANS ---------------------- With a laser rank of #6, you will now be able to Break the fans at Excavation Site #4, revealing many helpful items. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< GARIL DESERT (With laser rank #6) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ENTER THE SUNKEN SHIP --------------------- Laser rank #6 will allow you to Break open the sunken ship in the middle of the Worm Lair. +-----------------------------------------------------------------------------+ SUNKEN SHIP PASSAGE +-----------------------------------------------------------------------------+ PLASMA SWARM BERSERK TECHNIQUE ------------------------------ The final Extra Class berserk technique is concealed in this secret area. Its function is covered in Section 6.05. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< FOREST OF ZOAH (With laser rank #6 and the Dragon Crest) >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< SOLO WING - FINAL DRAGON MODEL (Solo Wing side quest, part 3) ------------------------------------------------------------- In the north-western chamber of the Red Ruin complex, there is an empty pedestal with a Caution warning. It matches a pedestal in the next room which holds a Dragon Crest. If you have the Light Wing dragon (all twelve D Units) and the Dragon Crest (and dragon pup) from Georgius, Access this pedestal to place your Dragon Crest on it. Your dragon will then fuse with the pup, causing it to evolve into its final form, the Solo Wing. Unlike the Light Wing, the Solo Wing dragon needs to change between Classes, and its Laser Rank is still #6. Interestingly enough, each of the Solo Wing's Classes corresponds to a dragon form from a previous Panzer Dragoon game. Its Normal Class is the Blue Dragon from the original Panzer Dragoon, and also the dragon's final form from PD2. Its Defense Class is the Brigadewing from PD2, its Spiritual Class is the Dark Dragon from the original Panzer Dragoon, its Agility Class is the Skydart from PD2, and its Attack Class is the Windrider from PD2. <<<=========================================================================>>> {4.25} THE TOWER (DISC 4) [continued] <<<=========================================================================>>> +-----------------------------------------------------------------------------+ UPPER FLOORS +-----------------------------------------------------------------------------+ Resuming at the area above Rotor Pile #2, the east door leads to 14F East, and a useful item. +-----------------------------------------------------------------------------+ 14F EAST (Other Side of the One-Way Door) +-----------------------------------------------------------------------------+ Here you can get the Elixir from the other side of the one-way door you passed earlier. +-----------------------------------------------------------------------------+ GO TO 14F WEST ============== Back in the upper floors' central area, the west door leads to the next switch. +-----------------------------------------------------------------------------+ 14F WEST (Misnamed as "14F EAST") +-----------------------------------------------------------------------------+ SWITCH CONTROL OF ROTOR PILE #2 TO DIRECT ACCESS ================================================ The switch here will enable you to manually turn Rotor Pile #2 off. +-----------------------------------------------------------------------------+ DEACTIVATE ROTOR PILE #2 AND GO TO 13F ====================================== With the 14F West switch triggered, you can return to Rotor Pile #2 and deactivate it. This will allow you to reach 13F. ANCIENT RECORDING DEVICE ------------------------ There is a save point just outside the door to 13F. +-----------------------------------------------------------------------------+ 13F / 12F +-----------------------------------------------------------------------------+ >>> Equip your PULVERIZER <<< PROCEED TO HANGAR #2 ==================== Take the elevator on 13F down to 12F. Go through the door there to reach Hangar #2 and fight the Twin Guardians sub-boss. +-----------------------------------------------------------------------------+ HANGAR #2 +-----------------------------------------------------------------------------+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: TWIN GUARDIANS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Twin Guardians are tragically easy to defeat when you know how. After the battle starts, it will take a little while for the guardians to separate, so don't try to attack them before then. When they split, obvious safe zones will appear behind each guardian, with the other two zones becoming unsafe. At this point you should move behind the guardian to your left (the grey coloured, rather than green coloured one). This is the only guardian you can damage. The fact is that if you stay there and simply keep firing off your dragon's lasers repeatedly, you will destroy the guardians before they even get to attack you; as when one is destroyed, so is the other. (Note that you need to use your Lasers because this sub-boss is Anti Shot.) GO TO 11F ========= Once the sub-boss is defeated, go through the door below the one you came in from. It leads to 11F. +-----------------------------------------------------------------------------+ 11F / 9F East Passage +-----------------------------------------------------------------------------+ PROCEED TO THE MIDDLE FLOORS' CENTRAL AREA ========================================== 11F is a long corridor leading from Hangar #2 to an elevator down to 9F East Passage. 9F East Passage is very similar, and leads to the central section. NOTE: LASER TRAPS AND SCORPITARAS --------------------------------- Touching one of the laser beams on 11F (or later in the Tower) will set off an alarm system, alerting Scorpitaras to your whereabouts. They will keep attacking you until you turn the alarm off from the (previously dormant) grey device on the same floor. If you Access this device when no alarm is sounding, it will actually turn the alarm back on, similarly triggering an attack. Setting off laser beam alarms like these is the only way to face a Scorpitara. ------------------------------------------------------------------------------- ENEMY: SCORPITARAS [Scorpitara x 2] ------------------------------------------------------------------------------- While fighting Scorpitaras, all zones are dangerous, so there is no point in moving. You are essentially trying to win before they Gravity Orb you, which they will invariably do shortly after you have had enough time to charge up two gauges. If you want to get an Excellent against them, you will need to defeat them before this happens. You will likely be able to destroy each of them with a single volley from your Pulverizer. If you are not at a high enough level, however, an Armageddon berserk technique will destroy them both instantly. NOTE: ROTATING TRAPS AND SENTINELS ---------------------------------- The rotating lifting traps first appear on 11F. If you Access the lifting device when it is aligned with the groove in the artefact below it, then it will be lifted away safely, allowing you to pass. However, if you Access the lifting device when it is not aligned properly, it will break the artefact open, revealing a Sentinel which you must then fight. This is actually the only way to battle a Sentinel. ------------------------------------------------------------------------------- ENEMY: SENTINEL [Sentinel x 1] ------------------------------------------------------------------------------- The Sentinel will constantly turn to face you, rotating the one dangerous zone. Note that the Sentinel will only ever attack into this red zone, so all the other zones are safe, despite what the radar says. As is often the case with enemies that turn in this way, the radar changes more quickly than it should. It is best to watch the Sentinel itself, not the radar, and just move before it is ever fully facing you. Whenever you have a gauge full, shoot it with your Pulverizer. It should take at most only a couple of volleys. Note that to get the Excellent you have to be extremely quick, moving around an absolutely minimal amount. +-----------------------------------------------------------------------------+ MIDDLE FLOORS +-----------------------------------------------------------------------------+ You will not have visited this area on your initial journey through the Tower. This is the middle vertical section, connecting the middle floors of the Tower; it is the area around the "Inner Passages" you travelled through before. Currently, Rotor Pile #3 blocks your progress downward; according to Azel, the switch for it is on 7F. If you Access the moveable section of passage, you can unblock 9F North Passage and 9F West Passage. +-----------------------------------------------------------------------------+ 9F NORTH PASSAGE / 8F NORTH / 10F +-----------------------------------------------------------------------------+ Break the three energy pylons in 9F North Passage and they will crash through the floor, creating a route to 8F North. When you have collected the useful items there, take the next lift up to 10F. This floor leads back to the top of the Middle Floors section. This whole route from and back to the Middle Floors exists to stop you from getting "stuck" at any point, if you were to rotate the Inner Passages to inopportune places. +-----------------------------------------------------------------------------+ GO TO 9F WEST PASSAGE ===================== Back at the middle floors' central area, rotate the Inner Passage until the western door is unlocked, and go through it. +-----------------------------------------------------------------------------+ 9F WEST PASSAGE / 8F WEST PASSAGE +-----------------------------------------------------------------------------+ PROCEED TO THE LOWER INNER PASSAGE ================================== Take the elevator in 9F West Passage down to 8F West Passage. Leave the elevator and go through the door ahead. +-----------------------------------------------------------------------------+ INNER PASSAGE (Lower) +-----------------------------------------------------------------------------+ PROCEED TO 8F EAST PASSAGE ========================== When you first come here, this Inner Passage will link the east and west passages of 8F. +-----------------------------------------------------------------------------+ 8F EAST PASSAGE / 7F EAST / 8F EAST +-----------------------------------------------------------------------------+ PROCEED TO 7F SOUTH =================== Break the hanging pylons in 8F East Passage and they will fall through the floor, creating a route to 7F East. Follow the corridor there south to an elevator up to 8F East. The switch in the dead-end room there will release three energy pylons from the ceiling; break them as before to make a hole down to 7F South. +-----------------------------------------------------------------------------+ 7F SOUTH / 8F WEST +-----------------------------------------------------------------------------+ BREAK THREE HOLES IN 8F WEST'S FLOOR ==================================== A one-way door on 7F South will stop you going anywhere but the elevator to 8F West. In the middle one of that floor's three rooms is a switch; activating it will cause energy pylons to appear in all three rooms. Break them to create some routes down to 7F. Going down the lower or middle 8F West holes will bring you to a previously unreachable item box on 7F South; you can take the elevator back up to 8F West when you are done. GO TO 7F WEST ============= The northernmost chamber's hole goes down to 7F West, where you will at last find the switch you are looking for. +-----------------------------------------------------------------------------+ 7F WEST (Misnamed as "7F EAST") +-----------------------------------------------------------------------------+ SWITCH CONTROL OF ROTOR PILE #3 TO DIRECT ACCESS ------------------------------------------------ The switch here will enable you to turn Rotor Pile #3 off. ANCIENT RECORDING DEVICE ------------------------ There is a save point in the corridor outside the switch room. PROCEED TO THE MIDDLE FLOORS' CENTRAL AREA ========================================== Follow the passage from the switch room to reach the Middle Floors' central area again. +-----------------------------------------------------------------------------+ MIDDLE FLOORS +-----------------------------------------------------------------------------+ DEACTIVATE ROTOR PILE #3 ------------------------ From 7F West, you will actually re-enter the Middle Floors section below Rotor Pile #3; with the switch triggered, however, you may as well deactivate it. GO TO 8F NORTH PASSAGE ====================== The door north at the lower Inner Passage (above where you exit 7F) should be your next destination; it will already be unobstructed. +-----------------------------------------------------------------------------+ 8F NORTH PASSAGE / 6F +-----------------------------------------------------------------------------+ PROCEED TO HANGAR #1 ==================== Take the elevator in 8F North Passage down to 6F. Go through the door there to reach Hangar #1 and the Battle Droid sub-boss. +-----------------------------------------------------------------------------+ HANGAR #1 +-----------------------------------------------------------------------------+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: BATTLE DROID =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As with most of the enemies in the Tower, the Battle Droid sub-boss can be defeated easily as long as you have the Pulverizer. During the battle, all zones are dangerous. You need to reposition to the side of the Droid opposite where you start, however, so that you can aim at its weak point. If you just keep shooting at this with your Pulverizer, the Battle Droid will attack you perhaps once before you destroy it. You can afford to take this hit, though; and you should easily be fast enough for the Excellent. GO TO 5F ======== When you have defeated the Battle Droid, go through the lower door from Hangar #1 to reach 5F. +-----------------------------------------------------------------------------+ 5F / 4F +-----------------------------------------------------------------------------+ SWITCH CONTROL OF ROTOR PILE #4 TO DIRECT ACCESS ================================================ Follow 5F round and you will reach the elevator to 4F. Though you have not yet encountered Rotor Pile #4, the switch in the far eastern chamber of 4F will allow you to deactivate it. PROCEED TO THE BOTTOM FLOORS' CENTRAL AREA ========================================== The door that 4F's corridor leads you to opens out on the Tower's lowest vertical section. +-----------------------------------------------------------------------------+ BOTTOM FLOORS +-----------------------------------------------------------------------------+ DEACTIVATE ROTOR PILE #4 ======================== With the switch on 4F triggered, Access Rotor Pile #4 to deactivate it. GO TO 3F ======== Rotor Pile #5 will now block your way; the switch is on 3F. +-----------------------------------------------------------------------------+ 3F +-----------------------------------------------------------------------------+ SWITCH CONTROL OF ROTOR PILE #5 TO DIRECT ACCESS ================================================ This floor is basically a big loop of corridor, with many small rooms containing item boxes punctuating its outside. Don't worry about the one-way doors on this floor for the moment; you'll be on the other side of them soon enough. The switch for Rotor Pile #5 is in a chamber on the west side of this floor. +-----------------------------------------------------------------------------+ DEACTIVATE ROTOR PILE #5 ======================== Back at the bottom floors' central area, you can Access Rotor Pile #5 to deactivate it now that the 3F switch has been triggered. GO TO 2F ======== Rotor Pile #6 blocks the way further downwards. According to Azel, the next switch is apparently on 3F. However, it is in a section that can only be reached via 2F. +-----------------------------------------------------------------------------+ 2F / 3F (Other Side of the One-Way Doors on 3F) +-----------------------------------------------------------------------------+ OPEN THE LEFT AND RIGHT GATES ============================= The switches in the two eastern chambers of this floor will unlock the gates to the elevators. BERSERK VAMPIRE GUN PART ------------------------ The elevator beyond the Left Gate on 2F will take you to this gun part, behind one of the one-way doors on 3F. See Section 6.06 for more information on gun parts. SWITCH CONTROL OF ROTOR PILE #6 TO DIRECT ACCESS ================================================ The elevator behind the Right Gate on 2F goes up to the switch for Rotor Pile #6, on the other side of a one-way door on 3F. +-----------------------------------------------------------------------------+ DEACTIVATE ROTOR PILE #6 ========================= With the second 3F switch triggered, you will be able to manually deactivate the final Rotor Pile back at the central area. ANCIENT RECORDING DEVICE ------------------------ There is still a save point here, at the bottom of the Tower. NOTE: 1F WEST AND THE ELEVATOR TO 15F ------------------------------------- Below the last Rotor Pile are two doors; the western one leads to 1F West, where a lift will take you back to the top of the Tower. +-----------------------------------------------------------------------------+ 1F WEST / 15F WEST (1F West is misnamed as "1F EAST") +-----------------------------------------------------------------------------+ The elevator on 1F West will take you all the way back up to 15F West, where the previously locked Elevator Gate will now be passable. This allows you to travel quickly between the outside world and the bottom of the Tower. It is a good idea to at least go and "recharge" at your camp at this point, then return. +-----------------------------------------------------------------------------+ GO TO 1F NORTH ============== The northern door at the bottom of the Tower is your final destination. +-----------------------------------------------------------------------------+ 1F NORTH +-----------------------------------------------------------------------------+ ENTER SESTREN ============= Once you enter Sestren's realm, you will be unable to leave it until the end of the game. This is not really a problem, though, as when you open your save-game file after finishing the game, you will restart from the save-game point just outside the door to 1F North, that you just passed. It is definitely worth saving your game before you go to Sestren, in case you have difficulties there and need to restart. The elevator on 1F North will take you down to B1F, from where, in a cut-scene, Azel will open the gate to Sestren. <<<=========================================================================>>> {4.26} SESTREN <<<=========================================================================>>> FIGHT THE ANTI-DRAGONS ====================== Sestren's realm is a strange void of shifting colours and nonsensical patterns. On arrival, you will find yourself surrounded by the five Anti-Dragons; corrupt versions of your own dragon's past forms. Access each of them in turn to fight them. After each battle, you will return to the Sestren void, giving you a chance to prepare for the next fight. To stay safe, watch out for when your HP drops into the yellow zone between battles. When it does, top it up with HP replenishing items or berserk techniques. You need to conserve a fair amount of BP for the battle with the final Anti-Dragon, but there is nothing left to save any items for. >>> IMPORTANT NOTE <<< ====================== Here, at the game's end, is where your Level matters more than ever. With no safe zones in any of these battles, the fights basically come down to you and the Anti-Dragon shooting at each other. If your Level is not sufficiently high, you will inevitably take too much damage and/or be too slow to achieve the Excellent grades. A Level of 55 or above should be enough to see you through, but much lower than that and you will run into difficulties. Fortunately, you now have possibly the best Levelling Up gauntlet in the game: the Anti-Dragons themselves. After you finish the game, you get the opportunity to save. If you continue from this save-game file, you will find yourself at the bottom of the Tower again. Despite having unlocked some hidden extras, (see Section 4.28,) the game world will be just as it was before you entered Sestren. This means that you can go in there and fight the Anti-Dragons (and Sestren) again, save your game again, and repeat. You can rack up experience points and Levels this way, until you are at a sufficient Level to get the Excellent grades here. Remember to return to your camp to recharge your HP and BP after each of these repeat runs. So, if you are not above Level 55 yet, don't worry; you can always just repeat these battles later, when your Level is higher. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ANTI-BASIC WING [Anti-Basic] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Just stay in one of the two zones that is not red, and keep shooting the Anti- Basic Wing with your Pulverizer. If all zones go green, it means that the Anti- Basic Wing is getting ready to use a Heal-Maxis on itself to regain some HP, so just keep shooting regardless. It might hit you a few times before it is destroyed, but this is by far the easiest Anti-Dragon battle to get an Excellent for. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ANTI-VALIANT WING [Anti-Valiant] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Again, your Pulverizer is best for this battle. If you fire your first gauge off straight away, you will be able to hit the Anti-Valiant Wing before it morphs into a Defense Class dragon and thus becomes more resilient to damage, but this shouldn't make too much of a difference. When unsafe and dangerous zones appear, as in the last battle, just stay in the unsafe ones and keep shooting away. The unsafe and dangerous zones will switch periodically, so pay attention to the radar and reposition accordingly. When all zones go green, it means that the Anti-Valiant Wing is powering up a Protection Wing (or, later, Shield) to make itself even harder to damage, so just keep firing. When it has finished doing this, the unsafe and dangerous zones will appear again, and you can go back to your previous routine. Eventually, the Anti-Valiant Wing will be destroyed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ANTI-STRIPE WING [Anti-Stripe] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you don't enter this battle with pretty high HP, you could have serious difficulties, so remember to heal yourself before this battle, and the ones to come. The Anti-Stripe Wing will elect to go into the Attack Class shortly after the battle starts. There is only one unsafe zone in this battle, with the rest being dangerous, and the unsafe zone will change as the Anti-Stripe Wing turns. Try to stay in that unsafe zone and keep shooting the enemy with your Pulverizer. When all zones go green, that means that it is powering up an Assault Wing to make its lasers even more damaging, so just keep firing. After this, the Anti-Stripe Wing will go back to its turning routine. You should be able to win the battle reasonably quickly, and despite getting hit a couple of times you will still get the Excellent if you are at a good enough Level. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ANTI-PANZER WING [Anti-Panzer] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Pulverizer is yet again the best choice of weapon, but don't fire off your first gauge as soon as the battle begins; the Anti-Panzer Wing will choose to go into the Agility Class, which will take more damage from your attacks. Again, there is only one zone here that is not dangerous, so try to keep yourself in it. Despite your swift opponent darting about the place, this battle should be over relatively quickly. Once more, despite taking some damage, the Excellent is really down to the speed your Level allows. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SUB-BOSS: ANTI-EYE WING [Anti-Eye] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Anti-Eye Wing is significantly more powerful than the other Anti-Dragons, and uniquely, different tactics work much better against it. This dragon, which takes on the Spiritual Class, will use offensive berserk techniques against you rather than lasers. All zones in the battle are therefore dangerous, and so movement is pointless. If you just keep shooting away and getting hit by its attacks, however, you will almost always take too much damage to get the Excellent. A very simple way around this problem is to use the "Chain Shielding" technique discussed in Section 3.03. Just keep a Shield up constantly, and keep firing off your Pulverizer with every third and fourth gauge. You will win the battle without being hit; whether you are actually quick enough for the Excellent, though, depends on your Level. FIGHT SESTREN ============= With the Anti-Dragons defeated, Sestren will at last confront you. It appears in the form of an evil Solo Wing. Fill your HP up with replenishing berserk techniques or items, then Access Sestren to begin the final battle. =============================================================================== FINAL BOSS: SESTREN [Sestren / Sestren Morphic / Sestren Exsis] =============================================================================== After a short cut-scene, Sestren will enter its first phase. Here Sestren will in fact be dormant, surrounded by five glowing orbs of energy; shoot these to view Sestren's memories of your dragon. This clarifies, (or rather is meant to clarify,) much of the Panzer Dragoon series' plot. When you have viewed all of the orbs, the final battle with Sestren will begin. It's a good idea to utilise the "Carry Two Gauges Over" tactic (see Section 3.03) before you destroy the last orb, to set yourself up for when the battle really begins. With the orbs gone, Sestren will enter a mobile form. Here, the only safe zone is behind the monstrosity, but its only weak point is at its front in the dangerous zone. The spectral Solo Wing dragon is the weak point, which you should be looking at as the battle starts; immediately unload your two gauges' worth of Pulverizer at it. Then, quickly get around to the safe zone behind Sestren. The best thing to do is to charge all your gauges here, then when Sestren repositions to your side, quickly dart around to its front and Pulverizer the weak point three times. Then get around to the back again, and repeat. After a while, Sestren will change its pattern and will enter the "unleash ghost dragons" phase. Here, two zones will be safe and two will be dangerous. However, the spectral Solo Wing will keep rotating in 90 degree turns, "detecting the surroundings" and rotating the safe and dangerous zones with it. It isn't really worth trying to damage Sestren during this phase; just keep to the safe zones to avoid its powerful attacks. After a full circle of the area, the evil Solo Wing will "deactivate the system", reverting to its previous phase. Refer back to the previous tactics then, and start doing damage to Sestren again. When you have done enough damage to Sestren, it will enter its final form, physically growing larger. Though all zones will start off green and safe in this final phase, they will soon start changing one by one, each becoming a dangerous red. It is not worth trying to damage Sestren until later on in the battle, when its weak point will be revealed. You should keep out of the red zones as long as possible, but when there is nowhere left to go, Sestren will use a very strange attack on you. The ghostly Solo Wing will dive into the swirling void, and pull out a hallucinogenic, "fused" version of a boss or enemy from earlier in the game, or from an earlier Panzer Dragoon game. This enemy will unavoidably crash into you, dealing large amounts of damage. Soon afterwards, with all zones still red, Sestren will repeat this attack. Every so often, Sestren will use its Psychic Field move, which is actually a Status Clear attack (see Section 3.02 for more information about what this does). After a few "fused" enemies hit you, you will finally get your opportunity to do some damage back. Every so often, all zones will go green and the ghostly Solo Wing will come out from inside the body of the monster. As before, the evil Solo Wing is Sestren's weak point. It can still only be shot head-on, though, so you will need to move around until you find the right zone to shoot it from. Pulverizer it, and it will move to a different location; follow it and shoot it again. Keep repeating this process until the spectral Solo Wing flies back inside. When it does go in again, Sestren will be back at the beginning of its "fused" attack phase. Use the same approach as before, saving your gauges for when the evil Solo Wing comes out after every few "fused" attacks. Note that it is a very good idea to be a Normal Class dragon for this battle. Its Full-Gauge Ability (of regaining HP while you have three gauges full) actually comes in useful here. It suitably offsets the damage from the "fused" attacks, when you are not doing anything anyway, without you having to actually use those gauges. Apart from this, there really isn't much else to say about defeating this epic game's final boss. He isn't too much of a challenge, and using the above tactics on him should win you the battle, and the game, easily. <<<=========================================================================>>> {4.27} "PLAY RESULT" RATING <<<=========================================================================>>> After you have watched the ending sequence and credits, a rating of your overall performance will be displayed. Depending on how well you have done, you will be greeted by a different message, and you will get to see a different piece of artwork. Following are the categories that you get ranked on. (Note that "Rate" should probably have been translated as "Rating" in some of the categories' names.) +-----------------------------------------------------------------------------+ CLEAR MODEL +-----------------------------------------------------------------------------+ This is the dragon model you finished the game with. It is limited to Arm Wing, Light Wing or Solo Wing, the best one being the Solo Wing. ADVICE ====== See the walkthrough for details on how to get the final two models. The Light Wing is gained by uniting all twelve D Units, while the Solo Wing can be found by following the points labelled "Solo Wing side quest". +-----------------------------------------------------------------------------+ TOTAL FLIGHT DISTANCE +-----------------------------------------------------------------------------+ This is the overall distance you travelled, measured in kilometres. It is not actually a ranking criteria, just something the game records. +-----------------------------------------------------------------------------+ FIELD MAP COVERAGE RATE +-----------------------------------------------------------------------------+ This is the amount of map squares you explored (turned blue) in mapped areas, as a percentage of the possible total. ADVICE ====== Following is a checklist of all the areas in the game that you can use the field map in. Simply turn the map for each of these areas as blue as possible, and you will achieve a 100% rating. Finding the Field Map item for each area is obviously helpful, as it allows you to see what you have yet to cover. A few locations, such as the Underground Ruins of Uru, contain many awkward corners and corridors. In these places, it seems that you cannot turn certain slivers of map blue, because you cannot "get into them" enough for the map to register your presence. With large amounts of patience and experimenting, it is in fact possible to make some of these problem areas blue, but that is not necessary. The game only expects you to turn areas blue when you can do so quite easily. If you are having real difficulty with a certain corner or section of wall, just leave it. It will probably not matter, and you should achieve the 100% rating regardless. The areas with field maps are as follows. Locations marked with *** cannot be accessed (or parts of them cannot be) after certain points in the game, so it is best to fully explore them as soon as possible. Hidden areas are also marked with >>>. See the relevant sections of the walkthrough for details. ABOVE EXCAVATION SITE Above the Excavation >>> Conana's Nest VALLEY Excavation Site #4 Canyon Deep Gulch GARIL DESERT Worm Lair Green Oasis Blue Ruins FORBIDDEN ZONE *** Forbidden Zone GEORGIUS *** Georgius [area around the tornado] *** Georgius [area around Shellcoof] URU Sunken Southern Ruins Passage Deep North UNDERGROUND RUINS OF URU B1F B2F East *** B3F East Underground Dome B3F West B4F B5F >>> B?F >>> B??F B2F North IMPERIAL AIR FORCE POST *** Imperial Assault Post FOREST OF ZOAH Forest of Zoah Inside the Forest of Zoah >>> Red Ruins THE TOWER [All fifteen floors] [All five areas of the "vertical map"] +-----------------------------------------------------------------------------+ TARGET DESTRUCTION RATE +-----------------------------------------------------------------------------+ This is the number of Break targets you destroyed, as a percentage of the possible total. ADVICE ====== The best advice is to explore everywhere, (which goes hand-in-hand with achieving a good Field Map Coverage Rate,) and to keep looking at your radar. All the game's Break targets exist in flight-exploration areas, and so cannot escape showing up on the radar. There are, however, many times when you will have to return to places you have already explored in order to Break certain things, or to reach hidden areas containing more Break targets. It might be a good idea to keep a note of everything you need to "go back" for. Other than that, the walkthrough does cover all necessary backtracking, so it should help you find what you are missing. +-----------------------------------------------------------------------------+ ENEMY DATA COLLECTION RATE +-----------------------------------------------------------------------------+ This is how many different enemies you found and defeated, as a percentage of the possible total. ADVICE ====== The most commonly missed enemies are the eight "rare" enemies in the game: those with blue symbols next to their names. They appear in the game in the following order, and more information about them can be found in the indicated section of the walkthrough. Please refer to the complete list of enemies in Section 6.01 if you are trying to work out what you have missed, though, as it is possible that you could miss a normal enemy too. Sand Mite Garil Desert - Blue Ruins 4.05 Dracolyth Uru - Sunken Southern Ruins 4.10 Kolba Uru - Sunken Southern Ruins 4.12 Absorborac Underground Ruins of Uru - B3F East 4.12 Battlecruiser Imperial Air Force Post 4.13 Warship Imperial Air Force Post 4.13 Golia Hunter Forest of Zoah - [above the forest] 4.22 Golia Tracker Forest of Zoah - [above the forest] 4.22 +-----------------------------------------------------------------------------+ SPIRITUAL CLOSENESS POINTS +-----------------------------------------------------------------------------+ These are points out of 100, gained by naming your dragon and looking after it by "petting" it at camp. For more details, see Section 2.08. <<<=========================================================================>>> {4.28} EXTRAS UNLOCKED BY FINISHING THE GAME <<<=========================================================================>>> After the Play Result screen, you will be prompted to save your game. Open this save-game file and you will find yourself at the Bottom Floors of the Tower again, with the world as it was immediately before you entered Sestren. However, you will have Sestren and the Anti-Dragons in your "Data on Defeated Enemies" gallery, as well as access to a few other things. DRAGON MODEL GALLERY ==================== This new feature will appear in the "Data on Defeated Enemies" gallery. It shows your dragon in each Class at every different Model. BOX GAME ======== If you go to your World Map, you will find that a new location, "Box Game", has appeared. Select this to be taken to the Box Game Map, where you can play some strange mini-games. Selecting "Exit" while there will return you to the normal World Map. The Box Game locations are as follows: >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< DERMOT'S RANCH >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< This is an unusual campsite populated by Coolia pups, where you are a Coolia pup yourself. This area is very strange, mainly because there is not really anything to do here. If you try and examine anything, a message made of random symbols will be displayed, presumably meant to be the pup's thoughts. There is one thing worth pointing out, though. If you have the Aronak Unit, turn it on. Examine the hologram of a dragon it creates and you will get the message "!SegaSegaSegaSega!". >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< ANCIENT VALLEY >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< This is a "time trial" mini-game in an area similar to Excavation Site #4. The aim is to try and complete a lap as fast as possible. You can try again as many times as you like, and delete the saved fastest lap (the World Record) if you want to. Select "I'm Done" after completing a lap (or fly out of the entrance) to return to the Box Game Map. >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< FLEET ON THE LAKE >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< This is a "target practice" mini-game at a repaired Imperial Air Force Post. The object is to get as high a score as possible in three minutes by "shooting" things with your lock-on lasers. Different objects are worth different points, and if you Break multiple targets simultaneously you get a multiplier bonus. After a session, the game will show you the top five scores, which you can clear if you wish; you can also choose to have a Free Flight around the area with no time limit. To start again when you finish, or after pausing at any time, select Restart Box Game, or to return to the Box Game Map, choose Exit. <<<=========================================================================>>> {SECTION 5} HIDDEN EXTRAS <<<=========================================================================>>> In addition to the secrets unlocked by finishing the game (see above), there are some other extras in Panzer Dragoon Saga. They include a few "backwards compatibility" features with Panzer Dragoon 2: Zwei, as well as a decent selection of other hidden features and "easter eggs". <<<=========================================================================>>> {5.01} HIDDEN FEATURES <<<=========================================================================>>> +-----------------------------------------------------------------------------+ EDIT COLOURS IN THE "DATA ON DEFEATED ENEMIES" GALLERY +-----------------------------------------------------------------------------+ When in the "Data on Defeated Enemies" gallery, get an enemy's 3D model displayed, and press Start on controller two. This will open a colour palette editing mode, where you can change the following properties (still using controller two): X or A Increase or decrease red hue Y or B Increase or decrease blue hue Z or C Increase or decrease yellow hue R or L Increase or decrease lighting intensity Press Start on controller two again to exit this mode. Note that the changes will disappear as soon as you close the current section. +-----------------------------------------------------------------------------+ SLOW DOWN OR SPEED UP DIALOGUE +-----------------------------------------------------------------------------+ While talking to people or viewing (some) in-game cut-scenes, you can hold R to speed up the dialogue or sequence, or hold L to slow it down. +-----------------------------------------------------------------------------+ ROTATE THE WORLD MAP +-----------------------------------------------------------------------------+ Pressing L or R when viewing the World Map will make the camera start to rotate; pressing the button additional times will cause the spin to accelerate in that direction. +-----------------------------------------------------------------------------+ CLEAR THE "PLEASE SWITCH TO DISC" SCREEN +-----------------------------------------------------------------------------+ Holding X + Y + Z on one of the screens that prompts you to switch to the next disc will cause the text to disappear, allowing you to see the artwork in the background more clearly. <<<=========================================================================>>> {5.02} FEATURES UNLOCKED WITH PANZER DRAGOON 2: ZWEI <<<=========================================================================>>> When save-game files for both Panzer Dragoon Saga and Panzer Dragoon 2: Zwei are present in your System Memory, they will interact in the following ways: +-----------------------------------------------------------------------------+ ARONAK UNIT IN PANZER DRAGOON SAGA +-----------------------------------------------------------------------------+ This strange item can only be obtained in PDS if a PD2 save-game file is present. See Section 4.12 of the walkthrough for its location and function. +-----------------------------------------------------------------------------+ BEGIN PANZER DRAGOON SAGA WITH MORE DYNES +-----------------------------------------------------------------------------+ The longer the "Total Time" recorded on your PD2 save-game file is, the more dynes you will start a new game of PDS with. +-----------------------------------------------------------------------------+ OPEN ALL OF PANDRA'S BOX IN PANZER DRAGOON 2: ZWEI +-----------------------------------------------------------------------------+ Just having a PDS save-game file present will cause all of the options in PD2's Pandra's Box to be accessible, regardless of your progress in that game. +-----------------------------------------------------------------------------+ WATCH THE ORIGINAL PANZER DRAGOON'S INTRO +-----------------------------------------------------------------------------+ Play a PDS disc, then at the title screen, use the Saturn's soft reset (A + B + C + Start) to reach the Saturn's Control Panel. Take the PDS disc from the drive and replace it with the PD2 disc. If you then start PD2, you will get the introduction movie from the first Panzer Dragoon game instead of the normal PD2 one. <<<=========================================================================>>> {5.03} "EASTER EGGS" <<<=========================================================================>>> This section focuses on all the quirky hidden things which, while not being useful, are nice touches put in there for thorough explorers to find. +-----------------------------------------------------------------------------+ JOHN WOO REFERENCE +-----------------------------------------------------------------------------+ In the caravan's right-hand yellow tent, there are a pair of guns which you can examine. If you do so, you will find the inscription "From Mr. Woo". This is an odd reference to film director John Woo, famous for action scenes involving a gun in each hand. +-----------------------------------------------------------------------------+ SOUTH PARK REFERENCE +-----------------------------------------------------------------------------+ In Zoah, you will notice that Juba's bar has an upstairs area where there are a few tables. Examine them and you will find that they have writing scrawled on them. One carries the South Park quote "They killed Kenny." +-----------------------------------------------------------------------------+ ITEMS, ENEMIES AND PLACES NAMED AFTER THE GAME'S CREATORS +-----------------------------------------------------------------------------+ The vast majority of the game's "easter eggs" are things that have been named after members of the production team, and other people who contributed to the game. You will undoubtedly recognise many names in the game's credits by the time you see them roll. A complete list of these people, and their namesake items, enemies and places, follows: KEITH PALMER (PRODUCER) ======================= In Disc 2, there is a short side quest involving Fei, the girl at the caravan. If you complete it, you will receive an item (that cannot be sold) called the Palmer Amulet. CHRIS LUCICH (TEXT EDITOR / LEAD TESTER) ======================================== In the Underground Ruins of Uru, two of the most common monsters are the Lucich and the Winged Lucich. MATT UNDERWOOD (TEXT EDITOR / LEAD TESTER) ========================================== According to the text in the "Data on Defeated Enemies" gallery, the hidden Sand Mite enemies were "discovered by a hunter named Underwood". AMY ALBERTSON (TESTER) ====================== There is an item (that can be sold) called an Albertson Fan. SEAN DOIDGE (TESTER) ==================== At your camp, a brown bag rests on the ground. If you examine it from afar, you will be told that it is "A Doidge Bag for camping". Note that you cannot examine it at every campsite. ARNOLD FEENER (TESTER) ====================== There is an item (that can be sold) called Feener Armor. HOWARD GIPSON (TESTER) ====================== There is an item (that can be sold) called a Gipson Lens. JEFF JUNIO (TESTER) =================== At the caravan, the Coolias have a food trough behind the yellow tents. If you examine it up close, you will be told that the food "Looks like Junio Seeds... Not a good food for the Coolia..." DERMOT LYONS (TESTER) ===================== Probably the strangest place in the whole game is Dermot's Ranch, one of the Box Game areas. MIKE McCOLLUM (TESTER) ====================== At your camp, the campfire will be unlit during the day. If you examine it up close, you will be told that "The McCollum wood burned well". JASON KUO (SPECIAL THANKS) ========================== In the Garil Desert, you can find an item (that cannot be sold) called Kuo Pollen. ERIC HAMMOND (SPECIAL THANKS) ============================= In the Holy District, there is a group of trees to the left of Boaz's storehouse. If you examine them from afar, you will be told that "The Hammond Fruit is almost ripe". SHUJI UTSUMI (SPECIAL THANKS) ============================= In the Liberal District, there are some bushes opposite the double doors of Juba's bar. If you examine them from afar, you will be told that "The Utsumi Fruit is almost ripe". JOHN AMIRKHAN (SPECIAL THANKS) ============================== There is an item (that can be sold) called the Amirkhan Ring. UNDYNE STAFFORD (MARKETING COORDINATOR) ======================================= Though not as definite as the other "easter egg" names listed here, it is probable that the "dyne" - the unit of currency used in the game's world - is named after PDS's marketing coordinator, Undyne Stafford. BERNIE STOLAR (SPECIAL THANKS) ============================== There is an item (that can be sold) called a Stolarium. Again, this is not as definite as the other entries here, but the item is very likely named after Bernie Stolar, one of the "Special Thanks" credits. LORNE ASUNCION (TESTER) ======================= The name and description text for an item (that can be sold) called "Ascuncion Meat" are both present in the game's code. However, this item does not seem to exist in the finished game. (There are many instances of "lost text" such as this in Panzer Dragoon Saga.) The name of the item is apparently spelt wrongly, as well; it has an extra "c". ...AND THE REST =============== The remaining people in the English-language credits do not seem to have anything named after them. They are: Bobby Amirkhanian (Tester) Karen Brown (Tester) Dennis Lee (Tester) Fernando Valderrama (Tester) Andrew Stein (Production Manager) Sandy Castagnola (Special Thanks) Sheri Hockaday (Special Thanks) Paul Sears (Special Thanks) Shinobu Shindo (Special Thanks) Makoto Nishino (Special Thanks) Douglas Sipp (Special Thanks) Dave Nulty (Special Thanks / SoE Producer) Mariko Suzuki (Special Thanks) JoAnn Eastman (Special Thanks) Wookie Den (Special Thanks) Katsu Sato (Special Thanks) Paul Jerem (Special Thanks) Hitoshi Okuno (Special Thanks) Mark Maslowicz (Special Thanks) Jose Aller (Special Thanks) Rich Lloyd (Special Thanks) Matt O'Driscoll (Special Thanks) Richard Leadbetter (Special Thanks) +-----------------------------------------------------------------------------+ RAINBOWS IN THE VALLEY +-----------------------------------------------------------------------------+ This unusual easter egg can be found in Canyon Deep Gulch, but only after you defeat the Arachnoth. Of course, there is no real reason for you to return there after that point, so this is very easy to miss. Return to Canyon Deep Gulch, and go to either of the wide areas where waterfalls fall from above, before you reach the lakes. If you turn to face the valley's sides in those places, rainbows will appear. +-----------------------------------------------------------------------------+ HIDDEN MESSAGES AT THE FORBIDDEN ZONE +-----------------------------------------------------------------------------+ Again, these easter eggs are unspectacular, but very easy to miss. Your task at the Forbidden Zone is to reassemble the pieces of the Sky Transporter. When all the segments are reunited, the Transporter (and the segments) will start rotating. If you then lower yourself down so that one of the segments pushes you around with it as it spins, Edge will say "I'm getting... dizzy". In the same way that you can position yourself so that a spinning segment will move you around, you can also position yourself in front of a segment when it is distanced from the Transporter in the first place, so that when you Access it, it will push you along on its way to the Transporter. Doing this will cause Edge to say "Let's finish this": apparently showing his annoyance at you, the player, for pointlessly shunting him around. +-----------------------------------------------------------------------------+ WEIRD ALTERNATIVE RECORDER MESSAGE +-----------------------------------------------------------------------------+ You can collect the Recorder item from the wrecked ship in Canyon Deep Gulch at any point in the game. Strangely, you get a different "message" if you pick it up after defeating the Arachnoth. If you collect the recorder later on, Edge will make an observation about the ship crumbling, instead of you hearing the Recorder's message. Why this change was included is a mystery. +-----------------------------------------------------------------------------+ THE "VALLEY CAMP" +-----------------------------------------------------------------------------+ Despite this not being truly "hidden", it seemed to deserve a mention somewhere because it is so easy to miss. If you leave the Valley via the World Map at any point before you defeat the Arachnoth, a unique Camp will be accessible. Though there is nothing important at this "Valley Camp", you will never get to see it if you don't actively go there in this brief period of time. <<<=========================================================================>>> {SECTION 6} TABLES AND LISTS <<<=========================================================================>>> If you are curious to know whether or not you have missed any important items, enemies or gun parts, or you would like to know the exact effect of a berserk technique or an item, this extensive reference should contain all the information you need. <<<=========================================================================>>> {6.01} COMPLETE LIST OF ENEMIES <<<=========================================================================>>> The "Enemy Data Collection Rate" score at the end of the game means that finding and battling all the different enemies has unusual significance in PDS. Following is the complete list of enemies as it would appear in the "Data on Defeated Enemies" gallery; you can search the FAQ for these enemies with Ctrl + F. See also Section 4.27 for more information on the "Enemy Data Collection Rate". MONSTERS (PURE TYPE) ==================== Lazara [enemy] Lazara Hunter [enemy] Lazara Hammer [enemy] Lazara Skimmer [enemy] Hellion [enemy] Atolm Dragon [boss] Guardian Dragon [boss] Drenholm [sub-boss] Atolm, Orbs [boss] Scavenger [enemy] Drone [enemy] Protodrone [enemy] Photon Cannon [sub-boss] Plasma Spider [enemy] Reactor [sub-boss] Atolm, Ancient [boss] Atolm, Orbs II [boss] Glide Dragon [enemy] Golia Hunter [rare enemy] Golia Tracker [rare enemy] Arangata [sub-boss] Infested G.O. [boss] Sentinel [enemy] Scorpitara [enemy] Twin Guardians [sub-boss] Battle Droid [sub-boss] Anti-Basic [sub-boss] Anti-Valiant [sub-boss] Anti-Stripe [sub-boss] Anti-Panzer [sub-boss] Anti-Eye [sub-boss] Sestren [boss] Sestren Morphic [boss] Sestren Exsis [boss] MONSTERS (MUTATED) ================== Pattergo [enemy] Pattergen [enemy] Gelata Urchin [enemy] Magnata Urchin [enemy] Baldor [enemy] Baldor Queen [sub-boss] Arachnoth [boss] Nanyd [enemy] Nanyd Queen [enemy] Stryder [enemy] Stryder Hunter [enemy] Hopper [enemy] Pludger [enemy] Sand Mite [rare enemy] Lathum [sub-boss] Gigralyph [boss] Gigra [boss] Hunter Gigra [boss] Fighter Gigra [boss] Swift Gigra [boss] Lumid [enemy] Lumid Queen [enemy] Neo-Stryder [enemy] Neo-Stalker [enemy] Kolba [rare enemy] Dracolyth [rare enemy] Small Egg [enemy] Large Egg [enemy] Mutant Hopper [enemy] Lucich [enemy] Mutant Flier [enemy] Winged Lucich [enemy] Slime Feeder [enemy] Absorbora [enemy] Energ [sub-boss] Basilus [boss] Absorborac [rare enemy] IMPERIAL FORCES =============== Gunship [sub-boss] Instigator [enemy] Missile Cruiser [enemy] Plasma Cannon [enemy] Enforcer [enemy] Behemoth [sub-boss] Deathmaker [boss] Battlecruiser [rare enemy] Warship [rare enemy] Stinger [enemy] Punisher [enemy] Grig Orig [boss] Raider [enemy] Pyro [enemy] Skiff [enemy] Marauder [enemy] Exterminator [boss] CRAYMEN'S FLEET =============== Punisher [enemy] Flagship [sub-boss] Rogue [enemy] Inferno [enemy] Annihilator [enemy] Spectre [sub-boss] <<<=========================================================================>>> {6.02} COMPLETE LIST OF ITEMS THAT CANNOT BE SOLD <<<=========================================================================>>> Following is a complete list of all the items (that cannot be sold) in the game. Please refer to the walkthrough section indicated for detailed information on how to find each of them. It is a good idea to search for an item by its name, with Ctrl + F. For information on the "regular" items, (the ones that can be sold,) please see Section 6.04; for Extra Class berserk techniques, see Section 6.03; and for gun parts, see Section 6.06. BOOKS ===== Picture Board 4.07 Beginning of Disc 2 Letter 1 4.14 After the Imperial Air Force Post Letter 2 4.18 After the Imperial Air Force Bible 1 4.12 Beginning of Disc 3 Bible 2 4.07 Beginning of Disc 2 Dragon Bible 4.07 Beginning of Disc 2 Soldier Guide 4.01 Beginning of Disc 1 Base Manual 4.12 Beginning of Disc 3 Tower Report 1 4.12 Beginning of Disc 3 Ship Report 4.07 Beginning of Disc 2 Memory Report 4.20 Beginning of Disc 4 Zoah Bible 4.07 Beginning of Disc 2 Dragon Book 1 4.07 Beginning of Disc 2 Dragon Book 2 4.12 Beginning of Disc 3 Dragon Book 3 4.12 Beginning of Disc 3 Old Diary 4.20 Beginning of Disc 4 Paet's Report 4.14 After the Imperial Air Force Post Dragon Report 4.14 After the Imperial Air Force Post Tower Report 2 4.22 After the Forest of Zoah Tower Report 3 4.20 Beginning of Disc 4 Leader's Note 4.01 Beginning of Disc 1 ITEMS THAT CANNOT BE MISSED =========================== Hand Gun Elevator Key World Map Inpenia Coin Junk Ship Parts Protect Key 1 Protect Key 2 Protect Key 3 Dome Gate Key Pass Temple Key Seeker Map HIDDEN ITEMS / ITEMS THAT CAN BE MISSED ======================================= Dragon Booster 4.12 Beginning of Disc 3 Palmer Amulet 4.09 After Georgius Aronak Unit 4.12 Beginning of Disc 3 Recorder 4.02 Valley Kuo Pollen 4.04 Garil Desert Villatuya Fruit 4.21 Forest of Zoah D Unit 01 4.03 After the Valley D Unit 02 4.02 Valley D Unit 03 4.04 Garil Desert D Unit 04 4.04 Garil Desert D Unit 05 4.16 After Mel-Kava D Unit 06 4.10 Uru D Unit 07 4.12 Beginning of Disc 3 D Unit 08 4.12 Beginning of Disc 3 D Unit 09 4.21 Forest of Zoah D Unit 10 4.21 Forest of Zoah D Unit 11 4.23 The Tower (Disc 4) D Unit 12 4.23 The Tower (Disc 4) HIDDEN ITEMS THAT YOU TRADE AWAY ================================ Dragon Crest 4.16 After Mel-Kava Verato Pipe 4.07 Beginning of Disc 2 Tobitama Rock 4.12 Beginning of Disc 3 Large Gun 4.12 Beginning of Disc 3 <<<=========================================================================>>> {6.03} COMPLETE LIST OF EXTRA CLASS BERSERK TECHNIQUES <<<=========================================================================>>> These are the game's five hidden Extra Class berserk techniques. Please refer to the walkthrough section indicated for detailed information on how to find each of them. Again, please search with Ctrl + F. Energy Prism 4.02 Valley Plasma Vortex 4.10 Uru Hunting Scythe 4.11 Underground Ruins of Uru Plasma Swarm 4.24 Exploring with Laser Rank #6 Astral Phantoms 2.08 Naming and Looking After the Dragon <<<=========================================================================>>> {6.04} EFFECTS OF ITEMS THAT CAN BE SOLD <<<=========================================================================>>> These are the functions of all the "regular" items that you can pick up throughout the game; the items that can be sold. I have also included commentary describing the general usefulness of these items. Items that cannot be sold have much more specific functions, as detailed in their entries in the walkthrough. Please refer to that, and the complete list of them in Section 6.02 as necessary. KEY === {Anytime} These HP and BP replenishing items can be used outside of battles as well as during them. +-----------------------------------------------------------------------------+ 1: HP AND BP REPLENISHING ITEMS +-----------------------------------------------------------------------------+ These items simply restore various amounts of Health and Berserk Points. This is by no means an essential function, as you can restore these stats at will simply by returning to your camp. These items, then, just save you a few journeys back and forth when you are in the depths of the flight areas. ELIXIR MINOR ============ {Anytime} This replenishes 200 HP. ELIXIR MEDIS ============ {Anytime} This replenishes 500 HP. ELIXIR MAXIS ============ {Anytime} This replenishes 1000 HP. FULL ELIXIR =========== {Anytime} This replenishes all of your HP. (Same effect as the Genesis berserk technique) BERSERK MICRO ============= {Anytime} This replenishes 50 BP. BERSERK MINOR ============= {Anytime} This replenishes 100 BP. BERSERK MEDIS ============= {Anytime} This replenishes 250 BP. BERSERK MAXIS ============= {Anytime} This replenishes 500 BP. AMBROSIA ======== {Anytime} This replenishes all of your HP and BP. +-----------------------------------------------------------------------------+ 2: CURES FOR ABNORMAL STATUS CONDITIONS +-----------------------------------------------------------------------------+ These items all cure abnormal effects bestowed on your dragon by certain enemy attacks. Obviously, they can be useful in battles where you have become a victim to one of these conditions. For more information on the various abnormal status conditions, see the explanation of the battle system in Section 2.06. REVIVE ====== If you have the Stun status condition, this will cure it. ANTIDOTE ======== If you have the Poison status condition, this will cure it. RESTORE SPEED ============= If you have the Slow status condition, this will cure it. FREE ACTION =========== If you have the Stop status condition, this will cure it. ANESTHETIC ========== If you have the Pain status condition, this will cure it. UNBIND ====== If you have the Bind status condition, this will cure it. RECOVER ======= If you have any abnormal status conditions, this will cure them all. (Same effect as the Recover berserk technique) +-----------------------------------------------------------------------------+ 3: COMBAT "CHIPS" +-----------------------------------------------------------------------------+ These items are all one-shot versions of various berserk techniques. Like the different techniques they are based on, some are useful, others less so. Most notable are the Blast Chip variants and Shield Chips, which each mimic quite powerful berserk techniques. Power, Armor and Speed Chips are all reasonably weak, and the Flash Chip item is as truly useless as its berserk counterpart, Escape. Please refer to the descriptions of the relevant berserk techniques for more insight. BLAST CHIP ========== This deals 120 damage to all enemies. (Same effect as the Holy Sphere berserk technique)* DUAL BLAST CHIP =============== This deals 270 damage to all enemies. (Same effect as the Judgement Day berserk technique)* TRI-BLAST CHIP ============== This deals 405 damage to all enemies. (Same effect as the Armageddon berserk technique)* *When at normal SPR PWR. FLASH CHIP ========== This takes you out of the current battle instantly. As you do not actually defeat the enemies you were fighting, you gain no experience points. It cannot be used when in important battles, such as fighting boss enemies. (Same effect as the Escape berserk technique) SHIELD CHIP =========== This puts up a shield that prevents all damage to you. It lasts for roughly four gauges' charging time. Some attacks and effects can destroy or remove this Shield, but not many. (Same effect as the Shield berserk technique) POWER CHIP ========== This makes your dragon's lasers deal (roughly) 133% damage. It lasts until the end of the current battle. Only one Power Chip or Assault Wing can be in use at a time. (Same effect as the Assault Wing berserk technique) ARMOR CHIP ========== This makes you take only (roughly) 67% of the damage from any attack. It lasts until the end of the current battle. Only one Armor Chip or Protection Wing can be in use at a time. (Same effect as the Protection Wing berserk technique) SPEED CHIP ========== This makes your gauges charge at (roughly) 133% of their normal rate. It lasts until the end of the current battle. Only one Speed Chip or Swift Wing can be in use at a time. (Same effect as the Swift Wing berserk technique) +-----------------------------------------------------------------------------+ 4: USELESS ITEMS +-----------------------------------------------------------------------------+ In the item list on your pause menu, all the yellow-symbol items other than Flash Chips, Shield Chips, Power Chips, Armor Chips, Speed Chips and Telepathy Shards are useless, and exist only to be sold. +-----------------------------------------------------------------------------+ 5: TELEPATHY SHARDS +-----------------------------------------------------------------------------+ (From the Flight Radar description in Section 2.03:) TELEPATHY SHARD =============== Your radar will change colour to show the likelihood of you getting attacked by enemies at any given time. Blue means that you are completely safe; yellow indicates that an attack is possible; red indicates greater danger; and flashing red means that there is extreme danger of you being attacked. Note that the radar will only show this information while you carry a Telepathy Shard item; so if you are going to sell your Telepathy Shards, keep hold of one. See the walkthrough, Section 4.02, for the first place you can find a Telepathy Shard. <<<=========================================================================>>> {6.05} EFFECTS OF BERSERK TECHNIQUES <<<=========================================================================>>> Berserk techniques are the "magic spells" of Panzer Dragoon Saga. Most of them can only be used in battle, and they usually use up two of your gauges. SPR PWR AND BP COSTS ==================== The BP you need to spend on any berserk technique is affected by your dragon's Spiritual Power. You can modify Spiritual Power on the "Select Dragon Type" screen. A high Spiritual Power will make your berserk techniques cost less BP, and a low one will make them cost more. Values are listed here as X