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*****DISC THREE*****

** Camp **

Paet is here, so talk to him to learn about Mel-Kava.  From here, head to Zoar.

 

** Zoah **

Imperial Soldiers are here, so watch their cutscene.  During the day, talk to the man wandering around near the entrance to get a Pass.  Head to the Holy District, asking for directions to Vaiman's house from the gatekeeper before you go.  Head to Vaiman's house, go through the doors, and enjoy the cutscene.  Your next destination will become clear: the Imperial Air Force Post.  But first, head to the Caravan.

 

Items:      Pass X 1     1500 Dyne

 

** Caravan **

Talk to the Hunter, and he'll give you a guide to the base which will help explain what you're about to get into. Talk to the shopkeeper, and he'll explain that you need a Tobitama secretion to help the sick child.  The Tobitamas have just returned to Uru (which people in Zoah will mention), so head there for a quick side-quest.

 

Items:     Base Guide X 1

 

** Uru - Sunken Southern Ruins **

Fly around until you find a Tobitama, and get it to follow you by accessing it.  Lead it to the nest near the northwest corner of the map.  Repeat twice.  One is near the start, one is due south of the next, and the last is due east of the nest.  Once you have all three back at the nest, they will leave, allowing you to get the Tobitama Rock.  Take it back to the Caravan.

 

Items:     Tobitama Rock X 1

 

Items in Break Targets:     Dinys Chip X 1     Shield Chip X 2     Elixir Maxis X 1     Berserk Medis X 1

 

** Caravan **

Head to the purple tent, select "Talk" then "Sell Tobitama Stone" to the shopkeeper.  Leave the Caravan for now, and head to the Base.

 

Items:     Speed Chip X 5     2000 Dyne

 

** Imperial Air Force Post **

Stay low, fly around the perimeter, and blast everything in sight. 

            Your first objective is to destroy the anchored fleet, but it might be a good idea to take all of the crates they're carrying first.  There's a treasure trove of items available here, so take full advantage of the Empire's bounty.

            After destroying most of the anchored fleet, the Behemoth will appear. 

After the Behemoth, the inner wall will come down, and the outer wall will appear.  You're trapped, but not for long.  Head to the Control Tower and blast all of the break targets on it (6).  The Deathmaker then will pop up, so head north to it.  Access it, and defeat it in under 7 minutes to save Zoah.

 

NOTE:  The "Items in Crates" list below is almost assuredly incorrect.  I don't believe I missed any crates, but I may have counted some of them twice.  This may, or may not be, corrected in a later version.

 

Items in Crates:  11 Anesthetic X 1

   3 Berserk Minor X 1   5 Revive X 1   5 Elixir Minor X 1   3 Shell Plate X 1

  11 Dinys Chip X 1   5 Blast Chip X 1   4 Elixir Medis X 1   9 Stolarium X 1

   3 Elixir Maxis X 1   2 Berserk Medis X 1   2 Full Elixir X 1   3 Berserk Micro X 1

 

Other:     Field Map     Save Device (inside inner wall)

 

Monsters:    Instigator

          TIP:  The Patrol Group will dodge lasers and Tri-Burst shots, but individual shots can take out each member.  Of course, the easy way is just to Holy Sphere `em.

     Enforcer

          TIP:  These come in pairs.  If you have AGL of at least 100, you should be able to wait in the red zone until you have two gauges full, then Armageddon them.

     Missile Cruiser

          TIP:  Stay out from in front of it, and save up energy.  It will never get a shot off, so this is a great enemy to have a Spiritual Type dragon for (i.e. build up 100% BP).  When you're ready, Holy Sphere plus one shot to finish it.

     Stinger

          TIP:  Stay to the side, then Holy Sphere.

     Warship (R     Plasma Cannon

     Behemoth (M)

          TIP:  Several attacks to the top will stop the sub-cannon from firing at you.  Only Berserks (such as Armageddon) do real damage.  Once you've blown their engines, you'll be attacking from above.  Vengeance Orbs (Phantom Slashers if you've got `em) are handy against the Disintegrator, but you'll need the Dragon's lasers to damage the weak spot (it's anti-shot).  When the armor is closed, just wait and recharge.

     Deathmaker (B)

          TIP:  Start with an Agility/Attack dragon type.  Watch the

timer; the only time it doesn't count down is when you bring up the menu.  To start, stay to the right and left and take out the base of the Deathmaker with lasers.  On "Enemy identified to the right" (or left), move to the front or back and take the machine gun hit; it's much lighter.  Once both sides are down, take out the center with lasers.  After launch, just laser, wait for it to stop spinning, laser, etc...  No sweat.

 

** Village of Zoah **

Head into the Holy District and to the church.  Talk to Paet (he's standing in front of it) then head in.  After the cutscene, head back to the Liberal District and to Paet's airship.  Talk to Paet to receive a letter, and then it will magically become night.  Head back to Paet's to watch the FMV.

 

FMV - The Meeting (evt089.cpk)

 

The next day, head to Vaiman's house in the Holy District and talk to him to receive the Temple Key.  If you want, you can continue talking to him to become (or refuse to become) guardian of the city.  What this actually affects, I have no idea.  Go to the entrance to the district, wait until nightfall, and go to the church.  Enter the door to the back, and access the device there.  Watch the cutscene of Mel-Kava and

 

Paet coming to your rescue.  Exit the church and head to the entrance to the district, wait until morning, wait until nightfall, go back to the church's back room, and talk to Paet to receive Paet's report. 

 

That's basically it for the important things, but as long as you're in Zoah, there's a few more things to check out.  In the Holy District near Vaiman's house, there's a Bible in the stove.  In the Liberal District at night, Enter the dry well and go inside the door on the other side, and talk to the child to receive the Amirkhan Ring.  In the back room of the house near the well, there's a few items in a back room.  In the house with the green door across from the bar (where Aldo lives), there's a few more.

 

Items:     Letter 1 X 1

     Temple Key X 1     Paet's Report X 1     Bible 1 X 1     Amirkhan Ring X 1

     Recover X 2     Lamp Oil X 1     Shield Chip X 1     Dual Blast Chip X 1

 

** Mel-Kava **

Fly towards Mel-Kava, and take out the monsters on the way. 

Afterwards, you'll be under it. Keep flying forward, and avoid the green swirls that it produces. First off, access and enter the Caution area above you.  Fly forward through Mel-Kava and you'll meet the Auto-Defense System guarding the Reactor.  After taking it out, head back out the way you came.  Once you're out, break the two sets of targets in front of you.  Fly forward a little more and meet the Photon Cannon. 

 

After it's history fly forward some more and enter the Central Core. 

 

Look up, and access the six bridges surrounding the core.  Fly under one, fly up, and turn around and break the four pieces of the Reactor. 

 

Next, you're at the Light Energy Reactor.  Avoid the light particles, and blast the reactor.  Hitting the center several times will take it out. 

 

Next, you'll fly up to the deck.  Break EVERYTHING in sight, staying in the center of the deck, flying forward as necessary to keep up.  First take out the two generators at the back, then the ones on the sides. 

            Once they're all gone, enter the reactor in front of you.

In this reactor, break the four generators surrounding the reactor, then fly down and bust up the four pieces of the reactor.  Watch Mel-Kava go down in flames, and relish your victory.  Oops, here comes Atolm!  After toasting Atolm, your dragon upgrades to Eye Wing, and you get to watch another FMV.

 

FMV - Rescue of Azel / Destruction of Zoah (evt117.cpk)

 

Items in Break Targets:     Recover X 3

Other:     Save Device

 

Monsters:     Lazara     Lazara Hunter     Drone

     Protodrone 

          TIP:  Only shoot the Drones/Protodrones that are twirling sideways, never the ones twirling towards you.

     Scavenger     Plasma Spider

     Reactor (M)

          TIP:  Laser the weak spot when the shield is open while avoiding its attacks and building up gauge time in the safe areas (which rotate occasionally).  Let it come to you; don't try to go after it.

     Photon Cannon (M)

          TIP:  Piece of cake.  It's weak point is in the safe area, so get there and either laser it (with a strong Attack dragon) or Sniper it.

     Atolm Dragon (B)

          TIP:  Go to the front, immediately get out of the way, wait for the attack, fly back to the front, shoot it in the weak spot (Sniper works great here), get to the side, shoot it in the weak spot.  After defeating it the first time, Atolm returns with the Orbs.  Again, get to the side, take out the side-orbs, then the front and back orbs.  Get to the front for Ne-Rai, save energy on the sides, swing to the back and shoot (Sniper!) when you're fully powered.

 

** Camp **

Azel is here, but unconscious.  Time for another side trip before taking on the Empire.

 

** Georgius **

Now you've got a Level 4 laser, activate the four power devices you see (they'll be pointed out to you as you return).  You'll be pulled towards the ship, so enter the back of it.  Inside Shellcoot, access the first door ahead of you, then follow the dragon forward through the ship, opening doors as you go.  Once you reach the final chamber, access the Dragon Crest to get a baby dragon!  Exit the way you came, picking up the Dragon Booster on the way out!  If you're feeling destructive, you can completely destroy Shellcoot at this time, as you no longer need it.  Next, we're heading back to the beginning...

 

Items in Break Targets:    2 Ambrosia X 1      Blast Chip X 1      Dragon Booster X 1

Other:      Dragon Crest X 1

 

** Above the Excavation **

Fly forward, and take the left path.  You'll come across a group of birds that can now be accessed.  Access them, and you'll be taken to a secret area, the Conana's Nest, where you can get the first D Unit and some Ambrosia.  Next, we make a quick stop in Uru.

 

Items in Break Targets:     D Unit 01 X 1     Ambrosia X 1

 

** Uru - Sunken Southern Ruins **

Remember that previously unbreakable Break Target next to the entrance to the tunnels?  The 5th D Unit is in there, so grab it.  You should now have 1-6, with six more to go!  If you want a break, head to Camp and save your game, but then it's off to battle the Empire!

 

Items in Break Targets:     D Unit 05 X 1

 

** Imperial Air Force **

The battle begins immediately, with four waves of Imperial ships coming at you.  Next, you'll battle Grig Orig itself.  Unfortunately, it'll repair itself, as you'll see from the following cutscene.  But then, Craymen's fleet enters the picture, along with Zastava in the Spectre.  After his defeat, he'll give you an invitation from Craymen to the Tower.  If you wish, head back to the Camp to recoup (and save), and then on to the Tower.

 

Monsters:     Stinger     Enforcer     Punisher

     Flagship Grig Orig (B)

          TIP:  The big hitting Berserks are useful (Hunting Scythe, Lightning Storm) until an exhaust port opens. Get to it and Sniper it until it's kaput (no longer weak).  Watch the slowing cannons that become non-spinning cannons; they'll hit you with some heavy fire.  Hit them to get them spinning again.  After defeating it, it will heal itself back up completely; this is the end of the battle.

     Spectre (M)

          TIP:  He dodges lasers, but not shots or Berserks.  Just keep

moving away from the danger areas, and toast him in any way you see fit.  Wraith Slashers seem to be the most effective tool by far.

 

** The Tower **

Just stand back and watch the FMV.

 

FMV - The Tower (evt122_1.cpk)

FMV - Craymen's Talk (evt122_2.cpk)

FMV - Craymen's Talk 2 (evt122_3.cpk)

FMV - Craymen's Talk 3 (evt122_4.cpk)

 

** Tower 1F North **

Just enter the door in front of you.

 

** Tower - Bottom Floors **

Just fly all the way up, and enter the open gate.

 

Other:     Save Device

 

** Tower - 4F **

The tower is sleeping; all "Access" devices are inoperative, so don't worry about hitting them.  Take the south passage to the elevator.

 

Items in Break Targets:   2 Revive X 1     Anesthetic X 1     Antidote X 1

 

Other:     Field Map

 

Monsters:     Pyro     Skiff

 

** Tower - 5F **

Just fly back to the center.

 

Items in Break Targets:     Full Elixir X 1     Berserk Maxis X 1

 

Monsters:     Pyro     Skiff     Maurauder

 

** Tower - Hangar 1 **

Fly up to the next entrance.

 

** Tower - 6F **

Enter the elevator and ride it up.

 

** Tower - 8F North Passage **

Just fly through the Inner and West passages, and take the elevator up.

 

** Tower - 9F West Passage **

Fly through the Inner and East passages, and take the elevator up.

 

Monsters:     Pyro     Skiff

 

** Tower - 11F **

Again, just fly straight through to the exit.

 

Monsters:     Pyro     Maurader     Skiff     Stinger

 

** Tower - Hangar # 2 **

Fly up and into the passage.

 

** Tower - 12F **

Fly into the elevator and take it up.

 

** Tower - 13F **

Fly to the exit and leave.

 

** Tower - Upper Floors **

Fly up, up, up, and meet the Exterminator.  Take it out, watch the FMV and the following cutscene. 

 

FMV - It's a trap! (evt127_1.cpk)

FMV - The Tower Awakens  (evt127_2.cpk)

 

Other:     Save Device

 

Monsters:

     Exterminator (B)

          TIP:  You're safe up top... for a while, anyway.  Here's the plan:  Fly up top, wait two gauges, Vengeance Orbs/Astral Phantoms, wait three gauges, fly to the bottom, Sniper the weak point, take the missile hit, repeat. 

**** END OF DISC THREE ****