*****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 ****