Panzer Dragoon Saga -- Azel: Panzer Dragoon RPG a game for the Sega Saturn designed by Team Andromeda published by Sega FAQ / Walkthrough by Jeff "CJayC" Veasey ( cjayc@gamefaqs.com ) Version 1.0 Updated June 11, 1998 This FAQ was created for (and the latest version can always be found at): GameFAQs http://www.gamefaqs.com ------------------------------------------------------------- Contents I. Introduction II. Walkthrough A. DISC ONE B. DISC TWO C. DISC THREE D. DISC FOUR III. Lists A. MONSTER LIST B. DRAGON LIST C. EXTRA CLASS BERSERKS D. D UNIT LOCATIONS E. UNKNOWN THINGS IV. Administrivia ------------------------------------------------------------- I. Introduction --------------- Here it is, the completed walkthrough, with all known secrets. Please note that this is still a work in progress, as there are several things I haven't quite figured out yet! ------------------------------------------------------------- II. Walkthrough --------------- *****DISC ONE***** FMV - Introduction --New Game-- FMV - Edge & Rhua FMV - Background Narration / Craymen FMV - The Monster / Azel FMV - Craymen's Attack FMV - Losing Azel / Edge's Fall FMV - Destruction of the Capital / Emperor / Grig Orig Name Input - Enter your name FMV - Edge's Awakening -- Ruins - Bottom Floor -- Go to the two Break Targets and get the Shell Plate, Gun, and Key. Go to the elevator, and activate both controls on either side of it. Step on the elevator, and "Ride the Elevator". Items: Shell Plate Hand Gun Elevator Key FMV - Elevator / Monsters / The Dragon FMV - Visions / Edge is Chosen / Flight to the Top -- Above the Excavation -- Items in Break Targets: Stolarium X 1 2 Dinys Chip X 1 Other Field Map Save Device *** Cutscene *** -- Excavation Site -- Rummage through the boxes for a couple of items, then talk to the Captain. Items: Dinys Chip X 1 Stolarium X 1 Also Received: World Map Leader's Note FMV - Captain's Death -- Excavation Site #4 -- ** Tutorial 1 ** This is the tutorial for the battle system. Go through it at your own pace to get a feel for the system. When you're finished, select "End of Explanation". ** Excavation Site #4 ** Fly through the site, breaking all the Break Targets and Accessing all the containers you see. There are also three small tunnels you can enter to get more items. You can't break the fans yet, but you can come back later and do some damage. Once you get to the wall of fans, you have to go the opposite direction (west). Enter the tunnel, access the device, and you'll turn off the fans. Head past the fans and through the tunnel. Items in Break Targets: Telepathy Shard X 1 Elixir Minor X 3 Elixir Minor X 2 Revive X 1 2 Dinys Chip X 1 Items in Baskets: Elixir Minor X 1 Dinys Chip X 1 2 Gara X 1 2 Nando Drill X 1 Blast Chip X 1 Gem Stone X 1 Break Targets in Tunnels: Free Action X 1 Elixir Medis X 1 Dinys Chip X 1 Other: Field Map Save Device Unbreakable: 13 Fans (Level 6) Monsters: Pattergo Pattergen Baldor ** Canyon Deep Gulch ** Check the crashed ship for a recorder, then head through the canyon until you meet your first Mid-Boss, a Baldor Queen. Once she's toast, there's a passage beneath the waterfall with some goodies. Beyond the fork in the path, there's another Baldor Queen. Past her, enter the tunnel, Save your game if you want, heal up if you're hurt, then head out. It's time for a cutscene and your first boss, the Arachnoth. Once she's out of the way, you'll meet Gash in another cutscene. After that, you'll be back at the World Map. Head to the Village from here. Items in Break Targets: Berserk Micro X 1 2 Elixir Minor X 1 Item in Battleship: Recorder X 1 Items in Tunnel: Elixir Medis X 1 Energy Prism X 1 D Unit 02 X 1 Unknown: Fish Monsters: Baldor Gelata Urchins Magneta Urchins Baldor Queen (M) TIP: Stay to her front or back, use shot. Once she releases her brood, just move to the opposite side, shoot, repeat. Arachnoth (B) TIP: Stay to her side, and wait for her to turn towards you. When she does, shoot her in the tail once with the gun, and then get to the side. In the first part of the battle, you can't get behind her, so be careful. Eventually, she'll get mad, and you're in danger everywhere. When this happens, get to her front, and wait for her Tentacles to hit. When she gets Enraged, get to her front, and wait for the hit. She'll Charge through you and into a mountain, knocking herself out. Use this opportunity to Laser her weak side that's now exposed (you were saving up your shots, weren't you?). Follow this strategy until she's dead, healing yourself as necessary. ** Village of Cainus ** FMV - Destroyed Village / Night at the Camp ** Camp ** Resting at camp, you can name your dragon, and then talk to Gash. Offer to give him a lift (select "Yes" when offered), as he's helpful when attacked in the desert. You can then ask him whatever you want about the desert, and then leave the camp when you're ready. NOTE: Always pet your dragon at camp. You earn "Spirutal Closeness" points, and when you've earned enough, you'll receive the Berserk "Astral Phantoms" as a reward! ** Garil Desert ** ** Desert - Worm Lair ** In the worm lair, there are two blocked tunnels; one in the southeast corner, and one in the southwest corner. Head to the southwest and examine the mounds in front of the tunnel. Surprise, it's a Mid-Boss, the Lathum. Once it's out of the way, enter the tunnel and head through it. Items in Break Targets: Elixir Medis X 1 D Unit 03 X 1 Free Action X 2 Elixir Minor X 1 Telepathy Shard X 1 Other: Field Map Unbreakable: Sunken Ship (Level 6) Unknown: Tunnel in southeast corner Worms Monsters: Nanyd Nanyd Queen Stryder Stryder, Hunter Lathum (M) TIP: Just laser it until you find a weak spot (it turns red). You may need to find a Move out of the way (the area becomes dangerous), and start shooting until it does a Mucus Shift. Repeat. ** Desert - Green Oasis ** Once you're in the oasis, just fly around and laser everything in sight. The Kuo Pollen, which will maintain your flying speed when you press L in flight, is hidden in one of the plants in the northeast corner. Near the southwest side, there's a baby worm trapped in a whirlpool. Free him, and enter the tunnel he creates to grab the Mauler. Head to the center of the Oasis, activate the ruin, then head to the ruin in the northeast corner and break it. Head back to the Oasis, and enter the newly-formed hole to travel through the Underground Passage. Items in Break Targets: 2 Dinys Chip X 1 Berserk Micro X 1 Elixir Medis X 1 Elixir Minor X 1 Item in Plants: Kuo Pollen X 1 Item in ** Secret Worm Family Passage**: Mauler X 1 Other: Save Device Monsters: Stryder Stryder, Hunter Pludger Nanyd ** Oasis - Blue Ruins ** Head north and go to the two ruins in the northeast and northwest corners of the map. Access each one, and a whirlwind will clear the entrance to the ruins. Enter the new hole, and you'll be in an underground cave and meet the Gigralyph. Once you've properly introduced yourself, enjoy the first dragon transformation and the following cutscene. Items in Break Targets: Elixir Medis X 1 2 Dinys Chip X 1 D Unit 04 X 1 Elixir Minor X 1 Berserk Minor X 1 Other: Save Device Unknown: Plants Monsters: Hopper Gigralyph (B) TIP: Just shoot it a few times. The Gigra will then come and join it. Keep hitting it, and suddenly... It transforms! In its Mobile state, just stay behind it building up shots until it brings you to the front. Hit it in the nose quickly with everything you've got, then move to the back. If it brings you to the side, just jump right back behind it. In Defensive form, just stay to the rear and Chain Laser it. Once it's in Complete Form, follow the same battle plan as for Mobile form. Stay to the back, let it bring you to the front, then let `em have it. ** Camp ** Nothing much here, just save, play with the dragon, and move on to the Caravan. ** Caravan ** Once you arrive, enter the small yellow hut to meet the leader. You'll learn where to go next, and the people in the town will become much friendlier. You can buy items from the purple hut, and then head north to the Forbidden Zone. ** Forbidden Zone ** There are eight pieces of the Transporter to access once you arrive, scattered around the Zone. Once you've accessed all eight, access the transporter to be transported above the Zone for a battle with Craymen's Elite Guard. Once you've sunk the battleship, watch the cutscene, and prepare for your first battle with Azel and Atolm. Once that's over, it's time to change Discs. Items in Break Targets: 2 Stolarium X 1 3 Shell Plate X 1 2 Gipson Lens X 1 Telepathy Shard X 1 Other: Save Device Field Map Monsters: Lazara Lazara Hunter Lazara Skimmer Lazara Hammer Punisher TIP: Piece of cake. Stay behind them until you're gauges are full, then swing to the front and use your gun on their weak spots. Repeat until toast (two shots per ship, most likely). Flagship (M) TIP: Stay to the back, until the homing mine is released, then get out of the way (they'll draw you back, do you'll probably have to dodge twice). Once the mine has been released, get back behind them. Attack with Chain Laser for a good wallop. When they lower altitude, stay to the front or back and Chain Laser. Atolm Dragon (B) TIP: Stay to the sides; Atolm's laser attacks aren't too bad. For the best damage, head to the rear and shoot his weak spot (but don't spend ANY extra time back there or you'll get warped), otherwise stick to the sides and use non-Attack Berserks. At the "Ne- Rai", this is your cue to either A) get to the front immediately, or B) use Vengeance Orbs and get to the back. *****END OF DISC ONE***** *****DISC TWO***** ** Caravan ** Back at the Caravan, head to the large yellow tent and talk to the woman inside to get your next destination, the Village of Zoah. ** Village of Zoah ** At night, head to the bar (turn left, go over the stairs, and enter the blue doors). Talk to the bartender, "Pay 20 Dynes", answer "Yes", then grill him for information. Ask about the Empire to receive the Picture Board. Exit the bar, head back to the gates, wait until morning, and then go visit Paet. To find him, go left over the stairs, through the tunnel, turn right, go up the incline, go left to the wall, and hang a right. Paet's working on a flying machine, to talk to him for a cutscene. He'll tell you about Georgius, your next destination. Item from Bartender: Elixir Medis X 1 Picture Board X 1 ** Above Georgius ** Head towards the whirlwind, being accosted by various creatures along the way. Once you get close enough, you'll be able to enter. Monsters: Lazara Lazara Hunter ** Georgius (with whirlwind) ** Head to the whirlpool and start blasting every Guardian in sight. Mind you don't get too close, or you can be damaged by a stream or attacked by a Hellion. Once you've hit all of the Guardians, the ship will be revealed. Items in Break Targets: 2 Gipson Lens X 1 Other: Save Device Field Map Monsters: Hellion ** Georgius (with ship) ** The Ship Parts you're looking for are located directly beneath the Ancient Ship, but getting them will make you leave the area, so save it for last. After here, head back to Zoah. Items in Break Targets: Telepathy Shard X 1 3 Stolarium X 1 2 Shell Plate X 1 2 Gipson Lens X 1 Ship Parts X 1 Unbreakable: 2 Device (Level 2) Device (Level 3) Device (Level 4) 9 Ship Oar (Level 3) Other: Save Device Field Map ** Village of Zoah ** During the day, head back to Paet. He'll tell you that you got the wrong part, so head back to Georgius. ** Georgius ** Surprise, there's now a hole in the side of the ship. Enter it, sit back, and enjoy the cutscene. Once it's done, you've got an Imperial Gunship to deal with. Once it's done, you've got the Guardian Dragon to deal with. Once that's done, your dragon will transform again, and you'll end up back at the camp. FMV - Inside the ancient ship FMV - Interrogation FMV - Rescue Monsters: Gunship (M) TIP: It's very weak, so just stay to the front and trade your Lasers with its Tracers. It'll go down pretty easily, but there's a bigger fight ahead. Guardian Dragon (B) TIP: When the plate is closed, stay to the side and build energy, using various Berserks (Phantom Slashers seem to work well) or shooting it. After taking damage, it'll open its plate. This is the time to get to the back and hit it hard with your Shots. Once it goes Berserk, just stay at the back and finish it off with your gun before you take too much damage. ** Camp ** When you leave camp, Gash will give you the ship parts. Item from Gash: Ship Parts X 1 ** Village of Zoah ** Head back to Paet (during daylight hours), watch the cutscene, and get your next destination: Uru. ** Uru - Sunken Southern Ruins ** Head due east upon arriving and access the whale. It'll topple over a pillar. Next, head up the center way past the pillar until you see an L-shaped structure in mid-air. Access the apex of the L three times to join the tunnels. Finally, draw the whale in front of the pillar in the center of the ruins by accessing it. Once it's close enough, access it again to have it break the pillar, opening up the tunnel so you can enter it. Items in Break Targets: 2 Dinys Chip X 1 Berserk Micro X 1 Free Action X 1 Elixir Medis X 1 Antidote X 1 Monsters: Lumid Lumid Queen Dracolyth (R) ** Uru - Passage ** There's only one path through the tunnels you can take, so take it. Items in Break Targets: Antidote X 2 Free Action X 3 Other: Field Map Save Device ** Uru - Deep North ** As soon as you pop up out of the tunnel, surprise! Craymen's men are waiting for you. Once they're taken care of, there are no random monsters, so feel free to explore. Follow the arches from the entrance to the glowing device and access it to get information about the Protect Keys. Follow the arches south to the rock surrounded by four others in an X-shape, and access it to get Protect Key 1. Head back through the passage. Items: Protect Key 1 X 1 Monsters: Annihilator TIP: Stay away from the Reaper (the big cannon) and hit the front when you can. When the Reaper overheats, just avoid the Bio- weapons until it's back up, hitting the front when you can. Rogue TIP: Extremely weak from the rear. Laser `em. Inferno TIP: Escorts for the Annihilator. Shoot `em from the rear. ** Uru - Passage ** Just head to the south ruins. ** Uru - Sunken Southern Ruins ** Head to the southwest towards the first seal, and you'll be ambushed by Craymen's fleet. Kill `em, then access the seal. Head back to the passage. Monsters: Annihilator Punisher Rogue ** Uru - Passage ** Just head to the north ruins. ** Uru - Deep North ** The black ruins will have raised up partially out of the water, and the second protect key can be gotten in the east-most set of X-shaped rocks. Get it, then head back south. Items: Protect Key 2 X 1 ** Uru - Passage ** Just head to the south ruins. ** Uru - Sunken Southern Ruins ** Head to the southeast towards the second seal, and you'll be ambushed by Craymen's fleet. Kill `em, then access the seal. FMV - Activation of the Seals Uh oh. Time for a real fight against the guardian of Uru, Drenholm. Monsters: Annihilator Punisher Rogue Inferno Drenholm (M) TIP: Vengeance Orbs, get to the side, Prism Laser (take out an engine), other side, Prism Laser (other engine). Once both engines are out, Drenholm separates and its lower section becomes vulnerable at the rear. Use the Gun here. When the top half shoots Lightning Needles, get out of the way immediately (unless you've got Vengeance Orbs up). If hit by the Eye Beam, heal yourself quickly to avoid the next Lightning Needle/Thunderbolt attack. ** Uru - Sunken Southern Ruins (Transformed) ** Before heading back north through the passage, note the two new break targets... Items in Break Targets: Armor Chip X 1 Unbreakable: Break Target (Level 4) Monsters: Neo-Stryder Neo-Stalker Lumid Queen ** Uru - Passage ** The two previously closed doors are now open, but only the northernmost is completely open. Go through it, access the device, then head back to the southern section of the passage to get some goodies. When you're done, go to the north ruins again. Items in Break Targets: Elixir Medis X 2 Elixir Maxis X 2 Plasma Vortex X 1 Dinys Chip X 1 Elixir Maxis X 1 ** Uru - Deep North ** The black ruins are now completely out of the water, and the final protect key can be gotten in the southern set of X-shaped rocks. While you're there, several new items have popped up as well. Finally, access the Black Ruins, watch the cutscene, and battle Azel and Atolm again. Once you've won, both you and Azel head into the ruins, sans dragons. Whoops. FMV - Entering the Ruins Items: Protect Key 3 X 1 Items in Break Targets: D Unit 06 X 1 2 Dinys Chip X 1 Free Action X 1 Power Chip X 1 Speed Chip X 1 Full Elixir X 1 Berserk Minor X 1 Monsters: Atolm Dragon TIP: Same as before, but first get to the side and take out the four protectors he's got around him, starting with the nearest one. ** Uru Ruins - B1F ** Head north, activate the device to open gate one. To activate gate two, head south and activate the device in the room off the bottom of the "loop". Beyond gate two is the elevator leading down. Items in Break Targets: Elixir Minor X 9 Flash Chip X 5 Elixir Medis X 4 Tri-Burst X 1 Restore Speed X 2 Blast Chip X 2 Monsters: Small Egg Large Egg TIP: Small Eggs (green) are anti-shot, Large Eggs (blue) are anti-laser. Mutant Hopper Lucich TIP: Mutant Hoppers (green) are anti-shot, Luciches (blue) are anti-laser. ** Uru Ruins - B2F East ** NOTE: If you're going for 100% map coverage, you'll want to drop down the first two holes you see to B3F, then take the elevator back to B2F. Head north, watching out for the holes, until you come to the sloping section. You'll hit the prototype dragon room, where you can activate a device to drain the water. Exit the room, and head down. Monsters: Mutant Hopper Lucich ** Uru Ruins - B3F East ** Activate the device here to Fill Tank #1 and #2, then take the elevator back up. Monsters: Mutant Hopper Lucich ** Uru Ruins - B2F East ** Once you're back, heard to the northern hole to pick up a Berserk attack. Finally, head past the southern hole and down to the dome. Items in Break Targets: Hunting Scythe X 1 Monsters: Mutant Hopper Lucich Mutant Flier Slime Feeder ** Uru Ruins - Underground Dome ** You can't exit without the Dome Gate Key, so head through the door. Other: Field Map ** Uru Ruins - B3F West ** Go south to find the device to unlock gate three, then head back north to the elevator down. Other: Save Device Monsters: Mutant Hopper Lucich ** Uru Ruins - B4F ** The path to the key is (from the start): Right, then Left. Once you've got it, head back up. Items: Dome Gate Key X 1 Items in Break Targets: 6 Blast Chip X 1 Free Action X 1 Free Action X 2 Restore Speed X 1 Elixir Medis X 5 Elixir Medis X 2 Elixir Maxis X 1 Elixir Maxis X 2 Power Chip X 1 4 Dinys Chip X 1 Speed Chip X 2 2 Elixir Minor X 1 Unbreakable: 9 Break Targets (Level 1) Break Target (Level 3) Monsters: Absorbora TIP: Shoot, then laser them. Mutant Flier Slime Feeder ** Uru Ruins - B3F West ** Head back to the dome. ** Uru Ruins - Underground Dome ** After meeting and destroying the Energ (piece o' cake), go through the dome exit and enjoy the ride... FMV - Energ's revenge FMV - Elevator Ride #1 FMV - Elevator Ride #2 FMV - Rescue Monster: Asorbora Energ (M) TIP: Shoot all four Absorbora, then laser them, hitting the Energ. Three lasers should do it. ** Above the Ruins ** After escaping the ruins, you'll fight Basilus, then say goodbye to Azel in another FMV. After the battle, the dragon will transform a third time. After changing discs, head to the camp. FMV - Azel leaves Monsters: Basilus (B) TIP: You're safe at his front, but he moves around a lot. Stay there and blast `em. After he attacks with the Absorboras, move to the rear and attack his weak spot. As far as Berserks go, the Homing Scythe can be very effective. ****END OF DISC TWO***** *****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 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 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 FMV - Craymen's Talk ** 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! FMV - The Tower Awakens FMV - The Escape 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 **** **** DISC FOUR **** ** Caravan ** Head to the Caravan, as there's no place left to go. There's a Seeker who wants to talk to you with a message from Gash. He'll tell you about the Seeker's Stronghold, your next destination. Items: Seeker Map X 1 ** Seeker's Stronghold: Camp ** Allow Gash to care for Azel (select "YES"), and head into the stronghold. Find Gash and talk to him. FMV - Talking with Gash FMV - The Seekers' Plan FMV - The Divine Visitor Next, re-enter the stronghold and go visit Zadoc. He's upstairs, the first door on your right after the ramp. You'll get a lot of information, as well as the Diary. Ask about Zoah and receive the Memory Report. Check the shelves for a book about the Tower. Next, head into the room with the red door across from Zadoc's room and watch the FMV. FMV - Azel's Awakening Next, head to the shop (upstairs, purple door) and pick up the Assassin (sell what you need, including the Sniper, to get it). Finally, head to the Observation Deck (downstairs, underneath the ramp, furthest door). FMV - Grig Orig Approaches Head back to the Camp, and head out of there to the Forest! Items: Old Diary X 1 Memory Report X 1 Tower Report 3 X 1 ** Forest of Zoah ** Fly north until you see a hole on your left. Enter it, and you'll be inside the Forest. ** Inside the Forest of Zoah ** The inside is a maze of trees, and you'll need to find the bases of eight plants and access them to shut them down. Explore this area all you want; there are no monsters to bug you! When you're done, head back out through any of the three entrances. Items in Break Targets: Telepathy Shard X 1 Shell Plate X 1 2 Elixir Maxis X 1 Gipson Lens X 1 Olfactory Lobe X 1 Bone Slasher X 1 Berserk Medis X 2 Berserk Medis X 1 D Unit 09 X 1 D Unit 10 X 1 Unbreakable: Door (Level 6) Other: Save Device ** Forest of Zoah ** Now you can safely fly around. The large plants, the Arangata, are scattered around the forest, and they're invincible if you didn't take out their bases. Fly north towards Grig Orig, smashing the plants as you go. Destroy the Infested Grig Orig, and your dragon makes the transformation to Arm Wing. Now, let's take a quick side-trip to the Caravan, which has camped in the Forest. Monsters: Lazara Lazara Hunter Protodrones Arangata (M) TIP: You must first take out the plant's base in the Forest below. Once its base is dead, just laser it, as it's helpless. Infested Grig Orig (B) TIP: At the "Discharge Talon", the blob will release two talons and have a third opening that is now weak. Watch where the talons are released, then head to the weak opening at hit with the Assassin. Take three shots: one at each talon, then at the opening. If you have an Agile dragon, you may be able to get two shots on the discharger at once. Once the blob is down, you'll need to take out the cannon. Stay to its side, build energy, once you're full, hit it with the Assassin three times, repeat. Get out of the way on "Charge Energy". If hit with a parasite, heal yourself (Recover Berserk or Restore Speed Item) quickly. Once the cannon opens the blah, Vengeance Orbs, stay at the front, keep shooting and recharging you Orbs on each hit. ** Caravan ** If you got the medicine for Enkak earlier, talk to the hunter at night to get a Berserk Vampire. Next, back to the stronghold. Items: Berserk Vampire ** Seeker's Stronghold ** Go in and talk to Gash, and you'll learn of Azel's disappearance. Time to go to... ** Underground Ruins of Uru - B1F** Fly through and take the elevator down. ** BF2 East ** Take the south-west path and head through the door to the underground dome. ** Underground Dome ** Go through the west door. ** B3F West ** Go north to the elevator and take it down. ** B4F ** Hang a right and take out all of those Break Targets you couldn't with the Floater! Turn around and head back up. Items in Break Targets: Blast Chip X 1 4 Dual Blast Chip X 1 2 Dinys Chip X 1 Elixir Maxis X 1 D Unit 08 X 1 ** B3F West ** Go east to the door and exit. ** Underground Dome ** Go through the north door; you couldn't get there with the floater, but you're flying now! ** B2F North ** There's a lot of information about the Light Wing dragon and Azel here to access in the six devices. Hmmm... Fly forward to the last room and you'll find Azel, but break the target there before you fly too far, or you'll have to come back later if you want the Ambrosia! Items in Break Targets: D Unit 07 X 1 Ambrosia X 1 Monsters: Mutant Hopper ** Camp ** You'll talk with Azel here, and when you're done, head back to the stronghold. ** Seeker's Stronghold ** Talk to the woman as you walk in for another FMV. FMV - Sending the Souls of the Dead Stop back by Zadoc's for another book. When you're ready, leave and head for the Tower! Items: Tower Report 2 X 1 ** Tower - Upper Floors ** Fly down, and the Tower's defense system will activate. Try accessing the doors twice, then take the east door. ** Tower - 15F East 1 ** Fly through and take the elevator down. ** Tower - 14F East ** Fly through and take the elevator up. Items in Break Targets: Berserk Maxis X 1 ** Tower - 15F East 2 ** Fly forward activate the device to access Rotor Pile #1. Return the way you came. ** Tower - 14F East ** Fly through and take the elevator down. ** Tower - 15F East 1 ** Fly through and exit. ** Tower - Upper Floors ** Fly down, access the Rotor Pile, fly down to the next set of doors, and enter the East door. ** Tower - 14F East ** Grab the Elixir and head back out the way you came. Items in Break Targets: Elixir Maxis X 1 ** Tower - Upper Floors ** Now enter the North door. ** Tower - 14F North ** Grab the stuff and Tah-Dah! Assuming you collected all 12 D Units, you now have a Light Wing Dragon! Note that you can no longer change the Dragon's Ability, but it's not that important for the time being. Head back out the way you came. NOTE: If you missed a unit, don't panic. You'll be able to get them later. Items in Break Targets: D Unit 11 X 1 D Unit 12 X 1 ** Tower - Upper Floors ** Now enter the West door. ** Tower - 14F East ** COMPASS ALERT! Despite the fact that you're in the west tunnel, this area is labeled 14F East! Don't panic, it's just a translation oversight. Check the map to make sure you are where you think you are, fly through, activate the Rotor Pile #2, and exit. ** Tower - Upper Floors ** Fly down, access the next Rotor Pile, fly down to the next level, and enter the door. ** Tower - 13F ** Fly through and take the elevator down. ** Tower - 12F ** Get ready for a fight, fly through, and exit the door there. ** Hangar 2 ** You'll immediately battle the Twin Guardians, after which head out the lower door. Monsters: Twin Guardians (M) TIP: Wait, and it will quickly split into two pieces, one of which is anti-shot. Get behind this one and laser it until they both fall. Vengeance Orbs can help absorb a few of the blows you take from their attacks. ** Tower - 11F ** This is where it gets interesting. Starting on this level, there are motion sensors stationed throughout the rooms. Trip one, and you'll be attacked once then randomly until you can turn off the alert by accessing the large Alert Monolith stationed on the same floor. If you don't feel like turning it off, you'll be attacked randomly until you leave the floor. If you return to the floor, the alarms will still be on, but they do not carry over to other floors. In the first room you come to, there's a sensor that you can't help but trip. Once you do, just fly forward until you find the Alert Monolith and access it to deactivate the alert. Next, you'll run into a strange spinning-docking machine. If you access it right as it stops spinning, it will clear the path for you. Mis-time it, and face a Sentinel. Keep flying forward until you reach the elevator. Monsters: Scorpitara TIP: A single shot from an Assassin will kill them. Sentinel TIP: Move, wait for it to spin toward you (filling up a tiny portion of your gauge), repeat. Laser when you get a gauge full. Other: Save Device ** Tower - 9F East Passage ** Fly through to the exit, watching out for the various tricks and traps. Monsters: Scorpitara Sentinel ** Tower - Middle Floors ** Fly down one level, rotate the bridge twice, and enter the newly exposed door. ** Tower - 9F North Passage ** Fly through, break the pylons, and head down the hole. ** Tower - 8F North ** Get the stuff, then take the elevator back up. Items in Break Targets: Berserk Medis X 1 Elixir Maxis X 1 ** Tower - 10F ** Fly through and exit. ** Tower - Middle Floors ** Fly down one level, rotate the bridge twice, and enter the newly exposed door. ** Tower - 9F West Passage ** Fly through and take the elevator down. ** Tower - 8F West Passage ** Fly through the Inner and East Passage, then break the pylons in the far room and exit through the hole. ** Tower - 7F East ** Fly through and take the elevator up. ** Tower - 8F East ** Fly through and access the pylon control, break the pylons, and fly through the hole. ** Tower - 7F South ** Fly through and take the elevator up. Items in Break Targets: Full Elixir X 1 ** Tower - 8F West ** Fly to the middle room, access the pylon control, break the pylons, and fly through the hole. Items in Break Targets: Full Elixir X 1 ** Tower - 7F South ** Fly through and take the elevator back up. Items in Break Targets: Berserk Medis X 1 ** Tower - 8F West ** Now go to the bottom of the three rooms, break the pylons, and fly through the hole. ** Tower - 7F South ** Fly through and take the elevator back up. ** Tower - 8F West ** Finally, go to the top of the three rooms, break the pylons, and fly through the hole. ** Tower - 7F East ** Access the Rotor Pile #3 control then exit out of the passage. Items in Break Targets: Ambrosia X 1 Tri-Blast Chip X 1 Other: Save Device ** Tower - Middle Floors ** Fly up, access the Rotor Pile #3, fly back down one level (to 8) and enter the open passage. ** Tower - 8F North Passage ** Take the elevator down. ** Tower - 6F ** Get ready for a fight, then exit the passage ** ** Hangar 1 ** You'll immediately face the Battle Droid, which you'll toast quickly. Fly through the lower door when you're done. Monsters: Battle Droid (M) TIP: This thing packs a wallop, so Vengeance Orbs yourself, then Assassin the droid's weak spot (its backside) to death. ** Tower - 5F ** Avoid the alarm system, fly through and take the elevator down. Monsters: Scorpitara Sentinel ** Tower - 4F ** Avoid the alarm system, fly through, enter the room and activate the Rotor Pile #4 control, then exit the passage. Monsters: Scorpitara Sentinel ** Tower - Bottom Floors ** Fly down, access the Rotor Pile #4 to stop it, fly down to the next level and enter the door. ** Tower - 3F ** Fly around, gathering items and accessing the Rotor Pile #5 control, then exit. The alarms are getting trickier here, the control is in the southern hall and surrounded by motion sensors. Items in Break Targets: 2 Full Elixir X 1 2 Tri-Blast Chip X 1 Elixir Maxis X 1 Flash Chip X 1 Berserk Maxis X 1 Monsters: Scorpitara Sentinel ** Tower - Bottom Floors ** Fly down, access the Rotor Pile #5 to stop it, fly down to the next level and enter the door. ** Tower - 2F ** Fly through, access the Right Gate and Left Gate controls, go through the right gate, get the Berserk Micros, take the elevator up. Items in Break Targets: Speed Chip X 1 Armor Chip X 1 Shield Chip X 1 Power Chip X 1 Berserk Micro X 40 Monsters: Scorpitara Sentinel ** Tower - 3F ** Access the Rotor Pile #6 Control, turn around, and take the elevator back down. ** Tower - 2F ** Fly out of the Right Gate and hang a left, fly through the Left Gate, and take the elevator up. Items in Break Targets: Full Elixir X 1 ** Tower - 3F ** Break the target, turn around, and take the elevator back down. Items in Break Targets: Berserk Vampire X 1 ** Tower - 2F ** Exit back out to the center of the Tower. ** Tower - Bottom Floors ** Fly down, access the Rotor Pile #6 to halt it, and fly to the bottom. SAVE YOUR GAME HERE! You are now through the Tower, and ready to face Sestren. There are two doors: the one to the north leads to Sestren. The one to the east leads to the express elevator. I suggest the later, as there's still a lot to do! Other: Save Device ** Tower - 1F East ** Fly through and take the elevator to the top. ** Tower - 15F West ** Fly through and exit through the door. ** Tower - Upper Floors ** Fly up and exit through the ceiling. It's time to go treasure hunting! ** Valley ** Remember all those fans in the Valley? Take `em out! Items in Fans: Coolia's Dung X 1 Gem Stone X 1 Albertson Fan X 1 Tri-Blast Chip X 1 Macran Jewel X 1 ** Garil Desert - Worm Lair ** Head to the sunken ship and blast it. After that, enter it and get the Plasma Swarm! Exit, then head to the Forest of Zoah. Items in Break Targets: Plasma Swarm X 1 ** Forest of Zoah ** Pick a tunnel to the inside of the forest and enter it. ** Inside the Forest of Zoah ** Fly to that door you couldn't open earlier and open it! ** Forest of Zoah - Red Ruins ** There are four spinning targets surrounding the ruins; break them to create four doorways into the ruins. Enter through the south-facing door and access the statue, and do the same through the east-facing door. The ruins will then rise out of the Forest, creating a passage to the Blue Ruins in the Desert, only now at night. (What is the purpose of this? Anyone?) Go through the west door, access the device there, and the Dragon will transform to Solo Wing, the dragon's true form! There's a similar device through the north door, but it doesn't appear to be active (Anyone?). Finally, exit the ruins through one of the tunnels. Items in Break Targets: Golia Pod X 1 2 Berserk Maxis X 1 Gipson Lens X 1 2 Full Elixir X 1 Golia Shell X 1 Golia Fang X 1 Olfactory Lobe X 1 Golia Tail X 1 Bone Slasher X 1 ** Forest of Zoah ** Just south of the southwest tunnel into the Red Ruins, there's a plant you can access twice to receive the Villatuya Fruit, which increases maximum speed! Just do a roll to boost your speed up to a fourth level. That's all of the goodies I know about; on to the Tower! Items: Villatuya Fruit X 1 Monsters: Glide Dragon Golia Tracker (R) ** Tower - Upper Floors ** Enter the west door. ** Tower - 15F West ** Take the elevator to the bottom. ** Tower - 1F East ** Exit through the door. ** Tower - Bottom Floors ** Exit through the north door. ** Tower - 1F North ** Take the elevator down. FMV - Azel activates the portal FMV - Transport / Destruction of the Tower ** Sestrel ** Five Dragons, five battles. Heal up before each battle, then access the active one to fight. A Spiritual/Agility Dragon is the most effective here, as long as you're quick to heal yourself. After they're done, heal up, then access Sestrel. FMV - Flashback #1 FMV - Flashback #2 FMV - Flashback #3 FMV - Flashback #4 FMV - Flashback #5 Kill Sestrel. FMV - The Divine Visitor revealed (What's with the "Press the Button" bit? Hmmm? Which button?) FMV - End / Waiting for Edge Credits FMV - Azel's Journey Monsters: Anti-Basic Wing (M) TIPS: Stay to the side, take the laser hits. Berserker Rage gives a lot of bang for the buck, but two shots from the Assassin, while not as cool, are slightly more damanging. Anti-Valiant Wing (M) TIPS: Will go into Defense mode. Same as before: Stay to the side, take the laser hits. Berserker Rage gives the most bang for the buck. Anti-Stripe Wing (M) TIPS: Will go into Attack mode. Stay to the rear, take the laser hits. Berserker Rage gives a lot of bang for the buck, but two shots from the Assassin, while not as cool, are slightly more damanging. Anti-Panzer Wing (M) TIPS: Will go into Agility mode. Stay to the rear, take the laser hits. Berserker Rage gives a lot of bang for the buck, but two shots from the Assassin, while not as cool, are slightly more damanging. Anti-Eye Wing (M) TIPS: Will go into Spiritual mode. Shield (not Vengeance Orbs), Assassin/Berserker Rage to attack. Sestrel (B) TIPS: The final boss. Shoot four orbs for four flashback movies. Then, use some Chips (Speed, Power, Armor, Shield) and build three gauges. Shoot the fifth orb, and hang on. Berserker Rage or Assassin to attack the weak spot. Sestrel will transform to a new state after a while. Shield/Astral Phantoms/Vengeance Orbs to protect, Berserker Rage/Dragon Phoenix to attack. Ambrosia (you did save some, didn't you) is perfect for healing. ** Play Result ** Here your statistics for the game are ranked. Following this walkthrough, here's what I received: --- Clear Model: Dragon Solo Wing Total Flight Distance: 1078.4KI Field Map Coverage Rate: 96.2% Target Destruction Rate: 91.4% Enemy Data Collection Rate: 93.4% Spiritual Closeness Points: 52 "Your quest shall live forever in myths and legends" Picture: Close-up of Azel in the wall where she was found --- Other texts: "You have had the adventure of a lifetime" "There is much you have yet to uncover" (unsure about this one verbatim) After viewing your results, you can save you game - do so! Loading this game allows two new features: The Dragon Models list (found in the Display Data on Defeated Enemies Menu) and the Box Game. ** Box Game ** If you Continue the save game after completing the game, a new item on the World Map appears: Box Game. There are three locations (mini- games) here to play! ** Fleet on the Lake ** You're back on the lake, attacking the Imperial Air Force Base! You've got 3 minutes to rack up as many points as possible. ** Dermot's Ranch ** Ummm... You're a baby dragon with three other babies at a Camp. I'm not sure what the point of this one is... ** Ancient Valley ** It's a race through the valley. I managed a 36.532, if you care... ------------------------------------------------------------- III. Lists MONSTER LIST (98/105, 93.4%): Pure Type Monsters: Lazara Lazara Hunter Lazara Hammer Lazara Skimmer Hellion Atolm Dragon (B) Guardian Dragon (B) Drenholm (M) Atolm, Orbs (B) Scavenger Drone Protodrone Photon Cannon (M) Plasma Spider Reactor (M) Atolm, Ancient (B) Atolm, Orbs II (B) Glide Dragon Golia Tracker (R) Arangata (M) Infested G.O. (B) Sentinel Scorpitara Twin Guardians (M) Battle Droid (M) Anti-Basic (M) Anti-Valiant (M) Anti-Stripe (M) Anti-Panzer (M) Anti-Eye (M) Sestren (B) Sestren Morphic (B) Sestren Exsis (B) Mutated Monsters: Pattergo Pattergen Gelata Urchin Magnata Urchin Baldor Baldor Queen (M) Arachnoth (B) Nanyd Nanyd Queen Stryder Stryder, Hunter Hopper Pludger Lathum (M) Gigralyph (B) Gigra (B) Hunter Gigra (B) Fighter Gigra (B) Swift Gigra (B) Lumid Lumid Queen Neo-Stryder Neo-Stalker Dracolyth (R) Small Egg Large Egg Mutant Hopper Luchich Mutant Flier Slime Feeder Absorbora Energ (M) Basilus (B) Imperial Forces: Gunship (M) Instigator Missile Cruiser Plasma Cannon Enforcer Behemoth (M) Deathmaker (B) Warship (R) Stinger Punisher Grig Orig (B) Raider Pyro Skiff Marauder Exterminator (B) Craymen's Fleet: Punisher Flagship (M) Rogue Inferno Annihilator Spectre (M) DRAGON LIST: Basic Wing You start the game with this dragon. Valiant Wing Obtained after defeating the Gigra. Stripe Wing Obtained after the battle at Georgius. Panzer Wing Obtained after defeating the Basilus. Eye Wing Obtained after defeating Atolm a third time. Arm Wing Obtained after defeating Infested Grig Orig. Light Wing Obtained after collecting all D-Units. Solo Wing Obtained after merging with the baby Dragon. EXTRA CLASS BERSERKS: Energy Prism Obtained at Valiant Wing upgrade. Plasma Vortex Obtained from a break target in Uru - Passage. Hunting Scythe Obtained from a break target in Uru Ruins - B2F East. Plasma Swarm Obtained from a break target in the Sunken Ship in Garil Desert Worm Lair. Astral Phantoms Obtained at a camp after petting your Dragon enough times. D-UNIT LOCATIONS: All D-Units are located in Break Targets, scattered throughout the globe. 01: Above Excavation Site - Access the birds (cannot be done before defeating the Arachnoth) 02: Valley - Canyon Deep Gulch - inside tunnel 03: Garil Desert - Worm Lair 04: Garil Oasis - Blue Ruins 05: Uru - Sunken Southern Ruins 06: Uru - Deep North 07: Underground Ruins of Uru - B4F - requires Dragon 08: Underground Ruins of Uru - B2F North - requires Dragon 09: Inside the Forest of Zoah 10: Inside the Forest of Zoah 11: Tower - 14F North 12: Tower - 14F North UNKNOWN THINGS: These are a few of the things I still don't know about... If you can help, please feel free to write! * The remaining seven monsters, and their locations. * The purpose of the passage to the Garil Desert from the Red Ruins in the Forest of Zoah. It's night in the desert when you use the passage. Is there any difference if you break the sunken ship at night instead? * The blocked worm passage in the Garil Desert - Worm Lair that the worms won't go near. * Ending: "Push the button". What does this mean, if anything? * The remaining %ages of Target Destruction Rate and Field Map Coverage. Did I miss an area somewhere? Is it possible to get 100%? * Dermot's Ranch. What's up with this? ------------------------------------------------------------- III. Administrivia Unpublished work copyright 1998 Jeff Veasey. All rights reserved. You have explicit permission to reproduce this document for your own, non-commercial, private use. This document may be reproduced posted locally on internet sites without explicit permission, provided the file is not altered in any way and proper credit is given to the author. Altering of this document or inclusion in printed or other forms is expressly prohibited without prior written consent of the author. -EOF-