Panzer Dragoon Saga

Panzer Dragoon Saga

16.10.2013 00:30:02

English

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 1.2
Updated June 16, 1998

This FAQ was created for (and the latest version can always
be found at):
GameFAQs http://www.gamefaqs.com

-------------------------------------------------------------
Contents

I. Introduction
II. Frequently Asked Questions
III. Walkthrough
A. DISC ONE
B. DISC TWO
C. DISC THREE
D. DISC FOUR
IV. Other Things To Do
V. Lists
A. MONSTER LIST
B. DRAGON LIST
C. EXTRA CLASS BERSERKS
D. D UNIT LOCATIONS
E. UNKNOWN THINGS
VI. 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!

Release History:
0.5 - 6/9/98 - 50% Complete Walkthrough
1.0 - 6/11/98 - 100% Complete Walkthrough
1.1 - 6/12/98 - Added Garil Desert secret passage
1.2 - 6/16/98 - Added Uru secret floors - Field Map Coverage 100%
Added Frequently Asked Questions
Incorporated the FMV guide
-------------------------------------------------------------

II. Frequently Asked Questions
------------------------------

"What are Spiritual Closeness Points?"

You gain these for interacting with your dragon over the course of the
game. If you name your dragon, you are given the option to Smile,
Ignore, or Pet your dragon at various Camps during the day.
Consistently petting your dragon earns the most points (4, maybe), and
at approximately 40 or so points, you'll earn Astral Phantoms, an Extra
Class Berserk.

"What do I do with all of these items?"

Most can be sold, however, a few are useful:

Telepathy Shard - Shows you a bar of your enemy's health.

(any others?)

"How can I view the movies on the disc?"

The movies are stored on the four CD's in Cinepak format (.CPK).
There is at least one utility out there, called cpk2avi, that will
convert it to standard Windows AVI files, and that's what I used to
get them into a viewable format. Don't ask me where I found this
program, as I don't remember.

"Is there a second ending?"

No. Check the FMV files for yourself if you don't believe me.

-------------------------------------------------------------

III. Walkthrough
----------------

*****DISC ONE*****

FMV - Introduction (movie1.cpk)

--New Game--

FMV - Edge & Rhua (evt000_1.cpk)
FMV - Background Narration / Craymen (evt000_2.cpk)
FMV - The Monster / Azel (evt000_3.cpk)
FMV - Craymen's Attack / Losing Azel / Edge's Fall (evt000_4.cpk)
FMV - Destruction of the Capital / Emperor / Grig Orig (evt000_5.cpk)

Name Input - Enter your name

FMV - Edge's Awakening (evt002.cpk)

-- 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 (evt004_1.cpk)
FMV - Visions / Edge is Chosen / Flight to the Top (evt004_2.cpk)

-- 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 (evt008.cpk)

-- 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 (evt016_1.cpk)
FMV - Night at the Camp (evt016_2.cpk)
FMV - Night at the Camp 2 (evt016_3.cpk)

** 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! If you don't name your dragon, you
won't be able to earn points!

** 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. Fly through the three arches
near the southeast corner and a red worm will open the passage with
some Shield Chips inside. Next, 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
Item in ** Secret Worm Passage**:
Shield Chip X 3
Other:
Field Map
Unbreakable:
Sunken Ship (Level 6)
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.

FMV - Atolm and Azel (evt029.cpk)

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 (evt040.cpk)
FMV - Interrogation (evt041.cpk)
FMV - Rescue (evt043.cpk)

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 (evt054.cpk)

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 (evt060_1.cpk)
FMV - Azel is Trapped (evt060_2.cpk)

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 (evt067.cpk)
FMV - Elevator Ride #1 (evt068_1.cpk)
FMV - Elevator Ride #2 (evt068_2.cpk)
FMV - Rescue (evt068_3.cpk)

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 (evt072.cpk)

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 (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 ****

**** 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 (evt134_1.cpk)
FMV - The Seekers' Plan (evt134_2.cpk)
FMV - The Divine Visitor (evt134_3.cpk)

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 (evt135.cpk)

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 (evt137.cpk)

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
Uru for a few more items.

** Underground Ruins of Uru - B1F**

Fly through and take the elevator down.

** BF2 East **

Head all the way north until you reach the hole in the floor. Enter
it and go to a new area!

** B?F **

A floater is on the floor; access it to enter the area. Going north
(right) will net you Armor Chips. Go south, then north (L, R) for
Shield Chips. South, south, north (L, L, L) for Power Chips; South,
south, south, south (L, L, R, R) nets you Speed Chips. All of these
paths end in a hole that drops you back to B3F East, with dragon.
Finally, going South, south, south, north (L, L, R, L) goes to B??F,
the next secret level.

Items in Break Targets:
Armor Chip X 3
Shield Chip X 3
Power Chip X 3
Speed Chip X 3

** B??F **

Break the targets, and drop through the hole.

Items in Break Targets:
Bone Slasher X 1
3 Dual Blast Chip X 1
Olfactory Lobe X 1
Berserk Maxis X 1

** B3F East **

You've got your dragon back (whew!). Take the elevator back up.

Monsters:
Absorborac (R)

** B2F East **

Take the south elevator back up.

** B1F **

Exit the ruins through the North passage, and head to the stronghold.

** Seeker's Stronghold **

Talk to the woman as you walk in for another FMV.

FMV - Sending the Souls of the Dead (evt144.cpk)

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 (evt152.cpk)
FMV - Transport / Destruction of the Tower (evt153.cpk)

** 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 (evt155_1.cpk)
FMV - Flashback #2 (evt155_2.cpk)
FMV - Flashback #3 (evt155_3.cpk)
FMV - Flashback #4 (evt155_4.cpk)
FMV - Flashback #5 (evt155_5.cpk)

Kill Sestrel.

FMV - The Divine Visitor revealed (evt160_1.cpk)

Press any button to continue (or just wait).

FMV - End (evt160_2.cpk)

FMV - Waiting for Edge (evt161_1.cpk)
Credits
FMV - Azel's Journey (evg161_2.cpk)

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: 1311.7KI
Field Map Coverage Rate: 100.0%
Target Destruction Rate: 96.9%
Enemy Data Collection Rate: 94.5%
Spiritual Closeness Points: 56

"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...

-------------------------------------------------------------

IV. Other Things To Do
----------------------

There are a few other things to do in Zoah I missed originally
in the walkthrough. Note that I haven't verified all of these,
but I do believe they're real.

From Bert Chang:

There is a time when you visit the fat watchman at his house and he
asks if you can spare some money. If you do, later on (after you
get he pass to the Holy District) he will say he doesn't have the
money to pay you back but you can take something from his house.
You can take some chips (I forget which kind), Dragon Book 2, or
an item you can sell (I think it was an Olfactory Lobe). Dragon
Book 2 is an item with information about the dragon rider from
Panzer Dragoon II Zwei.

There's a time when you visit the old hunter at his house and he
gives you a hunters' quiz. I don't remember the questions but they
were based on monsters you fought very early in the game (in the
valley and desert). The answers can be found by reading the
information on defeated enemies. If you get them all right, you get
a Tri-Shot. I think you get a few chips if you don't.

When Paet invites you to his house, go to the Holy District at
night. To the left of Vaiman's house, there appears to be a dead
end but if you look up you'll see a ladder and find Paet's room
(he explains why the stairs are blocked in Vaiman's house). Here
you can get Dragon Book 3.

If you keep talking to the girl from the Holy District, she will
eventually give you some Zaal Nuts or Zoah Harvest(I forget which
one) and an Aronak Unit. The unit will eventually appear at the
camp and plays the ending and opening theme music of Panzer
Dragoon II Zwei. I read somewhere you might need a PDIIZ saved
game file to get the Aronak Unit.

If you keep talking to the man in the Holy District (the one that
is in the same area as the girl) he will eventually sell you some
Zaal Nuts or Zoah Harvest (I forget which one). Also, if you have
a Macran Jewel, he will buy it for a large amount of money.

-------------------------------------------------------------

V. Lists
--------

MONSTER LIST (99/105 verified by me, 94.5%):

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)
Absorborac (R)
Kolba (R) - Unverified - Found in Uru near Tobitama nest
Sand Mite (R) - Unverified - Found in the Desert

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)
Battle Cruiser (R) - Unverified - Found in Imperial Air Force Post

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 - This is hidden in ruins southeast of the
entrance to the passage, only accessible after you've been inside
the ruins.
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 three monsters and their locations, and exact
locations of the three unverified monsters.
* 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 remaining %age of Target Destruction Rate. This appears to
apply only to Break Targets or other targets containing items, not just
empty targets (i.e. destroying Shellcoot). Did I miss an non-map area
somewhere?
* Dermot's Ranch. What's up with this?

-------------------------------------------------------------

VI. Administrivia
------------------

Thanks go to Scott Smith, Gordon Vink, and Rich Reinblatt who all
simultaneously added the info about the worm passage in the Garil
Desert.

Thanks to Bert Chang for the three new monsters and the Zoah
information.

Thanks to Mark Camron and George Lu for the info on the new floors
in the Uru Ruins.

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-

 
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