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D UNIT 03
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The third D Unit is in an item box in the east of the Worm Lair.
FIGHT THE LATHUM AND OPEN THE PASSAGE
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In the southeast of the Worm Lair there are a group of orange mounds with a
Caution warning. If you Access them, you will end up fighting the Lathum sub-
boss. If you are determined to get an Excellent grade for the Lathum, you
should definitely save your game before you do this. There is no flawless
method of getting an Excellent against this sub-boss, so you may have to
restart. After you have won the battle, a worm will appear and break open the
entrance to the desert's first passage.
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SUB-BOSS: LATHUM
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To defeat the Lathum quickly, you need to find its weak point; this is
underneath one of the lumps on its back. You can destroy these with attacks,
but areas where the lumps have been broken will change from being unsafe to
dangerous - the Lathum can use its Scalding Breath move from the revealed
holes.
You should use your lasers to break many lumps quickly, so as to find the weak
point as soon as possible. If you don't find the weak point after one volley of
lasers, move out of the dangerous zone you've just created, and try lasering
another group of lumps. When you find the weak point, get into a safer zone and
repeatedly shoot it with your gun.
The problem with getting an Excellent grade here is that, if the weak point is
under the last group of lumps that you destroy, you will already have turned
all zones red and dangerous. This will normally result in you taking too much
damage to get the Excellent grade, so be prepared to restart if this happens
(and you are bothered about the grade).
After some time, the Lathum will cause a Mucus Shift, repairing all the holes
and moving the weak point to a new location. When this happens, just uncover
the weak point as before. As there are no safe spots while fighting the Lathum,
being quick and minimising damage through these tactics is all you can really
do.
+-----------------------------------------------------------------------------+
PASSAGE
+-----------------------------------------------------------------------------+
GO TO THE GREEN OASIS
=====================
This tunnel joins the Worm Lair to the next area, the Green Oasis.
+-----------------------------------------------------------------------------+
GREEN OASIS
+-----------------------------------------------------------------------------+
In the centre of the second Garil Desert area is the Green Oasis itself. South
of it are patches of quicksand, and to the east strange desert plant life grows
around an inactive ruin.
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ENEMY: HOPPERS [Hopper x 3]
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Hoppers appear in groups of three. They constantly turn, shifting the safe and
unsafe zones, so try to stay out of danger. Charge your gauges, and wait for
them to do the turning. Whenever a Hopper has its weak point exposed to you and
you have a gauge charged, pick it off with your gun. When only one Hopper
remains, move in for the kill as soon as you have a gauge charged. Kill the
group efficiently and without being hit and you will get the Excellent, though
sometimes the timing can be difficult.
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ENEMY: PLUDGER [Pludger x 1]
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The only safe zone is behind the Pludger, but that will turn unsafe when you
move into it. The Pludger's back is also its weak point. You should shoot it
with your gun, as lasers often target the surrounding Nanyds instead; killing
them is pointless as the Pludger will just summon more. When you kill a
Pludger, it will explode in a cloud of acid, killing the Nanyds. If you don't
start in front of the Pludger, you should be able to kill it with your first
volley before you get hit. This will get you the Excellent grade.
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ENEMY: NANYD SWARM (All Queens) [Nanyd Queen x 10]
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Occasionally you will fight a Nanyd Swarm composed entirely of Nanyd Queens.
You don't really need to worry about getting an Excellent against there groups,