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Section 2.07. Additionally, you now have the ability to change your dragon's
Class with the Type Select feature, which Tutorial 2 will teach you about soon.
For more information on this, refer to Section 2.09.
<<<=========================================================================>>>
{4.05} AFTER THE GARIL DESERT
<<<=========================================================================>>>
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CAMP (After the Garil Desert)
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GASH DEPARTS
============
Gash will leave you at this stage, but first he will direct you to a nearby
caravan, and give you a pendant that will identify you as one of his friends.
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GARIL DESERT (After the original visit)
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RARE ENEMY: SAND MITES [Sand Mite x 6]
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If you return to the Garil Desert after defeating the Gigra, this rare enemy
can be found at the Blue Ruins. They can ambush you in four locations, which
are in roughly the four corners of the area around the ruins. The spots can be
identified by your radar turning yellow.
Sand Mites are easily defeated. In general, keep to the safe zone behind them
to charge your gauges. When the group moves behind you, unload your gauges by
lasering their revealed front weak points. Move to the back again when you need
to recharge, and repeat until they are mostly destroyed. When only a lone Mite
survives, use your gun instead to concentrate fire on its weak point. If you
use these tactics, you should be able to win the battle quickly without even
being hit, easily achieving an Excellent.
It is certainly worth fighting a few Sand Mite groups before you move on, as
the 540 EXP you get for the Excellent grade is huge compared to what you
usually get this early in the game. The next highest amount you could have had
from a normal enemy up to now is just 101 EXP from an Excellent against a
Pludger. Unlike Pludgers, though, you can fight Sand Mites specifically as
often as you want. It's a good idea to keep fighting Sand Mites at least until
you stop going up a level after every battle.
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CARAVAN (After the Garil Desert)
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This is a travelling caravan, populated by a nomadic people who hunt the
world's monsters. The caravan is not very large, comprising three tents and a
small outside area. However, no one in the caravan will talk to you at first,
treating you as if you were some kind of enemy.
MEET AN'JOU AND GET DIRECTIONS TO THE FORBIDDEN ZONE
====================================================
In the right-hand yellow tent you will find the caravan's leader, An'jou. On
seeing Gash's pendant he will befriend you, and will point you in the direction
of the Forbidden Zone. That is where Craymen appears to have gone. It turns out
that the caravan has recently been robbed by Craymen's men, and the other
residents have been mistaking you for one of them, hence their unfriendly
behaviour. From now on you will be able to speak to them normally, and also
visit the caravan at night.
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CARAVAN TOUR AND CHARACTER LIST
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You enter the caravan from its fenced-in outer area, with a purple tent ahead
of you, and two yellow tents to your right. The purple tent houses Baicah's
shop; see Section 6.07 for lists of what shops sell at given times.
The two yellow tents are the homes of its other residents. If you go around and
behind of the yellow tents, you will find an area where Coolias (domesticated
beasts) are tethered.
Though there is not much for you to do at the caravan yet, following are
descriptions of where its characters can be found. You can find out their
individual stories by talking to them now, and as your quest continues. It is a
good idea to familiarise yourself with them now, before you move on to other
things.
ENKAK
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Enkak is the son of An'jou, the caravan's leader. He can be found sitting