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Follow the passage north and you will find a joint in it that you can Access; |
do so a few times and the final section of the tunnel will rotate until it |
links up with the cliff face. |
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PASSAGE |
+-----------------------------------------------------------------------------+ |
This beautiful underwater complex links the two main areas of Uru. At this |
stage there are some dark locked doors that seal off some rooms. They can only</pre><pre id="faqspan-4"> |
be passed later, when you have defeated the sub-boss of Uru; Drenholm. |
FIELD MAP |
--------- |
The Field Map for Uru can be found in the first room you come to. |
ANCIENT RECORDING DEVICE |
------------------------ |
Uru's only save point is in the farthest room of this complex. |
GO TO THE DEEP NORTH |
==================== |
Beyond the room with the Ancient Recording Device, the passage exits to the |
Deep North. A group of Craymen's ships will ambush you as soon as you exit the |
passage, instigating a sequence of battles. |
+-----------------------------------------------------------------------------+ |
DEEP NORTH |
+-----------------------------------------------------------------------------+ |
Beneath the still waters of the Deep North, an enormous black ruin lies |
dormant. It is in this area that you will find the answers to the puzzles of |
the Sunken Southern Ruins. |
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CRAYMEN'S FLEET BATTLE SEQUENCE #1 |
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This first encounter with the Black Fleet is not particularly difficult to get |
an Excellent for, so long as you know what you are doing. |
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1: ANNIHILATOR [Annihilator x 1] |
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The Annihilator rotates its Reaper cannon to follow you, moving the danger zone |
constantly. Keep out of its aim while charging your gauges. You do not have to |
move immediately when the zone you are in turns red, as the cannon moves very |
slowly. Look at it rather than your radar, and simply move before it is ever |
totally pointing at you. Try to move back and forth between the ship's front |
and one of its sides, so that you can Sniper the front weak point when you have |
the chance. It will not take much damage to destroy. |
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2: ROGUES [Rogue x 6] |
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Rogues are easy to defeat. Simply keep to one side of the group to charge your |
gauges, and whenever they reposition in front of you, unload your full gauges |
by lasering their exposed weak points. Then dodge to the side again, and |
repeat. It shouldn't take many volleys to destroy the entire group. |
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3: ROGUES [Rogue x 6] |
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Just use the above tactics again. |
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4: AERIAL BATTLE GROUP [Inferno x 3, Annihilator x 1] |
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This is basically the same as the Annihilator battle detailed above, except |
that the Infernos make the front zone permanently dangerous. Because of this, |
you will have to charge up all of your gauges while dodging between the rear |
zone and a side zone. When you have them all full, quickly move to the front |
and Sniper the Annihilator's weak point repeatedly until it is destroyed. With |
the Annihilator gone, the Infernos will retreat, leaving you with an Excellent |
if you were fast enough and did not get hit in the sequence. |
PROTECT KEY 1 |
============= |
Just west of the sunken black ruins is a raised structure housing the first |
Protect Key. This will be used at the Sunken Southern Ruins. |
+-----------------------------------------------------------------------------+ |
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