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BREAK THE FIRST SEAL |
==================== |
Back at the Sunken Southern Ruins, head to the "mysterious ruins" that are |
southwest of the passage entrance. Another squadron of Craymen's ships will |
intercept you just before you reach them, and tactics for fighting them are |
given below. After the battle, you can use Protect Key 1 to break the seal of |
the ruins. |
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CRAYMEN'S FLEET BATTLE SEQUENCE #2 |
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This shorter sequence of battles against the Black Fleet is, again, quite easy |
to get an Excellent for. Though no new enemy craft appear in this sequence, |
they do appear in slightly different attack formations, so some new tactics are |
necessary. |
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1: ANNIHILATOR [Annihilator x 1] |
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Refer to the previous tactics for this kind of battle. |
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2: PUNISHERS [Punisher x 3] |
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These can be defeated in the same way as the pair you met above the Forbidden |
Zone. Keep behind them while charging all three gauges, and when they |
reposition to your side, quickly move in front of them. From there you will be |
able to hit their weak points; with the Sniper, one gauge per ship should be |
enough. |
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3: ATTACK GROUP [Rogue x 3, Punisher x 1] |
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The best approach is to keep charging gauges in the safe zone behind the group, |
and lasering the Rogues until they are all destroyed. Then get one full gauge |
and wait for the Punisher to move to the side of you. When it does, quickly |
move to its front and Sniper its weak point to take it out instantly. |
+-----------------------------------------------------------------------------+ |
PROTECT KEY 2 |
============= |
After using Protect Key 1, you will be prompted to return to the Deep North. |
The second Protect Key can now be found there, east of the raised black ruins, |
opposite where Protect Key 1 was located. It too will be used at the Sunken |
Southern Ruins. |
+-----------------------------------------------------------------------------+ |
BREAK THE SECOND SEAL AND FIGHT DRENHOLM |
======================================== |
Back at the Sunken Southern Ruins, you will this time need to head for the |
"mysterious ruins" that are southeast of the passage entrance. Once again, |
though, you will be ambushed by some of Craymen's ships just before you get |
there. Details of that sequence are given below. After the battle sequence, you |
might want to save your game before continuing. Also, you should have found at |
least one Free Action item up to this point, but if you don't have one for any |
reason, go and buy one now, as you will need it in the upcoming battle. When |
you use the key at the "mysterious ruins" you will activate Drenholm, the sub- |
boss of Uru. Tactics for this battle are also given below. After the battle, |
you will again be prompted to return to the Deep North. |
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ENEMY: LUMID SWARM (All Queens) [Lumid Queen x 10] |
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The Lumid Swarms you will fight at sunset (and night time) are composed |
entirely of Lumid Queens. You don't really need to worry about getting an |
Excellent against there groups, though, as you should already have an Excellent |
against Lumid Queens from fighting the regular swarms. |
To just defeat them without wasting any resources, first charge your gauges |
behind the group. Even though the Queens are Anti Laser, your lasers will kill |
them faster than your gun, simply because they can hit multiple enemies |
simultaneously. Just keep to the green zone and keep lasering, and you will |
defeat them safely. With the whole swarm being Queens, there is no way to make |
them scatter. |
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ENEMY: NEO-STRYDER [Neo-Stryder x 4, Neo-Stalker x 2] |
------------------------------------------------------------------------------- |
When you return to the Sunken Southern Ruins at sunset, there will be some new |
monsters, Neo-Stryders and Neo-Stalkers, patrolling the lake. They can be |
Subsets and Splits
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