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should be done only when you have all you need from inside Shellcoof. |
ACCESS THE FOURTH (AND FINAL) PYRAMID RELIC |
------------------------------------------- |
With your laser rank at #4 you will be able to Access any remaining pyramids |
relics. When you do, you will be pulled towards the back of Shellcoof, which |
you should enter. |
+-----------------------------------------------------------------------------+ |
INSIDE SHELLCOOF |
+-----------------------------------------------------------------------------+ |
PROCEED TO THE GENESIS CHAMBER |
------------------------------ |
When all of the pyramid relics have been Accessed, you will be greeted here by |
the spirit of a dragon. Follow it to the corridor's end and you will find the |
Genesis Chamber. |
+-----------------------------------------------------------------------------+ |
GENESIS CHAMBER |
+-----------------------------------------------------------------------------+ |
DRAGON CREST (Solo Wing side quest, part 1) |
------------------------------------------- |
Access the Dragon Crest to take it; doing this will release a dragon pup, who |
will follow you for the time being. As well as allowing you to eventually |
evolve your dragon into the Solo Wing model, the dragon pup has another |
function; while it is with you, it will occasionally fly upwards off the top of |
the screen. If you can find where it ends up (usually nearby, and not |
necessarily high up) and Access it, you will find that it has discovered a |
hidden item for you. If you fly too far away before doing this, the pup will |
return to you. None of the items that it finds are actually important; they are |
just things like Elixirs and combat Chips, and useless junk. |
+-----------------------------------------------------------------------------+ |
DESTROY SHELLCOOF |
----------------- |
Make sure you have done everything you need to do at Georgius at this point, as |
when Shellcoof is destroyed, you will be unable to return here. Then, Break the |
three engine rudders at the front of Shellcoof, on its west side. When you have |
destroyed two, Shellcoof will retaliate, using tractor beams to pull you to the |
rear of the ship. Break the points where they emerge from to disable them, and |
when they are all gone, Shellcoof will finally collapse into the sea. |
>-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< |
URU (With laser rank #4) |
>-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-< |
D UNIT 05 |
--------- |
Your laser rank of #4 will be enough to open the item box that hangs near the |
mouth of the passage. It contains the fifth D Unit. |
<<<=========================================================================>>> |
{4.17} IMPERIAL AIR FORCE |
<<<=========================================================================>>> |
>>> Equip your SNIPER before coming here! <<< |
------------------------------------------------------------------------------- |
THE IMPERIAL AIR FORCE BATTLE SEQUENCE |
------------------------------------------------------------------------------- |
The Imperial Air Force is actually just a long sequence of preset battles. |
However, it contains the only Imperial Punisher in the game, so if you want an |
Excellent for it, getting an Excellent for the whole sequence is necessary. |
------------------------------------------------------------------------------- |
1: STINGERS [Stinger x 6] |
------------------------------------------------------------------------------- |
These are the same as the ones you fought at the Imperial Air Force Post. The |
timing for the Excellent here isn't as tight as in those battles, though, so |
you don't have to worry about berserking them. Just use your lasers, in the |
same way that you fought Craymen's Rogues at Uru. It is also a good idea to use |
the "Carry Two Gauges Over" tactic (see Section 3.03) in preparation for the |
next battle. |
------------------------------------------------------------------------------- |
2: GUNSHIPS [Enforcer x 2] |
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