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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]