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Though announced as "Gunships", this is actually just a pair of Enforcers, the
same as an "Aerial Battleship" battle from the Imperial Air Force Post. These
are not like the "Gunship" sub-boss you fought over Georgius. To get the
Excellent grade, it is necessary to take little or no damage in this sequence.
To be safe, then, just use the Armageddon berserk technique to destroy both
ships instantly.
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3: STINGERS [Stinger x 6]
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You can defeat these using the same approach as above, except that you don't
need to use the "Carry Two Gauges Over" tactic.
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4: PUNISHER [Stinger x 3, Punisher x 1]
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This battle is the same as one of Craymen's Attack Groups from Uru, just with
the Imperial versions of the ships instead of the Black Fleet ones. Keep to the
safe zone behind the group, and laser the Stingers from there. Then charge
another gauge there and, when the Punisher moves to the side of you, move to
its front and Sniper its weak point to take it out instantly.
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BOSS: FLAGSHIP GRIG ORIG [Grig Orig]
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Due to the size of Grig Orig, this battle only takes place around a set of its
gun batteries. The right-hand zone is blocked by a section of the ship,
limiting your movement. Grig Orig will never try to reposition, and all zones
are dangerous during this battle.
The Armageddon berserk technique is extremely effective against Grig Orig,
because its different gun batteries count as individual enemies/targets for the
purposes of damage. This means that Armageddon will do five times its normal
damage to Grig Orig!
Of course, if you are fortunate enough to have the even more powerful Dragon
Phoenix berserk technique already, this battle will be even easier. Don't
bother moving, and just repeatedly use Armageddon / Dragon Phoenix. You will
take some damage from the Suppressing Fire and High Speed Cannons, but not
dangerous amounts, or nearly enough to stop you getting the Excellent.
After a while, Exhaust Port No. 1 will open. Go to Grig Orig's rear to Sniper
the weak point revealed inside it. After two volleys it will cease to be a weak
point, so just go back to using your berserk technique again. If you are using
Dragon Phoenix, this part of Grig Orig's pattern may not even have time to
occur before the battle is over.
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SUB-BOSS: SPECTRE
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This is the only time in the game where you fight a sub-boss after a boss.
Fortunately, Zastava's Spectre is much less threatening than Grig Orig.
Zastava will move around all the time, and the unsafe and danger zones will
appear to change constantly. However, this is just an illusion: Zastava will
only actually shoot you when you are directly behind him. If you stay out of
that zone, you will never get hit by any attack, regardless of what the radar
says.
Zastava can dodge weapons just like the Instigator Patrol Groups of the
Imperial Air Force Post. Your dragon's lasers are useless, therefore, and so
are all gun parts except the Sniper. The Spectre has no weak points, so just
shoot it with your Sniper whenever you get the chance. You should easily be
able to defeat Zastava without being hit, and fast enough for an Excellent.
<<<=========================================================================>>>
{4.18} AFTER THE IMPERIAL AIR FORCE
<<<=========================================================================>>>
>-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
CAMP (After the Imperial Air Force)
>-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
LETTER 2
--------
Return to your camp and search the unconscious Azel. You will find this letter
from Zastava and Craymen.
<<<=========================================================================>>>
{4.19} THE TOWER (DISC 3)
<<<=========================================================================>>>